Drakes

Drakes are proud kin to dragons. Physically, they fit the classic depiction; they possess scaly skin, a serpentine body, wicked talons, destructive breath, and massive wings. Their hide may be red or brown and their scales might be black, blue, green, or gold, depending on their birthplace and ancestry. Their early life is in all likelihood a solitary existence, spent carving out territory and mastering anything that caught your fleeting interest. They might come to bear a name granted for notable deeds or traits, or command a title of appropriate stature — for they are due respect and awe. Theirs is a cunning and sometimes cruel species, with little patience for those who fail to recognize their greatness, or worse, interfere with their many plans. They regard precious few as allies and still fewer as friends, but for those they become close with they harbor deep, enduring affection.

* Common Personality Traits: Aloof, greedy, proud, self-centered, wise
* Common Physical Traits: Hissing voice, shimmering scales, darting eyes, dagger-like teeth
* Example Names: Icebite, Wrathbane, Deathwing, Sunscale, Nighteye

***Type:*** Large (2×3) quadruped beast with a Reach of 2 (see page 226).

**Wounds:** Your maximum wounds equal your Constitution score × 1.5 (rounded down)

## Species Of Dragons

### **Drake**

• Attributes: +2 to Strength or Intelligence, –2 to Dexterity

* **Base Speed:** 30 ft
* **Breath Weapon:** Once per round as a full action you may breathe fire in a 20-ft. line, inflicting 2d6 + your Con modifier in fire damage. Make a single ranged attack against all characters and objects in the path; each character hit may make a Reflex Save (DC 10 + the number of Species feats you have + your Con modifier) to suffer only 1/2 damage (rounded down).
* **Cold-Blooded:** You require only 1 common meal per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down). If you suffer continuous cold damage — such as from the environment — you are sickened until you escape the source of the damage.

* **Inquisitive Mind:** You gain 2 additional Interests.
* Natural Attack: You gain the Bite I and Claw I natural attacks (see page 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V).

* Reviled: The Dispositions of non-drakes decrease by 10.
* Winged Flight: You may fly with a Speed of 40 ft.

### **Elemental Heritage**

*Your ancestors were closely tied to primal forces of the world.*

* **Prerequisites:** Level 1 only
* **Benefit:** Choose an element.
	+ **(Brown) Wood:** You gain DR 2/Edged and attribute impairment you suffer drops by 1. However, you also gain Achilles heel (fire).
	+ **(Green)Earth:** You gain DR 2/Blunt and sterner stuff (see page 234). However, your Speed decreases by 5 ft. (minimum 10 ft.).
	+ **(Blue) Water:** You gain Blunt Resistance 5 and a +2 bonus with Acrobatics checks. However, you also gain Achilles heel (electricity).
	+ **(Light Green) Wind:** You gain Falling Resistance 5 and your Speed increases by 5 ft. However, your Size is considered 1 category smaller during Bull Rushes, Grapples, and Trips.
	+ **(Turquoise) Dust/Sand:** You gain Unarmed Resistance 5 and a +2 bonus with Prestidigitation checks. However, your Charisma score drops by 1.
	+ **(Red) Fire:** You gain Fire Resistance 5 and may convert your unarmed damage to fire damage without suffering the normal –4 attack penalty. However, you also gain Achilles heel (cold)
	+ **(Smokey Grey) Mist/Smoke:** You gain Ranged Resistance 5 and a +2 bonus with Blend checks. However, you also suffer a –2 penalty with Fortitude saves.
	+ **(White) Ice:** You gain Cold Resistance 5 and may convert your unarmed damage to cold damage without suffering the normal –4 attack penalty. However, you also gain Achilles heel (fire).
	+ **(Yellow) Lightning:** You gain Electrical Resistance 5 and may convert your unarmed damage to electrical damage without suffering the normal –4 attack penalty. However, you also suffer a –2 penalty with Will saves.
	+ **(Orange) Lava:** You gain Heat Resistance 5 and grueling combatant (see page 233). However, you also gain Achilles heel (cold).
	+ **(Purple) Crystal:** Your unarmed and natural attacks gain bleed and you gain 2 Panache. However, you also gain Achilles heel (sonic) (see page 230).
	+ **(Dark Grey) Metal:** You gain Edged Resistance 5 and a +2 bonus with Resolve checks. However, you also suffer a –2 penalty with Reflex saves.
	+ **(Light Yellow)Light:** You gain Divine Resistance 5 and night-blind (see page 234), and may convert your unarmed damage to flash damage without suffering the normal –4 attack penalty.
	+ **(Black) Darkness:** You gain darkvision II, light-sensitive (see pages 233 and 234), and a +4 bonus with Sneak checks.

#### **Elemental Legacy**

*More and more you embrace your element, perhaps enough to feel your birth species slipping…*

* **Prerequisites:** Drake, Giant, or Human; Elemental Heritage

* **Benefit:** Your highest attribute rises by 1 and your lowest attribute drops by 1. Also, all numerical benefits of your Elemental Heritage feat (positive and negative) are doubled (i.e. if you have Elemental Heritage (Earth), your Damage Reduction becomes 4/Blunt and your Speed decreases by 10 ft. instead of 5 ft.). You may choose to embrace your elemental nature once, when you level, gaining the Elemental Type (see page 226). If you do, your starting action dice decrease by 1 and you become easier to spot unless trying to hide, suffering a –5 penalty with Blend checks.

### **Truescale**

*You’re well adapted to your natural hunting grounds.*

* **Prerequisites:** Drake, Level 1 only
* **Benefit:**
	+ **Choose a terrain:**
		- aquatic
		- arctic
		- caverns/mountains
		- desert
		- forest
		- jungle
		- indoors/settled
		- plains,
		- swamp
			* You suffer no Size penalty with Blend checks in this terrain.
		- Now, **choose a damage type:**
			* acid
			* cold
			* electrical
			* fire (AP 4)
			* flash
			* force
			* sonic
			* stress
				+ Your breath weapon inflicts this type of damage instead of fire (AP 0).

### **Azurescale (Sea Serpent)**

*The reclusive sea drakes typically live beneath the waves but might venture onto land to adventure, hunt, or lay eggs.*

* **Prerequisites:** Drake, Level 1 only
* **Benefit:** You gain a Swim speed of 60 ft. and the aquatic II NPC quality, but lose winged flight (see Fantasy Craft, page 230).

### **Ebonscale (Hydra)**

*The many-headed swamp drakes are even more feared and*
reclusive than their winged cousins.

* **Prerequisites:** Drake, Level 1 only
* **Benefit:** You lose winged flight and your breath weapon, but gain 2 additional Bite I natural attacks, the regeneration 2 NPC quality (see Fantasy Craft, page 234), and only become flanked when surrounded by 3 or more adjacent characters.

### **Goldscale (Wingless Dragon)**

*You’re one of a handful of wingless drakes rumored to hail from the heavens themselves. This can be a blessing, but is also occasionally a dire curse.*

* **Prerequisites:** Drake, Level 1 only
* **Benefit:** You lose winged flight and reviled, and gain flight 60 ft. and an Alignment of your choice. However, you’re also an Outsider (see Fantasy Craft, page 227) and therefore vulnerable to various effects and potentially higher damage from some sources.

## **Drake-Related Feats**

### **Greater Breath**

*Your breath lays waste to huge swaths of territory.*

* **Prerequisites:** Drake
* **Benefit:** Your breath weapon becomes a 40-ft. line, 20-ft. cone, or 15-ft. sphere (your choice).

#### **Mighty Breath**

*Your breath weapon is exceptionally deadly.*

* **Prerequisites:** Greater Breath
* **Benefit:** Your Constitution score rises by 1 and your breath weapon inflicts an additional 1d6 damage.

### **Toxin-Sacks**

*You generate deadly venom, which you can deliver through*
one of your natural attacks.

* **Prerequisites:** Drake or Saurian, Bite or Claw natural attack, [Level 1 only]
* **Benefit:** One of your Bite or Claw natural attacks can transmit one of the following poisons (chosen when you gain this feat): agonizing, blinding, enraging, necrotic, numbing, paranoia, putrid, sickening, or slowing (see Fantasy Craft, Table 4.12, page 166). This poison is only transmitted to a target who suffers 1 or more damage after Reduction and Resistances, and may be withheld on an attack-by-attack basis. You may only transmit the attack’s poison a number of times per combat equal to the number of Species feats you have.

### **Dragon-Tailed**

*You have a massive wyrm’s tail in place of legs.*

* **Prerequisites:** Drake or Saurian, Level 1 only
* **Benefit:** Your base Defense increases by 1 but your ground Speed drops by 10 ft. and you may not use Kick tricks. You also gain the improved stability NPC quality and the Tail Slap I natural attack (see Fantasy Craft, pages 234 and 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V).

### **Agile Flyer**

*You’re most at home in the air*

* **Prerequisites:** Winged flight (see page 227)
* **Benefit:** You gain Acrobatics as an Origin skill and don’t suffer the typical error range penalties associated with flying (see page 227).

### **Fast Flyer**

*You dart through the air with effortless ease.*

* **Prerequisites:** Winged flight (see page 227)
* **Benefit:** Your winged flight Speed increases by 40 ft. and you gain a +1 dodge bonus to Defense while flying.