Alpha Draconis

A strange race of dragon like creatures that reside somewhere within the Draco constellation. They travel from world to world, causing trouble and bringing societies to ruin. They have even attacked Earth before and are known enemies to the Defenders of Earth because of this. They are known to be very tricky and crafty creatures and are to be approached wit caution.

**Class Skills**

The creature's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Drive (Dex), Knowledge (All) (Int), Fly (Dex), Martial Knowledge (Physical Monster weapons), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Computer (Int), and Use Magic Device (Cha).

These replace the normal skills of the dragon

**Ability Boost:** Whenever a Dragon would normally gain a bonus to their Constitution score, the Alpha Draconis instead gains a bonus to Intelligence. this stacks with the other bonuses to Intelligence the dragon earns.

This replaces the Ability boost of the Dragon.

**RACE**

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

• Large Aberration (Monster) -1 to armor class as well as attack rolls. +1 to CMB and CMD, -4 on Stealth Checks.

•Speed: 20 feet, Fly good

• Darkvision out to 60 feet

• +2 Diplomacy checks and Bluff checks..

• Automatic Languages: English and Japanese

Bonus Languages: Any

This replaces the normal Race.

**Mind over Matter:** An Alpha Draconis uses it's intelligence modifier to determine saving throws for it's Dragon Techniques instead of Strength.

**Alien Affinity:**

Alpha Draconis gain the Darkness (Moon) and Void Domains instead of a normal elemental affinity.

This replaces the Elemental Affinity.

**Spaceship (Ex):**

At 3rd Level the Alpha Draconis gains a space ship. This spaceship is treated as the location of the Dragon’s hoard ability and It cannot be changed unless the ship is lost. If the ship is destroyed it can modify an existing CX1 Hellpha for 500 hl per hit dice in a process that takes 24 hours or create a new one in a process that takes 1 week and costs 1,500 hl per hit dice. At 8th level the Spaceship can hold 12 passengers, and at 16th level it can hold 24 passengers. The Hellpha can be upgraded and enchanted like a normal magic item.

The ship possesses Starflight. In outer space, The ship can allow you to survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the Alpha Draconis knows the way to its destination.

Flying Machine can carry up to 4,000 pounds of cargo.

**CX1 Hellpha**

**Huge Air vehicle** **Squares** 9 (15 ft. by 15 ft.; 15 feet high);

**DEFENSE**

**AC** 9; **Hardness** 2 per level ;**energy resistance** 2 per level **hp** 20 per level **Base Save** +2 **CMB** +3; **CMD** 12

**OFFENSE**

**Maximum Speed** 80 feet; **Acceleration** 40 feet **Ramming Damage** Monster weapon damage

**DESCRIPTION**

**Propulsion** alchemical (4 squares of alchemical engines; hardness 16, hp 200) **Driving Check** Drive +10 to the DC Forward Facing one side of the square vehicle space

**Driving Device** Control systems and steering wheel

**Driving Space** a single 5-ft.-by-5-ft. square that contains the control panel that serve as the Tank's cockpit.

**Crew** 1

**Passengers** 6

**Decks 2;** The upper deck is the top of the machine that has handles and a few small rails on which creatures can ride, The middle deck houses the cockpit and houses the alchemical combustion engine.

The Hellpha possesses 4, 20 foot long tentacles so it can attack normally in all directions. These tentacles deal 1d8 damage and the user can utilize it's own grapple modifier to grab the creature as a free action after striking it. The damage increases by 1d8 for every 3 levels the Alpha Draconis possesses. After grabbing a creature the Hellpha can constrict dealing normal damage as well as an additional +2d8 damage a round until the creature is released. The Hellpha also possesses a masterwork laser pistol that deals 1 damage. This attack is resolved on a touch attack out to 60 feet and deals 1d8 damage for every 3 levels you possess. The Hellpha has an upper and a lower deck, the upper deck is where it is controlled and the lower deck is where the engines and storage are housed.

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.

**Tech Pool (Ex):**  At 3rd level, Alpha Draconis gain a pool of alien power equal to their Alpha Draconis level+ Their Intelligence modifier. This pool replenishes at the start of every day. So long as you have a point in this Alien Technology pool, you can cast the spell Technomancy at will, and your Natural monster weapon is treated as a technological weapon for the purpose of any ability that only targets technological weapons such as an anti-tech field. As a swift action, the Alpha Draconis can spend the points to do one of the following.

\*Increase damage with technological weapon by +1d6 for the next attack made. This increases by +1d6 for every two points spent after the first point. This additional damage does not apply with abilities such as vital strike.

\*Increase range with ranged technological weapon by 10 feet for the next attack made. This increases by +10 feet for every two points spent after the first point.

\*Gain a +4 bonus to hit with your next attack with a technological weapon. This increases by +4 for every two points spent after the first point.

\*Gain a +6 bonus to use computer checks or drive checks for 1 round.

\*Negate any negative effects caused by a critical failure or "Glitch" with a technological weapon.

**Tech Proficiency (Ex):**At levels 4, 7, 10, 15, 18, and 20, The Alpha Draconis gains a bonus to use computer checks and drive checks, as well as to any attack rolls made in their flying vehicle. In addition whenever the Alpha Draconis gains this bonus, it selects a single technological weapon. The Alpha Draconis can equip this weapon as if it were a monster weapon, and it can use it’s effects normally and use it however it’s monster weapon would be used.

**Alien Enhancement (Su):** The Dragon can enhance a weapon or armor. Initially the Dragon grants the Alien enchantment to whichever he chooses. This otherwise works identically to the Draconic Enhancement ability.

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

**Damage Reduction (Ex)** At 3rd level, Dragons have thick and highly protected hides that only a powerful gunshot can penetrate. Dragons gain damage reduction overcome by guns that increases at levels 3, 7, 11, and 15. Any sort of firearm can penetrate an Alpha Draconis’ hide.

**Phasing (Su):**

At 6th level, An Alpha Draconis has the ability to become out of phase, allowing it to pass through walls or material obstacles. In order to use this ability, an Alpha Draconis must begin and end its turn outside of whatever wall or obstacle it's moving through. An Alpha Draconis can't move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. This can be used for a total of 1 round per level. At 9th level this works like becoming incorporeal, however you gain no additional bonus to armor class nor do you take less damage. All of your attacks become touch attacks, and your attacks deal ½ damage, however you can freely pass through walls. At 12th level you gain a bonus to your armor class equal to your Intelligence modifier while in this form, and at 16th level your attacks no longer do half damage, but you take half damage from all non incorporeal sources. (Ghost touch weapons still hit you normally however).

**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.

This replaces the Dragon’s Hoard ability.

**Vega Draconis (Su)**

Upon reaching 20th level you can utilize your vast, alien technology to lay waste to your foes. Once per day as a Full Round action, You gain a +6 bonus to Strength and Intelligence, a +3 Deflection bonus to armor class, and become immune to radioactivity. You summon an Alpha Draconis Mothership anywhere within 60 feet. This works identically to the Pirate Technique Nether Buccaneer and can be summoned while out of combat for the same effects. This Nether Buccaneer doesn't possess the 6 cannons however, and possesses a single laser beam with a range of 100 feet. It makes touch attacks using your own BAB+ Intelligence modifier and uses intelligence to deal damage instead of strength. It uses your Base attack bonus to determine how many attacks it can make in a round (Max of 3). This weapon is a technological weapon and deals damage equal to your monster weapon +2d6. It can make a single attack every round at your highest base attack bonus. In addition, this ship can use your own techniques by spending your technique slots. If a technique allows for multiple hits, it only gains a single attack with this. Finally, you can end the technique prematurely and fire a death ray. This targets a 30 foot burst and creatures in that area must make a DC: 10+ 1/2 Dragon level+ Intelligence modifier fortitude saving throw or take normal damage as well as take an additional 5 damage per level (Max +100). This area is then effected as if by an Irradiate spell using your level as the caster level.

This ability lasts 1 round per level.

This replaces the Dragon's Bahamut Ability.

# Alpha Draconis Techniques

**1st-Level Dragon Techniques**— Technomancy, Detect Radiation, Star, Message, *feather fall*, Deja Vu, Mindlink, Quintessence, \*\*Bloody Talons

**2nd-Level Alpha Draconis Techniques**—Protection from Technology, *glide*, *levitate*, *resist energy*, Anticipate Thoughts, Apport Object, Demand Offering, Ghost Whip, Paranoia, Psychic Reading, \*\*Wind Breaker, \*\*Exploding Rock

**3rd-Level Alpha Draconis Techniques**—Recharge, Irradiate, Discharge, *protection from energy*, Mega Star, Apport Animal, Aversion, Babble, Catatonia, Contagious Zeal, Detect Mindscape, Ectoplasmic Snare, Inflict Pain, Oneric Horror, \*\*Elemental Breath, \*\* Element Slash (MC)

**4th-Level Alpha Draconis Techniques**—Remove Radioactivity, Rebuke Technology, Magic Circle against Technology, *shout*, Hypercognition, Mindscape Door, Mindwipe, Purge Spirit, Telekinetic Maneuver, \*\* Dragon Flash (MC)

**5th-Level Alpha Draconis Techniques**— Giga Star, *planar adaptation*, *suffocation*, Condensed Ether, Create Mindscape, Mind Probe, Greater Oneiric Horror, Thoughtsense, Wall of Ectoplasm, \*\*Dragon Claw, \*\*Inside Tour

**6th-Level Alpha Draconis Techniques**— Greater Discharge, Destroy Robot, Dream Scan, Explode Head, Mind Swap, Psychic Asylum, Telepathy, True Seeing, Greater Heroism, \*\* Dragon Missile

**7th-Level Alpha Draconis Techniques**—Infuse Robot, Anti Tech Field, Omega Star, *fly mass*, *planar adaptation mass*, Create Greater Mindscape, Dream Council, Mass Inflict Pain, Retrocognition, Shadow Body, \*\*Colored Nova

**8th-Level Alpha Draconis Techniques—** Greater Remove Radioactivity, shout greater, Biolocation , \*\*Dragon Nova, \*\*Beat Wash (MC)

**9th-Level Alpha Draconis Techniques—** Peta Star, gate, suffocation mass, Telekinetic Storm, Divide Mind, \*\*Draconic Ultimate, \*\*Dragon Assassinator, \*\*Final Dragon (MC)