Draconians (2.5e Race)
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Aurak Draconian - +2 Int, -2 Con, +2 Dex, -2 Wis
Baaz Draconian - +2 Con, -1 Int, -1 Wis
Bozak Draconian - +2 Str, +2 Int, -2 Cha, -2 Dex
Flame Draconian - +2 Str, +2 Dex, -2 Cha, -2 Wis
Frost Draconian - +2 Con, +2 Str, -2 Int, -2 Wis
Kapak Draconian - +2 Dex, +2 Con, -2 Int, -2 Wis
Lightning Draconian - +2 Str, +2 Wis, -2 Dex, -2 Con
Sesk Draconian - +2 Int, -2 Str, -2 Dex
Sivak Draconian - +2 Con, +2 Dex, -2 Wis, -2 Cha
Traag Draconian - +2 Str, -2 Wis, -2 Int
Vapor Draconian - +2 Wis, +2 Int, -2 Str, -2 Dex
Venom Draconian - +2 Int, +2 Dex, -2 Wis, -2 Cha
Draconians gain 4d12 racial hit dice at 1st level and do not gain hit dice until 4th level at which point they gain hit dice by class
Natural Armor Class:
Aurak Draconians have an AC of 0, Sivaks have an AC of 1, Bozak and Vapor Draconians have an AC of 2, Baaz, Kapak, Traag and Flame Draconians have an AC of 4, Lightning and Sesk Draconians have an AC of 6, Frost Draconians have an AC of 7 and Venom Draconians have an AC of 8
PC Draconians may be any alignment however Auraks may only be evil or neutral and Lightning Draconians may only be of good alignment. Noble Draconians (Flame, Frost, Lightning, Vapor, Venom) are typically good aligned while the Metallic Draconians (Aurak, Baaz, Bozak, Kapak, Sivak) are typically evil or neutral and the rare Proto-draconians (Traag and Sesk) are typically neutral.
Draconians are a monstrous race that appear to be a cross between dragons and humanoids, All Draconians have the same general appearance and females appear slightly smaller if at all different. They have humanoid bodies with the tails and heads of dragons. Small scales cover them from head to toe: the scales are a duller shade of those of their original parents for instance, Bozak scales are a dull bronze. They have elongated snouts, razor-like fangs, and beady eyes. Draconians have thick, stocky bodies and range in height from 5½ feet (Baaz) to nine feet (Sivaks). Sharp claws extend from their toes and fingers. They can manipulate tools and weapons as easily as humans can. They drag their bulky tails behind them; the tails are useless as weapons but help the Draconians balance themselves. They have huge feet, with three splayed toes in the front and a single toe in the back. All but the Auraks have a pair of leathery wings growing from their backs. Bony projections line the bottom edge of each wing, and a single projection extends from the top. A Draconian's wings are nearly as large as its body. All Draconians are reasonably intelligent and are adept at several languages. In addition to their own tongue, which sounds like a combination of hisses and wheezes, most can speak common as well as the languages of dragons and other races. Draconians were originally created by the evil goddess Takhisis from the eggs of various dragons through an arcane ritual which corrupted the eggs and produced several Draconians per egg. Originally only the eggs of metallic dragons were used but later the eggs of chromatic dragons were used which created the noble Draconians. These dragonmen were originally bred as shock troops for Takhisis' war on Krynn. Takhisis was eventually thwarted and now Draconians rule themselves and have begun spreading throughout various worlds. There are 10 True Draconian subraces and 2 Proto-Draconian subraces, The descriptions of the various races are as follows:
Aurak - Derived from the eggs of gold dragons, Auraks are the most powerful and devious of the Draconians. Soft-spoken and coldblooded, no act of violence is too extreme for an Aurak. Auraks are seven-foot-tall, 300 pound, sinewy Draconians with short tails and golden scales. Small spines grow from the backs of their heads. They have long, sharp teeth and bulging eyes that are either blood red, green, or black. Their bodies emit a noxious sulfur odor, detectable from several yards away. They wear few clothes, aside from the occasional belt or cape. Aurak Draconians are tall, slender and more secretive than the others of their race. They do not like to fight in the front lines, disdaining the use of weapons, but use their extremely powerful magic to attack from a distance. Auraks are the only wingless Draconians.
Baaz - Considered weak in both mind and character, Baaz draconians are the most numerous of the dragonmen. Baaz tend to be undisciplined and have a penchant for drinking and revelry, a trait often exploited by human commanders to whip the Baaz into a frenzy before battle. Male Baaz tend to be shallow, selfish, and sadistic. They live for the pleasures of the flesh, indulging in riotous living when not fighting. Female Baaz tend to be much more even-tempered and diplomatic, with well-organized minds and a distaste for crude pleasures -- though they find such qualities attractive in males. Baaz have the general form of a humanoid with lizard-like feet and clawed hands, thin, dragon-like wings, and a short, stubby tail. Their scaly, patterned skin has a bright, brassy color when the Baaz are newly hatched, but it dulls and fades toward green as they age. Baaz have a blunt, draconic snout filled with small, sharp teeth and bright red eyes that lend them a rather sinister appearance. There is little discernible difference between Baaz males and females, except that females tend to be of lighter build. Baaz draconians enjoy flamboyant, decorative clothing, but can crudely disguise themselves as human or elven by wearing concealing robes and hooded cloaks. The first generation of Baaz draconians that fought during the War of the Lance were raised and trained to hate all Krynn's races (especially elves), except those in the service of the Dark Queen. After the war, the Baaz were unable to shake their beliefs. They lived in ruins far from civilization or in abandoned buildings inside human settlements, disguising themselves to avoid discovery. Some joined roving outlaw bands that lived on robbery, rapine, and murder. After the Chaos War, many Baaz served the newly arrived dragon overlords, while others migrated to the new draconian nation formed in Teyr. The new generation of Baaz born during the Age of Mortals is much more open-minded, though their parents' hatred of elves is often passed to the children. Baaz draconians are usually evil, and tend to be neutral in respect to law and chaos. Many Baaz in the Age of Mortals have adopted a more neutral outlook, and a rare handful (often called "throwbacks") reflect the inherent good alignment of their brass dragon ancestors. During the early Age of Mortals, the Baaz, like other draconians, began to reject their initial teachings and came to realize that Takhisis betrayed them. After the War of Souls, the Baaz were glad to be rid of the Dark Queen, even as they now seek another god to replace her in their prayers. Draconians have no language of their own, instead learning the speech of Nerakan priests. Because of their life-long military training and organization, their speech incorporates military slang and jargon. Baaz rarely learn other languages. The first generation draconians bear the names assigned to them by their creators, which reflect Nerakan language and culture. Because of their intense military training and long service, Baaz (and other draconians) possess a name, rank, and assigned regiment. This became a part of the naming convention of the draconians of Teyr, who bestow a given name to their children at birth. Upon joining the military, the Baaz gain "last names" reflecting their rank and regimental affiliation. Baaz names do not differentiate between male and females. Baaz Names: Agrel, Cresel, Drugo, Folketh, Holkforth, Krelkith, Pulk, Riel, Urul, Vlerness. Some Baaz leave the structured life of the military for a wandering lifestyle. Others fixate on a particular great accomplishment, willing to travel endless miles and wait years to fulfill their quest. Adventuring Baaz often adopt disguises to find acceptance in a world that hates draconians.
Bozak - Bozaks are magic-using Draconians derived from the eggs of bronze dragons. They are quick-witted, shrewd, and ruthless. Bozaks are just over seven feet tall and are covered with bronze colored scales. They have dull yellow eyes and gray teeth. Though Bozaks eschew armor, since it limits their maneuverability, they often wear helmets, light breastplates, and leather arm and leg bands for body decoration. Bozak wings are the most versatile of any draconian race. Some Bozaks can even fly if they are strong and agile enough. Not only can they glide like other winged Draconians, they can sustain the glide indefinitely in a strong wind. On cold days, Bozaks spread their wings to increase exposure to the sunlight. On warm days, they slowly flap their wings to generate cooling breezes. When Bozaks are anxious or lost in thought, their wings twitch and vibrate. Bozaks are cautious and devious fighters. When possible, they strike from a distance with spells or missile weapons, then charge for melee attacks. A favorite tactic of Bozaks is to charge victims on all fours, flapping wings and hissing while clutching swords or other weapons between their teeth. Bozaks rarely show mercy once they attack, unless there is a good reason to leave an enemy alive. Bozaks are quite capable with their natural weapons, but usually prefer to fight with melee weapons. Favored weapons include short swords, daggers, or any other weapon that can be carried in their mouths while running. Most Bozaks carry ranged weapons in addition to their favorite swords or daggers.
Flame – Flame Draconians are born from the eggs of red dragons and are one of the strongest of the “Noble Draconians”. They are over seven feet tall and can reach heights up to eight feet and weigh around 350 to 400 pounds. They are covered in crimson scales and have eyes the color of charcoal. They also have large wings which grant them the ability to fly. They are a rare and dangerous breed, They utilize a fiery rage in order to defeat the forces of evil. They have a fierce temper, and will explode into their fiery rage upon the slightest provocation. While they do fight for good, they have their own code of conduct which may not always agree with the laws of the land. They believe that one's weapons and tools are an extension of the self, and often use their fiery breath weapon to craft their own armor and weapons.
Frost - Frost Draconians were created from the corrupted eggs of white dragons, they are among the smallest of the Draconians, standing only five feet tall and weighing 200 pounds. They have white scales that fade to grey with age. They also have small wings and 2 small horns that grow above their pale blue eyes. They have inherited the limited intellect and short temper of white dragons, yet they invariably fight for good. They are aggressive when angered, rarely using sophisticated fighting techniques. They are rare and are usually found alone but are quite sociable with anyone willing to accept them as they are.
Kapak - Kapaks are a race of venomous Draconians known for their stealth. They are derived from copper dragon eggs. Kapaks average six feet tall and have sleek torsos and long limbs and weigh between 200 to 250 pounds. Their scales are dull copper tinged with green, their eyes are orange or dark brown. They have short manes of dark brown or blonde hair hanging from either side of their mouths. Soft pads line the bottoms of their feet, enabling them to move silently. They speak in a soft, high-pitched whine. The most exotic physical feature of the Kapaks are the poison glands located under their tongues that continuously secrete a venomous spittle. The glands are magical in nature, and are capable of producing a virtually limitless amount of the thick, yellowish venom. They have large leathery wings that make them fair gliders. Kapak Draconians are often considered the assassins of the draconian types; they use their venomous saliva to coat their weapons, which makes them perfect as assassins. Like their copper dragon parents, Kapaks lure their targets into traps and use other means of gaining advantage over their foes. Kapak draconians are known for stealth, vicious cunning, and for licking their blades with their venom-soaked tongues before battle. While not know for original thinking, Kapaks exhibit cruel creativity in carrying out assigned missions of espionage and murder. Kapaks like structure in their lives, and the military lifestyle suits them. Their natural talents for stealth and butchery belie their need for order. Many become assassins, because they are adept at handling dangerous and constantly changing situations. Female Kapaks also like structure, but they tend to be more nurturing, using their inborn healing abilities to aid other draconian.
Lightning – Lightning Draconians are large, nearly as large as Sivak Draconians. They range in heights between seven to nine feet tall. They weigh upwards of 400 pounds and have large, powerful wings that enable them to fly. They fight ferociously for the cause of good, having the innate abilities of a paladin. They are highly social, and seek to find acceptance. They have a great disdain for Metallic Draconians. Lightning Draconians were derived from blue dragons, created before all the other types of noble draconians were created (when it was assumed that an evil dragon egg would yield an evil draconian). They were allowed to inherit more powers of their dragon parents than any other chromatic draconian. It was the Lightning draconians that were responsible for liberating the other noble draconians. They are utterly fearless and devoted to the cause of good. Lightning draconians compare with Auraks, but fight with strength and courage as opposed to Auraks, who rely on stealth and wizardry. Lightning Draconians are born with dark blue scales which fade to sky blue with age. Bony ridges line their spine, continuing on their heavy tail. They are known to disguise themselves in heavy suits of armor, strapping their tails behind their backs.
Sesk - Sesk Draconians are one of the Proto-Draconian sub races. They are spawned from Silver Dragon eggs, and were the predecessor to the later Sivak Draconian. They stand at only four to five feet tall and weigh 150 to 200 pounds, are often hunched over, with silver scales and a short stubby tail. Sesk Draconians have misshapen bodies, and are far from agile, making them poor fighters. The Sesk are quite skilled at creating and laying traps however, relying on their treacherous natures to lay foes low. The Sesk were initially created for the Dragonarmies, with the view that they would be skilled officers, as they were far smarter than the average draconian. However their twisted bodies made them poor fighters, and their exceptional intelligence often made them question the orders of their superiors. In a short time, the Sesk were deemed as a failed experiment and abandoned. Their wings are vestigial at best and cannot be used to glide with.
Sivak - Sivaks are savage, shapechanging Draconians that are derived from the eggs of silver dragons. They are among the most powerful Draconians, second only to Auraks. Sivaks have gleaming sliver scales and black eyes. Topping nine feet in height and weighing 450 pounds, they are the largest draconian race. They emit a mild odor that smells like hot metal and smoke. Sivaks seldom wear armor, but they sometimes wear flowing capes and decorative metal bands around their arms, legs, necks, and tails. Some Sivak Draconians may be encountered in disguise, using their innate ability to hide among other races without being noticed. Some Sivaks use these abilities to dwell among their enemies indefinitely without being detected Sivaks can run and glide like most other draconian races, but they have large, powerful wings granting them extreme agility in the air, They are as maneuverable as dragons in flight and nearly as fast.
Traag - The Traag Draconians, one of the Proto-Draconians, are among the first failed attempts to create Draconians, they are a precursor of the more successful Baaz. While not overly tall (five and a half feet), they are emaciated and gangly. They have sharp taloned hands, and crocodile-like snouts and long powerful tails. Their bodies are covered with rough scales of a metallic brass color, a link to their heritage, brass dragons. They also weigh 200 pounds. The Traag were initially created for the Dragonarmies, with the view that they would be the perfect soldiers, as they were one of the first experiments in the Age of Despair that seemed to be a success. They were soon bred in great numbers, until there were thousands of Traag created that were trained to serve in the Dragonarmies. However the servants of Takhisis soon realized several major flaws with the Traag: they were innately cowardly, only a small few Traag were produced from a single egg, and they had a tendency to go berserk and attack anything at any moment. Soon the Traag were viewed as a failed prototype, and Takhisis magically transported them all to the realm of Taladas, rather than have her army go through the trouble of putting thousands of them to death.
Vapor – Vapor Draconians were derived from the eggs of green dragons. They stand up to 6 and a half feet tall and weigh 250 pounds. They have emerald green scales and their wings, though unable to give them flight, make them excellent gliders. Both intelligent and wise, Vapor Draconians are drawn to nature and usually live in green, woodland areas. They understand the balance of nature and seek to protect that balance from any who would take violent action against it.
Venom - Venom Draconians are created from the eggs of black dragons. Despite being somewhat bitter and reclusive, they still use their abilities to fight evil. The venom draconian has a poisonous bite, and dissolves into a pool of acid when slain. Venom Draconians are also proficient in the ways of the rogue, especially with their sneak attack. They have ebony scales and a lean muscular frame, stand five and a half feet tall and weigh 200 pounds. They also have 2 sharp curved horns that frame their draconic face. They are solitary by nature but can be good companions once befriended.
Draconians speak Common, Draconian, and the language of various dragons
Every draconian gains “Draconian Traits” along with abilities specific to their subrace.
Draconian Traits – Immune to dragonfear, Immune to paralysis and sleep effects, low metabolism (Creatures with the low metabolism extraordinary ability can survive on one-tenth the food and water it takes to sustain a human.), considered “Dragon type” for the purposes of certain effects affecting them, 60' Infravision and Low Light Vision, Immune to all diseases, Inspired By Dragons (Draconians are naturally drawn to and awed by dragons, Draconians gain +1 to attack and morale instead of fear when encountering a dragon), Natural Attacks (Claw/Claw/Bite/ 1d4/1d4/1d4), Gallop(The draconian can increase their movement rate by running on all fours and flapping their wings, this allows them to move up to 2.5x their normal speed however they lose all dexterity bonuses to AC), All Draconians except for Auraks and the Proto-Draconians have wings and can glide and a few species may fly.
Aurak Advantages - Auraks at 8HD can become Invisible as per the spell 1/day becoming visible once attacking, at 4HD they can Polymorph into any animal their size 1/day, this becomes 2/day at 8HD and 3/day at 12HD. At 4HD they can Change Self as per spell 1/day to perfectly imitate any human or humanoid they have ever seen, this lasts 2d4 rounds, it increases to 2/day at 8HD and 3/day at 12HD. The heightened senses of an Aurak give them a 50% chance to detect hidden and invisible creatures within 40 feet and have a 50% chance to detect illusions. At 4HD they can cast Dimension Door 1/day at a range of 60 yards, this increases to 2/day at 8HD and 3/day at 12HD. Auraks at 4HD may also exhale a noxious sulfur cloud five feet in diameter 1/day, victims caught in the cloud suffer 2d4 points of damage and are blinded for 1d4 rounds (a successful saving throw means half damage and no blindness), this increases to 2/day at 8HD and 3/day at 12HD. An Auraks most insidious power is that of mind control which it gains at 10HD. Once per day, it can mind control one creature of equal or fewer Hit Dice for 1d6 rounds. This ability enables the caster to control the actions of the victim as if it were its own body, the victim can avoid the effects of this ability by rolling a successful saving throw vs. spell, an Aurak requires unbroken concentration to perform this ability. At 6HD an Aurak gains Suggestion as per the spell 3/day. This ability requires an Aurak to concentrate for a full turn, taking no other actions. Auraks have a movement rate of 15
Baaz Advantages - Baaz suffer no penalties from being drunk, in fact it improves their fighting ability slightly giving them a +1 to attacks. Drunken Baaz will also fight to the death and are immune to fear. Baaz also gain 20% magic resistance. They have a movement rate of 6 and can glide with a movement rate of 18. Should a Baaz die it can be brought back to life via a stone to flesh spell before its petrified body turns to dust, this brings the Baaz to 1hp and unconscious although any trapped weapons will have to be removed before revival.
Bozak Advantages - Bozaks can cast/learn arcane spells as if they were 4 levels higher, they gain this ability upon reaching 2HD. Bozaks gain a +2 bonus to all saves. If a Bozak has a Strength of 15 and a Dexterity of 13 their wings are strong enough to support them and allow them to truly fly granting them the effects of the “draconian flight” proficiency otherwise they can only glide with a movement of 18, their normal movement rate is 6. Bozaks may also make a claw attack and then a one-handed weapon attack with a -3 penalty to attack with the weapon.
Flame Advantages - Flame Draconians can breathe a cone of fire 15' long and 30'wide once per day that causes 3d6 points of damage with a saving throw for half damage. They also can summon and throw a Fireball as per the spell, 1/day as if it were cast by an equal level wizard at 4HD, This increases to 2/day at 8HD and 3/day at 12HD. Flame Draconians may also undergo a Berserker Rage 1/day, this increases to 2/day at 4HD and 3/day at 8HD, the rules for the Berserker rage are the same as in “The Complete Book of Fighters”with one exception being that a Flame Draconian may go berserk in 5 rounds instead of 10. The rules for Berserking are as follows;
“At any time, the Berserker may choose to Go Berserk. This isn't an instantaneous process—he must spend a little time to "psych himself up." It takes a full turn (ten combat rounds) to Go Berserk. In that time, the character is growling, moaning, uttering imprecations . . . it's impossible to be quiet when trying to Go Berserk. He may also be fighting during that time, meaning that he can start to Go Berserk on the round the fight begins, fight for ten full rounds, and then be Berserk on the eleventh round.Of course, when the Berserker knows a fight is coming, he can begin to Go Berserk, even if there is no fight currently going on. At the end of a full turn of preparation, he can become Berserk instantaneously. If there's no enemy in sight yet, he can hold the Berserk until combat is engaged. But if no combat takes place within five more full turns, he automatically reverts to "normal" and suffers the ordinary consequences for coming out of a Berserk (described below). The character can come out of his Berserk once the last enemy is down (he must literally be down on the ground, even if still alive and surrendering; the Berserker will stay berserk and continue fighting so long as there are enemies still on their feet). Once the fight ends, the Berserker must come out of his Berserk state. For these reasons, Berserking is a more appropriate reaction when the characters are about to attack or be attacked by a foe they know about. If the characters are, instead, jumped by a small party of orcs, it's usually not worth the effort to Go Berserk; the consequences and effort outweigh the benefits. When Berserk, the character has phenomenal endurance and resistance to pain and some forms of magic. Only while Berserk, he gains the following benefits: He is immune (no Saving Throw is necessary) to the wizard spells charm person, friends, hypnotism, sleep, irritation, ray of enfeeblement, scare, geas, and the clerical spells command, charm person or mammal, enthrall, cloak of bravery, and symbol. He gets a +4 to save against the wizard spells blindness, Tasha's uncontrollable hideous laughter, hold person, charm monster, and confusion, and the clerical spells hold person and hold animal. The emotion spell has no effect on the Berserker, unless the caster chose the fear result. If fear was chosen, the Berserker gets a normal Saving Throw; if he makes it, he continues on as before, but if he fails it, he is prematurely snapped out of his Berserk, with all the normal effects of coming out of the Berserk (but he doesn't suffer other fear effect). The fear spell has exactly the same effect: If he saves, there is no effect, and if he doesn't save, he's snapped out of the Berserk. If he fails a saving throw against charm monster, he simply counts the caster as one of his allies; he doesn't come out of the Berserk or obey the caster's commands. Being Berserk offers no real protection from finger of death, except that the spell effects do not take place until the character has come out of his Berserk. If the Berserker saves, he doesn't suffer the 2d8+1 damage until immediately after he snaps out of the Berserk. If he fails to save, he doesn't die until he snaps out of the Berserk. The Berserker, while Berserk, is immune to KO results from the Punching and Wrestling rules, and takes only half damage from bare-handed attacks from these rules. While Berserk, the character gets +1 to attack, +3 to damage, and +5 hp. When the Berserker goes Berserk, the DM should immediately say to him, "Tell me how many hit points you currently have." From that point until the fight is done and the Berserker has returned to normal, the DM keeps track of his hit points. The player is not told how many hp he has left, nor how many points of damage he is taking with each attack. (After all, the character can feel no pain . . . so he cannot keep track of how close he is to death.) The DM simply tells him something like: "The orc-captain hits you with his axe, a mighty blow which you barely feel . . ." It is therefore very possible for a Berserker to be nickled and dimed to death and not know it until he drops dead. The DM can also, if he so chooses, roll all Saving Throws for the Berserker, not telling the player whether they were failures or successes. The disadvantages of Berserking are as follows; While Berserk, the character can use no ranged weapons. He kills only in hand-to-hand or melee-weapon combat. While Berserk, he must fight each opponent until that opponent is down. Once an opponent is felled, the Berserker must move to the nearest enemy and attack him. He can't, for instance, choose to attack the enemy leader if that leader is behind seven ranks of spearmen. The Berserker must keep fighting until all enemies are down, as described earlier. While Berserk, the character cannot take cover against missile fire. If, while the character is Berserk, another character tries something he can interpret as attack (for instance, hits him to move him out of the way of an incoming attack,) the Berserker must roll 1d20 vs. his Intelligence. If he succeeds (that is, rolls his Intelligence score or less), he's dimly aware that his friend is not attacking him. If he fails (rolls higher than his Intelligence), he now thinks his friend is an enemy, and continues to think so until the fight is done and he is no longer Berserk. While Berserk, the character is temporarily unaffected by the clerical spells bless, cure light wounds, aid, cure serious wounds, cure critical wounds, heal, regenerate (and wither). He will gain the benefits of those spells only after he has come out of his Berserk and suffered any and all damages which occurred then. The taunt spell is automatically successful, and will cause the Berserker to abandon his current enemy and rush to attack the taunter. Finally, when the character comes out of his Berserk, bad things happen to him. He loses the 5 hp he gained when he became Berserk. (This could drop him to or below 0 hp and kill him, of course.) He collapses in exhaustion (exactly as if hit by a ray of enfeeblement, no saving throw possible, for one round for every round he was Berserk. He suffers the effects of any spells which wait until he's returned to normal before affecting him (finger of death, for instance). And only then can healing spells affect him.”
Flame Draconians have a movement rate of 6 and can fly with a movement rate of 24, can glide with a movement rate of 18, They are also resistant to fire.
Frost Advantages - Frost Draconians are resistant to cold and have 20% magic resistance. They have a movement rate of 6 and can glide with a movement rate of 18.
Kapak Advantages - Male Kapak Draconians have venomous saliva, they may also coat their weapons with it to make them poisonous, any foe struck by a poisoned weapon or bitten by the Kapak must save vs poison or be paralyzed for 1d6 rounds, The poison evaporates from a weapon in 3 rounds; reapplying the poison takes one round. Female Kapaks on the other hand have a healing saliva, they can lick an ally's wound and bestow 1d6 points of healing (2d6 if the ally is draconian), This effect works only once per person per day and can be used on herself. (Note the saliva does not heal if delivered by a bite.) Kapaks have a movement rate of 6 and can glide with a movement rate of 18. Kapaks have the following thief skill adjustments: MS +15%, HS +10%, and F/RT +20%. Only Kapaks and Venom Draconians gain these bonuses.
Lightning Advantages – Lightning Draconians are so attuned and devoted to the cause of good that should they become paladins their class abilities are treated as if they were 2 levels higher. Lightning Draconians are also resistant to electricity and may cast Shocking Grasp as per the spell 3/day(damage does not exceed what would be cast by a 6th level wizard) and can use it in conjunction with its natural attacks or discharge it from a metallic weapon. They also have a movement rate of 6 and can fly with a movement rate of 24, can glide with a movement rate of 18. Their long tail gives them one extra natural attack and can hit foes for 2d4 points of damage, a man sized or smaller foe if hit by the tail must make a Dexterity check or trip over the draconian tail.
Sesk Advantages – Sesk Draconians gain a +1 bonus to crossbow and claw attacks and have a movement rate of 9.
Sivak Advantages - Sivaks are powerful shapechangers. When a Sivak slays a humanoid of its size or smaller, it can take the form of the victim. It does not gain the memories, experiences, or spell use of its victim and, like all draconians, it continues to radiate magic, but its appearance and voice are exact matches to those of the victim. A Sivak can remain in this new form as long as it wishes. A Sivak can change back to its normal form at any time, but cannot shapechange again until it kills another victim. Sivaks are big and powerful and so their claw attacks are 1d6 each instead of 1d4, they also can use their long tails to smack an enemy for 2d4 points of damage. Sivaks gain +2 to all saves and have a movement rate of 6 and can fly with a movement rate of 24, they can also glide at a rate of 18.
Traag Advantages – When in battle Traags enter a bloodlust and gain the effect of a Berserker Rage for the duration of the battle. They also have a movement rate of 6. They also gain a +1 to attacks with any weapon they are proficient in as well as a +1 to their claw attacks.
Vapor Advantages – Vapor Draconians are close to nature like druids and mystics, they can cast/learn spells as druid 4 levels higher, this only comes into effect after the draconian is 2HD.(e.g. Lvl 3 druid casts as a 7th level druid) they can glide with a movement of 18, their normal movement rate is 6.
Venom Advantages – Venom Draconians have a venomous bite, a bitten foe must make a save vs poison or be weakened losing 1d4 points of strength (temporarily) and be slowed for 1d6 rounds. The strength will comeback after a full nights rest. Venom Draconians are immune to their own venom. A Venom Draconian also has the backstab ability of a 4th level thief. A Venom Draconian thief however can backstab as if he were 2 levels higher. Venoms have a movement rate of 6 and can glide with a movement rate of 18. Venoms have the following thief skill adjustments: MS +15%, HS +10%, and F/RT +20%. Only Kapaks and Venom Draconians gain these bonuses.
All Draconians have a Death Throe ability which activates upon death, each subrace has their own distinct death throe, Draconians cannot be raised from the dead via a Raise Dead spell, they can only be restored to life via Resurrection or Wish or by similarly powerful magic.
Because Draconians are coldblooded they cannot withstand long exposure to cold. If exposed to prolonged cold Draconians fall into a torpor called cold sleep. They can resist this for 1d10 turns (Frost Draconians are immune however if they are exposed to prolonged extreme heat they will pass out as well and attempt to resist for the same amount of time). Times can be doubled if wearing insulated clothing (or in the case of Frost Draconians drenching itself with buckets of water or other attempts to stay cool) Warmth (or Cooler temps for Frosts) will revive the Draconians in 2 hours however more than a day in the cold(or heat) causes death.
Every draconian has a 5% chance upon encountering a dragon to become totally enthralled with the dragon and become totally subservient to it. (Metallic and Proto Draconians will only become subservient to Evil Dragons and Noble Draconians will only become totally subservient to Good Dragons).
Because Draconians are considered “Dragon Type” they are affected the same as dragons are by certain effects and items such as a Dragonlance or a Dragonslaying sword or spells such as Age Dragon, they are also affected by effects and items that affect reptiles. Draconians also radiate magic, a detect magic spell will make the draconian glow brightly.
All dragons consider Draconians to be abominations and usually will not treat them kindly (-4 to reaction checks), Evil dragons will seek to destroy any draconian it sees and will target it first and foremost in battle.
Aurak Disadvantages – Auraks require 3 times the amount of XP normally required to advance a level. Auraks also emit a sulfuric smell that enables them to be detected. The odor can be detected from up to 30 yards away. Death Throe - When an Aurak reaches 0 hit points, it does not die (or go unconscious), but instead surrounds itself with green flames and enters a fighting frenzy and fights in melee combat (+2 bonus to attack and damage rolls). Anyone coming within three feet of the flames suffers ld6 points of damage, unless a saving throw vs. petrification is successful. Six rounds later, or when the Aurak reaches -10 hit points, it transforms into a spinning ball of lightning, striking once per round as a 13-HD monster to cause 2d6 points of damage. Three rounds later, it explodes, stunning all within ten feet for 1d4 rounds (2d4 rounds if underwater), Those within 10 feet also suffer 3d6 points of damage (no saving throw). Items within the range of the explosion must roll successful saving throws vs. crushing blow or be destroyed. All equipment the Aurak possesed are destroyed.
If an Aurak dies they can only be restored to life via a Wish or similarly powerful magic, Monstrous Appearance,
Compulsion to Kill – An Aurak has a compulsive need to kill at least one creature a month, if they are unable to kill for more than a month they will start growing psychotic and the compulsion to kill increases, each day that they go without killing makes them more and more psychotic and gives them a cumulative -1 penalty to saving throws and a -2 to reaction adjustment. The Aurak must roll a save vs charm each day without killing with an increasing -2 penalty, should they fail their saving throw they will immediately go into a bloodlust and attack the nearest creature until its dead, once an Aurak has killed a living creature their penalties go away and are no longer insane.
Auraks cannot and will not wear armor for it hampers their movement and they disdain close combat and use it only as a last resort. Auraks cannot Gallop. Auraks take damage as large creatures. Auraks are also treated as shapeshifters for the purpose of specific items or effects. Aurak Draconians can only be mages and priests or pscionicists, they cannot Multiclass.
Baaz Disadvantages – Death Throe - When a Baaz dies, it turns into a stone statue. The person who struck the death blow must roll a successful Dexterity Check with a -3 penalty or his weapon is stuck in the statue. The statue crumbles to dust within ld4 rounds, freeing the weapon. The weapons and armor of the Baaz remain behind after it turns to dust. Baaz Draconians cannot be brought back to life through a Resurrection spell should they crumble to dust, only a wish or similarly powerful magic can restore life at this point.
Bozak Disadvantages – Bozaks take damage as large creatures. Death Throe- When a Bozak dies its flesh shrivels away from its bones which then explode sending shards of bone shooting in all directions, all within a 10 foot radius take 1d6 points of damage (No saving throw).
Flame Disadvantages – Flame Draconians require twice the amount of XP to advance a level. They are treated as Large creatures. Death Throe- Upon death a Flame Draconian explodes in a 40' radius blast of fire that deals 6d6 points of damage to all within the radius with a save for half, items the Flame was carrying must make saving throws vs magical fire or be destroyed. Flame Draconians are vulnerable to the cold and take 50% more damage than normal from cold based attacks. Flame Draconians can only be restored to life via a wish or similarly powerful magic.
Frost Disadvantages – Frost Draconians are vulnerable to fire and therefore take 50% more damage from fire based attacks. Death Throe- Upon death a Frost Draconian freezes rapidly then it explodes into shards of ice dealing 1d6 points of damage to all creatures in a 10' radius with a save for half.
Kapak Disadvantages – Death Throe- When a Kapak dies it dissolves into a 10' wide pool of acid. All within the pool suffer 1d8 points of damage per round from the acid (no saving throw). The acid evaporates in 1d6 rounds. All items possessed by the dissolved Kapak, including treasure and magical items, are rendered useless by the acid in 1d4 rounds. A Kapak can only be brought back to life via a wish or similarly powerful magic.
Lightning Disadvantages – A Lightning Draconian requires twice the amount of XP to advance a level. Death Throe- When a Lightning Draconian dies its body explodes in a massive arc of electricity that operates as a chain lightning spell cast by a 6th level wizard. It will arc to the nearest opponent then to the next. The Draconians equipment and armor suffer max damage from the death throe and are destroyed. Lightning Draconians can only be brought back to life via a wish. Lightning Draconians are treated as large creatures.
Sesk Disadvantages – Death Throe- When a Sesk dies its body collapses in on itself and shrivels away turning into a pile of fine silvery dust, the dust is very fine and can be easily scattered and blown away by the wind. Should this happen the Sesk can only be brought back to life via a wish.
Sivak Disadvantages – Sivaks are treated as large creatures. They emit an odor that smells like hot metal and smoke that can be detected from up to 30 yards away. Sivaks also require twice the amount of XP required to advance a level.
Death Throe- What happens to a Sivak when it is slain depends on the size of its slayer. If the slayer was a humanoid the same size as or smaller than the Sivak, the slain Sivak shapechanges into the form of its slayer. The slayer must make a save vs spell or be rendered temporarily insane for 1d4 days. It remains in its death shape for three days. after which time it decomposes into black soot. If the slayer was not a humanoid or if it was a humanoid larger than the Sivak, the Sivak immediately bursts into flame upon death, causing 2d4 points of damage to all within ten feet (no saving throw, the Sivaks equipment must make saves vs magical fire or be destroyed). A Sivak can only be resurrected from its Death Shape, upon which the draconian reverts to its natural form, otherwise only a wish may bring a Sivak back to life. Sivaks are also treated as shapshifters for the purpose of specific items and effects. Sivaks are large creatures and take damage as such.
Traag Disadvantages – Death Throe- Upon death, the Traag bubble and rot away in a single round, leaving only a slimy puddle behind. Traag can only be brought back to life via a wish.
Vapor Disadvantages – Death Throe- Upon death a Vapor Draconians flesh dissolves releasing a cloud of vapor that causes 1d6 points of acid damage to all within a 10' radius (save for half).
Venom Disadvantages – Death Throe- When a venom draconian dies it immediately dissolves into a 5' radius pool of acid that deals 1d6 points of damage to all within this radius per round. All items possessed by the dissolved Venom, including treasure and magical items, are rendered useless by the acid in 1d4 rounds. Venom Draconians can only be brought back to life via a wish or similarly powerful magic.
New Non weapon Proficiencies:
Most of the proficiencies listed below are available to draconian characters only, or even a specific type of draconian.
Acidic Blood - You have suffused your blood with acid, so that small amounts spray your enemies when they strike you with edged weapons. When you take damage from a slashing or stabbing weapon from an enemy in melee combat with you, the enemy must make a dexterity check or take 1d2 points of acid damage. Prerequisites: Kapak draconian, Con 15, 2 slots
Draconic Metabolism - Your metabolism is slowed to the point where you no longer need to consume food or water to survive. You do not suffer from the effects of starvation or dehydration unless they are inflicted magically. Prerequisites: Draconian, Con 17, low metabolism extraordinary ability, 3 slots
Enhanced Saliva/Venom - Your saliva has increased potency. The effect of your saliva is increased to a die-type of d8. A male Kapak poison attack paralyzes for 1d8 rounds; a female Kapak heals 1d8 points of damage. A Venom Draconian's venomous bite deals 1d6 points of strength damage and slows for 1d8 rounds. Prerequisites: Kapak Draconian, Venom Draconian, Con 13, 3 slots
Draconian Flight - You have strengthened your wings and learned the basics of flight. You gain a fly speed of 1 1/2 times your speed on the ground. You have a maneuverability of Clumsy. Prerequisites: Draconian, Str 15, Dex 13, 2 slots
Greater Draconian Flight - You have mastered draconian flight. Your fly speed improves to 2 times your speed on the ground. Your maneuverability increases to Poor. Prerequisites: Draconian, Str 17, Dex 15, draconian flight, 3 slots
Greater Enhanced Saliva/Venom - Your saliva is extremely potent. The effect of your saliva is increased to a die-type of d10. A male Kapak poison attack paralyzes for 1d10 rounds; a female Kapak heals 1d10 points of damage. The venomous bite from a Venom Draconian deals 1d8 points of strength damage and slows for 1d10 rounds. Prerequisites: Kapak Draconian, Venom Draconian, Enhanced Saliva/Venom, Con 16, 3 slots
Hardened Flesh - You have increased the toughness of your scales and flesh, improving your natural armor. You have tapped into the arcane chemicals inside your body that will petrify your flesh upon your death. This improves your natural armor bonus by +2. Prerequisites: Baaz draconian, Con 15, 2 slots
Improved Acidic Blood - Your blood has become so acidic it causes even more damage to your enemies. When you take damage from a slashing or stabbing weapon from an enemy in engaged in melee combat with you, the enemy must make a Dexterity check or take 1d4 points of acid damage. Prerequisites: Kapak draconian, Con 17, Acidic Blood, 2 slots
Improved Gallop - By running on all fours and using your wings, you can move at amazing speed. You must have your hands free, your wings unhindered, and must be wearing light or no armor and carrying no more than a light load to gain the benefits of this proficiency. When running on all fours with your wings spread, you may run up to 4 times your normal speed. Prerequisites: Dex 13, Draconian, gallop extraordinary ability, 2 slots
Improved Hardened Flesh - You can temporarily make your flesh stone-like in appearance and toughness. You have learned to release a flood of the arcane chemicals within your body just short of what will occur with your death throe. You gain the effects of a Stoneskin spell but can only withstand 1d4 physical attacks before the effect wears off. You must make a successful proficiency check to activate this effect and may do so at the beginning of the round. You can only use this proficiency once per day. Con -4. Prerequisites: Baaz draconian, Con 17, Hardened Flesh, 4 slots