Dragon

Dragons are one of the most powerful clans of demons as well as some of the most well known, existing in Celestial Worlds and Human Worlds as well as the Netherworld. Angels often summon them to assist them in battle and in the Human World, humans often regard Dragons as Gods as a result of their massive strength and mystical powers.

They battle using their fangs and claws as well as various types of breath attacks. Dragons range widely in size, from anywhere between half a dozen feet to several dozen feet tall. Dragons are known for being quite fierce and greedy, and often have huge troves of stolen treasure.

**Hit Dice:** d10

**Type:** Dragon (Monster, Demon)

**Class Skills** The creature's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Int), Knowledge Arcana (Int), Fly (Dex), Climb (Str), Intimidate (Cha), Martial knowledge (Physical monster weapon) (Int)

**Skill Ranks per Level:** 2 + Int modifier.

**Starting Wealth:** 3d6 × 10 hl (average 105hl.) In addition, each character begins play with an outfit worth 10 hl or less.

**Table: Dragon**

**Alignment:** Dragons are oftentimes evil, however there are still kind and friendly dragons as well. More often than not dragons are also Chaotic, following their destructive instincts instead of the laws of the land.

**Religion:** Dragons sometimes worship the Dragon Overlord Babylon or the Serpent lord Malenzio. Though dragons of specific elemental types often worship gods of their element. Some instead worship themselves and allow people to praise them as gods in their own right.

**Other Classes:** Many classes fear the dragon, however Holy Dragons, and Serpents get along with Dragons as they are all kindred spirits and often share similar familial ties.

**\*Evilty\*Rising Dragon:** You gain a +3 bonus to attack and damage rolls for every attack that targets you in a round, even if it misses. This bonus resets after you make an attack.

**Race:**

• +4 Strength, +4 Constitution, -4 Dexterity, -4 Intelligence.

• **Large size (Monster, Demon):** -1 penalty to Armor Class, -1 to armor class as well as attack rolls. +1 to CMB and CMD, -4 on Stealth Checks.

•**Speed:** 20 feet Fly: 20 (Poor)

• Darkvision out to 60 feet

• +4 to Intimidate and fly.

• **Automatic Languages:** English and Japanese, Draconic. •**Bonus Languages:** Any

**Monster Weapon Proficiency (Ex)** Dragons are proficient and can only wield physical monster weapons, unless they have reincarnated from a previous body that had the ability to wield other weapons. A Dragon’s weapon always appears as a huge set of teeth for it's powerful bite. This powerful mouth deals 3d6 piercing damage and lands a critical hit from a 19-20 with a X2 critical multiplier, or the damage listed under the monster weapon, whichever is higher.

**Magichange (Ex)** As a free action, a Dragon can change into a Large Dragon Greatsword or a Large Dragon Lance. The Magichange lasts as many rounds as the Dragon’s Constitution Modifier, and when it ends, the creature returns to it's former self but is considered exhausted. The wielder must be unarmed and able to hold the weapon when the Dragon transforms.

**Large Dragon Great Sword**

**Greatsword**

**Damage:** 3d6 or monster weapon, whichever is higher.

**Critical:** 19-20 x2

**Damage Type:** Slashing

**Weight:** 8 lbs.

**Large Dragon Lance**

**Damage:** 2d6 or damage of monster weapon, whichever is higher

**Critical:** 20 x3

**Damage Type:** Piercing

**Weight:** 10 lbs.

**Techniques (Su)**

Just like all classes, Dragons gain access to special techniques they can utilize to aid them in battle or day to day activities. At each level they gain 1 technique of any level they can perform.

At the levels designated, Dragons also gain special Monster Techniques they can utilize to get an edge over their opponents. A Dragon Learns a monster technique at 3rd, 6th, 9th, 12th, 15th, 18th, and 20th level. These Techniques can be chosen from the Dragon's list of techniques highlighted with two (\*\*).

The Dragon must be able to perform techniques of the technique's level to learn it. If the dragon has no more Monster techniques that can be selected the dragon can instead choose a normal technique from it's list. A Dragon's relevant modifier is Strength.

**Ability Boost**

Dragons are Strong, Healthy, and have a strong forceful personality, as such they gain bonuses to Strength, Constitution, and Charisma. Dragons gain Ability buffs at levels 2, 4, 6, 8, 10, 12, and 14.

These bonuses are listed on the chart above.

**Fly** Dragons can fly on their massive wings. They learn to go quite quick, but they aren't the best at maneuvering. Dragons gain an increase to fly speed as indicated on the above table.

**Elemental Affinity (Su)** At 1st level, Dragons choose which element that they will specialize in and therefore what kind of dragon they will become in the future. Dragons must choose the Ice, Fire, or Air Domain. The Dragon gains all of the abilities listed in the domain (and can choose subdomain abilities if they wish) using their dragon level as their cleric level to determine it's effectiveness, and they use their strength modifier to determine the saving throws of any domain powers. The spells on the domain list are added to your list of techniques per day. You also gain the following techniques.

For spells that allow you access to multiple elements such as elemental body, you can only access the element affiliated with your elemental affinity.

Air Domain

Fire Domain

Ice Domain

**Dragon’s Hoard (Su):** At 3rd level, the Dragon begins to amass it’s hoard. Dragons are obsessed with owning gold, treasure, and various shiny objects, and so the dragon gains the Safe House social talent of a vigilante, and uses his dragon level to determine it’s abilities. The size however, is multiplied by 2 (20 feet per side for every dragon level). This is where the dragon keeps all of his things. The dragon gains bonuses depending on how full his hoard is. A Dragon keeps items and hl in his hoard, and so long as he does he gains benefits based on his level. The minimum amount of money needed in the hoard to gain the abilities is listed as well. If a Dragon does not meet the minimum amount of gold in the hoard to gain the next effect, it gains abilities up to the highest it can afford.

The Dragon’s hoard can be made up of any combination of gold, hl, and items, and it calculates the item’s sell value to determine it’s worth within the hoard.

At 12th level the Dragon uses the normal value of the items instead of the sell value.

If a dragon should ever lose it’s hoard, or have it stolen from him, the dragon loses access to all of the abilities that it can no longer afford, gaining only the lowest abilities that it’s hoard could make up for.

**Detect Magic (Sp):** The Dragon gains the ability to detect magic at will. This works as the spell and uses the Dragon’s level as their caster level and never provokes attacks of opportunity.

**Draconic Enhancement (Su):** The Dragon can enhance a weapon or armor with a +1 draconic bonus. This stacks with any enhancement bonus the weapon or armor may possess. Whenever the dragon gains the bonus he must immediately select weather it goes to weapon or armor, however he can alter if it effects one or the other by spending 4 hours at his hoard. This bonus works like an enchantment, and the Dragon can either gain a +1 to attack and damage rolls for each point in his Draconic Enhancement, or he can spend them on enchantments at the value of the enchantment. The Dragon can only gain element damage based enchantments that deal damage of the same type as his elemental affinity. When the bonus increases the abilities can be reallocated, or they can be altered by spending the 4 hours in the hoard. These enchantments apply to the dragon on top of any magic weapon or armor it may possess. At 14th level it gains another set of bonuses. This applies to weapon or armor, whichever you didn’t select for the first.

**Natural Armor (Ex):** At 3rd, 7th, 15th, and 19th levels, the dragon’s natural armor increases.

**Damage Reduction (Ex)** At 3rd level, Dragons have thick and highly protected hides that only a powerful swordsman can penetrate. Dragons gain damage reduction overcome by swords that increases at levels 3, 7, 11, and 15. Weapons that can penetrate a dragon's hide are any weapon with "sword" in it's title. Swords such as the Scimitar confuse the dragon and you must succeed on a Diplomacy check against the dragon to convince it that it is a sword and can pierce his hide

**Elemental Fang (Su)** At 4th level the Dragon's natural attack deals 1d6 elemental damage. This damage is determined by their elemental affinity. If fire, it deals fire damage, Ice deals frost damage, and Air deals Sonic damage. This damage is not multiplied on a critical hit. This damage increases on the chart based on the amount of money in your hoard and your level

**Eyes of the Dragon (Sp)** At 6th level, the Dragon’s eyes behold the secrets of magic. It gains a +2 bonus to perception checks and the dragon can cast an arcane sight spell as a swift action. Activating this doesn’t provoke an attack of opportunity, and it lasts for up to 1 round per level. Not all rounds need to be used consecutively. At 6th level this becomes Greater Arcane Sight and the bonus increases by +2, and at 12th level it is under the effects of true seeing as well when it activates this, with the bonus rising by another +2.

**Dragon’s Relic (Su)** At 8th Level the Dragon’s hoard harbors a mystical power. The Dragon can designate one of it’s items as a relic and leave it in it’s hoard. The dragon is always considered to be equipped with this item, and it does not take an equipment slot. The Dragon can equip another item in that equipment slot and select which of the items it’s benefiting from as a free action on it’s turn. There is no limit to how far the Dragon can be from this item and still gain it’s abilities. If it’s removed from the hoard however, the Dragon must replace it and undergo a 4 hour ritual to bind it back to his hoard. At levels 13 and 18 the dragon can designate more items to work in this way. At any point the dragon can alter the items that this applies to while they are resting.

**Bursting Fang (Su)** At 11th level the dragon's natural attack grows even more powerful, When you land a successful critical hit you deal an additional 1d12 of whatever kind of damage your Elemental fang does. This damage increases as the level increases.

**Draconic Renown (Ex)** at 6th level the Dragon gains an altered version of the Vigilante’s renown social talent. The dragon becomes known for draconic marauding or protective deeds. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. Or an air of fear and menace wherever he goes. If the dragon is good aligned, The dragon gains followers as if it had the leadership feat and the people of the area of renown are treated as followers. The Dragon does not gain a cohort. If the Dragon already possesses Leadership the number of followers are added together. this works identically to the Vigilante Social talent, and the Dragon is always considered to be in his social identity when speaking to anyone other than an enemy or someone who has taken hostile actions toward the Dragon. If the Dragon is evil aligned, The dragon gains followers as if it had the Vile leadership feat, with some of the people of the settlement following them and gathering other unsavory figures over time. The Dragon does not gain a cohort. If the Dragon already possesses Vile Leadership the number of followers are added together. He is always treated as being in his vigilante identity for the purposes of the feat, but he can apply the Diplomacy effect to creatures who share a common goal with him (such as criminals, or guards in an evil city) and have an initial attitude of at least indifferent. Neutral dragons select which one they will follow at this level and cannot alter it without some sort of story arc that allows them to try and become a better (Or worse) person.

At 8th level this ability works as the Great Renown social talent, At 12th level the dragon gains the Celebrity Perks social talent, at 14th level he gains the Celebrity Discount social talent, and finally at 16th level the Incredible Renown social talent.

**Bonus Monster Feat:** At levels 7, 11, and 17 the Dragon gains bonus monster feats. These feats must be selected from the monster feat section and the dragon must meet the prerequisites to these feats.

**Bahamut (Su)**

Dragons whom earn the title of Bahamut become entities of grand destruction and can harness amazing powers. Your size increases by one category, your height doubles, and your weight increases by a factor of eight. Your features shift into those of a cold and alien being of hellish invincibility. You gain a +4 size bonus to Strength and a +6 bonus to Constitution, a +3 natural armor bonus, darkvision 60 ft., and Spell Resistance of 12 + your Dragon level. These modifiers replace the normal modifiers for increasing your size. The size modifier for AC, attacks, CMB, and CMD changes as appropriate for your new size category.

While in this form you can perform the technique Elemental Breath an unlimited number of times, even if you don’t know that technique. At any point you can expend 300 hl, or an item worth at least 300 hl, and gain a +1 bonus to a single d20 roll or a save DC. This can be done up to 5 times for a total of +5 and 1,500 hl for a single roll.

If you are within the area of your hoard when this activates, the bonuses to strength and constitution are doubled, and all of your natural armor bonuses become dodge bonuses. Your Damage Reduction becomes overcome by nothing, Your Darkvision increases by +120 feet, and your spell resistance is increased by +8, and finally the maximum you can spend is 3,000 and the maximum total you can receive is +10.

Your natural weapons and any weapons you wield are considered your alignment for the purpose of overcoming damage resistance

This spell doesn't change your base speed. Determine space and reach as appropriate for your new size.

If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process (see Breaking and Entering). If you fail, you are constrained without harm by the materials enclosing you-the spell cannot crush you by increasing your size.

All equipment you wear or carry is similarly enlarged by this spell. Melee weapons deal more damage. Other magical properties are not affected by this spell.

Once during this technique you can empower one of your Dragon Monster techniques for free.

This lasts for 1 round per level and cannot be dispelled.

**Dragon Techniques**

**1st-Level Dragon Techniques—**\*\*Bloody Talons

**2nd-Level Dragon Techniques—**\*\*Wind Breaker, \*\*Exploding Rock

**3rd-Level Dragon Techniques—**\*\*Elemental Breath, \*\* Element Slash (MC)

**4th-Level Dragon Techniques—**\*\* Dragon Flash (MC), \*\*Dragon Slash, \*\*Dragon Hornet

**5th-Level Dragon Techniques—**\*\*Dragon Claw, \*\*Inside Tour

**6th-Level Dragon Techniques—** True Seeing, Greater Heroism, \*\* Dragon Missile, \*\*Way of Dragon

**7th-Level Dragon Techniques—** Resounding Blow, \*\*Colored Nova, \*\*Dragon Dive, \*\*Dragon Lightning, \*\*Sky-High Dragon (MC)

**8th-Level Dragon Techniques—**\*\*Dragon Nova, \*\*Beat Wash (MC), \*\*Evil Dragon Play

**9th-Level Dragon Techniques—**\*\*Draconic Ultimate, \*\*Dragon Assassinator, \*\*Final Dragon (MC)

**Dragon Alternative Class Features**

* Alpha Draconis
* Holy Dragon
* Serpent
* Two Headed Dragon

**Reincarnation**

If Reincarnating into this class after having already been this class, or a class with similar abilities, check the following page to see what ability you'll get instead at the levels you would normally gain an already achieved class ability.

Dragon Reincarnation