Draconomicon Classes

==Bloodscaled Fury==
(Draconomicon variant, p. 86)
A bloodscaled fury is a dragon whose rage surpasses that of a human barbarian as the barbarian's rage surpasses a child's tantrum.
====Requirements====
Base Attack Bonus: +22
Alignment: Any chaotic
Skills: Intimidate 14 ranks
Feats: Power Attack , Shock Wave , Wingstorm
Race: Any dragon.
Special: Rage: The dragon must have some sort of rage ability, most commonly derived from levels in the barbarian class, and must be able to enter this rage at least three times per day.
Frightful Presence: The dragon must have the frightful presence ability.
====Hit die====
d12
====Skill points====
2 + Int
====Class Features====
Weapon and Armor Proficiency: A bloodscaled fury gains no proficiency with any weapons, armor, or shields.
Fearsome Presence (Ex): A bloodscaled fury is a terror to behold, and the seething fury that churns in its heart inspires terror in all who lay eyes on it. The dragon's frightful presence becomes more powerful: The saving throw DC to resist the ability is increased by the dragon's class level. Creatures with Hit Dice equal to or less than 1/2 the dragon's class level + 4 are panicked if they fail their saving throws, while creatures with more Hit Dice are shaken. Both fear effects last for 6d6 rounds (rather than the usual 4d6).
Draconic Fury (Ex): At 2nd level, a bloodscaled fury's rage becomes more fearsome. While raging, its Strength and Constitution scores increase by an additional 2 points and it gains an additional +1 morale bonus on its Will saves. Thus, an 11th-level barbarian/2nd-level bloodscaled fury gains +8 to its Strength and Constitution scores and +4 on its Will saves. (Its Armor Class penalty remains at —2.) At 6th level, and again at 10th, these bonuses increase by a similar amount. An 11th-level barbarian/10th-level bloodscaled fury gains +12 to its Strength and Constitution scores and +6 on its Will saves.
Scales of Blood (Su): Beginning at 3rd level, a bloodscaled fury earns its name. When it enters a rage, small quantities of blood ooze out around its scales, lining their edges and adding to the dragon's fearsome appearance. More important, the blood supernaturally wards the dragon from spells and weapon damage. For the duration of the dragon's rage, its spell resistance increases by its class level, and its damage reduction improves as well. The number before the slash in the dragon's damage reduction increases by 5 at 3rd level. In addition, at 7th level a bloodscaled fury's damage reduction can be overcome only by magic cold iron weapons, and at 11th level only by epic cold iron weapons. For example, an old white dragon with damage reduction 10/magic who reaches 3rd level as a bloodscaled fury gains damage reduction 15/magic while raging. At 7th level, it gains damage reduction 15/magic and cold iron while raging, and at 11th level it gains damage reduction 15/epic and cold iron while raging.
Rend: At 4th level, a bloodscaled fury gains Rend (see page 73) as a bonus feat, even if it doesn't have the rerequisites.
Extended Fury (Ex): At 5th level, a bloodscaled fury can remain in a rage for a number of rounds equal to 6 + its Con modifier.
Incite Rage (Ex): At 8th level, a bloodscaled fury gains the ability to incite rage in its allies whenever it enters a rage. The dragon can affect all willing allies within 60 feet, granting them a +4 morale bonus to Strength, a +4 morale bonus to Constitution, a +2 morale bonus on Will saves, and a —2 penalty to Armor Class for as long as the dragon remains raging. This ability is otherwise identical to normal barbarian rage, including the fatigue at the end of the rage.
Tireless Fury (Ex): At 9th level, a bloodscaled fury no longer becomes fatigued at the end of its rage.
Blinding Speed (Ex): A 12th-level bloodscaled fury can act as if under the effects of a haste spell for a total of 12 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.
====Ex-Bloodscaled Furies====
A bloodscaled fury that becomes lawful loses all class features and cannot gain more levels as a bloodscaled fury.
===Advancement===
Level	BAB	Fort	Ref	Ref	Will 	Special
1st 	+1 	+2 	+0 	+0 	Fearsome presence 	
2nd 	+2 	+3 	+0 	+0 	Draconic fury +2/+1 	
3rd 	+3 	+3 	+1 	+1 	Scales of blood (spell resistance, damage reduction +5) 	
4th 	+4 	+4 	+1 	+1 	Rend 	
5th 	+5 	+4 	+1 	+1 	Extended fury 	
6th 	+6 	+5 	+2 	+2 	Draconic fury +4/+2 	
7th 	+7 	+5 	+2 	+2 	Scales of blood ( damage reduction +0/magic and cold iron)	
8th 	+8 	+6 	+2 	+2 	Incite rage 	
9th 	+9 	+6 	+3 	+3 	Tireless fury 	
10th 	+10	+7 	+3 	+3 	Draconic fury +6/+3 	
11th 	+11	+7 	+3 	+3 	Scales of blood (damage reduction +0/epic and cold iron) 	
12th 	+12	+8 	+4 	+4 	Blinding speed 	
===Class skills===
Skill name	Key ability	Trained only	Armor check penalty
Climb 	STR 	 	
Intimidate	CHA 	 	
Jump 	STR 	 	
Listen 	WIS 	 	
Spot 	WIS 	 	
Survival 	WIS 	 	
Swim 	STR 	 	
==Disciple of Ashardalon==
(Draconomicon variant, p. 87)
Disciples of Ashardalon bind fiendish spirits to their own hearts, eventually taking on the characteristics of demonic spawn themselves.
====Requirements====
Base Attack Bonus: +18
Alignment: Any evil
Skills: Knowledge (religion) 18 ranks , Knowledge (the planes) 18 ranks
Feats: Iron Will , Quicken Spell-Like Ability
Race: Any dragon.
Special: Initiation: Before adopting the prestige class, a dragon must join the loose-knit cult of other disciples and undergo its initiation rites. This process includes the ritual scarring of the dragon's heart—an extremely dangerous practice that would claim the life of a dragon too weak to qualify for the class, and leaves even those that do robbed of 1 point of Constitution. (Dragons that progress to at least 6th level in this class regain the lost Constitution point eventually.)
====Hit die====
d8
====Skill points====
4 + Int
====Class Features====
Weapon and Armor Proficiency: A disciple of Ashardalon gains no proficiency with any weapons, armor, or shields.
Fiendbond (Su): As part of its initiation, a disciple of Ashardalon binds a demonic spirit to its own heart, emulating the manner in which Ashardalon himself took a balor as his heart. The dragon's alignment changes to chaotic evil if it was not already of that alignment. The dragon gains bonus sorcerer spells as if its Charisma score were 2 points higher than actual.
Resistance (Ex): A disciple of Ashardalon gains resistance to acid, cold, electricity, and fire. This resistance is 5 at 1st level, and increases by 5 at 4th level and every four levels thereafter (10 at 4th level, 15 at 8th level, and 20 at 12th level).
Spell-Like Abilities: A disciple of Ashardalon gains spell-like abilities as it increases in level. Its caster level is equal to its class level, and its saving throw DCs are 10 + its Cha modifier + spell level. Once an ability is gained, the disciple can use it a certain number of times per day, as follows: 3/day— darkness, poison, unholy aura; 1/day— blasphemy, contagion, desecrate, destruction, horrid wilting, unhallow, unholy aura, unholy blight.
Skill Point Increase: At 2nd level, and again at 10th level, a disciple of Ashardalon gains a pool of bonus skill points equal to the number of dragon Hit Dice it possesses. This pool represents a gradual transition from being a creature of the dragon type (with 6 skill points per HD) to being an outsider (with 8 skill points per HD). These bonus skill points are in addition to the skill points gained at every level, and are not modified by the dragon's Intelligence score.
Ability Increase: Every three levels, a disciple of Ashardalon's ability scores increase automatically. At 3rd, 6th, 9th, and 12th level, its Strength, Dexterity, and Intelligence all increase by 1 point. At 6th and 12th level, its Constitution and Charisma also increase by 1 point. By 12th level, a disciple of Ashardalon has the ability score adjustments of the half-fiend template.
Poison Immunity (Ex): A disciple of Ashardalon of 6th level or higher is immune to all forms of poison.
Natural Armor Increase (Ex): At 7th level, a disciple of Ashardalon's natural armor bonus improves by 1.
Fiendish Perfection (Ex): At 12th level, a disciple of Ashardalon's bond with its demonic spirit is complete and perfect. The dragon now has the half-fiend template and becomes an outsider rather than a dragon.
===Advancement===
Level	BAB	Fort	Ref	Will	Special
1st 	+1 	+2 	+0 	+2 	Fiendbon, resistance 5, darkness
2nd 	+2 	+3 	+0 	+3 	Desecrate, skill point increase
3rd 	+3 	+3 	+1 	+3 	Unholy blight, ability increase (Str, Dex, Int)
4th 	+4 	+4 	+1 	+4 	Resistance 10, poison
5th 	+5 	+4 	+1 	+4 	Contagion
6th 	+6 	+5 	+2 	+5 	Poison immunity, blasphemy, ability increase (Str, Dex, Con, Int, Cha)
7th 	+7 	+5 	+2 	+5 	Unhallow, natural armor increase
8th 	+8 	+6 	+2 	+6 	Resistance 15, unholy aura
9th 	+9 	+6 	+3 	+6 	Horrid wilting, ability increase (Str, Dex, Int)
10th 	+10	+7 	+3 	+7 	Skill point increase
11th 	+11	+7 	+3 	+7 	Destruction
12th 	+12	+8 	+4 	+8 	Resistance 20, ability increase (Str, Dex, Con, Int, Cha), fiendish perfection
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Concentration 	CON 	 	
Hide 	DEX 	 	
Intimidate 	CHA 	 	
Knowledge (arcana) 	INT 	 	
Knowledge (religion) 	INT 	 	
Knowledge (the planes)	INT 	 	
Listen 	WIS 	 	
Move Silently 	DEX 	 	
Search 	INT 	 	
Sense Motive 	WIS 	 	
Spellcraft 	INT 	 	
Spot 	WIS 	 	
==Dispassionate Watcher of Chronepsis==
(Draconomicon variant, p. 89)
Taking the role of observers rather than active participants, dispassionate watchers of Chronepsis remain aloof from the events of the world.
====Requirements====
Alignment: Any neutral
Skills: Knowledge (any two) 20 ranks
Race: Any dragon.
Spells: Able to cast divine spells.
Domain: Knowledge (or able to cast at least three Knowledge domain spells as arcane spells).
====Hit die====
d8
====Skill points====
2 + Int
====Class Features====
Weapon and Armor Proficiency: A dispassionate watcher gains no proficiency with any weapons, armor, or shields.
Divine Conversion: At 1st level, a dispassionate watcher loses any effective sorcerer level it had previously gained by virtue of its age and draconic variety. Its effective divine spellcasting level increases by the number of sorcerer levels it sacrificed. These effective levels apply only to the dragon's spellcasting, not to other class abilities (such as turning undead). For example, a very old amethyst dragon/1st-level cleric adopts the dispassionate watcher of Chronepsis prestige class. Its sorcerer caster level of 11th converts into eleven effective cleric levels, giving the dragon the spellcasting ability of a 12th-level cleric.
Calming Aura (Su): At 1st level, a dispassionate watcher loses its frightful presence ability (if it had one), gaining instead an infectious aura of calm detachment. This aura has the same radius and Will save DC as the dragon's frightful presence ability, if it had one. If it did not possess frightful presence, the radius is equal to 5 feet per 2 HD the dragon possesses (counting only its base dragon Hit Dice, not any class levels). The Will saving throw to resist the effect has a DC of 10 + 1/2 dragon's base HD + its Cha modifier. The effect of the aura is the same as that of a calm emotions spell, but it lasts as long as the dispassionate watcher does not attack.
Draconic Knowledge: A dispassionate watcher gains Draconic Knowledge (see page 69) as a bonus feat. It uses its dispassionate watcher level as an additional modifier on its draconic knowledge checks.
Spellcasting: From 2nd level on, when a new dispassionate watcher level is gained, the dragon gains new spells per day as if it had also gained a level in a divine spellcasting class it belonged to before it added the prestige class. It does not, however, gain any other benefit a character of that class would have gained (an improved chance of turning or rebuking undead, wild shape, and so on). This essentially means that the dragon adds the level of dispassionate watcher to the level of whatever divine spellcasting class the dragon has, then determines spells per day and caster level accordingly. If the dragon had more than one divine spellcasting class before becoming a dispassionate watcher, the dragon must decide to which class it adds each level of dispassionate watcher for the purpose of determining spells per day. A very old amethyst dragon/1st-level cleric/2nd-level dispassionate watcher has the spellcasting ability of a 13th-level cleric: 11 from divine conversion of its sorcerer spellcasting levels, 1 from its single cleric level, and 1 from its two levels in the prestige class. If a dragon advances an age category after taking levels in this class, the added levels of spellcasting ability are added to its effective divine spellcasting level. If the very old amethyst dragon in the example above lives to be ancient, its spellcasting level would increase by 2, so it would cast spells as a 15th-level cleric.
Comprehend Languages (Sp): At 2nd level, a dispassionate watcher gains the ability to use comprehend languages at will.
Stunning Rebuke (Su): A 4th-level dispassionate watcher can deliver a thunderous rebuke that stuns one creature of its choice within 100 feet. If the target creature fails a Will saving throw (DC 10 + dispassionate watcher's class level + 1/2 its Cha modifier), it is stunned for 1d4+1 rounds. This is a sonic effect, but is not language-dependent.
Tongues (Sp): A 5th-level dispassionate watcher can use tongues at will.
Discern Lies (Su): At 6th level, a dispassionate watcher knows when anyone (other than a deity) is deliberately lying. This ability is like the discern lies spell, except that it works continuously and applies to any creature the dragon can perceive.
Clearsight (Ex): A 9th-level dispassionate watcher can see illusions, transmuted creatures and objects, and disguised creatures and objects for what they really are, provided they are within 30 feet of the dragon. This ability is similar to the true seeing spell, except that it also foils mundane disguises.
Vision (Sp): At 10th level, a dispassionate watcher gains the ability to use vision three times per day. Using this ability is only a standard action for the dragon.
Analyze Dweomer (Sp): A 12th-level dispassionate watcher can use analyze dweomer at will.
===Advancement===
Level	BAB	Fort	Ref	Will	Special 	Spellcasting
1st 	+0 	+2 	+0 	+2 	Divine conversion, calming aura, Draconic Knowledge	—
2nd 	+1 	+3 	+0 	+3 	Comprehend languages 	+1 level of existing class
3rd 	+2 	+3 	+1 	+3 	— 	+1 level of existing class
4th 	+3 	+4 	+1 	+4 	Stunning rebuke 	+1 level of existing class
5th 	+3 	+4 	+1 	+4 	Tongues 	+1 level of existing class
6th 	+4 	+5 	+2 	+5 	Discern lies 	+1 level of existing class
7th 	+5 	+5 	+2 	+5 	— 	+1 level of existing class
8th 	+6 	+6 	+3 	+6 	— 	+1 level of existing class
9th 	+6 	+6 	+3 	+6 	Clearsight 	+1 level of existing class
10th 	+7 	+7 	+4 	+7 	Vision 	+1 level of existing class
11th 	+8 	+7 	+4 	+7 	— 	+1 level of existing class
12th 	+9 	+8 	+5 	+8 	Analyze dweomer 	+1 level of existing class
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Concentration 	CON 	 	
Decipher Script 	INT 	 	
Knowledge (arcana) 	INT 	 	
Knowledge (architecture and engineering)	INT 	 	
Knowledge (dungeoneering) 	INT 	 	
Knowledge (geography) 	INT 	 	
Knowledge (history) 	INT 	 	
Knowledge (local) 	INT 	 	
Knowledge (nature) 	INT 	 	
Knowledge (nobility and royalty) 	INT 	 	
Knowledge (psionics) 	INT 	 	
Knowledge (religion) 	INT 	 	
Knowledge (the planes) 	INT 	 	
Spellcraft 	INT 	 	
==Dracolyte==
(Draconomicon variant, p. 122)
The dracolyte takes up worship of the draconic gods.
====Requirements====
Skills: Concentration 8 ranks , Diplomacy 4 ranks , Knowledge (arcana) 4 ranks , Knowledge (religion) 8 ranks
Feats: Dragonfriend , Toughness
Race: Any nondragon.
Languages: Draconic.
Spellcasting: Able to cast 2nd-level divine spells.
====Hit die====
d8
====Skill points====
2 + Int
====Class Features====
Weapon and Armor Proficiency: A dracolyte gains no proficiency with any weapons, armor, or shields.
Spellcasting: When a new dracolyte level is gained, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, and so on). This essentially means that the character adds the level of dracolyte to the level of whatever divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one divine spellcasting class before he became a dracolyte, he must decide to which class he adds each level of dracolyte for the purpose of determining spells per day.
Prestige Domain (Ex): At 1st level, a dracolyte gains access to a prestige domain based on his alignment. Good-aligned dracolytes (and neutral clerics who channel positive energy) gain access to the Glory prestige domain (and its granted power), while evil-aligned dracolytes (and neutral clerics who channel negative energy) gain access to the Domination prestige domain (and its granted power). Dracolytes who are neither good nor evil (and who don't channel positive or negative energy) can select either of these domains, but once made, the choice can never be altered. The spells associated with the prestige domain can be selected to fill any domain spell slots the dracolyte has available. If the prestige domain is the character's only domain, he gains the ability to cast a domain spell of each spell level to which he has access once per day, in addition to those spells he already casts. Prestige domains are presented and explained in the Cleric Domains section, beginning on page 107.
Alertness: At 3rd level, a dracolyte gains Alertness as a bonus feat.
Foster Dragon: At 5th level, a dracolyte is entrusted with the care of a wyrmling dragon. The kind of dragon is up to the DM, but the dragon's alignment should match the dracolyte's. The wyrmling dragon follows the dracolyte loyally, and will even accompany him on adventures (though it receives no XP and can't attain new levels). If the wyrmling dies, the dracolyte cannot gain any additional dracolyte levels until he receives an atonement spell from another dracolyte or a cleric who worships a draconic deity.
Immunities (Ex): A 7th-level dracolyte gains immunity to magic sleep and paralysis effects.
Keen Senses (Ex): At 9th level, a dracolyte gains darkvision out to 60 feet and low-light vision.
Summon Dragon (Sp): A 10th-level dracolyte can, as a full-round action, summon a dragon once per day. This ability is similar to a summon monster spell, except that the dracolyte summons an adult dragon of the same kind as the wyrmling dragon entrusted to his care (see above). The summoned dragon remains for 10 rounds and follows the dracolyte's commands.
===Advancement===
Level	BAB	Fort	Ref	Will	Special 	Spellcasting
1st 	+0 	+2 	+0 	+2 	Prestige domain	+1 level of existing class
2nd 	+1 	+3 	+0 	+3 	— 	+1 level of existing class
3rd 	+2 	+3 	+1 	+3 	Alertness 	+1 level of existing class
4th 	+3 	+4 	+1 	+4 	— 	+1 level of existing class
5th 	+3 	+4 	+1 	+4 	Foster dragon 	+1 level of existing class
6th 	+4 	+5 	+2 	+5 	— 	+1 level of existing class
7th 	+5 	+5 	+2 	+5 	Immunities 	+1 level of existing class
8th 	+6 	+6 	+2 	+6 	— 	+1 level of existing class
9th 	+6 	+6 	+3 	+6 	Keen senses 	+1 level of existing class
10th 	+7 	+7 	+3 	+7 	Summon dragon 	+1 level of existing class
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Bluff 	CHA 	 	
Concentration 	CON 	 	
Diplomacy 	CHA 	 	
Heal 	WIS 	 	
Jump 	STR 	 	
Knowledge (arcana) 	INT 	 	
Knowledge (religion)	INT 	 	
Spellcraft 	INT 	 	
==Dragon Ascendant==
(Draconomicon variant, p. 90)
Dragon ascendants seek to transcend the limitations of material existence so as to become nothing less than deities.
====Requirements====
Base Attack Bonus: +30
Feats: Draconic Knowledge , Fast Healing , Great Fortitude , Improved Speed , Iron Will , Lightning Reflexes
Race: Any true dragon.
Special: Consume Hoard: A would-be dragon ascendant must eat its hoard to begin the process of divine ascension. Its hoard must have a value of at least 100,000 gp, but the dragon cannot choose to eat just 100,000 gp and leave the rest alone—it must consume its entire hoard.
====Hit die====
d12
====Skill points====
6 + Int
====Class Features====
Weapon and Armor Proficiency: A dragon ascendant gains no proficiency with any weapons, armor, or shields.
Awesome Aura (Ex): A dragon ascendant loses its innate frightful presence, replacing it with a special fear aura. This aura surrounds the dragon at any radius it chooses up to the extent of its frightful presence (30 feet × the dragon's age category), and is always active unless the dragon chooses to deactivate it. The dragon can choose to exclude its own allies from the effect of its aura. Creatures within the aura must make a Will save (DC equal to the dragon's frightful presence DC plus 1/2 its dragon ascendant levels). Creatures that fail their saving throws are shaken, while those that succeed are immune to the effect of that dragon's aura for 24 hours. If the dragon attacks or charges, shaken creatures must attempt a second Will save (same DC) or become frightened. When a dragon ascendant reaches 5th level, it can choose to modify its aura to inspire resolve in its allies and dread in its enemies. All allies of the dragon within the radius of its aura receive a +4 morale bonus on attack rolls, saves, and checks. The dragon's foes must succeed on a Will saving throw or take a —4 penalty on attack rolls, saves, and checks. When a dragon ascendant reaches 10th level, it gains a third option for its aura. The dragon can cause affected creatures to become dazed, simply staring at the dragon in fascinated awe, if they fail their Will saves. As with the fear aspect of the aura, the dragon can choose to exclude its allies from the effects of the aura. All uses of a dragon's awesome aura are mind-affecting effects.
Hit Point Increase (Ex): At 2nd level, and every two levels thereafter, a dragon ascendant gains 1 hit point per Hit Die it possesses, including all its dragon Hit Dice and those gained from class levels. This benefit can never increase a dragon's hit points above the maximum for its Hit Dice and Constitution bonus. At 12th level, a dragon ascendant's hit points are equal to the maximum for its Hit Dice and Constitution bonus.
Transmutation Immunity (Ex): At 3rd level, a dragon ascendant gains immunity to polymorphing, petrification, and any other attack that would alter its form. Any shape-altering powers or spells the dragon has work normally on itself.
Increased Damage Reduction (Su): At 4th level, a dragon ascendant's damage reduction can be overcome only by epic weapons. At 8th level, the amount of the dragon's damage reduction (the number before the slash) is increased by 5. For example, an ancient black dragon/8th-level dragon ascendant has damage reduction 20/epic.
Lifewarding (Ex): At 6th level, a dragon ascendant is no longer vulnerable to attacks that cause energy drain, ability drain, or ability damage.
Deflection Bonus (Su): At 7th level, a dragon ascendant gains a deflection bonus to its Armor Class equal to its Charisma bonus, if any.
Iron Mind (Ex): At 9th level, a dragon ascendant becomes immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Resistance to Fire (Ex): At 11th level, a dragon ascendant gains resistance to fire 20, if it does not already possess immunity to fire.
Spell Resistance (Ex): At 11th level, a dragon ascendant's spell resistance increases to 33.
Immortality (Ex): A 12th-level dragon ascendant is actually a quasi-deity, and can no longer die from natural causes. It does not need to eat, sleep, or breathe. It can still be slain in physical or magical combat, and it is still subject to death from massive damage.
====Code of Conduct====
A dragon ascendant must be absolutely true to the principles of its alignment, whatever they may be. A dragon ascendant loses its awesome aura if it ever willingly commits an act opposed to its alignment (and it does not regain its frightful presence), and it cannot gain more levels as a dragon ascendant. The dragon can regain its awesome aura and once more advance in the dragon ascendant prestige class if it atones for its violations (see the atonement spell in the Player's Handbook), as appropriate.
===Advancement===
Level	BAB	Fort	Ref	Will	Special
1st 	+1 	+2 	+2 	+2 	Awesome aura (fear)
2nd 	+2 	+3 	+3 	+3 	Hit point increase
3rd 	+3 	+3 	+3 	+3 	Transmutation immunity
4th 	+4 	+4 	+4 	+4 	Hit point increase, increased damage reduction
5th 	+5 	+4 	+4 	+4 	Awesome aura (resolve)
6th 	+6 	+5 	+5 	+5 	Hit point increase, lifewarding
7th 	+7 	+5 	+5 	+5 	Deflection bonus
8th 	+8 	+6 	+6 	+6 	Hit point increase, increased damage reduction
9th 	+9 	+6 	+6 	+6 	Iron mind
10th 	+10	+7 	+7 	+7 	Awesome aura (daze), hit point increase
11th 	+11	+7 	+7 	+7 	Resistance to fire, spell resistance
12th 	+12	+8 	+8 	+8 	Hit point increase, immortality
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Concentration 	CON 	 	
Diplomacy 	CHA 	 	
Heal 	WIS 	 	
Intimidate 	CHA 	 	
Jump 	STR 	 	
Knowledge (arcana) 	INT 	 	
Knowledge (religion) 	INT 	 	
Knowledge (the planes)	INT 	 	
Listen 	WIS 	 	
Search 	INT 	 	
Sense Motive 	WIS 	 	
Spellcraft 	INT 	 	
Spot 	WIS 	 	
==Dragonkith==
(Draconomicon variant, p. 123)
Dragonkith are creatures that serve and aid dragons.
====Requirements====
Base Attack Bonus: +6
Skills: Knowledge (arcana) 4 ranks
Feats: Alertness , Endurance
Language: Draconic.
Special: Must be chosen by a dragon of the same alignment. If a dragonkith ever ceases its relationship with the dragon, or the dragon dies, the character loses all special abilities gained from this prestige class.
====Hit die====
d8
====Skill points====
4 + Int
====Class Features====
Weapon and Armor Proficiency: A dragonkith gains no proficiency with any weapons, armor, or shields.
Scales (Ex): A dragonkith, over time, develops crusty scales the same color as her dragon companion. At 1st level, this protection adds +1 to the natural armor bonus of the dragonkith, and its natural armor bonus improves by an additional +1 every three levels. If the dragonkith already has natural armor as an aspect of its creature kind (and not from a spell or magic item), this bonus stacks with its existing natural armor bonus.
Telepathic Plea (Su): Wherever a dragonkith is, its dragon companion can send an instantaneous, telepathic plea for help at any time. No details are provided in the message, other than that the dragon is in danger. This communication does not work both ways (the dragonkith cannot alert the dragon).
Mighty Attack (Su): At 2nd level, once per day, a dragonkith can call upon its dragon's might to deal an extra 1d6 points of damage on a single attack. The dragonkith must decide before an attack is resolved whether it will use this power. If the attack misses, that use of the mighty attack is wasted. For every three levels beyond 2nd, the damage increases by another 1d6.
Detect Treasure (Sp): Once per day, a dragonkith of 3rd level or higher can use a detect treasure ability. This works like the detect magic spell, except that it senses Medium or smaller objects that are worth more than 100 gp. On the first round, the dragonkith detects the presence of such objects; on the second round, the power reveals the number of objects and the location of each. In each subsequent round, the dragonkith can make an Appraise check to estimate the value of one object.
Energy Resistance (Su): A dragonkith develops an ever stronger resistance to the energy associated with its dragon companion's breath weapon. Beginning at 3rd level, it can ignore some damage of the type generated by its dragon companion's breath weapon. This ability applies to sources of the energy type other than the dragon companion's breath weapon. Thus, a dragonkith with a red dragon companion gains resistance to fire 5 at 3rd level, effective against fire from any source. This resistance improves to 10 at 7th level and to 15 at 9th level. In the case of dragons with multiple breath weapons, the dragonkith gains resistance to one type of damaging breath.
Telepathic Link (Su): At 4th level, a dragonkith develops a telepathic link with its companion dragon out to a distance of up to 1 mile. The dragonkith and dragon can communicate telepathically. Because of this link, one has the same connection to an item or place that the other does. For instance, if the dragonkith has seen a room, its dragon companion can teleport into that room as if she had seen it too.
Sorcerous Knack (Sp): At 6th level, a dragonkith acquires the ability to cast a single arcane spell once per day as a sorcerer of its class level. The dragonkith must choose a spell known to its dragon companion, and it must have a Charisma score of at least 10 + the spell's level to use the spell by means of the sorcerous knack ability. Once the spell is chosen, that decision can never be changed.
Share Spells (Su): At either the dragon's or the dragonkith's option, any spell one casts on itself also affects the other. The two must be touching at the time. If the spell has a duration other than instantaneous, the spell stops affecting them if they move farther than 100 feet apart. The spell's effect will not be restored even if they return to each other before the duration would otherwise have ended. The dragon and dragonkith can share spells even if the spells normally do not affect creatures of their respective types.
===Advancement===
Level	BAB	Fort	Ref	Will	Special
1st 	+1 	+2 	+0 	+0 	Scales (natural armor +1), telepathic plea
2nd 	+2 	+3 	+0 	+0 	Mighty attack +1d6
3rd 	+3 	+3 	+1 	+1 	Detect treasure, energy resistance 5
4th 	+4 	+4 	+1 	+1 	Scales (natural armor +2), telepathic link
5th 	+5 	+4 	+1 	+1 	Mighty attack +2d6
6th 	+6 	+5 	+2 	+2 	Sorcerous knack
7th 	+7 	+5 	+2 	+2 	Scales (natural armor +3), energy resistance 10
8th 	+8 	+6 	+2 	+2 	Mighty attack +3d6
9th 	+9 	+6 	+3 	+3 	Energy resistance 15, share spells
10th 	+10	+7 	+3 	+3 	Scales (natural armor +4)
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Appraise 	INT 	 	
Bluff 	CHA 	 	
Craft 	INT 	 	
Diplomacy 	CHA 	 	
Intimidate 	CHA 	 	
Knowledge (arcana) 	INT 	 	
Knowledge (architecture and engineering)	INT 	 	
Knowledge (dungeoneering) 	INT 	 	
Knowledge (geography) 	INT 	 	
Knowledge (history) 	INT 	 	
Knowledge (local) 	INT 	 	
Knowledge (nature) 	INT 	 	
Knowledge (nobility and royalty) 	INT 	 	
Knowledge (psionics) 	INT 	 	
Knowledge (religion) 	INT 	 	
Knowledge (the planes) 	INT 	 	
Profession 	WIS 	 	
Search 	INT 	 	
Spot 	WIS 	 	
==Dragonrider==
(Draconomicon variant, p. 124)
Dragonriders soar through the clouds atop a draconic steed.
====Requirements====
Base Attack Bonus: +5
Skills: Diplomacy 4 ranks , Handle Animal 4 ranks , Ride 8 ranks
Feats: Mounted Combat , Skill Focus (Ride)
Language: Draconic.
====Hit die====
d10
====Skill points====
2 + Int
====Class Features====
Weapon and Armor Proficiency: A dragonrider gains proficiency with the lance, longspear, short bow, and all simple weapons. Dragonriders are proficient with light, medium, and heavy armor and with shields.
Dragonriding (Ex): A dragonrider may add his class level as a bonus to any Ride checks made in conjunction with riding a dragon. In addition, any dragon ridden by a dragonrider enjoys maneuverability of one grade better than normal (maximum perfect maneuverability). For instance, an adult green dragon with a dragonrider astride it has average maneuverability rather than poor.
Immune to Frightful Presence (Su): While mounted on or within 10 feet of his dragon mount, a dragonrider is immune to the frightful presence of dragons.
Mounted Spellcasting (Ex): A dragonrider has a +5 bonus on Concentration checks made to cast a spell while riding a mount.
Bonus Feat: At 3rd level, a dragonrider gains a bonus feat drawn from the following list: Mounted Archery, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (lance), Weapon Specialization (lance). He must meet all the prerequisites for this bonus feat.
Flyby Attack (Ex): Any dragon mount ridden by a dragonrider of at least 4th level is treated as having the Flyby Attack feat.
Spur Mount (Ex): A 5th-level dragonrider can make a DC 20 Ride check to spur his dragon mount to greater speed. Success on this check increases the dragon's speed (flying and otherwise) by 50% (round down to the nearest 5-foot increment), for 5 rounds.
===Advancement===
Level	BAB	Fort	Ref	Will	Special
1st 	+1 	+2 	+0 	+2 	Dragonriding, immune to frightful presence
2nd 	+2 	+3 	+0 	+3 	Mounted spellcasting
3rd 	+3 	+3 	+1 	+3 	Bonus feat
4th 	+4 	+4 	+1 	+4 	Flyby attack
5th 	+5 	+4 	+1 	+4 	Spur mount
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Balance 	DEX 	 	
Concentration	CON 	 	
Diplomacy 	CHA 	 	
Handle Animal	CHA 	 	
Jump 	STR 	 	
Ride 	DEX 	 	
Spot 	WIS 	 	
Tumble 	DEX 	 	
==Dragonslayer==
(Draconomicon variant, p. 125)
Dragonslayers combat dragons.
====Requirements====
Base Attack Bonus: +5
Skills: Tumble 2 ranks
Feats: Dodge , Iron Will
====Hit die====
d10
====Skill points====
2 + Int
====Class Features====
Weapon and Armor Proficiency: A dragonslayer gains proficiency with all simple and martial weapons, with all types of armor, and with shields and tower shields.
Spellcasting: Each time a character attains an odd-numbered dragonslayer level, the character gains new spells per day and spells known as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that the character adds the level of dragonslayer to the level of whatever spellcasting class the character has, then determines spells per day and caster level accordingly. If a character takes one or more levels in this class before having any levels in a spellcasting class, he does not receive this spellcasting benefit. If he thereafter takes levels in one or more spellcasting classes, he becomes eligible to receive the spellcasting benefit for any level in the dragonslayer class that he has not already attained. For example, a 5th-level fighter/1st-level dragonslayer does not receive the spellcasting benefit for being a 1st-level dragonslayer because he did not belong to a spellcasting class before taking a level in the prestige class. If he then picks up one or more levels of wizard before advancing to 3rd level in the dragonslayer class, he receives the spellcasting benefit of a 3rd-level dragonslayer (when he attains that level) but does not receive the 1st-level benefit retroactively.
Aura of Courage (Su): At 1st level, a dragonslayer gains immunity to fear (magical or otherwise). Allies within 10 feet of the dragonslayer gain a +4 morale bonus on saving throws against fear effects.
Damage Bonus (Ex): A dragonslayer gains a bonus on weapon damage rolls against dragons equal to his class level.
Overcome Draconic Spell Resistance (Ex): Beginning at 2nd level, a dragonslayer may add his class level to any caster level checks made to overcome a dragon's spell resistance.
Damage Reduction (Ex): At 3rd level, a dragonslayer gains damage reduction 1/—. This improves to damage reduction 2/— at 6th level, and to damage reduction 3/— at 9th level.
Energy Resistance (Su): At 5th level, a dragonslayer gains resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5. These resistances improve to 10 at 10th level. These resistances don't stack with any other similar effects.
Lightning Reflexes: A dragonslayer gains Lightning Reflexes as a bonus feat at 6th level.
Improved Critical (Ex): A 7th-level dragonslayer gains the effect of the Improved Critical feat for any weapon he uses against a dragon. This benefit does not stack with any other ability that increases the threat range of a weapon.
True Strike (Sp): At 10th level, a dragonslayer may use true strike once per day as a move action.
===Advancement===
Level	BAB	Fort	Ref	Will	Special 	Spellcasting
1st 	+1 	+2 	+0 	+2 	Aura of courage, damage bonus 	+1 level of existing class
2nd 	+2 	+3 	+0 	+3 	Overcome draconic spell resistance 	—
3rd 	+3 	+3 	+1 	+3 	Damage reduction 1/— 	+1 level of existing class
4th 	+4 	+4 	+1 	+4 	— 	—
5th 	+5 	+4 	+1 	+4 	Energy resistance 5 	+1 level of existing class
6th 	+6 	+5 	+2 	+5 	Damage reduction 2/—, Lightning Reflexes	—
7th 	+7 	+5 	+2 	+5 	Improved Critical 	+1 level of existing class
8th 	+8 	+6 	+2 	+6 	— 	—
9th 	+9 	+6 	+3 	+6 	Damage reduction 3/— 	+1 level of existing class
10th 	+10	+7 	+3 	+7 	Energy resistance 10, true strike 	—
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Climb 	STR 	 	
Craft 	INT 	 	
Intimidate 	CHA 	 	
Jump 	STR 	 	
Knowledge (arcana)	INT 	 	
Search 	INT 	 	
Tumble 	DEX 	 	
==Dragonsong Lyrist==
(Draconomicon variant, p. 127)
The dragonsong lyrist taps into the power of dragonsong.
====Requirements====
Alignment: Any nonevil
Skills: Concentration 5 ranks , Diplomacy 5 ranks , Knowledge (arcana) 5 ranks , Perform (oratory or sing) 10 ranks
Feats: Dragonsong
Languages: Draconic.
====Hit die====
d6
====Skill points====
4 + Int
====Class Features====
Weapon and Armor Proficiency: A dragonsong lyrist gains no proficiency with any weapons, armor, or shields.
Greater Dragonsong (Su): Once per day per class level, a dragonsong lyrist can use song or poetics to invoke the power of dragonsong. Invoking dragonsong requires a standard action. In the case of effects that require a saving throw, the DC is equal to 10 + lyrist' class level + lyrist's Cha modifier. The bonus from the Dragonsong feat also applies to this save DC. In cases where the character continues a greater dragonsong effect over the course of multiple rounds (such as song of strength), the dragonsong lyrist can fight while using greater dragonsong but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by command word (such as wands). Maintaining a greater dragonsong effect does not require concentration. A deaf dragonsong lyrist has a 20% chance to fail when using greater dragonsong. If she fails, the attempt still counts against her daily limit.
Song of Strength: A 1st-level dragonsong lyrist can imbue herself and her allies with great physical power. The dragonsong lyrist and all allies within 30 feet who can hear her gain a +4 morale bonus to Strength for the duration of the lyrist's performance and for 5 rounds thereafter. This is a mindaffecting ability.
Song of Compulsion: At 2nd level, a dragonsong lyrist can use her greater dragonsong to make a suggestion to a single creature within 30 feet who can hear the lyrist. A Will save negates the effect. This is an enchantment (compulsion, mind-affecting, language-dependent effect. Dragons take a —2 penalty on this saving throw.
Song of Flight: A 3rd-level dragonsong lyrist can grant herself and her allies the ability to fly, as the spell of the same name. This song affects the character and a number of allies equal to her Charisma modifier (all of whom must be able to hear the lyrist) and lasts for 1 minute per level. This is a transmutation effect.
Song of Fear: At 4th level, a dragonsong lyrist can use her song or poetics to inspire fear in her foes. All enemies within a radius of 30 feet × class level are subject to the effect if they have fewer HD than the dragonsong lyrist. A potentially affected creature that succeeds on a Will save remains immune to that dragonsong lyrist's frightful presence ability for 24 hours. On a failure, creatures with fewer than half the dragonsong lyrist's HD become panicked for 2d6 rounds and those with HD equal to or greater than half the dragonsong lyrist's become shaken for 2d6 rounds. Dragons are immune to this ability, as are any creatures immune to fear. This is a mind-affecting effect.
Song of Healing: A 5th-level dragonsong lyrist can use her greater dragonsong to heal herself and her allies. Each ally within 30 feet who can hear the dragonsong lyrist regains hit points and ability points as if he or she had rested for a full day. No character may benefit from this ability more than once per hour. This is a conjuration (healing) effect.
Spellcasting: Each time an even-numbered dragonsong lyrist level is gained, the character gains new spells per day and spells known as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that the character adds 1/2 her dragonsong lyrist level to the level of whatever spellcasting class she has, then determines spells per day and caster level accordingly. If a character takes two or more levels in this class before having any levels in a spellcasting class, she does not receive this spellcasting benefit. If she thereafter takes levels in one or more spellcasting classes, she becomes eligible to receive the spellcasting benefit for any level in the dragonsong lyrist class that she has not already attained. For example, a 6th-level monk/2nd-level dragonsong lyrist does not receive the spellcasting benefit for being a 2nd-level dragonsong lyrist because she did not belong to a spellcasting class before taking 2nd level in the prestige class. If she then picks up one or more levels of wizard before advancing to 4th level in the dragonsong lyrist class, she receives the spellcasting benefit of a 4th-level dragonsong lyrist (when she attains that level) but does not receive the 2nd-level benefit retroactively.
===Advancement===
Level	BAB	Fort	Ref	Will	Special 	Spellcasting
1st 	+0 	+0 	+2 	+2 	Greater dragonsong (song of strength) 	—
2nd 	+1 	+0 	+3 	+3 	Greater dragonsong (song of compulsion)	+1 level of existing class
3rd 	+2 	+1 	+3 	+3 	Greater dragonsong (song of flight) 	—
4th 	+3 	+1 	+4 	+4 	Greater dragonsong (song of fear) 	+1 level of existing class
5th 	+3 	+1 	+4 	+4 	Greater dragonsong (song of healing) 	—
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Bluff 	CHA 	 	
Concentration 	CON 	 	
Craft 	INT 	 	
Diplomacy 	CHA 	 	
Knowledge (arcana)	INT 	 	
Listen 	WIS 	 	
Perform 	CHA 	 	
Sense Motive 	WIS 	 	
==Dragonstalker==
(Draconomicon variant, p. 128)
The dragonstalker uses stealth and guile to combat dragons.
====Requirements====
Base Attack Bonus: +5
Skills: Gather Information 4 ranks , Hide 6 ranks , Knowledge 4 ranks , Move Silently 6 ranks , Search 6 ranks
Feats: Blind-Fight , Track
Language: Draconic.
====Hit die====
d8
====Skill points====
4 + Int
====Class Features====
Weapon and Armor Proficiency: A dragonstalker gains proficiency with the longbow, longspear, net, shortbow, and all simple weapons. Dragonstalkers are proficient with light armor and with shields.
Hunting Bonus (Ex): Starting at 1st level, a dragonstalker gains a bonus equal to her class level on Bluff, Listen, Search, Sense Motive, and Spot checks when using these skills against dragons.
Sneak Attack (Dragon): Beginning at 2nd level, if a dragonstalker catches a dragon when it is unable to defend itself effectively from her attack, she can strike a vital spot for extra damage. Basically, any time the dragonstalker's target would be denied its Dexterity bonus to AC (whether it actually has a Dexterity bonus or not), the dragonstalker's attack deals an extra 2d6 points of damage. This extra damage increases by 2d6 points every other level (4d6 at 4th level, 6d6 at 6th level, and so on). Should the dragonstalker score a critical hit with a sneak attack, this extra damage is not multiplied. It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the dragon is 30 feet away or less. With a sap or an unarmed strike, a dragonstalker can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual —4 penalty, because she must make optimal use of her weapon to execute the sneak attack. A dragonstalker can only sneak attack living dragons with discernible anatomies. Any dragon immune to critical hits is similarly immune to sneak attacks. Also, the dragonstalker must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. A dragonstalker cannot sneak attack while striking at a dragon with concealment or by striking the limbs of a dragon whose vitals are beyond reach. If a dragonstalker gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack when the ability is used against dragons.
Ignore Natural Armor (Ex): Once per day, a dragonstalker of 3rd level or higher can ignore a target's natural armor bonus (including any enhancement to that natural armor) for one attack (melee or ranged). You must declare that you are using this ability before you make the attack roll. At 7th level, a dragonstalker can use this ability twice per day.
Hide Scent (Ex): At 5th level, a dragonstalker can use the Disguise skill to hide her (or someone else's) scent. This requires a Disguise check (with a —10 penalty) opposed by a Wisdom check made by any creature attempting to use the scent ability to discover the dragonstalker's presence. Hiding one's scent requires twice as long as a typical Disguise check (1d3×20 minutes), and the effect lasts for 1 hour per class level. Magic that alters your form doesn't affect this Disguise check.
Foil Blindsense (Su): Once per day, a 9th-level dragonstalker can render herself completely imperceptible to blindsense. This requires a standard action, and the effect lasts for 10 minutes. This ability has no effect on other forms of vision (whether mundane or magical). For instance, it doesn't keep someone from spotting or hearing the dragonstalker with normal senses, or from noticing an invisible dragonstalker by means of a true seeing spell.
Dragonstrike (Su): At 10th level, the effective enhancement bonus of any weapon wielded by a dragonstalker against a dragon is +2 better than normal, and the weapon deals an extra 2d6 points of damage against dragons. This benefit stacks with the enhancement bonus increase and bonus damage dice from a weapon with the bane (dragons) special ability.
===Advancement===
Level	BAB	Fort	Ref	Will	Special
1st 	+1 	+0 	+2 	+2 	Hunting bonus
2nd 	+2 	+0 	+3 	+3 	Sneak attack (dragon) +2d6
3rd 	+3 	+1 	+3 	+3 	Ignore natural armor (1/day)
4th 	+4 	+1 	+4 	+4 	Sneak attack (dragon) +4d6
5th 	+5 	+1 	+4 	+4 	Hide scent
6th 	+6 	+2 	+5 	+5 	Sneak attack (dragon) +6d6
7th 	+7 	+2 	+5 	+5 	Ignore natural armor (2/day)
8th 	+8 	+2 	+6 	+6 	Sneak attack (dragon) +8d6
9th 	+9 	+3 	+6 	+6 	Foil blindsense
10th 	+10	+3 	+7 	+7 	Dragonstrike, sneak attack (dragon) +10d6
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Bluff 	CHA 	 	
Climb 	STR 	 	
Craft 	INT 	 	
Diplomacy 	CHA 	 	
Disguise 	CHA 	 	
Gather Information	CHA 	 	
Hide 	DEX 	 	
Jump 	STR 	 	
Knowledge (arcana)	INT 	 	
Knowledge (local) 	INT 	 	
Listen 	WIS 	 	
Move Silently 	DEX 	 	
Search 	INT 	 	
Spot 	WIS 	 	
Survival 	WIS 	 	
==Elemental Master==
(Draconomicon variant, p. 92)
Elemental masters strive to attain the purity of perfect attunement with both the energy of their breath weapons and the elemental nature of their core.
====Requirements====
Base Attack Bonus: +20
Race: Any dragon.
Feats: Any three metabreath feats.
Spells: Able to cast arcane spells.
Special: Elemental Attunement: The dragon must have an energy or elemental subtype, such as air, cold, earth, electricity, fire, or water.
Breath Weapon: The dragon must have a breath weapon that deals energy damage.
====Hit die====
d12
====Skill points====
2 + Int
====Class Features====
Weapon and Armor Proficiency: An elemental master gains no proficiency with any weapons, armor, or shields.
Element Mastery (Ex): At 1st level, an elemental master gains an additional attunement to the element type that corresponds to its subtype.
Dragons with the air or electricity subtype (including emerald, green, crystal, fang, and song dragons) gain air mastery: Any airborne creature takes a —1 penalty on attack and damage rolls made against the dragon.
Dragons with the earth subtype (including blue, copper, amethyst, brown, deep, and sapphire dragons) gain earth mastery: The dragon gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground.
Dragons with the fire subtype (including red, gold, and brass dragons, as well as hellfire wyrms) gain fire mastery: The dragon gains a +1 bonus on attack and damage rolls if both it and its foe are touching fire or using weapons with the flaming or flaming burst special abilities.
Dragons with the water subtype (including black, bronze, and topaz dragons) gain water mastery: The dragon gains a +1 bonus on its attack and damage rolls if both it and its opponent are touching water.
Dragons with the cold subtype (silver and white dragons) gain cold mastery: The dragon gains a +1 bonus on attack and damage rolls if both it and its foe are touching ice or using weapons with the frost or icy burst special abilities.
Elemental Command (Su): An elemental master can turn or destroy creatures of the elemental subtype opposed to its own subtype, just as a good cleric turns undead. It can rebuke or command creatures of its own elemental subtype, as an evil cleric rebukes undead. The dragon can use these abilities a total number of times per day equal to 3 + its Charisma modifier. Air and earth are opposed elemental subtypes; fire and water are opposed. Dragons with the cold subtype can rebuke cold creatures and turn fire creatures.
Energy Attunement (Ex): An elemental master is attuned to the energy type that powers its breath weapon. Dragons with more than one breath weapon gain attunement to the one that deals energy damage, usually acid, cold, electricity, fire, or sonic energy. A dragon with multiple energy breath weapons can choose a single energy type it is attuned to. This ability grants the dragon no special powers, but determines the form of powers it gains later, including energy substitution, energy focus, energy burst, and energy storm.
Energy Substitution (Ex): At 2nd level, an elemental master gains the ability to modify its spells that have an energy descriptor so that they use the dragon's attuned energy instead. The substituted spell works normally in all respects except the type of damage dealt.
Summon Elemental (Sp): Once per day, starting at 2nd level, an elemental master can use its breath weapon to summon a Medium elemental corresponding to its elemental subtype. The dragon breathes as normal, but in the wake of its breath the elemental appears, attacking in the next round. If it chooses, the dragon can instead summon an adult arrowhawk (air or cold), average salamander (fire), adult tojanida (water), or average xorn (earth). This ability works like the summon nature's ally V spell, with the dragon's class level as its caster level. A dragon with the cold subtype can summon a Medium water elemental or an adult tojanida. At 5th level, an elemental master can summon one Large elemental or two Medium elementals. This ability works like the summon nature's ally VI spell. At 8th level, an elemental master can summon one Huge elemental, two Large elementals, or four Medium elementals. Instead, the dragon can summon one elder arrowhawk, noble salamander, elder tojanida, or elder xorn, or four 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.
===Advancement===
Level	BAB	Fort	Ref	Will	Special
1st 	+1 	+2 	+2 	+2 	Element master, 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
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Concentration 	CON 	 	
Knowledge (arcana) 	INT 	 	
Knowledge (geography) 	INT 	 	
Knowledge (nature) 	INT 	 	
Knowledge (the planes)	INT 	 	
Spellcraft 	INT 	 	
Survival 	WIS 	 	
==Hidecarved Dragon==
(Draconomicon variant, p. 94)
Hidecarved dragons are members of an enigmatic order of dragons and half-dragons.
====Requirements====
Alignment: Any lawful
Feats: Iron Will
Race: Any dragon.
Natural Armor Bonus: +20.
Base Save Bonus: Will +12.
====Hit die====
d10
====Skill points====
4 + Int
====Class Features====
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 (acid, cold, electricity, fire, and sonic) that it is not already immune or resistant to. The gold hidecarved dragon example, at 12th level, would have immunity to fire (naturally), electricity (since 6th level), and acid. It would have resistance to sonic 20 and cold 10.
Overcome Weakness: At 7th level, a hidecarved dragon gains Overcome Weakness (see page 72) as a bonus feat.
Death Ward (Sp): At 7th level, a hidecarved dragon gains the ability to use death ward on itself once per day as a cleric of its class level.
Wholeness of Body (Su): At 9th level, a hidecarved dragon can cure its own wounds. It can cure up to three times its class level in hit points each day and can spread this healing out among several uses.
Poison Immunity (Ex): At 10th level, a hidecarved dragon gains immunity to poison of all kinds.
Superior Damage Reduction (Su): At 11th level, a hidecarved dragon's damage reduction can be overcome only by epic chaotic weapons. For example, a mature adult blue dragon/11th-level hidecarved dragon has damage reduction 15/epic and chaotic.
===Advancement===
Level	BAB	Fort	Ref	Will	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
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
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 	 	
Tumble 	DEX 	 	
==Hoardstealer==
(Draconomicon variant, p. 130)
The hoardstealer specializes in relieving wealthy individuals from large amounts of said wealth.
====Requirements====
Alignment: Any nonlawful
Skills: Appraise 8 ranks , Disable Device 4 ranks , Escape Artist 4 ranks , Hide 8 ranks , Move Silently 8 ranks , Open Lock 4 ranks ,Search 8 ranks
Special: The character must have participated in the location and recovery of a treasure hoard (dragon or otherwise) valued at 5,000 gp or more.
====Hit die====
d6
====Skill points====
6 + Int
====Class Features====
Weapon and Armor Proficiency: A hoardstealer is proficient with all simple weapons but gains no proficiency with armor or shields.
Spells: Beginning at 1st level, a hoardstealer gains the ability to cast a small number of arcane spells. To cast a spell, the hoardstealer must have an Intelligence score of at least 10 + the spell's level, so a hoardstealer with an Intelligence of 10 or lower cannot cast these spells. Hoardstealer bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the hoardstealer's Int modifier. When the hoardstealer gets 0 spells of a given level (for instance, 1st-level spells for a 1st-level hoardstealer), he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The hoardstealer's spell list appears below. A hoardstealer casts spells just as a wizard does.
Darkvision (Su): At 1st level, a hoardstealer gains darkvision with a range of 30 feet, or the range of his existing darkvision improves by 30 feet if he already has the ability. At 5th level and at 9th level, the range of the hoardstealer's darkvision extends another 30 feet, to a maximum of +90 feet at 9th level.
Trapfinding (Ex): Like a rogue, a hoardstealer can use the Search skill to locate traps when the task has a DC higher than 20. He may also use the Disable Device skill to disarm a magic trap. A hoardstealer who beats a trap's DC by 10 or more can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Hide from Dragons (Sp): A 2nd-level hoardstealer can cast hide from dragons on himself once per day. This functions as the spell of the same name (see page 113), except that it only affects the hoardstealer and lasts for only 1 round per level. At 6th level, the hoardstealer may use this ability twice per day. At 10th level, he may use it three times per day.
Trap Sense (Ex): Starting at 3rd level, a hoardstealer gains an intuitive sense that alerts him to danger from traps, giving him a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks by traps. At 6th level these bonuses rise to +4, and at 9th level to +6. These bonuses stack with trap sense bonuses gained from other classes.
Deep Pockets (Su): Once per day, a 3rd-level hoardstealer can turn any container—from a waistcoat pocket to a backpack to a barrel—into the equivalent of a bag of holding. The container's weight remains the same, but it becomes capable of holding up to 10 cubic feet (or 100 pounds) of material per level. The duration of this effect is 1 hour per level. If the effect ends prematurely (such as by being dispelled), everything within the container spills out onto the floor.
Treasure Dowsing (Su): Once per day, a 4th-level hoardstealer can concentrate (a full-round action) to detect the location of the largest mass of metal or minerals within a range of 10 feet per level. If the hoardstealer concentrates on a specific metal or mineral (such as gold or diamonds), he detects the location of each such deposit within range. This is otherwise identical to the effect of a rod of metal and mineral detection (see page 236 of the Dungeon Master's Guide). At 7th level, the hoardstealer may use this ability twice per day. At 10th level, he may use it three times per day.
Skill Mastery (Ex): At 8th level, a hoardstealer may select a number of skills equal to 3 + his Int modifier. When making a skill check with one of these skills, the hoardstealer may take 10 even if stress and distractions would normally prevent him from doing so. He becomes so certain in his ability that he can use his skill reliably under adverse conditions, such as when an angry dragon pursues him down a tunnel.
===Advancement===
 	 	 	 	 	 	Spells per Day	Spells per Day	Spells per Day	Spells per Day
Level	BAB	Fort	Ref	Will	Special 	1st 	2nd 	3rd 	4th
1st 	+0 	+0 	+2 	+0 	Darkvision +30 ft., trapfinding 	0 	— 	— 	—
2nd 	+1 	+0 	+3 	+0 	Hide from dragons 1/day 	1 	— 	— 	—
3rd 	+2 	+1 	+3 	+1 	Trap sense +2, deep pockets 	1 	0 	— 	—
4th 	+3 	+1 	+4 	+1 	Treasure dowsing 1/day 	1 	1 	— 	—
5th 	+3 	+1 	+4 	+1 	Darkvision +60 ft. 	1 	1 	0 	—
6th 	+4 	+2 	+5 	+2 	Trap sense +4, hide from dragons 2/day 	1 	1 	1 	—
7th 	+5 	+2 	+5 	+2 	Treasure dowsing 2/day 	2 	1 	1 	0
8th 	+6 	+2 	+6 	+2 	Skill mastery 	2 	1 	1 	1
9th 	+6 	+3 	+6 	+3 	Darkvision +90 ft., trap sense +6 	2 	2 	1 	1
10th 	+7 	+3 	+7 	+3 	Treasure dowsing 3/day, hide from dragons 3/day	2 	2 	2 	1
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Appraise 	INT 	 	
Balance 	DEX 	 	
Bluff 	CHA 	 	
Climb 	STR 	 	
Concentration 	CON 	 	
Decipher Script 	INT 	 	
Disable Device 	INT 	 	
Disguise 	CHA 	 	
Escape Artist 	DEX 	 	
Gather Information	CHA 	 	
Jump 	STR 	 	
Open Lock 	DEX 	 	
Search 	INT 	 	
Swim 	STR 	 	
Use Magic Device 	CHA 	 	
Use Rope 	DEX 	 	
==Initiate of the Draconic Mysteries==
(Draconomicon variant, p. 131)
Some become students of draconic knowledge that leads to greater power.
====Requirements====
Skills: Concentration 6 ranks , Jump 8 ranks , Knowledge (arcana) 6 ranks , Knowledge (religion) 4 ranks , Tumble 4 ranks
Feats: Alertness , Improved Unarmed Strike , Power Attack
Language: Draconic.
====Hit die====
d8
====Skill points====
4 + Int
====Class Features====
Weapon and Armor Proficiency: An initiate of the draconic mysteries gains no proficiency with any weapons, armor, or shields.
Evasion (Ex): An initiate of the draconic mysteries can avoid even magical and unusual attacks with great agility. If an initiate makes a successful Reflex saving throw against an attack that normally deals half damage on a save (such as a red dragon's fiery breath or afireball), the initiate instead takes no damage. Evasion can only be used if the initiate is wearing light armor or no armor.
Claws of the Dragon (Su): At 2nd level, the unarmed strike of an initiate of the draconic mysteries is empowered with draconic might. The initiate's unarmed strike can overcome damage reduction as if it were a magic weapon. In addition, the unarmed strikes of an initiate of the draconic mysteries may deal slashing damage, at her option. Such damage cannot be nonlethal damage.
Keen Senses (Ex): At 3rd level, an initiate gains darkvision out to 60 feet and low-light vision.
Increased Unarmed Damage (Ex): At 4th level, the damage dealt by an initiate's unarmed attacks increases by one die step (such as from 1d3 to 1d4, or from 1d8 to 1d10). At 8th level, it increases another die step.
Frightful Presence (Ex): A 5th-level initiate of the draconic mysteries can unsettle foes with her mere presence. The initiate can activate her frightful presence as a free action. Creatures within a radius of 30 feet per point of Charisma modifier (minimum 30 feet) are subject to the effect if they have fewer Hit Dice than the initiate (dragons are immune to the effect). A potentially affected creature that succeeds on a Will save (DC 10 + initiate's class level + initiate's Cha modifier) remains immune to that initiate's frightful presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 2d6 rounds and those with 5 or more HD become shaken for 2d6 rounds.
Improved Evasion (Ex): At 6th level, an initiate's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, but henceforth she only takes half damage on a failed save.
Spell Resistance (Su): Beginning at 7th level, an initiate of the draconic mysteries gains spell resistance equal to 15 + her class level.
Deadly Strike (Su): A 9th-level initiate deals triple damage on a critical hit inflicted by her unarmed strike, regardless of whether it dealt bludgeoning or slashing damage.
Timeless Body (Ex): After attaining 9th level, an initiate no longer takes ability score penalties for aging (see Table 6—5: Aging Effects, page 109 of the Player's Handbook) and cannot be magically aged. Any penalties she may have already taken, however, remain in place. Bonuses still accrue, and the initiate still dies of old age when her time is up.
Dragon Shape (Su): At 10th level, an initiate of the draconic mysteries gains the ability to use a shapechange ability once per day to take the form of a dragon, from Tiny to Huge size, for 1 hour. Once a form is assumed, it cannot be changed except to return to normal (which dismisses the effect). The effect is otherwise identical to the shapechange spell, including the HD limitation of the new form and the abilities of the form gained.
===Advancement===
Level	BAB	Fort	Ref	Will	Special
1st 	+0 	+2 	+2 	+2 	Evasion
2nd 	+1 	+3 	+3 	+3 	Claws of the dragon
3rd 	+2 	+3 	+3 	+3 	Keen senses
4th 	+3 	+4 	+4 	+4 	Increased unarmed damage
5th 	+3 	+4 	+4 	+4 	Frightful presence
6th 	+4 	+5 	+5 	+5 	Improved evasion
7th 	+5 	+5 	+5 	+5 	Spell resistance
8th 	+6 	+6 	+6 	+6 	Increased unarmed damage
9th 	+6 	+6 	+6 	+6 	Deadly strike, timeless body
10th 	+7 	+7 	+7 	+7 	Dragon shape
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Balance 	DEX 	 	
Concentration 	CON 	 	
Diplomacy 	CHA 	 	
Escape Artist 	DEX 	 	
Heal 	WIS 	 	
Knowledge (arcana) 	INT 	 	
Knowledge (religion)	INT 	 	
Listen 	WIS 	 	
Spot 	WIS 	 	
Tumble 	DEX 	 	
==Platinum Knight==
(Draconomicon variant, p. 133)
The platinum knight protects good-aligned dragonkind from their natural enemies.
====Requirements====
Base Attack Bonus: +5
Alignment: Any good
Skills: Diplomacy 4 ranks , Knowledge (arcana) 4 ranks
Feats: Dragonfriend
Languages: Draconic.
====Hit die====
d8
====Skill points====
2 + Int
====Class Features====
Weapon and Armor Proficiency: A platinum knight is proficient with all simple and martial weapons, with all types of armor, and with shields.
Smite Evil Dragon (Su): Once per day, a platinum knight may attempt to smite an evil dragon with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 2 extra points of damage per level. If a platinum knight accidentally smites a creature that is not an evil dragon, the smite has no effect but it is still used up for that day. The bonuses from this ability don't stack with other smite abilities, such as the paladin's smite evil. Every three levels beyond 1st, the platinum knight gains one additional daily use of this ability.
Immune to Frightful Presence (Ex): Platinum knights are treated as dragons for the purpose of being immune to the frightful presence of dragons and similar creatures.
Spellcasting: When an even-numbered platinum knight level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that he adds 1/2 his platinum knight level to the level of some other spellcasting class he has, then determines spells per day and caster level accordingly. If a character takes two or more levels in this class before having any levels in a spellcasting class, he does not receive this spellcasting benefit. If he thereafter takes levels in one or more spellcasting classes, he becomes eligible to receive the spellcasting benefit for any level in the platinum knight class that he has not already attained. For example, a 6th-level fighter/2nd-level platinum knight does not receive the spellcasting benefit for being a 2nd-level platinum knight because he did not belong to a spellcasting class before taking 2nd level in the prestige class. If he then picks up one or more levels of wizard before advancing to 4th level in the platinum knight class, he receives the spellcasting benefit of a 4th-level platinum knight (when he attains that level) but does not receive the 2nd-level benefit retroactively.
Platinum Scales (Ex): At 3rd level, a platinum knight's skin takes on a slightly metallic sheen. He gains a +1 increase to his natural armor bonus. At 7th level, this increase improves to +2.
Bahamut's Grace (Su): A 5th-level platinum knight adds his Charisma modifier (if positive) as a bonus on all saving throws against the attacks, special abilities, and spells cast by evil dragons. This effect stacks with the divine grace class feature of paladins and similar abilities.
Charisma Bonus (Ex): At 9th level, a platinum knight's Charisma increases by 2 points.
True Seeing (Su): At 10th level, a platinum knight gains the ability to see all things as they actually are. This ability is the equivalent of the true seeing spell and lasts for 1 hour. A platinum knight may use true seeing once per day.
===Advancement===
Level	BAB	Fort	Ref	Will	Special 	Spellcasting
1st 	+1 	+2 	+0 	+2 	Smite evil dragon 1/day, immune to frightful presence	—
2nd 	+2 	+3 	+0 	+3 	— 	+1 level of existing class
3rd 	+3 	+3 	+1 	+3 	Platinum scales +1 	—
4th 	+4 	+4 	+1 	+4 	Smite evil dragon 2/day 	+1 level of existing class
5th 	+5 	+4 	+1 	+4 	Bahamut's grace 	—
6th 	+6 	+5 	+2 	+5 	— 	+1 level of existing class
7th 	+7 	+5 	+2 	+5 	Platinum scales +2, smite evil dragon 3/day 	—
8th 	+8 	+6 	+2 	+6 	— 	+1 level of existing class
9th 	+9 	+6 	+3 	+6 	Charisma increase 	—
10th 	+10	+7 	+3 	+7 	Smite evil dragon 4/day, true seeing 	+1 level of existing class
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Concentration 	CON 	 	
Diplomacy 	CHA 	 	
Heal 	WIS 	 	
Intimidate 	CHA 	 	
Knowledge (arcana)	INT 	 	
Ride 	DEX 	 	
Sense Motive 	WIS 	 	
==Sacred Warder of Bahamut==
(Draconomicon variant, p. 96)
Sacred warders of Bahamut protect others from the power of Tiamat's brood.
====Requirements====
Base Attack Bonus: +15
Alignment: Lawful good or neutral good
Feats: Endure Blows , Power Attack
Race: Any dragon.
Spells: Able to cast divine spells.
Domain: Protection.
Special: Damage reduction 5/magic.
====Hit die====
d10
====Skill points====
2 + Int
====Class Features====
Weapon and Armor Proficiency: A sacred warder gains no proficiency with any weapons, armor, or shields.
Divine Conversion: At 1st level, a sacred warder loses any effective sorcerer level it had previously gained by virtue of its age and draconic variety. Its effective divine spellcasting level increases by the number of sorcerer levels it sacrificed, allowing the dragon to cast cleric spells much more effectively. These effective levels apply only to the dragon's spellcasting, not to other class abilities (such as turning undead or wild shape). For example, a very old gold dragon/1st-level cleric adopts the sacred warder of Bahamut prestige class. Its sorcerer caster level of 13th converts into thirteen effective cleric levels, giving the dragon the spellcasting ability of a 14th-level cleric.
Smite Evil Dragons (Su): Once per day, a sacred warder of Bahamut of at least 2nd level may attempt to smite an evil dragon with one normal melee attack. It adds its Charisma bonus to its attack roll and deals 1 extra point of damage per class level. If the sacred warder accidentally smites a dragon that is not evil, or a creature that is not a dragon, the smite has no effect but it is still used up for that day. A sacred warder can smite any creature of the dragon type that has an evil alignment. At 6th level, a sacred warder may smite evil dragons twice per day, and at 10th level it can do so three times per day.
Spellcasting: From 2nd level on, when a new sacred warder level is gained, the dragon gains new spells per day as if it had also gained a level in a divine spellcasting class it belonged to before it added the prestige class. It does not, however, gain any other benefit a character of that class would have gained (an improved chance of turning or rebuking undead, wild shape, and so on). This essentially means that the dragon adds the level of sacred warder to the level of whatever divine spellcasting class the dragon has, then determines spells per day and caster level accordingly. If the dragon had more than one divine spellcasting class before becoming a sacred warder, the dragon must decide to which class it adds each level of sacred warder for the purpose of determining spells per day. A very old gold dragon/1st-level cleric/2nd-level sacred warder has the spellcasting ability of a 15th-level cleric: 13 from divine conversion of its sorcerer spellcasting levels, 1 from its single cleric level, and 1 from its two levels in the prestige class. If a dragon advances an age category after taking levels in this class, the added levels of spellcasting ability are added to its effective divine spellcasting level. If the very old gold dragon in the example above lives to be ancient, its spellcasting level would increase by 2, so it would cast spells as a 17th-level cleric.
Aura of Courage (Ex): At 3rd level, a sacred warder becomes immune to fear effects. In addition, the dragon's frightful presence ability alters so that it inspires allies as well as striking terror into enemies. Allies within the radius of the dragon's aura (30 feet × its age category) are unaffected by the dragon's frightful presence and receive a morale bonus on their saving throws against fear equal to the dragon's class level + its Cha modifier. Allies within the aura cannot be panicked by an evil dragon's frightful presence, regardless of their Hit Dice. Enemies within the aura are affected normally by the dragon's frightful presence.
Sacred Shield (Su): At 7th level, a sacred warder gains the ability to surround itself with a protective aura that lasts 10 minutes and protects the dragon's body and equipment from attacks. The shield absorbs 10 points of damage per class level. Once the shield absorbs that much damage, it collapses. The damage can be from any source—weapons, spells, any energy type, and so on. Damage the dragon would not take anyway (fire damage against a gold dragon, for example, or weapon damage blocked by the dragon's damage reduction) does not count against the damage absorbed by the shield. The dragon can use this ability three times per day.
Area Sacred Shield (Su): At 12th level, a sacred warder of Bahamut can extend its sacred shield to protect an area with a radius of 30 feet. The dragon can place the barrier anywhere within its line of sight, and can choose to make it mobile with respect to an unattended object or willing creature (including the dragon itself ). The shield blocks incoming attacks, but creatures inside the shield can still attack out through the shield.
===Advancement===
Level	BAB	Fort	Ref	Will	Special 	Spellcasting
1st 	+1 	+2 	+0 	+2 	Divine conversion 	—
2nd 	+2 	+3 	+0 	+3 	Smite evil dragons 1/day	+1 level of existing class
3rd 	+3 	+3 	+1 	+3 	Aura of courage 	+1 level of existing class
4th 	+4 	+4 	+1 	+4 	— 	+1 level of existing class
5th 	+5 	+4 	+1 	+4 	— 	+1 level of existing class
6th 	+6 	+5 	+2 	+5 	Smite evil dragons 2/day	+1 level of existing class
7th 	+7 	+5 	+2 	+5 	Sacred shield 	+1 level of existing class
8th 	+8 	+6 	+2 	+6 	— 	+1 level of existing class
9th 	+9 	+6 	+3 	+6 	— 	+1 level of existing class
10th 	+10	+7 	+3 	+7 	Smite evil dragons 3/day	+1 level of existing class
11th 	+11	+7 	+3 	+7 	— 	+1 level of existing class
12th 	+12	+8 	+4 	+8 	Area sacred shield 	+1 level of existing class
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Concentration 	CON 	 	
Diplomacy 	CHA 	 	
Heal 	WIS 	 	
Knowledge (religion)	INT 	 	
Sense Motive 	WIS 	 	
==Talon of Tiamat==
(Draconomicon variant, p. 134)
The talon of Tiamat furthers the goals of evil dragonkind.
====Requirements====
Base Attack Bonus: +4
Alignment: Any evil
Skills: Bluff 4 ranks , Intimidate 4 ranks , Knowledge (arcana) 4 ranks
Feats: Dragonthrall
Languages: Draconic.
====Hit die====
d8
====Skill points====
2 + Int
====Class Features====
Weapon and Armor Proficiency: A talon of Tiamat is proficient with all simple and martial weapons, with all types of armor, and with shields.
Breath Weapon (Su): At 1st level, a talon of Tiamat gains the ability to breathe out a cone of frost (size of the cone corresponds to the size of the character) that deals 3d6 points of cold damage. As the talon gains levels, additional versions of his breath weapon become available to him. At 3rd level, the talon can breathe a line of acid (8d4 acid damage). At 5th level, he can breathe a cone of corrosive gas (10d6 acid damage). At 7th level, he can expel a line of lightning (12d8 electricity damage). At 9th level, he can breathe a cone of fire (14d8 fire damage). In each case, a successful Reflex save halves the damage dealt. The DC for saves against the talon's breath weapon is 10 + talon class level + Con modifier. A talon of Tiamat can use each of his breath weapons once per day. Once a talon uses any of his breath weapons, he can't use any other breath weapon until 1d4 rounds have passed.
Spellcasting: When an even-numbered talon of Tiamat level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that he adds 1/2 his talon of Tiamat level to the level of some other spellcasting class he has, then determines spells per day and caster level accordingly. If a character takes two or more levels in this class before having any levels in a spellcasting class, he does not receive this spellcasting benefit. If he thereafter takes levels in one or more spellcasting classes, he becomes eligible to receive the spellcasting benefit for any level in the talon of Tiamat class that he has not already attained. For example, a 7th-level fighter/2nd-level talon of Tiamat does not receive the spellcasting benefit for being a 2nd-level talon of Tiamat because he did not belong to a spellcasting class before taking 2nd level in the prestige class. If he then picks up one or more levels of wizard before advancing to 4th level in the talon of Tiamat class, he receives the spellcasting benefit of a 4th-level talon of Tiamat (when he attains that level) but does not receive the 2nd-level benefit retroactively.
Voice of the Dragon (Ex): At 2nd level, a talon of Tiamat gains a +2 bonus on Bluff and Intimidate checks. This bonus increases by +2 every four levels thereafter, to +4 at 6th level and +6 at 10th level.
Keen Senses (Ex): A talon of Tiamat gains low-light vision at 4th level. He gains darkvision out to 60 feet at 8th level.
Immunities (Ex): At 6th level, a talon of Tiamat gains immunity to magic sleep and paralysis effects. In addition, he gains immunity to one of the following forms of energy, at his option: acid, cold, electricity, or fire. Once an energy immunity is selected, the decision may never be changed.
Frightful Presence (Ex): An 8th-level talon of Tiamat can unsettle foes with his mere presence. The talon of Tiamat can activate his frightful presence as a free action. Creatures within a radius of 30 feet per point of Charisma modifier (minimum 30 feet) are subject to the effect if they have fewer Hit Dice than the talon of Tiamat (dragons are immune to the effect). A potentially affected creature that succeeds on a Will save (DC 10 + talon's class level + talon's Cha modifier) remains immune to that talon's frightful presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 2d6 rounds and those with 5 or more HD become shaken for 2d6 rounds.
Dominate Dragon (Su): A 10th-level talon of Tiamat can attempt to dominate any dragon (as dominate monster, but it only applies to dragons) once per day. The target may attempt a Will save to negate the effect (DC 10 + talon's class level + talon's Cha modifier).
===Advancement===
Level	BAB	Fort	Ref	Will	Special 	Spellcasting
1st 	+0 	+2 	+0 	+0 	Breath weapon (cone of cold) 	—
2nd 	+1 	+3 	+0 	+0 	Voice of the dragon +2 	+1 level of existing class
3rd 	+2 	+3 	+1 	+1 	Breath weapon (line of acid) 	—
4th 	+3 	+4 	+1 	+1 	Keen senses 	+1 level of existing class
5th 	+3 	+4 	+1 	+1 	Breath weapon (cone of corrosive gas) 	—
6th 	+4 	+5 	+2 	+2 	Immunities, voice of the dragon +4 	+1 level of existing class
7th 	+5 	+5 	+2 	+2 	Breath weapon (line of lightning 	—
8th 	+6 	+6 	+2 	+2 	Keen senses, frightful presence 	+1 level of existing class
9th 	+6 	+6 	+3 	+3 	Breath weapon (cone of fire) 	—
10th 	+7 	+7 	+3 	+3 	Dominate dragon, voice of the dragon +6	+1 level of existing class
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Appraise 	INT 	 	
Bluff 	CHA 	 	
Concentration 	CON 	 	
Intimidate 	CHA 	 	
Knowledge (arcana)	INT 	 	
Ride 	DEX 	 	
Search 	INT 	 	
Sense Motive 	WIS 	 	
Spellcraft 	INT 	 	
==Unholy Ravager of Tiamat==
(Draconomicon variant, p. 97)
Those who devote themselves to Tiamat's cause become unholy ravagers of Tiamat.
====Requirements====
Base Attack Bonus: +15
Alignment: Lawful evil or neutral evil
Feats: Maximize Breath , Recover Breath , Tempest Breath
Race: Any dragon.
Spells: Able to cast divine spells.
Domain: Destruction.
====Hit die====
d10
====Skill points====
2 + Int
====Class Features====
Weapon and Armor Proficiency: An unholy ravager gains no proficiency with any weapons, armor, or shields.
Divine Conversion: At 1st level, an unholy ravager loses any effective sorcerer level it had previously gained by virtue of its age and draconic variety. Its effective divine spellcasting level increases by the number of sorcerer levels it sacrificed, allowing the dragon to cast cleric spells much more effectively. These effective levels apply only to the dragon's spellcasting, not to other class abilities (such as turning undead or wild shape). For example, a very old red dragon/1st-level cleric adopts the unholy ravager of Tiamat prestige class. Its sorcerer caster level of 13th converts into thirteen effective cleric levels in addition to its 1 level of cleric, giving the dragon the spellcasting ability of a 14th-level cleric.
Smite: An unholy ravager of Tiamat adds its class levels to its cleric levels to determine its bonus on damage when using its smite ability (the granted power of the Destruction domain). At 4th level, 8th level, and 12th level, an unholy ravager can use its smite ability one additional time per day.
Spellcasting: From 2nd level on, when a new unholy ravager level is gained, the dragon gains new spells per day as if it had also gained a level in a divine spellcasting class it belonged to before it added the prestige class. It does not, however, gain any other benefit a character of that class would have gained (an improved chance of turning or rebuking undead, wild shape, and so on). This essentially means that the dragon adds the level of unholy ravager to the level of whatever divine spellcasting class the dragon has, then determines spells per day and caster level accordingly. If the dragon had more than one divine spellcasting class before becoming an unholy ravager, the dragon must decide to which class it adds each level of unholy ravager for the purpose of determining spells per day. A very old red dragon/1st-level cleric/2nd-level unholy ravager has the spellcasting ability of a 15th-level cleric: 13 from divine conversion of its sorcerer spellcasting levels, 1 from its single cleric level, and 1 from its two levels in the prestige class. If a dragon advances an age category after taking levels in this class, the added levels of spellcasting ability are added to its effective divine spellcasting level. If the very old red dragon example above lives to be ancient, its spellcasting level would increase by 2, so it would cast spells as a 17th-level cleric.
Breath Weapon Substitution (Sp): A 2nd-level unholy ravager of Tiamat can use breath weapon substitution at will. However, using this ability increases the number of rounds the dragon must wait before using its breath weapon again by 1 round, as if it were using a metabreath feat.
Aura of Despair (Su): At 3rd level, an unholy ravager's frightful presence alters slightly. In addition to the fear effect, creatures within the radius of the dragon's frightful presence take a —2 penalty on all saving throws. This penalty is applied before creatures roll their saving throws against the frightful presence effect itself.
Profane Blast (Su): At 7th level, an unholy ravager of Tiamat can unleash a narrow blast of raw profane energy from its mouth three times per day. The blast is a ray, requiring a ranged touch attack, with a range of 400 feet + 40 feet per class level. The blast looks and feels like energy of the same type as the dragon's breath weapon. If it hits a target, it deals the same number of dice worth of damage as the dragon's breath weapon, but uses d12s. (So, a great wyrm blue dragon would deal 24d12 points of damage with its profane blast.) The damage it deals results directly from divine power and is therefore not subject to being reduced by protection from energy and similar magic. Each use of this ability counts as a use of the dragon's breath weapon, so it cannot use its breath weapon for 1d4 rounds after issuing a profane blast. An unholy ravager can target a creature behind a wall of force, prismatic wall, or prismatic sphere with its profane blast. The dragon makes a special dispel check, rolling 1d20 + its age category + its class level against a DC of 11 + the effect's caster level. If this check is successful, the effect is instantly negated (all layers in a prismatic effect are destroyed) and the ray goes on to strike the intended target (if the ranged touch attack roll is successful). A profane blast is stopped normally by a sacred warder of Bahamut's sacred shield.
Mass Profane Blast (Su): At 12th level, an unholy ravager of Tiamat's profane blast occupies the same area as its breath weapon and affects all creatures within that area. The dragon can choose whether to use a ray profane blast or a mass profane blast, and can use both abilities no more than a total of three times per day. If a wall of force or prismatic effect is within the area of a mass profane blast, the dragon makes a special dispel check as described above for each such effect within the area.
===Advancement===
Level	BAB	Fort	Ref	Will	Special 	Spellcasting
1st 	+1 	+2 	+0 	+2 	Divine conversion, smite 	—
2nd 	+2 	+3 	+0 	+3 	Breath weapon substitution 	+1 level of existing class
3rd 	+3 	+3 	+1 	+3 	Aura of despair 	+1 level of existing class
4th 	+4 	+4 	+1 	+4 	Smite 2/day 	+1 level of existing class
5th 	+5 	+4 	+1 	+4 	— 	+1 level of existing class
6th 	+6 	+5 	+2 	+5 	— 	+1 level of existing class
7th 	+7 	+5 	+2 	+5 	Profane blast 	+1 level of existing class
8th 	+8 	+6 	+2 	+6 	Smite 3/day 	+1 level of existing class
9th 	+9 	+6 	+3 	+6 	— 	+1 level of existing class
10th 	+10	+7 	+3 	+7 	— 	+1 level of existing class
11th 	+11	+7 	+3 	+7 	— 	+1 level of existing class
12th 	+12	+8 	+4 	+8 	Mass profane blast, smite 4/day	+1 level of existing class
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Climb 	STR 	 	
Concentration 	CON 	 	
Intimidate 	CHA 	 	
Jump 	STR 	 	
Knowledge (arcana) 	INT 	 	
Knowledge (religion)	INT 	 	
Spellcraft 	INT 	 	
Survival 	WIS 	 	
Swim 	STR 	 	
Category:DND
Category:3.5e
Category:Draconomicon
Category:Classes
Category:Draconomicon Classes