Taeran dragons (in contrast to dragons of most other worlds) have a shared cultural history with the smaller humanoid races, and interact with them on a more equal footing. As a result, dragons of Taera do not always have the same powers and abilities of dragons from other worlds, even those of the same species, nor do they always necessarily have the same alignments. Taeran dragons are true individuals, and as such, it is possible (though extremely rare) for one to enjoy adventuring, and possibly even to join groups of adventurers of other races while doing so. Therefore, rather than being mere monsters cut from the same cloth, Taeran dragons are treated as NPCs, with many (and probably most) of their class levels in a special "Dragon class" which grants them their racial abilities. Only actual dragons are able to gain levels in this special Dragon class, but some dragons (in fact, most adventuring ones) do gain levels in other adventuring classes, even prestige classes should they qualify for them. Dragons encountered as traditional "monsters," meanwhile, are all treated (for the most part) as having all of their levels in the Dragon class.
Adventure: Dragons go adventuring for many reasons; it is impossible to give singular reasons for why any such powerful and long-lived creatures would actually risk their own lives (and treasure) when they can just as easily make a living settling into a nice lair and dealing with the locals as comes naturally. A prime motivator for all dragons, of course, is accumulation of wealth, and some dragons are known to go adventuring in hopes of acquiring fast money the same way the famous heroes of lesser races always seem to. Dragons with Rogue levels, of course, are not above stealing from the hoards of fellow dragons, and a few are actually known for doing it. More contemplative dragons might adventure for much the same reasons as Wizards or Clerics, that is, to gain lost or new knowledge, or find their place in the grand scheme of things. Dragons who just plain don't fit in to dragon society often go adventuring in hopes of finding a place for themselves, and young dragons who differ from their species' normal alignments often have such troubles and are so motivated. Finally, it is known that dragons who adventure, much like heroes of the less powerful peoples, become powerful much more quickly then their stay-in-lair brethren do, and in fact it is not unheard of for an adventuring dragon to become a full Great Wyrm (or higher) within the first century of life (as opposed to the more usual 12 centuries). Many wyrmlings hearing stories of the great deeds and greater power gained by these draconic paragons leave the nest as early as they can, in hopes of gaining such power for themselves. Protective parents can make such forays difficult, but a young dragon who finds a group of stalwart companions to aid it in its early, vulnerable years can mollify parental concerns that way, and grow to become very powerful indeed in the years they spend away from home and hoard.
Characteristics: Dragons are dragons, of course. Little needs to be said here. They are terrors in combat, and usually have a great deal of magical and psionic protection (if not power) as well, by the time they reach their higher levels.
Alignment: Taeran dragons can be any alignment, as noted above. Even dragons that stick to their "race class" can be of any alignment, though dragons that adopt their racial alignments as given in the monster descriptions usually have an easier time in dragon society than those who don't.
Religion: Dragons normally don't worship any gods; given their inborn power, they're used to being treated almost as gods themselves. A few dragons do discover the desires and thoughts that lead other mortal races to worship (notably, dragon Clerics must have done so at some point), but by and large dragons ignore the gods and their influences on the world. Adventuring dragons with companions of nondraconic races sometimes pick up the habit of prayer from those companions, but that minor superstition is usually as far as they go.
Background: Adventuring dragons are, as noted above, very rare- perhaps one wyrmling in 100 finds within itself a desire for more than its natural life would offer. Each adventuring dragon has its own reasons for leaving the nest, and these should be worked out on a case-by-case basis. Perhaps the dragon's parents were killed by an attack when it was still newly hatched, and it had to learn to fend for itself; or perhaps its parents left it to fend for itself barely after the egg was laid (many chromatic species do exactly this as a matter of course). Alternatively, maybe the dragon was a very imaginative child, and had vivid dreams of joining the elite circle of the Elder Dragons someday (no dragon has ever achieved the power level of an Elder Dragon without adventuring for at least a few years). Perhaps the young dragon was so greedy for treasure of its own, after hatching, that it set out as early as it could fly to start a hoard for itself, rather than simply living with its parents. The best of worlds for a young adventurer would be a dragon who has at least one adventuring parent, who actually encourages the youngster to emulate it, and go out to make its own way in the world. It is a very rare dragon mother who allows her offspring a chance to escape the nest before it's grown up, however, if she stayed to watch the eggs at all.
Races: The dragon class, as noted above, is only available to actual dragons. However, each individual dragon race has its own unique strengths and weaknesses which are laid atop the basic class template, and these are noted in the section on races below.
Other Classes: Dragons being so powerful themselves, they generally treat members of the normal adventuring classes equally, though they tend to get along better with spellcasters (especially Sorcerers) and psionic manifesters (if the dragon is itself psionic). Exactly what that equal treatment is, depends largely on the dragon's species, alignment, and upbringing.
Abilities: Dragons should assign ability scores based on where and whether they think they will multiclass. The core Dragon class includes significant ability score increases at every third level when the dragon grows into a new age category, so it's largely unnecessary for them to consider where to place low scores at all- by the time they reach their upper levels, most or all of their scores are at levels too high for any humanoid species to reach naturally. That said, at early levels dragons are primarily combat-oriented, so early best scores should probably go into CON (for hit points), DEX (for AC), and STR (for damage).
Hit Die: d12.
Class Skills: The class skills (and associated abilities) of the Dragon class are: Appraise (INT), Bluff (CHA), Concentration (CON), Diplomacy (CHA), Escape Artist (DEX), Intimidate (CHA), Knowledge(any) (INT), Listen (WIS), Lucid Dreaming (WIS), Psicraft (INT), Search (INT), Spellcraft (INT), and Spot (WIS).
Skill Points at 1st Level: (4 + INT modifier) × 4.
Skill Points at each additional level: 4 + INT modifier.
The Dragon | ||||||||||
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Class Level |
Age Category | Natural Armor | Base Attack Bonus |
Fortitude Save |
Reflex Save |
Will Save |
Breath Weapon (DC) | Fear DC | SR or PR | Damage Reduction |
1st | Wyrmling | +2 | +1 | +2 | +2 | +2 | 2 dice (10) | - | - | - |
2nd | Wyrmling | +3 | +2 | +3 | +3 | +3 | 2 dice (11) | - | - | - |
3rd | Wyrmling | +4 | +3 | +3 | +3 | +3 | 3 dice (11) | - | - | - |
4th | Very Young | +5 | +4 | +4 | +4 | +4 | 4 dice (12) | - | - | - |
5th | Very Young | +6 | +5 | +4 | +4 | +4 | 4 dice (12) | - | - | - |
6th | Very Young | +7 | +6 | +5 | +5 | +5 | 5 dice (13) | - | - | - |
7th | Young | +8 | +7 | +5 | +5 | +5 | 6 dice (13) | - | - | - |
8th | Young | +9 | +8 | +6 | +6 | +6 | 6 dice (14) | - | - | - |
9th | Young | +10 | +9 | +6 | +6 | +6 | 7 dice (14) | - | - | - |
10th | Juvenile | +11 | +10 | +7 | +7 | +7 | 8 dice (15) | - | - | - |
11th | Juvenile | +12 | +11 | +7 | +7 | +7 | 8 dice (15) | - | - | - |
12th | Juvenile | +13 | +12 | +8 | +8 | +8 | 9 dice (16) | - | - | - |
13th | Young Adult | +14 | +13 | +8 | +8 | +8 | 10 dice (16) | 16 | 16 | 5/Magic |
14th | Young Adult | +15 | +14 | +9 | +9 | +9 | 10 dice (17) | 17 | 17 | 5/Magic |
15th | Young Adult | +16 | +15 | +9 | +9 | +9 | 11 dice (17) | 17 | 17 | 5/Magic |
16th | Adult | +17 | +16 | +10 | +10 | +10 | 12 dice (18) | 18 | 18 | 5/Magic |
17th | Adult | +18 | +17 | +10 | +10 | +10 | 12 dice (18) | 18 | 19 | 5/Magic |
18th | Adult | +19 | +18 | +11 | +11 | +11 | 13 dice (19) | 19 | 19 | 5/Magic |
19th | Mature Adult | +20 | +19 | +11 | +11 | +11 | 14 dice (19) | 19 | 20 | 10/Magic |
20th | Mature Adult | +21 | +20 | +12 | +12 | +12 | 14 dice (20) | 20 | 21 | 10/Magic |
21st | Mature Adult | +22 | +20* | +12$ | +12$ | +12$ | 15 dice (20) | 20 | 21 | 10/Magic |
22nd | Old | +23 | +21 | +13 | +13 | +13 | 16 dice (21) | 21 | 22 | 10/Magic |
23rd | Old | +24 | +21 | +13 | +13 | +13 | 16 dice (21) | 21 | 23 | 10/Magic |
24th | Old | +25 | +22 | +14 | +14 | +14 | 17 dice (22) | 22 | 23 | 10/Magic |
25th | Very Old | +26 | +22 | +14 | +14 | +14 | 18 dice (22) | 22 | 24 | 15/Magic |
26th | Very Old | +27 | +23 | +15 | +15 | +15 | 18 dice (23) | 23 | 25 | 15/Magic |
27th | Very Old | +28 | +23 | +15 | +15 | +15 | 19 dice (23) | 23 | 25 | 15/Magic |
28th | Ancient | +29 | +24 | +16 | +16 | +16 | 20 dice (24) | 24 | 26 | 15/Magic |
29th | Ancient | +30 | +24 | +16 | +16 | +16 | 20 dice (24) | 24 | 27 | 15/Magic |
30th | Ancient | +31 | +25 | +17 | +17 | +17 | 21 dice (25) | 25 | 27 | 15/Magic |
31st | Wyrm | +32 | +25 | +17 | +17 | +17 | 22 dice (25) | 25 | 28 | 20/Magic |
32nd | Wyrm | +33 | +26 | +18 | +18 | +18 | 22 dice (26) | 26 | 29 | 20/Magic |
33rd | Wyrm | +34 | +26 | +18 | +18 | +18 | 23 dice (26) | 26 | 29 | 20/Magic |
34th | Great Wyrm | +35 | +27 | +19 | +19 | +19 | 24 dice (27) | 27 | 30 | 20/Magic |
35th | Great Wyrm | +36 | +27 | +19 | +19 | +19 | 24 dice (27) | 27 | 31 | 20/Magic |
36th | Great Wyrm | +37 | +28 | +20 | +20 | +20 | 25 dice (28) | 28 | 31 | 20/Magic |
37th | Honored Wyrm | +38 | +28 | +20 | +20 | +20 | 26 dice (28) | 28 | 32 | 25/Magic |
38th | Honored Wyrm | +39 | +29 | +21 | +21 | +21 | 26 dice (29) | 29 | 33 | 25/Magic |
39th | Honored Wyrm | +40 | +29 | +21 | +21 | +21 | 27 dice (29) | 29 | 33 | 25/Magic |
40th | Elder Wyrm | +41 | +30 | +22 | +22 | +22 | 28 dice (30) | 30 | 34 | 30/Magic |
*Maximum number of attacks per round with a weapon for characters above 20th character level is 4. Base Attack Bonus for such characters improves by +1 every other level, regardless of class.
$Save bonus for characters above 20th character level improves by +1 in each category, every other character level, regardless of class.
Class Features:
All of the following are class features of the Dragon.
Weapon and Armor Proficiency: Dragons gain no proficiency in any armor or weapons, even if they are capable of polymorphing to a humanoid form which would normally use such items. Dragons can use feats to gain proficiency like any other character can, however.
Age Category: Dragons advance in age category as they advance in level, as noted in the table above. Upon attaining a new age category, a dragon must rest for a day (i.e. no adventuring or other strenuous activity) as it changes size, and gains ability points, speed, and special abilities as noted for its race. Dragons do not gain the benefits of the new level until able to rest and grow in this manner.
Natural Armor: Dragons' scales get thicker and harder as they grow and advance in level, as indicated in the table above.
Attacks: Dragons have many natural attacks, which they gain based on size. See the Monster Manual, page 68, for descriptions of these attacks. The damage from these attacks is also based on size, as shown in the table below (for sizes above Colossal, the standard rules for increasing weapon damage with increasing size apply to each attack):
Dragon Size | 1 Bite (1× STR bonus) |
2 Claws (½× STR bonus each) |
2 Wings (½× STR bonus each) |
1 Tail Slap (1½× STR bonus) |
1 Crush (1½× STR bonus) |
1 Tail Sweep (1½× STR bonus) |
---|---|---|---|---|---|---|
Tiny | 1d4 | 1d3 | - | - | - | - |
Small | 1d6 | 1d4 | - | - | - | - |
Medium-size | 1d8 | 1d6 | 1d4 | - | - | - |
Large | 2d6 | 1d8 | 1d6 | 1d8 | - | - |
Huge | 2d8 | 2d6 | 1d8 | 2d6 | 2d8 | - |
Gargantuan | 4d6 | 2d8 | 2d6 | 2d8 | 4d6 | 2d6 |
Colossal | 4d8 | 4d6 | 2d8 | 4d6 | 4d8 | 2d8 |
Immense | 8d6 | 4d8 | 4d6 | 4d8 | 8d6 | 4d6 |
Dragon Size | Line | Cone | Emanation | Burst |
---|---|---|---|---|
Tiny | 30 feet | 15 feet | 10 feet | 20 feet |
Small | 40 feet | 20 feet | 15 feet | 30 feet |
Medium-size | 60 feet | 30 feet | 20 feet | 40 feet |
Large | 80 feet | 40 feet | 30 feet | 60 feet |
Huge | 100 feet | 50 feet | 40 feet | 70 feet |
Gargantuan | 120 feet | 60 feet | 50 feet | 90 feet |
Colossal | 140 feet | 70 feet | 60 feet | 120 feet |
Immense | 160 feet | 80 feet | 70 feet | 140 feet |