Put the dragon back into your dungeon! Want to unleash a dragon on your players, but the PCs aren’t highlevel enough yet? You don’t have to wait any longer. The Book of Drakes lets you bring the most iconic monster in fantasy into your Pathfinder Roleplaying Game today. Strange and wondrous creatures lurk among the further branches of the dragon’s family tree, ready to bring excitement to your game table. The Book of Drakes includes: • More than 20 ready-to-play drakes, including the alehouse drake, crimson drake, and moon drake • Drake familiars and improved familiars • Draconic feats and abilities • Drake spells • A system for building your own drakes for any party of any level, in any environment Whether you’re adventuring in Open Design’s world of Midgard or your own home setting, drakes provide unique adversaries, unusual companions, and compelling NPCs. Get The Book of Drakes today and bring on the dragons!
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Greater Fun with Lesser Dragons 1
Table of
Contents
Welcome to the Book of Drakes . . . . . . . . . . . . . . 3 Chapter 1: Ecology of the Drake . . . . . . . . . . . . . . 4
First Drakes . . . . . . . . . . . . . . . . . . . . . . . . . . . Drake Classification . . . . . . . . . . . . . . . . . . . . . . . Drakes and Dragons . . . . . . . . . . . . . . . . . . . . . . Drakes in the Midgard Campaign Setting . . . . . . . . . . . Ten Drakes of Note . . . . . . . . . . . . . . . . . . . . . . .
5 5 5 6 8
Chapter 2: Players and Drakes . . . . . . . . . . . . . . 10
Drakes as Companions . . . . . . . . . . . . . . . . . . . . . Drake Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . Alternate Class Abilities . . . . . . . . . . . . . . . . . . . . Drake Tamer (Alternate Class) . . . . . . . . . . . . . . . . . Master of Drake Forms Prestige Class . . . . . . . . . . . . . Playing Drakes . . . . . . . . . . . . . . . . . . . . . . . . . Drake Spells . . . . . . . . . . . . . . . . . . . . . . . . . . Drake Items . . . . . . . . . . . . . . . . . . . . . . . . . .
10 11 13 17 19 20 22 26
Chapter 3: Game Masters and Drakes . . . . . . . . . . . 28
Alehouse Drake . . . . . . . . . . . . . . . . . . . . . . . . . 28 Ash Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Candle Drake (Lantern Dragonette) . . . . . . . . . . . . . . 31
Crag Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . Crimson Drake . . . . . . . . . . . . . . . . . . . . . . . . . Deep Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . Dream Drake . . . . . . . . . . . . . . . . . . . . . . . . . . Gear Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . Glass Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . Mist Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . Moon Drake . . . . . . . . . . . . . . . . . . . . . . . . . . Pact Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . Paper Drake . . . . . . . . . . . . . . . . . . . . . . . . . . Plumed Drake . . . . . . . . . . . . . . . . . . . . . . . . . Prismatic Drake . . . . . . . . . . . . . . . . . . . . . . . . River Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . Sewer Drake . . . . . . . . . . . . . . . . . . . . . . . . . . Song Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . Steam Drake . . . . . . . . . . . . . . . . . . . . . . . . . . Tor Drake . . . . . . . . . . . . . . . . . . . . . . . . . . .
32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48
Building Drakes . . . . . . . . . . . . . . . . . . . . . . . 49
Feature Points . . . . . . . . . . . . . . . . . . . . . . . . . 51 Sample Drake: Vine Drake . . . . . . . . . . . . . . . . . . . 58
Design: Adam Daigle and Mike Welham Development: Wolfgang Baur, John Ling, Jr., Justin Sluder, and Stefen Styrsky Editing: Christopher Bodan Graphic Design: Carrie Winters Cover Artist: Kieran Yanner Interior Artist: Hugo Solis Book of Drakes © 2011 Open Design LLC OPEN DESIGN LLC P.O. Box 2811 Kirkland, WA 98083 www.KoboldQuarterly.com Open Design, Midgard, Zobeck, and the Open Design and Midgard logos are trademarks of Open Design LLC. The feats text, drake spells, and drake magic items in Chapter 2 and the monster text in Chapter 3 are open content. All other material—including but not limited to art, place and character names, character and setting descriptions, background, and new creature descriptions—is Product Identity. Reproduction of this book in any manner without express permission from the publisher is prohibited. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
2
Welcome to the
Book of Drakes D
espite being in the name of the world’s most popular roleplaying game, dragons are a tough subject to deal with. In fact, I don’t even like dragons all that much. Wait. Hear me out. I’m a big fantasy RPG geek. How can I not like dragons? That’s like saying I don’t like rock & roll. Thing is, I only like some rock & roll. Some songs gets played out on the radio so much that I could go the rest of my life without ever hearing them again. Give me the weird, indie, club act stuff over an arena show any day. I like underdogs. I like that underdogs feel like they have to step up and prove something but at the same time have a level of self-comfort that comes from knowing they’ve carved out their own niche. Dragons started out in RPGs ranked by colors and metals and age groups. They were scary—terrifying—and their piles of gold and strange magical treasures made them perfect targets for adventurers. That said, dragons rapidly became more than mindless monsters. They are ancient creatures saturated with magical and physical power, scheming forces of evil that mastermind world-sweeping events. Anecdotal evidence tells me that dragons have wiped out more parties than any other creature in the history of the game. Dragons and dragon-like creatures appear in nearly every realworld culture’s mythology, which makes them, and the heroes who fight them, a cornerstone of the fantasy stories and games we love. So, okay, I guess I do like dragons. What I don’t like is when they get too diluted. For a while a few years ago, dragons appeared in everything. They hung out in taverns, advised adventurers, and seemed to breed with everything in the universe. So for a while, I shelved true dragons and focused on lesser dragons. Lesser dragons (drakes, faerie dragons, and wyverns) can interact with
adventurers without diminishing a true dragon’s power. Lesser dragons are not epic, they don’t grow in power as they age or live long lives terrorizing the countryside. As powerful and magical creatures without the baggage associated with true dragons, lesser dragons can play smaller roles in a campaign without cheapening their true cousins. Over the last couple years, Mike and I designed a handful of drakes for Open Design projects and for Monday Monster features on the KoboldQuarterly.com website. (A couple of those slunk into this book.) We were thrilled when Wolfgang accepted our pitch for this book, because it gave us the chance to build on one of our shared interests in a world we have loved and supported for years. While we tied these drakes into the Midgard setting with suggestions for where and how to use them, all of the components of this book work fine in any setting suitable for dragons. Of course, not all of these components need to appear in the same campaign or setting. Think of the list of drakes as possibilities. There are twenty drakes fully statted up in this book and thorough guidelines to create your own, but there’s no real reason they all need to exist in the same place at the same time. You get to choose the level of dragon saturation in your game. This books supports a single monster picking of PCs from the darkness all the way up to an extravagant draconic world, even an all-dragon group of PCs. We intended this book to have something for everyone. There’s a chapter for players, a chapter for game masters, and enough flavor, mechanics, and options to serve the many nuances of fantasy roleplaying possible with the Pathfinder Roleplaying Game. We hope you enjoy the ride. Adam Daigle and Mike Welham
3
Chapter 1:
Ecology of the Drake At the Library of Phinneus the Sage: An Interview to Understand Drakes
The library’s main door burst open. A grim woman stumbled coughing from the thick cloud of ash billowing in the entrance, and she firmly barred the door. Phinneus darted over to check his visitor for wounds and his precious books for damage. “Are you all right, miss...?” “Havers,” she coughed while watching the door. They could both hear bellows of rage from outside. “First run in with one of our ash drakes?” Phinneus inquired, inspecting her well-worn weapons and armor. “You must have been
4
expecting a fight, I’d imagine.” Imogene Havers shifted her spear to her left hand and flexing her right. “I didn’t prepare well enough, evidently.” “Then fate has been doubly kind to you, young lady. Not only have you found shelter from that unpleasant creature, but you’ve also found the foremost drake expert in Zobeck.” The front door shuddered, and his grin faded. “Let’s wait him out, shall we? My candle drake Cambermere can pour us some tea, and we can discuss anything you’d like to know about drakes, Miss Havers.”
Ecology of the Drake
M
First Drakes
idgard scholars acknowledge the pseudodragon as the first true drake. The creatures regularly appeared to travelers over the centuries, enigmatically finding the one person among any group worthy of aid. In time, arcane spellcasters realized the value of these creatures as companions, leading to a proliferation of them at a wizard’s side or nestling on his shoulder. Other pseudodragons settled in large cities like Zobeck and served the same role as cats, though they eliminated more powerful nuisances than rats, such as gremlins, imps, and even the stray goblin or kobold. As pseudodragons spread, people initially referred to them as “common drakes.” Pseudodragons, naturally, rejected any notion of being “common” and insisted on a better name. Those arcane spellcasters who took the creatures as familiars called them “familiar drakes,” while households graced by their presence named them “house drakes”. Once pseudodragons became an accepted feature across Midgard, other drakes appeared, almost as if the “house drake” heralded the arrival of this completely new class of creatures. It seems as though explorers and scholars discover new drakes every year, each apparently tied to some common theme, whether geographical features, prevalent materials, or even abstract ideas. While many drakes have been classified and studied, many—such as the creatures listed below—remain a mystery other than their “theme”.
“The library drake is a personal favorite, as you might imagine.” The noise outside the front door subsided. “He seems to have given up on us, Miss Havers.” Phinneus breathed a sigh. “Would you like me to continue anyway?” Imogene sipped from her cup and nodded.
Drake Classification Scholars divide drakes into three major classifications: esoteric, geographic, and material. Esoteric drakes, the strangest group, embody some idea or experience that many civilizations share: performance, brokered deals, dreams, even life and death. Despite their close association with—and friendly demeanor toward—humanoids, these drakes have the most alien outlook, more like someone obsessed with a single thought. Geographic drakes embody the features of the area they inhabit. Befitting the size and majesty of the terrain they represent, these drakes tend to grow larger than other drakes. Additionally, they have the most typically draconic attitudes, only tolerating those who choose to live in harmony with the land the drakes call home.
Finally, material drakes represent common manufactured objects found in civilization: ash, gears, paper, steam, and so forth. A drake’s associated material reflects on its general attitude toward other creatures with which it shares space.
“The not-so-friendly ash drake perfectly represents an unwanted side effect of manu-” Phinneus started. A rustle from the chimney preceded something solid landing in the fireplace and a giant cloud of ash washing into the room. Imogene’s spear flew past Phinneus. The drake in the center of the billows shrieked and thrashed until Imogene stepped over, grasped the spear haft, and finished the job. She wore a thoughtful expression as she removed her weapon and began to clean it with a ragged cloth. “Interesting.” She glanced at Phinneus in and unsettling way as she returned to her chair. “I’m curious about these creatures now. How do they differ from true dragons?” She smiled, and Phinneus found the expression distinctly discomforting. “Please, do be thorough.”
Drakes and Dragons Drakes are unquestionably draconic creatures, with a reptilian appearance, wings, tail, scales, and a breath weapon. They also share many draconic protections, such as natural armor or immunity to paralysis and sleep. The similarities end there, though. Drakes age and mature differently, reaching their full size at a specific age that differs among sup-species. Drakes lack dragons’ inherent magical abilities. Other than a few scattered exceptions, they do not benefit from spell resistance or damage reduction either. Also, a drake’s alignment is not so rigidly fixed by species. Drakes have a more personal connection to humanoids than true dragons. Whereas chromatic dragons actively enslave or exterminate humanoids, and even the majority of metallic dragons prefer not to deal with such lesser creatures, drakes find their very existence tied to humanoid ideas and materials. The diversity of drakes seems both dependent on and reflective of humanoid cultures and psychology. Name a concept and an associated drake likely exists. Without humanoids, some scholars postulate, there would be no drakes. Drakes mostly avoid their more powerful cousins. Some true dragons take on drakes as attendants, treating the creatures as help, or even worse, as pets. Most drakes—with strong egos of their own—find
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30 Drake Treasures 1. 2. 3. 4.
Sheet music from an opera penned two millennia ago. Perfectly round natural onyx stone. Eggs from which birds teleported out in lieu of hatching. Flawed sapphire with cracks matching river and tributary paths. 5. Seven-toothed gear. 6. Rack of peryton antlers. 7. Battle-worn helmet with pristine plume. 8. Bottled lightning. 9. Wooden dragon marionette. 10. Glowing fragment of a falling star. 11. Stuffed flumph. 12. Bottle of ale from acclaimed brewmaster. 13. Maple leaf pressed in a book on the subject of smithing. 14. Tooth from an Old red dragon. 15. Tombstone, the features of which have worn away over time. 16. Functioning kidney in a jar. 17. Sheet of handcrafted vellum. 18. Charred remains of a toy bear. 19. Patchwork quilt crafted for a small pet. 20. Treaty signed by two nations that no longer exist. 21. Active beehive. 22. Book of children’s riddles containing the key to an ancient cipher. 23. First rock striking bottom in a landslide. 24. Double-headed copper piece. 25. Otherwise worthless crystal that holds a tiny rainbow when exposed to the sun. 26. A work with at least three translations contained in the same work. 27. Set of ribbons, all different discrete lengths in units of measure no longer in use. 28. Steel folding fan. 29. Suicide note attributed to an ancient emperor. 30. Dagger used to assassinate a famous assassin.
this treatment offensive. More often than not, the lesser dragons meet their demise at the claws of the greater dragons, mostly chromatic dragons, who loathe what they see as a mockery of their majesty. Metallic dragons react almost as negatively, but they usually drive off the offending creatures rather than slaughter them. Drakes would seem to make excellent lieutenants or minions for an old dragon. The drake’s whimsical nature rapidly proves irritating, however, and the drake quickly gets bored working for a creature that often sleeps for months at a time. Geographic drakes directly oppose true dragons most often, but even with their great size, they can only handle a young dragon oneon-one. Smaller drakes often have good success by making daring raids into lairs to swipe whatever treasures they can carry. Drakes gather treasure with a different mindset than true dragons. While the larger geographic drakes accumulate treasure much like their cousins do, they disdain objects other than those produced in their realms. Material and esoteric drakes might fancy glittering gems and jewels, but they prize obscure treasures above all others, especially those associated with civilizations, such as the items listed in the sidebar.
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“Does that sufficiently differentiate drakes from dragons?” Phinneus nervously inquired. “Just enough. I need to keep my eyes open for such creatures. They’re clearly quite different than dragons, but still.” She regarded the dead creature in the ash pile for a moment. Phinneus felt a spark of hope. “Well, if you have no more questions, then...” “Just one more.” Phinneus’s heart sank. “Drakes live so close to people, it makes me wonder. Tell me what you can about drakes in Midgard. If any ally themselves with the Dragon Empire, I’d like to know.”
Drakes in the Midgard Campaign Setting Drakes bring malice and whimsy to every land. Diverse creatures, drakes adapt to varied landscapes and circumstances. Many drakes prefer living close to civilization, sometimes dwelling openly in cosmopolitan cities or stealthily hiding in the outskirts of society. This depends on the particular type of drake. The mischievous alehouse drake appears mostly in the central and slightly northern regions of Midgard. Large cities in the domains of Dornig, Krakova, and Magdar typically have at least one such creature. Even across the Neider Strait in Trollheim, alehouse drakes choose a drinking hall to champion, though their more whimsical cousins consider these dour drakes far too serious. A gang of ash drakes live among the chimneys of Zobeck’s foundries, though they are much more rare and solitary throughout the rest of Midgard. More feral and ferocious ash drakes live near active volcanoes. The caldera of Kyprion houses a number of ash drake communities, some warring with each other over ash deposits, as does the steep cone of Kammae Stroboli. Serving as companions to scribes and familiars to arcanists, candle drakes and lantern dragonettes have spread wide throughout Midgard. Since for years the largest known colonies inhabited the Margreve Forest, some believed they originated there. However, recent reports place the helpful creatures in great numbers in the Magocracy of Bemmea as well as the Dragon Empire, leading many scholars to doubt previous claims. Crag drakes blossom like dangerous parasites in any mountain range. In central Midgard, dwarves fight back the appetites of crag drakes in the Ironcrag and Cloudwall Mountains. To the east, the population of crag drakes surges in the Dragoncoil Mountains, adding to the danger found in that massive range. Ferocious packs of crimson drakes inhabit forests within the Western Wastes, often venturing eastward on rampages. Sometimes these stay to make new dens in other wooded regions in Midgard. Several disturbing reports from the Western Wastes claim a number of crimson drakes are working with a tribe of goblins, but no organization has yet confirmed this. Deep drakes take their name from the lightless depths they inhabit. The highest concentration of these creatures yet found lies near the Ghoul Imperium, and only rarely do these creatures venture near the surface.
Ecology of the Drake Dream drakes gravitate to areas flush with magic. The strange creatures provide their talent for dreaming to students of the esoteric arts in the Magocracy of Allain (where they are also known as ether drakes) and to the oracles and seers populating Kammae Stroboli. A few dream drakes even operate within the Despotate of the Ruby Sea. Rare even by drake standards, gear drakes nest near industries and areas of technological innovation, making them intrinsically associated with Zobeck. Even the creatures themselves claim to originate in that city, though a few gear drakes make their home in the Sultanate. Haughty gear drakes claim credit for the industry and invention in Zobeck, their gift of gears for mankind, though historians disagree. Treacherous glass drakes inhabit cities in the Duchy of Bourgund and offer their services as companions to spellcasters and artisans. Most of Midgard never sees these elusive creatures, though the elves of Arbonesse know these schemers well. Considering their long lives and great intellects, a glass drake’s frighteningly complex manipulations can last for centuries. Mist drakes range wide, gathering and hunting in areas thick with their namesake. Mist drakes hunt viciously from the peaks of the Cloudwall and Dragoncoil Mountains to the moors of Vidim, their appetite rarely sated for long. On the temperate coasts, these creatures often approach as the fog rolls in and return to their dens before the morning sun can burn the haze away. Moon drakes do not inhabit any one area in particular. These strange and quite rare drakes most often appear in forested areas, especially those with populations afflicted by lycanthropy. Moon drakes only frequent these areas until the curse passes, then they depart for lands unknown. Pact drakes reside in cities where law and regulations flourish, acting as overseers and mediators. A handful of pact drakes hail from Neimheim, where they act as companions to the pact-making gnomes who call those lands home. Hailing originally from the Dragon Empire in the east, paper drakes have since moved throughout central Midgard. The Seven Cities see a fair number of these creatures as they escape servitude and stow away on trade ships. A group of them also makes their home in Nuria Natal and sometimes raid into their homeland, hoping to free more of their cousins from cruel slavery. Warm climates serve as ideal environments for plumed drakes, but these creatures appear across Midgard save for the truly cold north. Plumed drakes range from the southern deserts to the jungles of the Haunted Lands, with a particularly large number centered around Nuria Natal. The strongest of the drakes, prismatic drakes made their way across Midgard from their home in the Dragon Empire. The Dragoncoil Mountains contain the largest concentration of prismatic drakes in lands this far west. There they watch the movements of civilization and play among the storms born against the slopes of those peaks.
River drakes live wherever water rushes over rocks and hills or meanders through lowland rivers. Most rivers house at least one of these highly territorial creatures, and they are loath to share close shores with one another. Long and winding rivers can sustain multiple river drakes, but they stick to headwaters or deltas to give each other space. Living off the waste of civilization, sewer drakes make their foul homes in any city advanced and cosmopolitan enough to have sewers. Some even find these creatures in cesspits and swamplands, though such specimens typically have some mental deficiency, illness, or are quite old and soon to die. Always traveling in search of new and exotic tunes, song drakes make their way across the face of Midgard. Quite fond of elves, these lesser dragons appear frequently in the forests of Arbonesse and the vast expanse of the Rothenian Plain. A few song drakes accompany the northlands elves to lend a strange voice to their haunting songs.
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Tor drakes roost in the old tombs of heroes and historically important people often long after those people have fallen from memory. Many of the old tombs rest high in the Cloudwall and Ironcrag Mountains where tor drakes stand guard for generations.
“Thank you,” Imogene said thoughtfully. Though her gaze rested on the wall behind him, Phinneus had no doubt she saw ever one of his nervous twitches. “Interesting to know that at least some dragon-kin can live among people without becoming killers or slavers.” She rose, hefted her spear, and hoisted the ash drake’s carcass. “May you have a long, quiet, and peaceful life. I may check in, unexpectedly, to make sure that you do. Thanks for the tea.”
8
He waited a full 10 seconds after the door shut before he moved again. “No ‘I told you so’s, Cambermere. Just be glad we’re still alive. Now help me clean up this mess,” Phinneus, the sage drake, said as he flew over to the fireplace.
Ten Drakes of Note These are but a few of the drakes making names for themselves throughout Midgard. Andreletha Teamed up with a tribe of goblins, this sewer drake wallows in an expansive den beneath Valera. The city officials concerned with this roughly organized nuisance have no idea how little Andreletha cares about ambition, goals, or motivation. She is content controlling much of the sewer system and does nothing to grow her troupe (though it grows regardless). Really, she just adores having creatures bring her varied foods, fresh and bountiful muck, and interesting baubles. Her abundance of spare time and ability to sleep safely leads her to assigning her followers random missions, sending them to the surface to break everything red on one night, then snatching tabby cats the next week. Avribel the Hunter Most mist drakes are vicious, relentless hunters, but a few miles south of where the Glass Road branches from the Lowland Road, Avribel has ceased to simply hunt and begun to enjoy killing. It began with lone travelers or pairs that Avribel would partly consume and leave mutilated in the road for others to find. Growing ambitious, Avribel began stalking caravans. The beast ignores the food, goods, and treasure, and instead plucks one traveler, merchant, or guard from the entourage each night. Sometimes he strikes only once or twice. Other times, he torments one group until they break, unhitch a few horses, and riding for their lives. Avribel rarely leaves his “hunting grounds”, but he has, of late, grown restless for a new challenge. Euledrissen This crude alehouse drake loves little more than humiliating nobles who happen into his drinking establishment. While rundown and unkempt, the best gamblers in the region visit The Broken Wheel and often bring nobles and their money. Euledrissen normally keeps to himself, enjoying his lifetime free tab, but the mischievous little drake can’t resist finding new and creative ways to either run a fop out of the establishment or run the coins out of his purse. A few regulars of high standing either tolerate the drake’s behavior or maintain some sort of contract with him.
Ecology of the Drake Grallgarog This enormous crag drake guards his caves with a vicious determination. Ironcrag dwarves discovered a rich vein of gold less than ten miles from Hammerfell, and with it discovered Grallgarog. Incredibly strong and large for his type, Grallgarog defended this vein from twelve different attacks by dwarven miners but has grown weary. Now the creature waits, retreated back to the bowels of the mountain, near the richest portion of the vein, lulling the determined dwarves into a sense of peace. Once the miners have their operation fully in place, Grallgarog plans to eat each and every one of them. Lentalen Covered with dark, intricate tattoos, this pact drake serves as the master clerk for a respected shipping company in Triolo. Meek and polite, Lentalen somehow escaped brutal servitude in the southern deserts and arrived aboard a trading vessel just a few years ago. On the rare occasions when he speaks of those days, the meticulous drake seems almost ashamed of his brave escape. Using his natural talents and special abilities, Lentalen translates various manifests and orders, maintains the company’s books, and even magically seals secret ledgers. Seetal Deep in the Margreve Forest, this dream drake sets those who have lost their way back on the path. Directions through the forest are not her specialty, however. Seetal is a dream trainer. She takes one apprentice each year and guides them in strengthening their presence and capability in the phantasmagoric world of dreams. It’s unknown whether any of these students can actually do the things Seetal teaches, but they all come away from the experience strong-minded and ready to do their best in the waking world. Seetal also provides advice for those seeking her wisdom. In these cases, Seetal guides such seekers through joyous dreams and terrible nightmares, allowing them a unique window into themselves. Seliphuress Wicked and conniving, this ash drake maintains a semblance of civility when dealing with creatures coming to visit her in her dirty domain. Seliphuress heads a gang of ash drakes making their home in the foundry stacks of Zobeck’s Gear District. The creatures maintain the chimneys throughout the district in exchange for free roam of the rooftops and a number of ashbins spread throughout the area, though the creatures often clash with rival steam drakes. For additional accommodations, generous donations of treasure, or other considerations, Seliphuress shares what she sees from her sooty perch. Stalwart and Vigilant New rumors on Zobeck’s streets claim a massive mechanical creature has begun fighting crime in the Free City. This unusual pairing of gear drake and steam drake collaborated on a marvel of engineering – a hulking body like a monstrous gearforged controlled by both drakes. Stalwart acts as the brain for the machine he designed, while Vigilant breathes life into it for every motion. Only rarely does the couple take their design out into the streets. Most of the
40 Unclassified Drakes 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.
Bay Drake Jungle Drake Geyser Drake Lava Drake Tree Drake Pond Drake Moss Drake Rock Drake Wind Drake Dew Drake Star Drake Dust Drake Sand Drake Pit Drake Timber Drake Reed Drake Plains Drake Hill Drake Island Drake Slime Drake
21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40.
Bog Drake Spark Drake Rime Drake Ferrous Drake Sulfur Drake Salt Drake Lye Drake Spite Drake Blood Drake Bile Drake Phlegm Drake Alley Drake Library Drake Lute Drake Alchemy Drake Ink Drake Ring Drake Grease Drake Filth Drake Vault Drake
time the two keep to themselves in their workshop, constantly tinkering with new inventions. Sulengrey Exceptionally moody, but transcendent to hear sing, this traveling song drake keeps a large and faithful audience in the cities and towns along the coast of the Ruby Sea. Keeping a nearly constant circuit touring the towns that host him, Sulengrey performs for thousands upon thousands of people every year. In the winter, when the descending cold fuels the drake’s gloomy tendencies, he retreats to his studio in Sephaya to compose his next season’s collection of songs. All manner of folk attend his performances when held in large venues, but the elite only get access to choice performances, such as the Three Sails Trilogy performed upon a pleasure barge over the course of three days on the sea. Wheshadulen Folktales claim a serpent wriggled the path of the River Cirkno to the River Argent, and this river drake continues that work. Wheshadulen claims the whole River Cirkno as his but spends most of his time near the source, rushing along the rocks and rapids. He occasionally ventures downriver to torment those living along the placid banks as the river weaves north. He is intoxicated by grandeur and sees himself a sculptor of the world. With almost seasonal regularity, Wheshadulen uses water surges to mold the river’s course an inch at a time but spares communities that indulge his fondness for goat by stringing ten or more of the animals into the river.
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Chapter 2:
P layers and Drakes “I fail to understand why my cousins aspire to the overt and obvious power of true dragons. That sort of threat inspires as many opponents as it deters. Feigning a position of weakness and striking when your foe least expects it- that is power.” Asher Xue-jun - Master of Drake Forms
A
Drakes as Companions
s creatures intimately involved in humanoid affairs, drakes make obvious choices as companion creatures. The pseudodragon has been an option as an enhanced familiar since the early days of the game. This book provides many low-CR creatures and rules to create virtually any kind of drake, all suitable as companions. Unlike other animal companions or typical familiars, however, drakes do not just docilely follow orders and blend into the background. In addition to the Willful Companion rules presented later, treat a drake as an NPC with its own motivations and personality. Most drakes have a highly developed superiority complex much like their larger and (usually) more majestic relatives. Some say drakes overcompensate because they know they cannot possibly compare to true dragons, but no one ever knowingly says this around drakes. The
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creatures view themselves as the most powerful, clever, and important members of whatever groups they join. Everyone else, especially the character belonging to the drake, must work to keep this vital team member happy. Another common line of thought gives drakes a cat-like personality. If a cat had intelligence superior to the average human and a devastating breath weapon, it would expect others to provide for all its needs while it contemplated a ball of yarn. Drakes go beyond mere aloofness. They feel compelled to share their wisdom, especially when their companions make mistakes. Even the candle drake, considered the friendliest of all lesser dragons, enjoys correcting people’s facts. “I told you so” appears to be the most common phrase among drakes that spend any time with humanoids.
P layers and Drakes Related to this attitude, and owing to their inability to cause large-scale destruction, drakes almost personify passive aggressiveness. Pact drakes, for example, use the law to gain revenge against someone who has wronged them, the more esoteric the point of law that sees their victim’s house seized or freedom taken over an obscure infraction, the more satisfying. This vengeful streak does not just apply to opponents; even a wizard’s familiar might disrupt one of its “master’s” spells because of some slight suffered days prior. A player character’s drake will never knowingly put anyone in danger with its retaliation, but the creature could take smug pleasure in telepathically announcing how it fouled up the alarm spell the wizard tried to cast on his pack. Make sure everyone at the table knows this sort of thing might happen and accepts that, and handle the situation delicately. Strife among the party can be fun until it becomes strive among the players. Again, with everyone’s permission—especially the player of the hapless PC who thinks he owns the drake—the GM (or even a different player) should play a companion drake’s strong personality. A snarky know-it-all who occasionally harasses the PCs about its needs, a much-put-upon intellectual offer unsolicited advice on everything, or a charming manipulator steering the group for its own ends all make excellent choices. Really play it up whenever the drake has the chance to say, “I told you so.” A character’s drake may retaliate for a disagreement or neglect by causing some minor disruption for the PC responsible. Jabbering telepathically at a spellcaster trying to impress strangers (forcing a concentration check on a non-combat spell), hiding research materials the PCs need (imposing penalties on skill checks without dire consequences for failure), or just playing embarrassing prank on a character are all suitable revenges, provided they occur only rarely. A paper drake might use its unfold ability to shape itself into an unflattering mockery of a party’s patron – within sight of said patron. Alternatively, a combat situation against an NPC with a drake companion could show a spiteful example of an evil drake’s passive aggressiveness. Have the drake destroy something the NPC desperately needs or telepathically broadcast the NPC’s plans. This reinforces the idea of drakes as autonomous creatures, and it contrasts a character’s drake and its more benign sense of justice.
Drake Feats The following feats provide benefits to drakes and player characters alike. The drake feats take advantage of their small stature, and the PC feats improve interactions with drakes.
Cling Attack (Combat)
You attach yourself to larger enemies allowing you to attack up close and personal. Prerequisite: Tiny-sized or smaller Benefit: If you share the space of a creature Medium-sized or larger, you can make a special Combat Maneuver check with a +8 bonus to hold onto the surface of the creature. Once attached you lose any Dexterity bonus to your AC, as does your opponent against your attacks. It takes a move action to maintain the hold, but you can still use standard actions normally. You must succeed on a concentration check (DC 15 + spell level) to cast a spell or use a spell-like ability
Companion Drake Rules
Generally speaking, drakes enjoy the company of humanoids and find themselves attracted to all types of characters, regardless of a class’s ability to obtain a familiar or companion creature. Though these rules relate specifically to drakes, you can apply them to any intelligent creature (with GM approval, of course).
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Table 2-1: Drake Feats
Feat Cling Attack Companion Aid Drake Dart Ease of Form Foe Climb
Shared Companion Tooth and Claw Form
Prerequisite Tiny-sized or smaller — Acrobatics 2 ranks, Dodge Ability to shapechange into two different types of creatures Cling Attack, Dodge, Mobility, Tiny-sized or smaller At least one character must have a companion creature or familiar Improved Unarmed Strike, base attack bonus +1
Drake Companion Feats Companion Friend Companion creature or familiar its wishes Exceptional Relationship Willful Companion Drake, Cha 15, character level 11th
Willful Companion Drake Charisma 13, character level 5th while clinging. Opponents can only attack you with one-handed weapons or attempt to remove you with a grapple. You receive a +8 bonus to your Combat Maneuver Defense against the grapple check.
Companion Aid
Your companion creature helps you more than is typical. Benefit: When flanking or aiding another, your animal companion or familiar grants you a +4 bonus. Normal: Aid another and flanking provide only a +2 bonus.
Retain your Dexterity bonus while using Cling Attack Gain benefits from an ally’s companion creature Your unarmed attacks can deal piercing or slashing damage Gain a +4 bonus to convince a companion to do something against You no longer have to make Diplomacy checks with your drake Gain a companion drake Prerequisite: Willful Companion Drake, Charisma 15, Character level 11th, animal companion or improved familiar. Benefit: Your drake companion can serve as an animal companion or improved familiar if you have access to those abilities. Special: While you still must spend 1 gp per HD per day on your companion drake, you no longer need to make Diplomacy checks as the two of you have built a bond of trust.
Foe Climb (Combat)
You’ve become adept at working with willful companions. Prerequisite: Companion creature or familiar class feature. Benefit: You get a +4 bonus to Diplomacy or Intimidate checks to convince a willful companion to do something it does not want to do.
You can scale larger opponents. Prerequisites: Cling Attack, Dodge, Mobility, Tiny-sized or smaller Benefit: When you make a successful Cling Attack against a Medium or larger opponent,you retain your Dexterity bonus to AC and you need not spend a move action to maintain your grip, allowing you to use full-round actions.
Drake Dart (Combat)
Shared Companion (Teamwork)
Companion Friend
By imitating a drake’s quickness, you give yourself a better chance to avoid attacks of opportunity provoked by movement. Prerequisite: Acrobatics 2 ranks, Dodge Benefit: In place of your armor class, you may make an Acrobatics check to set the DC for an attack of opportunity against you.
Ease of Form
You are comfortable changing shape into a favorite creature. Prerequisite: Ability to change shape into two or more different types of creatures. Benefit: When changing into your creature shapes, treat the duration as if modified by the Extend Spell feat. This includes any change to spell level and other variables. Special: This feat may be chosen multiple times. Each time it is chosen, it applies to a different form. The benefits of this feat do not stack with Extend Spell.
Exceptional Relationship
You and your drake companion share a stronger bond.
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Benefit Make a special Combat Maneuver to attach to an enemy. Receive additional bonus when companion creature aids you. Make Acrobatics check to set you AC against attack of opportunity. Remain in specialized form for longer duration.
You treat another character’s companion as if it were your own. Prerequisite: At least one character must have a companion creature or familiar. Benefit: If you and another character have this feat, you gain benefits related to the other character’s animal companion or familiar. The other character’s familiar grants you the same bonus— reduced by 1—as it grants its master. If the other character has an animal companion, you may use one trick the animal has learned (specified when a character first takes this feat or when another character gains an animal companion) as if you were its master. This feat grants you a +4 circumstance bonus to use other tricks the animal knows.
Tooth and Claw Form (Combat)
Striking with speed and grace, you fight like a dragon. Prerequisites: Improved Unarmed Strike, base attack bonus +1 Benefit: As a swift action, you can choose to make your unarmed attacks deal bludgeoning, piercing, or slashing damage. This lasts for one hour or until you change the effect with a swift action.
P layers and Drakes Willful Companion Drake
You gain a companion drake, though it doesn’t regard you as its master. Prerequisite: Charisma 13, Character level 5th Benefit: You attract a drake with Hit Dice no higher than half your character level as your companion. The creature has a starting attitude of Helpful. Special: You must assure the fickle drake of your devotion, which requires an expenditure of 1 gp per HD per day. If you provide the drake a permanent item it finds useful or aesthetically pleasing, you meet the requirement as follows: every 10 gp per HD in value satisfies the drake for 1 week (maximum 4), and every 100 gp per HD in value “buys” 1 month. If you do not meet this requirement, you must succeed at a Diplomacy skill check (DC 10 + the number of days the requirement has not been met). Failure means the drake’s attitude shifts down one step. If its attitude shifts to Indifferent, it will leave (or, if your group and the GM agree, the creature will act in a contrary manner determined by the GM). A drake spurned in this manner will return only if the character spends 100 gp per HD per consecutive day he failed to appease the drake. Additionally, asking the drake to do something against its nature (for example, requesting a crimson drake to refrain from starting a fire for one day) requires a Diplomacy skill check (DC 15 + twice the number of days the drake hasn’t been pampered). Success means the drake agrees to your request, while failure shifts the drake’s attitude down one step. The GM determines whether the drake does something contrary to your request. A PC with this feat can replace a drake each time he gains a level, with the drake agreeing to part company with the character. A character that loses a drake as detailed above can obtain a new one through this feat when he gains a level as well. Drakes are particular about the humanoids with which they associate. The following chart shows the Pathfinder RPG classes and the drakes (either specific or by type, depending on the class) which each class can attract. Note: The pseudodragon will follow any character regardless of class as long as the character is Good or Neutral.
Class Alchemist Barbarian Bard Cavalier
Cleric Druid Fighter Inquisitor Monk Oracle Paladin Ranger
Rogue Sorcerer Summoner Witch Wizard
Drake(s) Any material drake Any geographic drake Alehouse drake, faerie dragon, song drake Any drake (order of the drake or order of the dragon cavalier only) Any drake of the cleric’s exact alignment Any geographic drake Crimson drake -Candle drake, gear drake Dream drake, moon drake, plumed drake Candle drake Any geographic drake (a ranger with a related favored terrain gains a +2 on his Diplomacy checks) Sewer drake Any esoteric or material drake Any drake Any esoteric drake Any esoteric or material drake
Alternate Class Abilities Each class sees dragons, both true and lesser, in a unique way. Thus, they have learned new abilities and techniques that reflect their various views. Some directly imitate the creatures, some discover ways to work more effectively with them, and some direct their energies to combating the creatures. These new class abilities fit well in a drake-centric campaign but can apply equally well in a more typical campaign.
Alchemist
A drake-inspired alchemist can select this alternate class ability. Draconic Mutagen: At 8th level an alchemist can create a new mutagen which gives the alchemist reptilian wings or a breath weapon—chosen at the time of brewing—as well as an increase to an associated ability score. The wings provide a fly speed of 90 (poor) for 10 minutes per alchemist level and a +2 alchemical bonus to Dexterity. The breath weapon version provides a +2 alchemical bonus to Constitution and a breath weapon, either a 30-foot cone of cold or fire or a 60-foot line of acid or electricity, which deals 1d6 damage per 2 alchemist levels. An alchemist can use the breath weapon a number of times equal to 1/2 his alchemist level + his Intelligence modifier for the duration of the mutagen. Targets receive a Reflex save (DC 10 + 1/2 the alchemist’s character level + his Constitution modifier) for half damage . While under the effect of this mutagen, the alchemist takes a -2 penalty to Wisdom and Charisma. Taking this ability replaces the poison immunity ability.
Barbarian
A barbarian can select this additional rage power. Rage Power: Breath of Rage (Su): Taking a cue from draconic creatures, the barbarian may make a breath weapon attack once per rage. This attack does 1d6 damage per 2 barbarian levels and can take the form of a 30-foot line of electricity or a 15-foot cone of acid, cold, or fire. Targets receive a Reflex save (DC 10 + 1/2 your barbarian level + your Constitution modifier) for half damage. This rage power cannot be taken before 8th level.
Bard
A bard may select this alternate class ability. Becalming Performance: A bard of 12th level or higher can use this ability to induce a state of euphoria in all creatures within 90 feet. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s class level + his Charisma modifier) to negate the effect. If a creature fails, it will cease any hostile actions (including combat) while the bard maintains the performance. The affected creatures have a Friendly reaction to all creatures within the effect’s area. Any attack on an affected creature allows a new saving throw against the effect. Becalming performance is a mind-affecting, enchantment (charm) ability, and it relies on audio and visual components. This ability replaces soothing performance.
Cavalier
A cavalier can choose this additional order.
Order of the Drake Cavaliers belonging to this order are champions of the oppressed dedicated to undermining tyrannical rule.
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Edicts: The cavalier must work to remove abusive people from positions of power, be they sheriff or king. Likewise, he must strive to free the enslaved and those wrongly imprisoned. Challenge: Whenever a cavalier of this order issues a challenge, he receives a +1 morale bonus on all melee attack rolls against the target of his challenge whenever the target is grappling another creature or on the round after the target casts a spell which restricts movement. This bonus increases by +1 for per four cavalier levels. Skills: An order of the drake cavalier adds Disable Device and Escape Artist to his list of class skills. Additionally, when he uses Disable Device to open a lock, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1). Order Abilities: A cavalier who belongs to the order of the drake gains the following abilities as he increases in level. Unfetter Ally (Ex): At 2nd level, as a standard action, the cavalier can shout encouragement to an ally which grants that ally a +4 competence bonus to CMD against grapples and a +4 competence bonus to Escape Artist checks. These bonuses last until the end of the cavalier’s next turn. At 8th level, and every 6 levels thereafter, the bonuses increase by +2. Strength of Freedom (Ex): At 8th level, the cavalier gains extraordinary strength when attempting to break restraints or ruin devices meant to imprison. He gains a +5 morale bonus to Strength checks made to break an object intended to restrain, capture, or imprison another. Tyranny’s End (Ex): At 15th level, the cavalier becomes a true terror to all who would restrict others’ liberties. His weapon’s critical threat range improves by 1 (this stacks with other effects that improve threat range), and any threat rolled against an enemy he knows to be a despot, slaver, etc., is automatically confirmed as a critical hit.
Cleric
The following domain is available for clerics.
Drake Subdomain
Associated Domain: Luck
Replacement Power: The following granted power replaces the good fortune power of the Luck domain. Drake Companion (Ex): At 7th level, you gain a drake companion. The cleric gains the Improved Familiar feat, which allows him to acquire a pseudodragon (or equivalent drake) as a familiar. All the benefits and restrictions of Improved Familiar apply. Additionally, the cleric is treated as having a wizard class level equal to his cleric level -3. Replacement Domain Spells: 3rd—fly, 8th—brilliant inspiration, 9th—shapechange
Druid
A drake-focused druid can select the following alternate class ability.
Drakeshape Druid Rather than assume the form of an abstract element, some druids choose to emulate drakes as material manifestation of natural elements. Drakeshape (Su): At 6th level, a drakeshape druid can take the shape of a Small drake, which functions as drake form I (see Drake Spells section, pg. 22). At 8th level, he can take the shape of a Medium drake, which functions as drake form II. At 10th level, he can assume the form of a Large drake, which functions as drake form III. At 12th
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level, he can take on the form of a more powerful (still Large) drake, which functions as drake form IV. This replaces all the elemental body options of the druid’s wildshape.
Fighter
A fighter dedicated to fighting draconic creatures can select this alternate class ability. Resist Breath Weapon (Ex): Exposure to draconic creatures has given the fighter the ability to withstand breath weapons. At 2nd level, the fighter gains a +1 bonus on all saves against breath weapons. This bonus improves by +1 for every four levels beyond 2nd. This ability replaces bravery. The Bigger They Are (Ex): Taking the fight to a larger creature grants you a certain resolve. At 5th level, you gain a +1 morale bonus to attack and damage rolls against foes for each size category your foe is larger than you. The overall bonus improves by +1 every four levels after 5th. For example, a Medium 5th-level fighter combating a Huge dragon gains a +2 bonus to attack and damage rolls, while a Medium 9th-level fighter enjoys a +3 bonus to attack and damage rolls against that same dragon. This ability replaces weapon training 1.
Inquisitor
An inquisitor can add the following to her list of judgments. Judgment (Su) Dragonfoe: The inquisitor shields herself with confidence when facing dragons. The inquisitor is immune to fear from creatures of the dragon type. In addition, the inquisitor receives a +2 bonus to saving throws versus spell-like and supernatural abilities from creatures of the dragon type. At 10th level, whenever the inquisitor make succeeds on a Reflex save against breath weapon from creatures with the dragon type, he takes no damage even if he would normally take half damage. The inquisitor must be wearing light or no armor and not be helpless to gain this benefit.
Monk
A monk adds the Tooth and Claw Form feat (see pg. 12) to its list of possible bonus feats. In addition, a monk may select the following alternate class ability. Focused Stun (Ex): At 4th level, a monk with this ability applies a +2 bonus to the save DC of his stunning fist for a chosen creature type (following the ranger’s favored enemy list, excluding any creatures immune to stunning fist). Every 4 levels after 4th, the monk can choose a new creature type to apply focused stun. At the same time, the bonus against any selected creature type (including the one just selected) increases by +2. This ability replaces the slow fall ability.
Oracle
A dragon-focused oracle can select this new curse.
Oracle’s Curses Clawed: Your hands have twisted into claws that count as natural weapons. All your melee and ranged attack rolls suffer a -2 penalty when using a weapon. Your unarmed attacks are not considered unarmed and inflict 1d4 damage, improving to 1d8 at 10th level 3d6 at 15th level. Scaly: You grow reptilian scales over your skin. Your body becomes inflexible as a result, imposing a -4 penalty on Dexterity-base skill checks, except for flying. You gain a +1 bonus to natural armor, increasing to +2 at 5th level, +4 at 10th level, and +6 at 15th level.
P layers and Drakes Paladin
Sorcerer
New Archetype: Dragon Challenger
Drake Bloodline
Some paladins view powerful chromatic dragons and other evil draconic creatures as a plague upon civilization. Many of these paladins arise from communities long terrorized by a dragon. They use the creature’s vanity to goad it into attacking them to the exclusion of all others. Smite Evil (Su): This functions as the paladin ability of the same name, except that it deals 3 damage per level to evil dragons and does no additional damage to evil outsiders or evil undead. Issue Challenge (Ex): By calling out a draconic opponent as a standard action, a dragon challenger of 8th level or higher forces the creature to attempt a Will save (DC 1/2 the paladin’s class level + his Charisma modifier) or direct all its attacks against the paladin. This lasts for a number of rounds equal to the paladin’s Cha modifier. Against an effected opponent, the paladin gains a +2 morale bonus to armor class, attacks rolls, and all saving throws. This ability replaces aura of resolve. Enrage Dragon (Ex): At 14th level, the dragon challenger’s issue challenge ability causes the dragon to eschew all attacks except melee attacks if it fails its Will saving throw. The paladin’s morale bonuses improve to +6. This replaces the aura of faith ability.
Though you have a lesser dragon’s blood, your power does not pale beside true dragon-blooded sorcerers. Your versatility lets you react to any situation with ease. Class Skill: Bluff Bonus Spells: misleading presence (3rd), darkvision (5th), fly (7th), rainbow pattern (9th), telepathic bond (11th), true seeing (13th), prismatic spray (15th), protection from spells (17th), shapechange (19th). Bonus Feats: Acrobatics, Dodge, Fleet, Improved Initiative, Lightning Reflexes, Silent Spell, Skill Focus (Bluff), Toughness Bloodline Arcana: Any spells you cast during a surprise round have their DC increased by +1.
A paladin who opposes dragons at every opportunity may choose this new archetype.
A sorcerer descended from drakes may be just as powerful as a fullblooded draconic sorcerer.
Ranger
Favored Nemesis: At 3rd level, a ranger may select a more specific favored enemy, for which he receives a +2 bonus above and beyond his favored enemy bonus. This bonus can only be applied to a nonhumanoid favored enemy the ranger already has and must apply to a specific creature race. Therefore, the character may choose spiders as a nemesis from his vermin favored enemy, a specific dragon from his dragon favored enemy, etc. At 8th level and every five levels thereafter, the bonus against any one favored enemy increases by +2, and the ranger may select an additional nemesis. This replaces the favored terrain ability.
Rogue
Rogue Talent: Close Windpipe (Ex): Whenever a rogue with this talent successfully makes a sneak attack, he forces the victim to attempt a Fortitude save with a DC equal to the sneak attack damage only (do not include the base die, Strength bonuses, or any other modifiers). If the creature fails, it cannot vocalize or use a breath weapon until the beginning of the second round after taking this damage. A successful DC 15 Heal check, any cure spell or effect, or regeneration negates this effect.
Advanced Rogue Talents: Crush Windpipe (Ex): After successfully making a sneak attack, a rogue with this talent forces his victim to attempt a Fortitude save with a DC equal to the attack’s total damage. If the creature, fails it cannot vocalize or use a breath weapon until the entirety of the damage is healed. Thief (Ex): A rogue with this talent can use the Stealth skill normally against creatures with blindsense.
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Bloodline Powers: You have a way of making your opponents underestimate you to their regret. Your allies recognize you as the champion of the underdog and rally around you even if the cause seems hopeless. Full of Surprises (Sp): Starting at 1st level, as a standard action, you gain an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum +1) until the end of your next turn. Alternately, you may improve one physical stat by an amount equal to 1/2 your sorcerer level until the end of your next turn. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Drake Resistances (Ex): At 3rd level, you gain +2 to saving throws made against sleep and paralysis effects and resist 5 against an energy type you choose at this level. At 9th level, you can either improve your existing energy resistance to 10 or gain resist 5 against a second energy type, and your sleep and paralysis saving throw bonuses increase to +4. At 13th level, you can improve an existing energy resistance to 10 (if applicable) or gain resist 5 against a new energy type. Flight (Su): At 9th level, twice per day as a standard action, you can grow wings from your back. This ability, which lasts for a number of minutes equal to your sorcerer level, gives you a fly speed of 60 feet with average maneuverability. At 17th level, you can use this ability five times per day. At 20th level, your maneuverability improves to good.
Breath Weapon (Su): At 15th level, you gain a breath weapon usable three times per day. With each use, choose an energy type. The breath weapon deals 1d6 damage of this energy type per sorcerer level. Targets receive a Reflex save (DC 10 + 1/2 of your sorcerer level + your Charisma modifier) for half damage. The breath shape can either be a 30-foot line or a 15-foot cone, chosen at the time of use. Drake Versatility (Su): At 20th level, your full drake heritage blossoms. You gain immunity to paralysis and sleep, and blindsense 60 feet. You also gain the ability to change shape into a drake per drake form IV. You can use this change shape ability up to 10 minutes per sorcerer level each day. These minutes need not be contiguous, but must be used in 1-minute durations.
Summoner
Good Ally (Ex): The summoner receives Companion Aid as a bonus feat. Taking this ability reduces the bond senses ability’s number of rounds per day to 1/2 the summoner’s class level.
Witch
Hex: Flightless (Su): The witch removes the power of flight from a creature within 60 feet for a number of rounds equal to the witch’s class level. Targets flying when subjected to this ability fall 60 feet each round unless it can negate the fall (gliding, feather fall, levitate, etc.). A Fortitude save negates this hex. At 8th level, the duration of this hex becomes 1 minute per witch level. Major Hex: Greater Blight (Su): The witch gains an improved version of the blight hex, allowing him to blight a dragon, fey, or humanoid. The curse’s effect is 2 Constitution damage per day, rather than 1. All other restrictions from blight apply to greater blight.
Wizard
Additional Bonus Feat: A wizard can add Improved Familiar to his list of Bonus Feats for the purpose of obtaining a drake familiar, though doing so in this way reduces the master’s caster level by 1 for familiar-related abilities.
Draconic Focused Arcane School Associated School: Transmutation School Replacement Powers: The following school powers replace the telekinetic fist and change shape powers of the transmutation school. Burst of Flight: As a standard action once per day, you sprout wings from your back, giving you a fly speed of 30 (poor) for a number of rounds equal to 1/2 your wizard level. At 5th level and every five levels thereafter, you gain one additional use of this power. At the same time, your fly speed improves by 15 feet, with the maneuverability improving to average at a fly speed of 60 and good at a fly speed of 90. Change Shape (Su): This functions as the change shape power of the transmutation school, except the power functions like drake form I at 8th level, drake form II at 12th level, drake form III at 16th level, and drake form IV at 20th level.
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P layers and Drakes Table 2-2: Drake Tamer Base Fort Ref Will Spells per Day evel Attack Save Save Save L Special 1 2 3 4 5
6
1st
+0
+0
+0
+2
2 nd 3rd
+1 +2
+0 +1
+0 +1
+3 +3
4 th 5th 6th 7th 8th
+3 +3 +4 +5 +6/+1
+1 +1 +2 +2 +2
+1 +1 +2 +2 +2
+4 +4 +5 +5 +6
9th
+6/+1
+3
+3
+6
1 0th +7/+2 +3 11th +8/+3 +3 12th +9/+4 +4 13th +9/+4 +4 14th +10/+5 +4 15th +11/+6/+1 +5 16th +12/+7/+2 +5
+3 +3 +4 +4 +4 +5 +5
+7 +7 +8 +8 +9 +9 +10
1 7th +12/+7/+2 +5 18th +13/+8/+3 +6
+5 +6
+10 +11
1 9th +14/+9/+4 +6 20th +15/+10/+5 +6
+6 +6
+11 +12
Dragon friend, Drake companion (CR 1 with young creature template or 3 feature points), Share spells, Empathic link Drake flank, Summon drake (CR 1) Deliver touch spells, Drake companion (CR 2 or 10 feature points) Drake feature (2 points), Summon drake (CR 2) Drake companion (CR 3 or 15 feature points) Drake devotion, Summon drake (CR 3) Drake companion (CR 5 or 25 feature points) Drake apportation (teleport or switch places within line of sight), Summon drake (CR 4) Drake companion (CR 7 or 35 feature points), Drake telepathy (1 mile) Drake feature (7 points), Summon drake (CR 6) Drake companion (CR 9 or 45 feature points) Scry on drake, Summon drake (CR 8) Drake companion (CR 11 or 55 feature points) Drake telepathy (same plane), Summon drake (CR 10) Drake companion (CR 13 or 65 feature points) Drake diplomat, Drake feature (12 points), Summon drake (CR 12) Drake companion (CR 15 or 75 feature points) Drake apportation (teleport on same plane, or switch places within one mile), Summon drake (CR 14) Drake companion (CR 17 or 85 feature points) Dual drake, Summon drake (CR 16)
Drake Tamer (Alternate Class) With few exceptions, drakes enjoy being around humanoids. The tor drake, considered one of the most anti-social drakes, spends time talking to its charges in the graveyards and burial mounds it claims. Even the psychopathic crimson drake enjoys wreaking destruction alongside goblins and other pyromaniac creatures. Even the most social drake requires some persuading to follow the will of a group, however. Drakes have the draconic superiority complex and often believe they are doing their companions a favor just by being there. With the right mix of suggestion, flattery, and intimidation lets a drake tamer assure her drakes of their presumed rightful place while still getting a lot of use from them. The drake tamer is an alternate class. While this class shares many features with the summoner base class, it focuses exclusively on calling and improving a drake companion, either by calling higher CR drakes or by using the rules in this book to add features to an existing drake. Role: A drake tamer brings a valued companion with her who improves and grows alongside her. As someone who understands draconic creatures, she enhances her party’s ability to diplomatically interact with all sorts of dragons and related beasts. Alignment: Any. Hit Die: d8.
1
–
–
–
–
–
2 3
– –
– –
– –
– –
– –
3 4 4 4 4
1 2 3 3 4
– – – 1 2
– – – – –
– – – – –
– – – – –
5
4
3
–
–
–
5 5 5 5 5 5 5
4 4 5 5 5 5 5
3 4 4 4 4 5 5
1 2 3 3 4 4 4
– – – 1 2 3 3
– – – – – – 1
5 5
5 5
5 5
4 5
4 4
2 3
5 5
5 5
5 5
5 5
5 5
4 5
Class Skills
The drake tamer’s class skills are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Linguistics (Cha), Perception (Wis), Ride (Dex), Sense Motive (Wis). Skill Ranks at Each Level: 4 + Int modifier.
Class Features
All of the following are features of the drake tamer. Weapon and Armor Proficiency: Drake tamers are proficient with all simple weapons and with light armor. A drake tamer can cast spells while wearing light armor without the normal arcane spell failure chance. A drake tamer wearing medium or heavy armor, or using a shield, incurs an arcane spell failure chance if the spell has a somatic component. A drake tamer multiclassing to another arcane spellcasting class incurs the normal arcane spell failure chance for spells received from that other class. Spells: A drake tamer casts arcane spells from the summoner spell list from the Pathfinder RPG Advanced Player’s Guide (as well as the summoner spells contained in this book), with the exception of spells affecting eidolons only. She can cast any spell she knows without preparing it ahead of time up to her allotment of spells per day for each spell level. This allotment is given on the table below. In addition, she
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Table 2-3: Drake Tamer Spells Known
Level
0
1
2
3
4
5
6
1st
4
2/1
--
--
--
--
--
2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th
5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6
3/2 4/3 4/3 4/4 4/4 5/4 5/4 5/5 5/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5
-- -- 2/1 3/2 4/3 4/3 4/4 4/4 5/4 5/4 5/5 5/5 6/5 6/5 6/5 6/5 6/5
-- -- -- -- -- 2/1 3/2 4/3 4/3 4/4 4/4 5/4 5/4 5/5 5/5 6/5 6/5
-- -- -- -- -- -- -- -- 2/1 3/2 4/3 4/3 4/4 4/4 5/4 5/4 5/5
-- -- -- -- -- -- -- -- -- -- -- 2/1 3/2 4/3 4/3 4/4 4/4
--------------2/1 3/2 4/3
19th 20th
6 6
6/5 6/5
6/5 6/5
6/5 6/5
5/5 6/5
5/5 5/5
4/4 5/5
gains bonus spells per day if she has a high Charisma score (refer to the Pathfinder RPG Core Rulebook). A drake tamer must have a Charisma score equal to at least 10 + the spell level to learn or cast a spell. The save DC against a drake tamer’s spell is 10 + spell level + drake tamer’s Charisma modifier. A drake tamer’s selection of spells is highly limited. At first level, she knows four 0-level spells and two 1st-level spells of her choice and gains spells according to the table below. Her Charisma score does not alter the number of spells known. Beginning at 5th level, and at every third level thereafter, a drake tamer can choose to replace one spell she already knows with another spell of the same spell level. The new spell’s level cannot be higher level than one less than the highest-level spell she can cast. She may swap out only a single spell at any given level and can only swap the spell out at the same time she gains new spells known for that level. Cantrips: A drake tamer learns a number of cantrips (0-level spells) as noted on the table below. They are cast like any other spells, but they may be cast any number of times per day. Cantrips prepared using 1st- and higher-level spell slots, due to metamagic feats, for example, consume spell slots as normal. Dragon Friend (Ex): A drake tamer knows how to deal with all types of dragons, adding half her drake tamer level (minimum 1) to all Charisma-based skill checks when interacting with creatures of the dragon type. Drake Companion (Ex): At 1st level, the drake tamer gains a drake companion with a maximum CR of 1. The drake at 1st level also applies the quick rules version of the young creature template and loses any breath weapons. At 2nd level, the drake improves to its full CR 1 statistics. At every subsequent odd level until 5th level, the maximum CR increases by 1. After 5th level, the maximum CR increases by 2 at every odd level. Alternatively, using the drake building rules featured in this book, a
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drake tamer may instead create a drake using an initial 3 feature points, with no breath weapon, and improving to 5 feature points and adding its breath weapon when she reaches 2nd level. She gains an additional 5 feature points to spend on her drake at every subsequent odd level through 5th level. At 7th level and every subsequent odd level, the feature points increase by 10. When a companion drake dies, before the drake tamer can replace it, she must wait one week and perform a ritual costing 200 gp per CR of the creature she wishes to attract. Dismissing a drake does not have this requirement, but the drake tamer must actively search for a new companion. Empathic Link (Su): The drake tamer has an empathic link with her drake companion out to one mile. This link can communicate feelings and emotions but not complex or coherent thoughts or sensory input. The drake tamer has the same connection to an item or place that her companion does. Share Spells (Su): The drake tamer may cast a spell with a target of “you” on her drake companion (as a touch spell) instead of on herself. She may cast spells on the drake even if the spells do not normally affect creatures of the dragon type. Drake Flank (Ex): The drake tamer effectively teams up with her drake companion. At 2nd level, she gains an additional +2 bonus to hit when she flanks with her drake. The drake is also considered to have an effective reach of 5 feet, regardless of its size, when it is flanking with the drake tamer. Summon Drake (Sp): Beginning at 2nd level, the drake tamer may call a drake for a short period of time. A number of times per day equal to 3 + her Charisma modifier, she can summon a CR 1 drake as a standard action. The drake remains for 1 round per level. Otherwise, this ability functions as summon monster I. At each even level beyond 2nd, the maximum CR of the summoned drake increases as listed in the table below. Simultaneously, the ability functions as the next higher-level summon monster spell, up to a maximum of summon monster IX at 18th level. At 10th level, the time increases to 1 minute per level. The drake tamer may only summon one drake at a time with this ability. If she uses the ability again, any existing summon drake effect immediately ends. Deliver Touch Spells (Su): At 3rd level, the drake tamer can imbue her drake to deliver spells with a range of touch. If the drake tamer and her drake are in physical contact when the drake tamer casts the spell, she can designate her companion as “carrying” the spell. The drake carries the spell for a number of rounds equal to the drake tamer’s Cha modifier and can deliver the touch spell just as the drake tamer would. If the drake tamer casts another spell before the touch is delivered, the touch spell dissipates. Drake Feature (Su): The drake tamer takes on some of the aspects of her companion. At 4th level, she may spend 2 feature points on herself but only to duplicate an ability possessed by her companion. She gains 5 feature points at 10th level and 7 at 16th level. Drake Devotion (Ex): At 6th level, the drake tamer’s drake gains a +4 morale bonus to Will saves against enchantment spells and effects. Drake Apportation (Su): At 8th level, the drake tamer learns to magically cross long distances with her drake companion. This ability requires line of sight and works exactly like the dimension door spell, save that the drake tamer or her drake companion must arrive within five feet of the other. Alternatively, this ability can transpose the drake tamer and her companion, provided there is room at the respective destinations. At 18th level, this ability functions exactly like greater teleport, with the added ability to exchange places.
P layers and Drakes Drake Telepathy (Su): The drake tamer learns to improve on her empathic contact with her companion. At 9th level, she can communicate with her drake telepathically up to 1 mile away. At 14th level, this ability has an unlimited range, as long as both are on the same plane. Scry on Drake (Su): As the drake tamer progresses in power, her connection to the drake strengthens. At 12th level, she can scry on any of her drake companions (as if casting the scrying spell) a total of twice per day. Drake Diplomat (Ex): Years of working with drakes has given the drake tamer a reputation with draconic creatures. When the drake tamer reaches 16th level, a creature of the dragon type must make a Will save (DC 10 + half the drake tamer’s class level + Charisma modifier) to attack the drake tamer, as long as she does not attack the dragon. Dual Drake (Su): By 20th level, the drake tamer shares a complete connection with her drake. As a standard action, she can assume the drake’s shape, copying all of its abilities. Her Strength, Dexterity, and Constitution scores change to match the base scores of her drake. The new form absorbs her clothing and gear. Any items with continuous effects continue to function in the new form. She gains her drake’s abilities while losing her own natural attacks and all racial traits, with the exception of bonus feats, skills, and languages. She can keep this form for a number of minutes per day equal to her drake tamer level. This duration need not be consecutive, but it must be spent in 1-minute increments. Ending this effect requires a free action.
Master of Drake Forms Prestige Class Some spellcasters seek to emulate the variety displayed by these diverse creatures. Whether that desire ultimately drives them to take on a true dragon’s or a lesser dragon’s form, these shapeshifters relish the freedom they achieve. With intense study and practice, masters of drake forms can become indistinguishable from the creatures they mimic. Gifted sorcerers, druids, and (occasionally) wizards gravitate to this discipline. Very rarely, a martial character who has received the gift of shapechanging through an item or spell will become a master of drake forms.
Role: A master of drake forms generally becomes hardier than before, and he gains a sustainable ability to fly. This leads to the character becoming more of a skirmisher in battle situations, but the class’s special abilities allow him to remain in the rear of a party if necessary. Finally, taking on the appearance of another character’s familiar adds an element of surprise when a diplomatic situation turns to combat. Alignment: Masters of drake forms typically stay neutral on the good/evil axis, but there are plenty of good and evil masters whose drake forms match their outlook. Due to the mercurial nature of the class, far more of these characters are chaotic than lawful. Hit Die: d8.
Requirements
To qualify to become a master of drake forms, a character must fulfill all the following criteria. Skills: Fly 2 ranks, Knowledge (arcana) 5 ranks. Special: Must have shapechanged, at least partially, into a draconic form. This can either be done through an inherent class ability or becoming the target (willingly or unwillingly) of a spell or ability, such as polymorph.
Class Skills
The master of drake forms’ class skills are Bluff (Cha), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Sense Motive (Wis). Skill Ranks at Each Level: 2 + Int modifier.
Class Features
All of the following are features of the master of drake forms class. Weapon and Armor Proficiency: Masters of drake forms gain no proficiency with any weapon or armor. Drakeshape (Su): Changing shape into a variety of drakes comes easily to this character. At 1st level, the master of drake forms can cast drake form I once per day. At 4th, 7th, and 10th level, he gains another use of this ability, and the effect improves to the next drake form spell (drake form II at 4th level, etc.). This ability lasts for 10 continuous minutes per class level. Dragon Tongue (Ex): The master of drake forms gains the ability to speak Draconic at 1st level. As a purely cosmetic effect, the character’s tongue becomes longer and may fork.
Table 2-3: Master of Drake Forms Level Base Attack 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
+0 +1 +2 +3 +3 +4 +5 +6 +6 +7
Fort Ref Will Save Save Save +1 +1 +2 +2 +3 +3 +4 +4 +5 +5
+1 +1 +2 +2 +3 +3 +4 +4 +5 +5
+0 +1 +1 +1 +2 +2 +2 +3 +3 +3
Special Drakeshape (1/day), Dragon tongue Dragonhide, Draconic vision (low-light vision), Familiar downplay Drake feat, Draconic resistances (sleep) Drakeshape( 2/day), Drake bite, Two is better than one (same drake, drake form I) Drake feat, Flight (60 feet/average maneuverability) Breath weapon (10d6, 1/day) Drake feat , Drakeshape (3/day) Draconic vision (darkvision), Draconic resistances (immunity to sleep/resist paralysis) Drake feat, Two is better than one (different drakes, drake form II) Apotheosis, Breath weapon (15d6, 2/day), Drakeshape (4/day), Flight (90 feet, unlimited use)
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Drake Feat (Ex): At each level indicated in the table, the master of drake forms chooses a bonus feat from the following list: Flyby Attack, Hover, Improved Natural Armor, and Wingover. With the exception of Improved Natural Armor, these feats may only be used while in drake form or when he gains flight through other means. Dragonhide (Ex): The master of drake forms takes on some of the toughness of the creatures he duplicates. At 2nd level, he gains natural armor +1, which stacks with existing natural armor. Draconic Vision (Ex): Taking drake form also gives the master the ability to see like his chosen creatures. At 2nd level, the character gains lowlight vision, or darkvision 30 feet if he already has low-light vision, or he extends existing darkvision by 30 feet. At 8th level, he gains darkvision 60 feet, or extends existing darkvision by 60 feet. As a purely cosmetic effect, the character’s eyes become reflective and may develop slit pupils. Familiar Downplay (Ex): At 2nd level, the master of drake forms may make a Bluff or Disguise check to give the appearance of being another character’s familiar. If he succeeds, he automatically gets to act in the surprise round where a social situation turns violent. Draconic Resistances (Ex): The character gains more draconic toughness as he progresses. At 3rd level, he gains a +4 competence bonus to saving throws against sleep effects. At 8th level, he is immune to sleep effects and gains a +4 competence bonus to saving throws against paralysis. Drake Bite (Ex): The master of drake forms can always bring draconic might to bear. Beginning at 4th level, as a swift action, his jaw and teeth change to provide a bite attack (1d8), considered an additional primary attack. This ability can be used a number of times per day equal to the master’s class level and lasts 1 minute with each use. Flight (Ex): At 5th level, while in his unchanged form, the master of drake forms can manifest wings as a standard action a number of times per day equal to his class level. This provides a fly speed of 60 feet with average maneuverability and lasts for 10 minutes per class level. At 10th level, the character’s flight speed improves to 90 feet and he may manifest wings at will. Breath Weapon (Su): As the character becomes more at ease with drake forms, he learns to master a breath weapon at 6th level. This ability can be used once per day and does 10d6 damage. This ability duplicates a breath weapon belonging to a drake into whose form the character may change or is chosen when he acquires this ability. He gains another use (dealing 15d6 damage) at 10th level. Two Is Better than One (Su): The master of drake forms sees the value in the drakes’ ability to work with others to improve combat capability. At 4th level, the character may use his drakeshape ability to transform into 2 drakes of the same type as drake form I but with a duration of only one minute. At 8th level, the character may choose 2 different drakes for this ability, and it functions as drake form II with a duration of one minute per master of drake forms level. The master does not gain additional copies of items that would remain untransformed, so he must decide which drake gets which item. Likewise, the character does not gain any additional spells or uses of abilities. Any ongoing effects still apply to both drakes. The master must decide how many hit points each drake form has from his current total hit points. If one drake is reduced to 0 hit points, the effect ends, stunning the character for 2 rounds. Apotheosis (Su): The master of drake forms achieves the pinnacle of draconic power at 10th level. The character gains a +4 to Constitution and Intelligence, his natural armor improves by +2, he becomes immune to paralysis, he gains resistance 5 to a type of energy chosen by the character, and he manifests claws as a primary attack (1d6).
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Playing Drakes As drakes find themselves deeply intertwined in humanoid affairs, they can potentially make good player character races as well, if your game supports that. This section provides guidelines for creating a drake PC. The Pathfinder Roleplaying Game does not currently have rules for playing monsters at all CRs, and providing such a system is beyond the scope of this book. However, the Bestiaries include numerous examples of viable characters from monstrous humanoid races. The pseudodragon makes the most obvious choice as a CR 1 creature with reasonable abilities. Written in the Bestiary format, and with a few necessary tweaks, a pseudodragon character would look like this:
Pseudodragon Characters
Pseudodragons are defined by their class levels and do not possess racial Hit Dice. A pseudodragon’s CR is equal to his class level. Pseudodragons have the following racial traits. -2 Strength, +2 Dexterity: Pseudodragons are fast and maneuverable, but fairly weak. Tiny: Pseudodragons are Tiny creatures and gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a -2 penalty to their CMB and CMD, and a +8 size bonus on Fly and Stealth checks. They also have a 0 ft. reach, with the exception of their tails, which have a 5 ft. reach. Slow Movement: Pseudodragons have a base speed of 15 ft. on the ground. Flight: Pseudodragons fly naturally with a 60 ft. fly speed and good maneuverability, which gives them a +4 bonus on fly checks. Tough Hide: Pseudodragons gain a +2 natural bonus to Armor Class. Senses: Pseudodragons have blindsense 60 ft., darkvision 60 ft., and low-light vision. Stealthy: Pseudodragons gain a +2 racial bonus on Stealth checks; this improves to a +4 bonus in forests. Draconic Immunities: Pseudodragons are immune to magic paralysis and sleep effects. Spell Resistance: Pseudodragons have SR equal to 11 + class levels. Natural Attacks: Pseudodragons have a bite attack (1d2 damage) and a tail sting attack (1d3 damage). Once per day per Con bonus (minimum 1/day), as a free action, the tail can inject a mild poison (injury; save Fort 1/2 class levels + Con bonus + 2; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save). Languages: Pseudodragons begin play understanding Draconic and Common. While they can communicate telepathically to a range of 60 feet, they are limited to communicating in languages they understand. Those with high Int scores can choose from the following bonus languages: Elven, Gnome, Halfling, or Sylvan. The array of abilities—with a reduced Stealth bonus to match up with bonuses for other races, and a limit to the poison use to remain equivalent to spell-like abilities of other races—compares favorably to other monster races. In fact, the creature’s strength penalty means it won’t deal incredible amounts of damage. As an optional rule, a GM can require a pseudodragon character to take the Natural Spell feat to effectively cast spells with verbal components, due to its inability to speak. This rule intends to offset the pseudodragon’s flight and armor class advantages by increasing the cost to take a spellcasting class the race is overwhelmingly suited for, but should only be implemented with everyone’s agreement. Alternately, the character’s fly speed and maneuverability can be reduced to 40 ft. (average) until the character reaches 3rd level, and the character gains +1 to natural armor at 2nd and 3rd level.
P layers and Drakes Using this example, a candle drake/lantern dragonette from this book would have the following entry:
Candle Drake Characters
Candle drakes are defined by their class levels and do not possess racial Hit Dice. A candle drake’s CR is equal to his class level. Candle drakes have the following racial traits. -2 Strength, +2 Intelligence: Candle drakes are highly intelligent but not very strong. Tiny: Candle drakes are Tiny creatures and gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a -2 penalty to their CMB and CMD, and a +8 size bonus on fly and Stealth checks. They also have a 0 ft. reach. Slow Movement: Candle drakes have a base speed of 15 ft. on the ground. Flight: Candle drakes fly naturally with a 40 ft. fly speed and average maneuverability. Tough Hide: Candle drakes gain a +2 natural bonus to Armor Class. Senses: Candle drakes have darkvision 60 ft. and lowlight vision. Spell-Like Abilities: Candle drakes have continual light as a constant spell-like ability. Additionally, they have a pool of spell-like abilities which they can choose from, with a maximum of 4 total spell levels per day (0-level spells count as 1 spell level): burning hands, color spray, flare, hypnotic pattern, pyrotechnics, and scorching ray. A candle drake’s caster level for his spell-like abilities is equal to his character level. Draconic Immunities: Candle drakes are immune to magic paralysis and sleep effects. Spell Resistance: Candle drakes have SR equal to 11 + class levels. Vulnerable to Magical Darkness: Candle drakes in an area of magical darkness lose their spell-like abilities and ability to fly. They also take 1 Constitution damage for every minute of exposure. Natural Attacks: Candle drakes have a bite attack that does 1d2 damage. Languages: Candle drakes begin play speaking Draconic and Common. While they can communicate telepathically to a range of 60 feet, they are limited to communicating in languages they know. Those with high Int scores can choose from the following bonus languages: Dwarven, Elven, Gnome, Halfling, or Ignan. The candle drake has a decent set of abilities, but the vulnerability to magical darkness offsets any major advantages the character might have at lower levels.
Advancing Levels as a Drake PC
Any other CR 1 drake from the Pathfinder RPG Bestiary or from this book easily translates into a PC using these guidelines. A CR 2 drake does not start off with any character levels, and gains its first class level when other characters would reach 2nd level. According to the Bestiary, such a creature then gains two levels when it would
reach its third class level, though it should gain only one level’s worth of hit points. If no existing drake suits your tastes, this book provides a myriad of options in the drake-building chapter for nearly any concept. With your GM’s approval, you can take either the Tiny or Small base drake and augment it with 5 (Tiny) or 10 (Small) feature points, spread across at least two different options. The pseudodragon (above) follows this convention fairly closely (loss of breath weapon, additions of blindsense, poison, spell resistance, and limited telepathy). Since a Tiny drake starts off as a CR 1 creature, it can start off as a 1st level character with no racial Hit Dice. A Small drake begins as a CR2 creature, so it would retain its racial Hit Dice, but it would follow the class progression outlined previously. Regardless of source, Tiny drakes have a -2 Strength and +2 Dexterity racial adjustment, while Small drakes have a +2 Dexterity and +2 Charisma racial adjustment. All drakes have enough articulation in their claws and enough connection to magical energies to cast spells without difficulties. However, the optional rule detailed above for the pseudodragon can be applied here.
Drake PC Roles
While drakes as described in this section seem less effective in combat or spellcasting roles, they are versatile enough to take on any role. When choosing character classes, most drakes gravitate towards druid, especially any drake with ties to a geographic or natural concept; rogue, due to their size and natural stealth; or sorcerer, with an unsurprisingly large number awakening their draconic bloodline. A substantial minority of drakes have even put aside their usual chaotic tendencies and trained as monks. However strange it may appear though, one could easily create a drake barbarian, cavalier, fighter, or paladin. Although the latter three classes typically include armor which is more expensive and potentially too cumbersome for a drake, its natural armor and greater mobility offset that need. A drake character usually takes on the role of diplomat, infiltrator, or spy. Most drakes associating with humanoids become friendly and highly suited to working with these creatures. Where a gargantuan dragon terrifies, the much smaller drake can put others at ease. A drake character’s natural draconic arrogance may occasionally emerge, especially when discussions aren’t going his way, or he feels the need to impart some ancient wisdom – ironic since most drakes have life spans shorter than even humans. When this slip occurs, a drake used to dealing with humanoids usually recovers quickly and can cover such gaffs with charm. Due to their size and ability to fly, drake PCs often find their parties relying on them to get into normally inaccessible areas.
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That warehouse window 30 feet up and only 1 foot square? Lacking a rogue with excellent Climb and Escape Artist skills, the Tiny flying drake can surely get there and get in. A drake character might draw the line at squeezing into a sewer pipe, but he generally sees these requests as a chance to reinforce his obvious value to the party. An arcane spellcasting drake PC in an area with a large population of spellcasters can adopt an unassuming appearance as a wizard’s familiar and telepathically coach another party member to play the role of a sorcerer or wizard, possibly requiring some Bluff checks to remain convincing. While playing a “mere companion” might tweak a drake character’s pride, those who ignores him do so at their peril. The character should ensure that any detractors get their comeuppance. Finally, a player could run a drake PC as a willful companion for another player’s PC. This would require coordination between the two players (and possibly the GM), but it could be a fun pair of roles to play, considering the drake’s feelings of superiority and the temptation for the “master” character to order her “familiar” around.
Drake Spells Like their greater cousins, magic is intertwined with these draconic creatures. Spellcasters spending time with drakes long ago developed spells to aid and enhance their companions, even borrowing some of their inherent magical power.
Alchemist Spells
4th-Level Alchemist Spells Drake Form I: Take the form of a Small drake.
5th-Level Alchemist Spells Drake Form II: Take the form of a Medium drake.
6th-Level Alchemist Spells Drake Form III: Take the form of a Large drake.
Bard Spells
1st-Level Bard Spells Influence: +20 to your next Charisma-based skill check. Misleading Presence: Avoid attacks of opportunity when making ranged attacks.
2nd-Level Bard Spells Drake Speech: Telepathically communicate with drakes.
3rd-Level Bard Spells Tame Drake: Befriend a lesser dragon.
4th-Level Bard Spells Influence, Greater: Like influence but +30 bonus.
Cleric Spells
1st-Level Cleric Spells Protection from Lesser Dragons: +2 to AC and saves, plus additional protection against lesser dragons.
Druid Spells
1st-Level Druid Spells
Grant Secondary Attack: Give a target a temporary natural attack. Veil Companion: Hide your familiar or other companion creature. Wingspan: Improves a target’s fly speed and maneuverability.
2nd-Level Druid Spells Drake Speech: Telepathically communicate with drakes. Veil Companion, Greater: As veil companion, but with protection from divination.
3rd-Level Druid Spells Tame Drake: Befriend a lesser dragon.
Inquisitor Spells
5th-Level Inquisitor Spells Greater to Lesser: Reduce a target dragon’s power.
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P layers and Drakes Paladin Spells
Summoner Spells
Protection from Lesser Dragons: +2 to AC and saves, plus additional protection against lesser dragons. Veil Companion: Hide your familiar or other companion creature.
2nd-Level Paladin Spells
Grant Secondary Attack: Give a target a temporary natural attack. Veil Companion: Hide your familiar or other companion creature. Wingspan: Improves a target’s fly speed and maneuverability.
Veil Companion, Greater: As veil companion, but with protection from divination.
2nd-Level Summoner Spells
Ranger Spells
Veil Companion, Greater: As veil companion, but with protection from divination.
1st-Level Paladin Spells
1st-Level Ranger Spells Grant Secondary Attack: Give a target a temporary natural attack. Veil Companion: Hide your familiar or other companion creature. Wingspan: Improves a target’s fly speed and maneuverability.
2nd-Level Ranger Spells Drake Speech: Telepathically communicate with drakes. Veil Companion, Greater: As veil companion, but with protection from divination.
3rd-Level Ranger Spells Tame Drake: Befriend a lesser dragon.
Sorcerer/Wizard Spells
1st-Level Sorcerer/Wizard Spells Grant Secondary Attack: Give a target a temporary natural attack. Influence: +20 bonus to your next Charisma-based skill check. Misleading Presence: Avoid attacks of opportunity when making ranged attacks. Protection from Lesser Dragons: +2 to AC and saves, plus additional protection against lesser dragons. Veil Companion: Hide your familiar or other companion creature. Wingspan: Improves a target’s fly speed and maneuverability.
2nd-Level Sorcerer/Wizard Spells Drake Speech: Telepathically communicate with drakes. Tame Drake: Befriend a lesser dragon. Veil Companion, Greater: As veil companion, but with protection from divination.
4th-Level Sorcerer/Wizard Spells Drake Form I: Take the form of a Small drake. Influence, Greater: Like influence but +30 bonus.
5th-Level Sorcerer/Wizard Spells Drake Form II: Take the form of a Medium drake. Lesser to Greater: Enhance a lesser dragon.
6th-Level Sorcerer/Wizard Spells Drake Form III: Take the form of a Large drake.
7th-Level Sorcerer/Wizard Spells Drake Form IV: Take the form of a powerful Large drake. Greater to Lesser: Reduce a target dragon’s power.
1st-Level Summoner Spells
5th-Level Summoner Spells Lesser to Greater: Enhance a lesser dragon.
Witch Spells
1st-Level Witch Spells Influence: +20 bonus to your next Charisma-based skill check. Misleading Presence: Avoid attacks of opportunity when making ranged attacks. Veil Companion: Hide your familiar or other companion creature.
2nd-Level Witch Spells Drake Speech: Telepathically communicate with drakes. Veil Companion, Greater: As veil companion, but with protection from divination.
4th-Level Witch Spells Influence, Greater: Like influence but +30 bonus.
7th-Level Witch Spells Greater to Lesser: Reduce a target dragon’s power.
Spells Converse with Drake School divination; Level bard 2, druid 2, ranger 2, sorcerer/wizard 2, witch 2 Casting Time 1 standard action Components V, S Range personal Target you Duration 1 min./level Saving Throw see text; Spell Resistance no You gain a limited form of telepathy, which allows you to communicate with any lesser dragon within 100 feet, regardless of the creature’s capability. Communicating with a companion dragon has an unlimited range with this spell as long as the creature is on the same plane. An unwilling dragon must succeed at a Will save to ignore your telepathic contact. Converse with drake does not change the disposition of the creature contacted. Unpredictable or aggressive drakes may react strongly to intrusive thoughts, shifting their attitude down one step. A caster can attempt a Diplomacy check to alter attitudes as normal.
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Drake Form I School transmutation (polymorph); Level alchemist 4, sorcerer/wizard 4 Casting Time 1 standard action Components V, S, M (scale from the drake which you plan to duplicate) Range personal Target you Duration 1 min./level (D) Saving Throw see below; Spell Resistance no You become a Small lesser dragon. You gain a +4 size bonus to Dexterity, a +2 natural armor bonus, fly 40 feet (poor), darkvision 60 feet, telepathy, and a bite (1d6) attack. Additionally, if the drake form has a breath weapon, you gain its breath weapon— albeit limited to 4 dice of damage—which allows a Reflex save for half damage. Drake Form II School transmutation (polymorph); Level alchemist 5, sorcerer/ wizard 5 This spell functions as drake form I, except you can also assume the form of a Medium lesser dragon. You gain a +2 size bonus to Strength, Dexterity and Constitution, a +3 natural armor bonus, fly 60 feet (poor), darkvision 60 feet, telepathy, and a bite (1d8) attack. Additionally, if the drake form has a breath weapon, you gain its breath weapon—albeit limited to 5 dice of damage—which allows a Reflex save for half damage. Drake Form III School transmutation (polymorph); Level alchemist 6, sorcerer/wizard 6 This spell functions as drake form II, except you can also assume the form of a Large lesser dragon. You gain a +4 size bonus to Strength and Constitution, a +4 natural armor bonus, fly 90 feet (poor), darkvision 90 feet, telepathy, a bite (2d6) attack, and two claw (1d6) attacks. Additionally, if the drake form you take breath weapon, you gain its breath weapon— albeit limited to 6 dice of damage—which allows a Reflex save for half damage. Drake Form IV School transmutation (polymorph); Level sorcerer/wizard 7 This spell functions as drake form III. You gain a +6 size bonus to Strength and Constitution, a +6 natural armor bonus, fly 120 feet (poor), darkvision 120 feet, telepathy, a bite (2d8) attack, and two claw (1d8) attacks. Additionally, if the drake form has a breath weapon, you gain its breath weapon—albeit limited to 8 dice of damage—which allows a Reflex save for half damage. Grant Secondary Attack School transmutation; Level druid 1, ranger 1, sorcerer/wizard 1, summoner 1 Casting Time 1 standard action Components V, S Range touch Target creature touched Duration 10 minutes/level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) By means of this spell, a creature’s wings, tail, or any other existing appendage (selected at casting time) that can provide a secondary
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attack does provide that attack. The target may attack with the transformed appendage as a secondary attack, which does base damage per table 3-1 in the Pathfinder Bestiary. Alternatively, this spell may improve an existing secondary attack to deal damage as if the target were one size larger. Greater to Lesser School transmutation (polymorph); Level sorcerer/wizard 7, inquisitor 5, witch 7 Casting Time 1 standard action Components V, S, M (dragon eggshell) Range close (30 ft. + 10 ft./level) Target one dragon Duration permanent Saving Throw Fortitude negates; Spell Resistance yes A dragon with fewer than 15 Hit Dice targeted by this spell becomes a lesser dragon (determined by the caster) of no more than 1/3 its current HD. The creature retains its Intelligence, Wisdom, and Charisma scores, as well as all of its extraordinary and supernatural abilities, which are subject to the new form’s HD and physical stats. Breath weapons are limited to half its HD (minimum of one die of damage). Additionally, it loses any spell-like abilities available to adult or older dragons, and its spell casting is limited to 0 and 1st level spells. A creature under the effect of a form of the dragon spell that fails the save changes to a drake of the related drake form spell (for example, a creature benefitting from form of the dragon II becomes a drake as per drake form II). If you use the eggshell the spell’s target hatched from, the creature suffers -8 to its saving throw. Influence School transmutation; Level bard 1, sorcerer/wizard 1, witch 1 Casting Time 1 standard action Components V, M (honey or vinegar) Range touch Target creature touched Duration see text Saving Throw Will negates (harmless); Spell Resistance yes (harmless) The target gains a quick burst of strong influence over other creatures with Hit Dice equal to or less than the caster’s level. This spell’s recipient choses a single Charisma-based skill. If the skill is used by the end of the recipient’s next round, he gains a +20 enhancement bonus to the check. Thereafter, for 1 minute per the caster’s level (maximum of 5 minutes), the spell’s recipient receives a +2 enhancement bonus to checks for that skill. Influence, Greater School transmutation; Level bard 4, sorcerer/wizard 4, witch 4 The target gains a quick burst of strong influence over other creatures with Hit Dice equal to or less than the caster’s level. This spell’s recipient choses a single Charisma-based skill. If the target uses the skill by the end of his next round, he gains a +30 enhancement bonus to the check. Thereafter, for 1 minute per the caster’s level (maximum of 15 minutes), the spell’s recipient receives a +4 enhancement bonus to checks for that skill.
P layers and Drakes Lesser to Greater School transmutation (polymorph); Level sorcerer/wizard 5, summoner 5 Casting Time 1 standard action Components V, S, M (dragon scale for the greater dragon form) Range touch Target lesser dragon touched Duration 1 min./level (D) Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) By means of this transmutation, a lesser dragon takes on the form of one of its larger cousins. This effect operates in the same manner as form of the dragon I, except the creature must have some aspect in common with the dragon whose form it will take (shared breath weapon, environment, or elemental subtype). For a sorcerer or wizard able to cast 6th level spells, this spell operates as form of the dragon II, and for those who can cast 7th level spells, it operates as form of the dragon III. Misleading Presence School illusion (glamor); Level bard 1, sorcerer/wizard 1, witch 1 Casting Time 1 standard action Components V, S Range touch Target creature touched Duration 1 round/level (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) The creature masked by this illusion appears to be slightly further away than it actually is. If an opponent fails its Will save when interacting with the spell’s recipient, it perceives the creature to be 5 feet further away. This enables the glamored target to cast a spell or use a ranged weapon without drawing an attack of opportunity. A creature believing the illusion will automatically miss if it attempts to attack with a reach weapon. Additionally, Tiny or smaller creatures will appear to be in an adjacent space rather than the same space. Protection from Lesser Dragons School abjuration; Level cleric 1, paladin 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S, DF Range touch Target creature touched Duration 1 min./level (D) Saving Throw Will negates; Spell Resistance yes This spell functions like protection from evil, except it applies to all lesser dragons regardless of alignment.
Tame Drake School enchantment (charm) [mind-affecting]; Level bard 3, druid 3, ranger 3, sorcerer/wizard 2 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one non-true dragon Duration 1 hour/level Saving Throw Will negates; Spell Resistance yes This spell causes a lesser dragon to regard you as a friend and ally (treat the dragon’s attitude as friendly). A dragon threatened by you or your allies receives a +5 bonus to its Will save, while a creature at most one step removed from your alignment receives a -5 penalty to its save. Otherwise, this spell functions as charm person. Veil Companion School illusion (glamer); Level druid 1, paladin 1, ranger 1, sorcerer/wizard 1, summoner 1, witch 1 Casting Time 1 standard action Components V, S Range touch Target your companion creature, familiar or mount, which must be no larger than Large Duration 1 minute/level (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) By means of this spell, your companion creature is either rendered invisible (per the spell invisibility) or appears as a common object. Other than the alternate effect and the changes above, this spell functions like invisibility. Veil Companion, Greater School illusion (glamer); Level druid 2, paladin 2, ranger 2, sorcerer/ wizard 2, summoner 2, witch 2 Duration 10 minutes/level (D) This spell provides the same benefit as veil companion, and also gives the affected creature immunity to divination (scrying) effects. A scrying attempt automatically fails if it specifically targets the creature, or it fails to detect the creature if the scrying is performed over an area. Wingspan School transmutation; Level druid 1, ranger 1, sorcerer/wizard 1, summoner 1 Casting Time 1 standard action Components V, S Range touch Target flying creature touched Duration 10 minutes/level Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) A creature benefitting from this spell has a greater wingspan (though doesn’t change the creature’s size). This grants a 10-foot increase to the target’s fly speed and improves its maneuverability class one step.
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Drake Items Many drakes associate with artisans and craftsmen and tinker with devices of all sorts. From academies and labs throughout the world, drakes lend their talents to craft items both magical and mundane to aid drakes and the humanoid that fight alongside or against these creatures.
Magic Armor Special Ability
Presence: Upon command, this armor changes its appearance, conferring the benefit of the misleading presence spell on the wearer. Only a true seeing spell or similar magic reveals the true nature of the armor and negates the effect for the creature that can perceive the truth. Moderate illusion; CL 10th; Craft Magic Arms and Armor, misleading presence; Price +10,000 gp.
Chrysalis Aura moderate transmutation; CL 9th Slot –; Price 10,000 gp; Weight – (plus see below) Description This small crystal sphere expands into a 5-foot radius chamber when its owner speaks the command word, after which time he has 10 rounds to place an animal companion, eidolon, or familiar into it. The chrysalis then closes and becomes extremely dense (weighing 1 ton, with 60 hit points, and hardness 10), while putting the creature in stasis. Breaching the device before an hour has passed forces the creature inside to succeed at a DC 20 Fortitude save or die. After the hour duration, the chamber opens revealing an improved version of the creature. A familiar gains either 1 temporary hit point per level of its master or an additional +3 to its natural armor. An animal companion gains either a +2 Dexterity bonus, a +2 Strength bonus, or +3 to its natural armor. An eidolon gains 2 points worth of evolutions. If the character chooses two 1-point evolutions, he may select the same evolution if its description allows it, ignoring any level-based restrictions. The chrysalis may be used up to 10 times, with a minimum of 24 hours between use, with the benefit chosen when the character uses the device. Up until the 10th use, the device shrinks back down to its original size; after the 10th use, the crystal shatters harmlessly. Construction Requirements Craft Wondrous Item, polymorph; Cost 5,000 gp
Companion Replica
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requires a new 24-hour attunement period. Once per day, if the replicated target is within 60 feet of the item’s owner—the replica must be held in order to activate it—the owner can command the creature into the replica as a standard action. While in the object, the creature is in stasis and cannot be affected by anything other than damage or effects that can harm the marble. As another standard action, the creature can be returned to its normal form. Construction Requirements Craft Wondrous Item, shrink item, statue; Cost 8,000 gp.
Drake Mask Aura moderate transmutation; CL 11th Slot head; Price 30,000 gp; Weight 1 lb. Description By donning this mask, a character gains abilities inherent to many lesser dragons. Three times per day, as a standard action, the wearer may choose to use a breath weapon, per the rules in drake form III, or an ability from the list below. Any saving throw against an effect generated by the mask has DC 17, and any ability with an ongoing effect lasts for 11 rounds. In addition to damaging breath weapons, the wearer can use the alehouse or dream drake’s breath weapon, an ash drake’s ash cloud, a glass drake’s blinding focus, a sewer drake’s disease, or a song drake’s accompany or alter mood. With the GM’s permission, the mask also provides any ability from the Building Drakes chapter with a cost of 5 points or less which could conceivably come from the character’s head (for example, thorn spray would be acceptable, but tail spikes would not). Construction Requirements Craft Wondrous Item, drake form III; Cost 15,000 gp.
Dimming Paste Aura light abjuration; CL 7th Slot –; Price 1,000 gp; Weight 1 lbs. Description This sticky paste has no odor and dries clear. Discovered by underground survivalists, this paste renders the creature covered in the substance less visible to blindsense and blindsight, effectively reducing by half the range at which creatures with those abilities can detect the user of dimming paste. For example, a character with dimming paste smeared on his body walking towards a dragon would not show up on its blindsense until 30 feet away instead of 60 feet. The effects of this paste persist for 1 hour before drying and flaking off.
Aura strong transmutation; CL 13th Slot –; Price 16,000 gp; Weight 3 lbs.
Construction Requirements Craft Wondrous Item, invisibility; Cost 500 gp
Description By attuning this featureless 2-inch marble cube to a companion creature or familiar (requires 24 hours), the block takes on the exact appearance of the creature in miniature. Switching to a new creature
Aura moderate divination; CL 7th Slot –; Price 56,000 gp; Weight 1 lb.
Finder Stone
P layers and Drakes Table 2-5: Drake Weapons
Simple Weapons Cost Claw Caps 2 gp Tail Razor 5 gp Tail Spike 3 gp Wing Blade 10 gp
Dmg (S) Dmg (M)
1d2 1d3 1d3 1d4
1d3 1d4 1d4 1d6
Critical
Range Increment
Weight
Type
x2 19-20/x2 x2 19-20/x2
— — — —
1/4 lb. 1/2 lb. 1/2 lb. 1 lb.
P or S S P S
Description This flat, polished, bright green stone appears as nothing more than a good skipping stone. However, by concentrating on a creature type (and subtype), the stone will indicate the direction to the nearest creature of that type by growing warm in the cardinal direction of the target. Construction Requirements Craft Wondrous Item, locate creature; Cost 28,000 gp
Oil of Tooth and Claw Aura faint transmutation, CL 7th Slot –; Price 1,500 gp (cold iron/silver), 3,000 gp adamantine); Weight – Description This silvery fluid coats a creature’s natural weapons allowing them to bypass certain types of damage reduction. When treated with this oil, natural weapons receive a +1 enhancement bonus and, depending on the type of oil, is treated as either cold iron and silver, or adamantine for damage reduction. The oil can be used to treat all natural weapons for a Medium or smaller creature, two natural weapons for a Large creature, and a single natural weapon for a Huge or larger creature. This effect persists for 24 hours before wearing off. Construction Requirements Craft Wondrous Item, magic fang; Cost 750 gp (cold iron/silver), 1,500 gp (adamantine)
Whistle of Calling Aura moderate conjuration; CL 11th Slot –; Price 26,400 gp; Weight – Description This small metal whistle is attuned to the owner and a companion creature when the owner touches the creature while blowing the whistle. Once during the following 24-hour period, the owner may blow the whistle as a standard action to summon the companion from anywhere on the same plane of existance. The creature appears a full round later in a space adjacent to the whistle’s owner. After recalling the companion creature, the owner must wait until the 24-hour period has elapsed before attuning the whistle again. Construction Requirements Craft Wondrous Item, word of recall; Cost 13,200 gp
Mundane Items
Created to aid lesser dragons in their combat prowess, these weapons accentuate the drake’s natural attacks. They may be enchanted normally. Wing Blade: This straight blade affixes to the wing of any draconic creature. The creature can flick its wing to make a secondary attack with the blade. Wing blades typically have to be customized to fit the distinct curve of an individual’s wing. Treat an improperly customized blade as an improvised weapon. Tail Razor: While appearing as simply a straight razor crudely lashed to a creature’s tail, this sophisticated contraption actually allow the creature to strike with the blade regardless of orientation. It provides a lethal secondary attack, which, depending on the creature’s tail length, could give it reach. Tail Spike: Much like the tail razor, this apparently crude spearhead lashed to a creature’s tail allows the bearer to impale an opponent. Claw Caps: These unobtrusive metal fittings come in sets of 4 to 6, depending on the creature for which they are designed. By means of these fittings, the creature gains a claw attack as a primary attack or improves an existing claw attack by 1 step.
Adventuring Gear
Companion’s Howdah: This device allows its user to affix a covered area over his backpack, giving his companion creature or familiar a comfortable place ride. The creature must be at least one size category smaller than the howdah’s wearer to use it effectively. Cost 5 gp; Weight 3 lbs. Drake Barding: Similar to a mount’s barding, this armor is shaped in such a way to fit a companion drake. The cost is higher due to accommodations for the creature’s wings and tail. Cost 1.5 x armor’s cost for Small creature, 3x armor’s cost for Medium creature, 6x armor’s cost for Large creature; Weight Same as armor’s weight for Small or Medium creature, 2 x armor’s weight for Large creature. Wing Binds: This complex series of ropes and chains completely binds a creature’s wings. Any creature relying on its wings for flight cannot fly with these devices applied. A bound creature can make an Escape Artist check to free its wings (DC 35, or DC 40 for masterwork wing binds), or a Strength check (DC 28, or DC 30 for masterwork wing binds) to break the devices. Wing binds have hardness 10 and 15 hit points. Cost 25 gp for Small or Medium wing binds (75 gp for masterwork), 10 x the cost for Large wing binds, 100 x the cost for Huge wing binds. Weight 4 lbs.
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Chapter 3:
Game Masters and Drakes “Sure, you have to work hard to gain a drake’s respect, and you must acknowledge his majesty at least once a day. Still, I feel much better knowing my drake is working with me rather than against me. He’s easily as reliable as my other friends, if not more so.” Iggie Dougald - Drake Tamer
T
he following chapter provides stats for 20 drakes and comprehensive rules for GMs who want to introduce their own drakes as friendly companions or vicious foes.
The Drake Bestiary
In the following section you will find a selection of drakes with low to medium-high Challenge Ratings. The creatures range from Tiny to Large, have a good mix of esoteric, geographic, and material themes, and a wide range of alignments. Individual drakes, of course, can stray from their listed alignment. Some of these drakes work well as familiars, and with the right feats or class features, some drakes can be a character’s companion. The selection of drakes included in this book is by no means an exhaustive list of known drakes.
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Alehouse Drake This plump little creature lazily reclines, a dazed look in its eyes and the suggestion of a grin on its fanged jaws. Alehouse Drake CR 3 XP 800 CN Tiny dragon (esoteric) Init +3; Senses darkvision 60 ft., low-light vision; Perception +8 Defense AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size) hp 42 (4d12+16) Fort +8, Ref +7, Will +5 Immune magic paralysis and sleep, dragon traits
Game Masters and Drakes Offense Speed 40 ft., fly 80 ft. (average) Melee 2 claws +4 (1d2-2), bite +4 (1d3-2) Space 2.5 ft.; Reach 2.5 ft. Special Attacks discombobulating touch, breath weapon (15 ft. cone, drunkenness, Fort DC 16 special, usable every 1d4 rounds), forgetful spellcasting Spell-Like Abilities (CL 7th; concentration +10) At will—daze (DC 13), lesser confusion (DC 14), lullaby (DC 13) 3/day—hideous laughter (DC 15), invisibility, touch of idiocy 1/day—calm emotions (DC 15), confusion (DC 17), rage Statistics Str 7, Dex 16, Con 19, Int 11, Wis 12, Cha 16 Base Atk +4; CMB +5; CMD 13 Feats Ability Focus (discombobulating touch), Stealthy Skills Bluff +9, Diplomacy +8, Escape Artist +5, Fly +10, Knowledge (local) +6, Perception +8, Sense Motive +8, Sleight of Hand +7, Stealth +19 Languages Common, Draconic Ecology Environment urban Organization solitary, pair, revel (2-10) Treasure standard Special Abilities Breath Weapon (Su) An alehouse drake can burp a cloud of intoxicating gas in a 15-foot cone. A creature caught in the cloud becomes sickened for 1 minute and must succeed at a DC 16 Fortitude save or become nauseated for 1d6 rounds. Discombobulating Touch (Su) As a standard action an alehouse drake can make a touch attack that grants its target +3 to Dexterity-based skill checks and melee attacks but also imposes the confused condition. This effect lasts for 1d4 rounds. A successful DC 17 Will save negates this effect. The save DC is Charisma-based. Forgetful Spellcasting (Su) When an alehouse drake targets a creature with a mind-affecting spell, the creature must succeed on a DC 15 Will save or forget the source of the spell.
drakes gossip endlessly. Perched in hiding places throughout a busy tavern, alehouse drakes pick up a lot of stories and many trade in information. An alehouse drake can serve as a good source for goings on about town, and could be important to an investigation of events occurring in their establishment. More devious and illmannered alehouse drakes resort to blackmail, but usually only to secure a comfortable spot in their chosen tavern. An odd, one-sided rivalry has sprung up between alehouse drakes and pact drakes, with the former trying in vain to get the latter to loosen up. For their part, pact drakes mostly ignore the cajoling and puerile taunts, but overly persistent alehouse drakes sometimes find their chosen home shut down due to obscure ordinance violations. Alehouse drakes prefer acting alone, but sometimes as they age, like all drakes, they take mates and live a coupled life. In particularly large and cosmopolitan cities, a revel of alehouse drakes might control the inns, tap houses, and other drinking establishments within an entire district, shifting patrons’ emotions for fun or profit. Alehouse drakes average about one-and-a-half feet long and weigh about 18 lbs. with a plump belly. Their scales are deep amber with cream or white highlights, and they possess glittering, light-colored eyes. The oldest recorded alehouse drake, the light-hearted Essammith, lived just past 400 years, inhabiting the same tavern for most of that period. Alehouse drakes are esoteric drakes.
More a nuisance than a true threat, alehouse drakes squat in busy bars, rowdy taverns, and bustling inns. A bane or savior to every bartender and innkeeper, alehouse drakes enjoy pushing patron’s emotions, driving crowds to ecstatic cheers or bloody bar fights. Alehouse drakes prefer escape to confrontation but bristle into beasts when cornered. The drake opens combat with its breath weapon and follows up with discombobulating touch. Alehouse drakes typically make their homes in busy and populated cities and towns, but as they age, they escape the hustle and bustle and lair within roadside coaching inns and more isolated travelers’ taverns. In the former situations, alehouse drakes are often troublemakers or pranksters, but in the latter circumstances, they usually befriend the proprietor and help manage flared tempers and weepy drinkers in return for living space and a generous tab. Easily one of the most talkative types of drakes, alehouse
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Ash Drake A lean and dull-scaled drake perches on the edge of a massive chimney as if it just crawled out, its tail still hanging into the chimney as smoke billows out. Ash Drake CR 5 XP 1,600 NE Small dragon (material) Init +2; Senses darkvision 60 ft., low-light vision; Perception +11 Defense AC 20, touch 14, flat-footed 17 (+2 Dex, +1 dodge, +6 natural, +1 size) hp 57 (6d12+18) Fort +8, Ref +7, Will +7 Immune magic paralysis and sleep, dragon traits, Resist fire 10 Offense Speed 40 ft., fly 100 ft. (average) Melee 2 claws +9 (1d4+2), bite +10 (1d6+2) Special Attacks ash cloud, breath weapon (20 ft. cone, 6d4 fire damage, Ref DC 16 half, Fort DC 16 negates, usable every 1d4 rounds) Statistics Str 14, Dex 15, Con 16, Int 9, Wis 15, Cha 10 Base Atk +6; CMB +7; CMD 20 (24 vs. trip) Feats Dodge, Flyby Attack, Weapon Focus (bite) Skills Climb +8, Fly +9, Intimidate +8, Knowledge (arcana) +4, Knowledge (local) +4, Perception +11, Sense Motive +7, Stealth +15, Survival +7 Languages Common, Draconic
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Ecology Environment temperate and warm mountains, urban Organization solitary, flight (2-5) Treasure standard Special Abilities Ash Cloud (Ex) When an ash drake beats its wings and shakes its scales, a cloud of ash blossoms from its body. As a standard action, an ash drake can create a cloud that extends 10 feet in all directions, centered on itself. This cloud provides 20% concealment, though the ash drake can see normally through its own cloud. Any creature entering or beginning its turn in the cloud, must succeed on a DC 16 Fortitude save or become sickened for one minute. The save DC is Constitution-based. Breath Weapon (Su) An ash drake spews a blistering hot cone of choking ash. Any creatures in the path of this spray can attempt a DC 16 Reflex save for half damage. Any creatures taking damage from the breath weapon must succeed on a DC 16 Fortitude save or become sickened for one minute. The save DC for both effects is Constitution-based. Ash drakes clog chimney flues and delight in dusting crowds with thick, choking ash and soot. It makes wheezing sounds as it laughs at its victims. To placate the creatures, factory owners leave large piles of ash for the drakes to play in, with the hope they will remember the kindness and leave the factory and its employees alone. Anyone hunting ash drakes finds them very difficult to attack in their cramped lairs where the creatures blend in with the surroundings. Ash drakes also often befriend kobolds, who would normally be their best hunters. Ash drakes eat rats and stray animals, although few can resist snatching an unattended, possibly beloved pet. Contrary to popular opinion, this drake doesn’t consume ash, but enjoys a pile of ash like a cat would catnip, rolling around in it and becoming wild-eyed. Anyone who disrupts such play finds himself the target of the creature’s intensely hot and sooty breath weapon. While an ash drake is typically 3 feet long with a 4-foot long tail which seems to trail off into smoke, it weighs considerably less than one would expect – approximately 10 pounds. Once every 3 years during the winter, when chimneys are more active, a male drake leaves its lair to find a mate. This event often occasions the closure of whatever section of city the new couple roosts in, as the air becomes nearly un-breathable with soot. The resulting 2-3 eggs are left in a suitable chimney, and one of the parents remains to protect the young from those who would try to destroy the next generation of tormenters. Ash drakes outside a city attempt to live in or near volcanic plateaus, unhappy with the prospect of no good neighbors to bully. In the wild, an ash drake may partner with a red dragon, from a safe distance, since it provides its lesser cousin with plenty of ash. Ash drakes are bitter rivals with steam drakes and will be especially cruel to anyone treating steam drakes well. They also abhor belkers and will attack them on sight, which many consider the drakes’ only redeeming quality. Ash drakes are material drakes.
Game Masters and Drakes
Candle Drake (Lantern Dragonette) A pair of cat-sized drakes converse with each other. Both have a waxy appearance, but one of the creatures has a flame where its tail ends, while the other has a glow emanating from its belly. Candle Drake XP 400 LN Tiny dragon (material) Init +1; Senses darkvision 60 ft., low-light vision; Perception +6
CR 1
Defense AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size) hp 13 (2d12) Fort +2, Ref +3, Will +3 Immune paralysis, sleep; SR 12 Weaknesses vulnerable to magical darkness Offense Speed 15 ft., fly 40 ft. (average) Melee bite +0 (1d2-2) Space 2 1/2 ft.; Reach 0 ft. Special Attacks tail wick (lantern belly) Statistics Str 7, Dex 12, Con 11, Int 16, Wis 13, Cha 12 Base Atk +2; CMB +1; CMD 9 Feats Magical Aptitude Skills Appraise +8, Diplomacy +6, Fly +10, Linguistics +8, Perception +6, Sense Motive +6, Spellcraft +10, Stealth +14, Use Magic Device +12; Racial Modifiers +4 Use Magical Device Languages Common, Draconic, Elven, Ignan; telepathy 60 ft. Ecology Environment any temperate or warm Organization solitary, pair, or cloister (4-7) Treasure standard Special Abilities Tail Wick/Lantern Belly (Sp) A candle drake can use spell-like abilities from its tail wick (or lantern belly in the case of the lantern dragonette). If the drake has sufficient candles to feed on, it can emit continual flame a number of times per day equal to 2 times the creature’s HD. The continual flame can be dispelled, but the drake may take a swift action to resume it except in areas of magical darkness. Each ability consumes the dragon’s total uses at a rate of 1 use per spell level (0-level spells count as 1 use). The following spells are cast at 3rd level, and save DCs are Intelligence-based: burning hands, color spray (DC 14), flare (DC 13), hypnotic pattern (DC 15), pyrotechnics (DC 15), scorching ray. Vulnerable to Magical Darkness (Ex) A candle drake in an area of magical darkness loses its tail wick/lantern belly ability and its ability to fly. It also suffers 1 Constitution damage for every minute of exposure. A candle drake and lantern dragonette both boast waxy, pale yellow scales, which darken with age. While the two creatures are functionally the same, the frequently travelling lantern dragonette evolved to better preserve its tail wick; A candle drake’s tail ends in what appears to be
a flaming tuft of hair, while the lantern dragonette has its wick in its stomach. This drake weighs 10 lb., its body is 18 inches long, and its tail adds another 8 inches. The tail grows as the drake ages, though it shrinks as the creature uses its abilities. The drake requires 4 ounces of candles per day and 4 more ounces for each use of its tail wick or belly lantern. A candle drake’s unusual diet leads it to lair in libraries, abbeys, and other places of study. Even though the dragons eat candles essential for study, they still provide light and protect their adopted homes. Residents and caretakers regard them as good luck and enjoy conversing with them. This gregarious drake prefers to speak with its companions but uses telepathy if necessary, and the creature hisses when surprised or displeased. It loves nothing more than discussing magic and history with an intelligent and informed individual. Occasionally, the creature sets out with an adventuring party—this occurs with more frequency for a lantern dragonette—purely for the sake of learning or to acquire sources of knowledge. Most parties enjoy the travelling light source and the abilities these companions bring to bear. A candle drake tries to avoid combat and uses its abilities only to escape or to defend its lair, family, and friends. A candle drake lives anywhere from 5 to 30 years. Mercenary spellcasters, who hunt the drakes as raw components for magical candles, contribute significantly to this disparity. A mated pair produces one clutch of 2-5 eggs every 5 years, and one parent raises the young drakes until they mature after a year and leave to search for their own lairs. A cloister of candle drakes taxes its lair’s resources, so the other parent often ventures out to retrieve more candles. A candle drake wishing to learn more about the world finds a spellcaster with which it can travel. An arcane spellcaster of at least 7th level with the Improved Familiar feat can take a candle drake as a familiar, subject to the feat’s restrictions. Candle drakes and lantern dragonettes are material drakes.
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Crag Drake Stone made into predatory beast, this creature prowls cavern tunnels and mineshafts as a jaguar stalks a jungle. Its powerful limbs end in jagged metallic claws, and chipped stone teeth fill its powerful jaws. Rocky protrusions mark its durable hide, and a serpentine tail lashes wickedly behind. Crag Drake CR 8 XP 4,800 NE Large dragon (geographic) Init +6; Senses darkvision 60 ft., low-light vision; Perception +14 Defense AC 25, touch 11, flat-footed 23 (+2 Dex, +14 natural, -1 size) hp 85 (10d12+20); fast healing 5 (special) Fort +9, Ref +9, Will +8 Immune magic paralysis and sleep, dragon traits, Resist fire 10 Offense Speed 40 ft., burrow 20 ft. Melee bite +14 (1d10+4/19–20), 2 claws +13 (1d8+4) Space 10 ft.; Reach 5 ft. (10 ft. with bite) Special Attacks breath weapon (40 ft. cone, 6d6 acid, Ref DC 19 half, usable every 1d4 rounds) Spell-Like Abilities (CL 10th; concentration +13) 1/day—stone tell Statistics Str 19, Dex 14, Con 15, Int 13, Wis 12, Cha 16 Base Atk +10; CMB +15; CMD 27 (31 vs. trip)
Feats Ability Focus (breath weapon), Improved Critical (bite), Improved Initiative, Power Attack, Weapon Focus (bite) Skills Acrobatics +16 (+24 jump), Climb +21, Escape Artist +20, Intimidate +16, Perception +14, Sense Motive +14, Stealth +11; Racial Modifiers Acrobatics+4 (+4 jump), +4 Climb, +8 Escape Artist Languages Common, Draconic SQ meld with stone, squeeze Ecology Environment any mountains, underground Organization solitary, pair, clutch (3-8) Treasure standard Special Abilities Fast Healing (Su) While using its meld with stone ability, a crag drake heals 5 damage each round, provided it has at least 1 hit point at the time it enters the stone. Meld with Stone (Su) A creature of earth, a crag drake can become one with the stone in which it makes its home. As a standard action, a crag drake can use meld with stone as a spell-like ability at will, but the duration is indefinite. Squeeze (Ex) Able to compress and contort its body, a crag drake can easily slip through spaces not normally accessible to a creature of its size. When a crag drake would normally be forced into squeezing, it counts as one size category smaller but suffers none of the usual penalties. This includes squeezing past an opponent while moving. A crag drake can move into smaller spaces using the squeezing action as normal with a successful Escape Artist check. Using this action, a crag drake still suffers the -4 penalty to AC, but it does not lose its Dexterity bonus. Crag drakes are the one dragon that dwarves truly fear, for in addition to their powerful bite and stony claws, they have a caustic breath that allows them to literally eat gold and other ores. A crag drake is the bane of a successful mining operation. The creature stalks underground denizens, eating both them and their precious minerals. Stealthy and cunning, this beast is an ever-present shark stalking the seas of stone beneath a mountain. Known to lie in wait for prospective miners and underground wanderers, the crag drake’s corrosive breath, vicious teeth and claws, and elusive tactics wreak havoc on its victims. Because they are never found far from a rich vein of metal or minerals, some prospectors find the presence of a crag drake to be a sign of good luck. A crag drake prefers to hunt alone, but in especially rich hunting grounds, it will share the spoils with others of its kind. The clutch of crag drakes roam separate sections of the mountain to clear out competitors, and then drain the mineral vein dry to leave nothing but pockets of corroded rock. A crag drake, as a creature of stone itself, finds comfort in the cramped bowels of the earth. A forbidding mountain and yawning black tunnels, the glitter of ore just below the surface, and the hiss of gasses seeping through slowsplitting fissures are the hallmarks of home for these prowling fiends. A crag drake’s coloration and stealthy nature help disguise it in darkened mine shafts and natural caverns. It stands between 5 and 6 feet tall at the shoulder and nearly 15 feet long from flickering tongue to whipping tail. Powerful muscles, a compact build, and a dense rocky hide add to its roughly 1,200 pound weight. In Midgard, mining dwarves, skittish kobolds, and roaming adventurers most often find these nefarious creatures in the Ironcrag Mountains. Crag drakes are geographic drakes.
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Game Masters and Drakes
Crimson Drake The creature you at first thought was a pseudodragon reveals itself as you approach. It has scales the color of dried blood, a deadly scorpion stinger, and the mischievous gleam you saw in its eyes becomes murderous. Crimson Drake CR 3 XP 600 CE Tiny dragon (esoteric, fire) Init +2; Senses darkvision 60 ft., low-light vision; Perception +4 Defense AC 18, touch 14, flat-footed 16; (+2 Dex, +4 natural, +2 size) hp 34 (4d12+8) Fort +6, Ref +6, Will +3 Immune paralysis, sleep effects; SR 13
Unless a crimson drake is a companion to another creature, it will only use telepathy and imitate a pseudodragon’s vocalization to trick victims into approaching. It utters a deep, menacing growl when it attacks. A crimson drake hates others of its kind and will attack another drake on sight. Every 5 years, a group of drakes, consisting of a female and at least two males, gathers far from any lair. This gathering results in a large swath of destruction and one male survivor, who impregnates the female and leaves. The female drake tends the resulting 10-12 eggs, perhaps half of which survive her depredations, and she departs when they hatch. One of the fledgling drakes slaughters its siblings and makes its first lair at the site. While anti-social with its own species, a crimson drake delights in finding like-minded creatures for mutual protection, companionship, or mayhem. Goblins frequently adopt a crimson drake “mascot” to burn things down while they get on with slaughtering people. Red dragons regard a crimson drake as a pet, at best, eventually causing resentment until the lesser creature sets fires intentionally to blaze a trail for hunters to the dragon’s lair. Crimson drakes are esoteric drakes.
Offense Speed 15 ft., fly 80 ft. (good) Melee bite +6 (1d3), sting +6 (1d2 plus poison) Space 2 1/2 ft.; Reach 0 ft. (5 ft. with tail) Special Attacks breath weapon (10-ft. cone; 2d4 fire, Ref DC 16 half, once every 1d4 rounds)
Crimson Drake Companions
Statistics Str 10, Dex 14, Con 14, Int 8, Wis 9, Cha 10 Base Atk +4; CMB +4; CMD 14 Feats Ability Focus (breath weapon), Weapon Finesse Skills Bluff +7, Fly +17, Intimidate +11, Perception +4, Stealth +17, Survival +4; Racial Modifiers +4 Intimidate Languages Common, Draconic; telepathy 60 ft.
A crimson drake may serve a master who provides it with better opportunities to kill and burn. The master must be careful, though, for any perceived slight could cause the drake to turn. An arcane spellcaster of at least 7th level with the Improved Familiar feat can take a crimson drake as a familiar, subject to the feat’s restrictions. A crimson drake egg can fetch a price of up to 7,500 gp, and a hatchling is worth as much as 15,000 gp.
Ecology Environment temperate and warm forest Organization solitary, pair, or frenzy (3-5) Treasure standard Special Abilities Poison (Ex) Sting—injury; save Fort DC 14; frequency 1/round for 2 rounds; effect 1d2 Con damage; cure 1 save. The save DC is Constitution-based. A crimson drake prefers intelligent prey. They typically lair in woods near a small settlement into which they make nighttime forays to set fire to a single house, kill the occupants, or both. The drake leaves its forest home alone but sets fire to nearby areas when denied a kill. This practice often leads canny hunters straight to the creature’s lair. While a crimson drake delights in mayhem and murder, the beast has learned to imitate pseudodragons to gain its prey’s confidence. The drake’s ruse doesn’t last, however. Every minute after initial contact, it must succeed at a DC 15 Will save to maintain its deception. The crimson drake’s appearance, breath weapon, and temperament have led scholars to quietly speculate on a relationship between them and red dragons. They resemble a red dragon in all but size and the presence of the drake’s scorpion-like stinger. Crimson drake weighs 12 pounds, its body reaches 18 inches, and its tail adds another 18 inches.
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Deep Drake This large, unnerving drake’s glassy black scales have purple undertones. Its features are elongated and almost alien. Glossy black, expressionless eyes stare ahead, while a barbed stinger sits at the end of a long tail ready to strike. Deep Drake CR 9 XP 6,400 CE Large dragon (geographic) Init +2; Senses darkvision 90 ft., low-light vision; Perception +15 Defense AC 22, touch 12, flat-footed 19 (+2 Dex, +1 dodge, +10 natural, -1 size) hp 115 (11d12+44) Fort +11, Ref +9, Will +9 Immune magic paralysis and sleep, dragon traits; SR 20 Offense Speed 50 ft., climb 30 ft., fly 100 ft. (poor) Melee 2 claws +15 (1d6+5), bite +15 (1d8+5), wings +10 (1d6+2), sting +16 (1d6+5/19–20) Space 5 ft.; Reach 10 ft. (10 ft. with bite and sting) Special Attacks breath weapon (80 ft. line, 10d6 damage, Ref DC 19 half, Fort DC 19 stunned, usable every 1d4 rounds), poison Spell-Like Abilities (CL 9th; concentration +10) 3/day—deeper darkness Statistics Str 21, Dex 14, Con 19, Int 11, Wis 14, Cha 12 Base Atk +11; CMB +17; CMD 30 (34 vs. trip) Feats Dodge, Improved Critical (sting), Mobility, Power Attack, Spring Attack, Weapon Focus (sting)
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Skills Bluff +14, Climb +13, Fly +8, Intimidate +14, Knowledge (arcana) +4, Knowledge (geography) +5, Knowledge (nature) +4, Linguistics +4, Perception +15, Sense Motive +11, Stealth +11, Survival +11 Languages Aklo, Common, Draconic Ecology Environment underground Organization solitary, pair Treasure standard Special Abilities Breath Weapon (Su) A deep drake blasts forth a crackling line of purple-black energy that wracks its victims with pain. This attack deals 10d6 damage, though targets can attempt a DC 19 Reflex save for half. Those failing this save must succeed on a DC 19 Fortitude save or become stunned for 1d4 rounds. The save DCs are Constitution-based. Poison (Ex) Sting—Injury; save Fort DC 19; frequency 1/round for 4 rounds; effect 1d4 Con; cure 1 save. When animate dead is cast on creatures killed by this poison, the caster does not need to use onyx gemstones as a material component. The deep drake has made a niche for itself in its subterranean environment. In Midgard, a number have has established mutually beneficial relationships with the Ghoul Imperium and other undead powers. The drakes’ poison ensures their ‘allies’ have easy replacements when their population dwindles. In return, those underlings who have failed their rulers become food for the drake. A deep drake rarely comes into contact with other draconic creatures, with the exception of tor drakes, whom they mutually despise. Malign creatures making forays into a tor drake’s territory may bring a deep drake along to combat or at least distract the tor drake. The drakes instinctively attack each other when they meet. Life underground has warped the deep drake, making it one of the strangest dragons in appearance and mindset. Whereas most drakes attach themselves to humanoids—even brutal, warlike humanoids have understandable motivations to a typical drake—this creature feels much more at home with aberrations and undead. This lean creature measures 12 feet in length, including a 3-foot long tail, and weighs up to 2 tons. Its coloration makes it an ideal predator in the subterranean dark. When seen in full light, the creature is unnerving to those unused to aberrations. A deep drake mates for life with another deep drake when two of these rare creatures meet. A hermaphroditic creature, the drake assumes a gender until it finds a mate, at which time it may change to an appropriate gender. There is no clear reason for which drake changes and no indication that one gender is subservient to the other. Once every 10-20 years, the two drakes reproduce, leaving the three or four resulting four-foot long, rubbery eggs behind to survive on their own. A young deep drake can hunt when it emerges from its egg and will eat any available vermin or cannibalize its siblings if necessary. Occasionally, subterranean undead or aberrations bring these eggs to their cities to raise and train the young drakes. A “household drake” is a great status symbol in some deep places, and surface necromancers who have heard of the creature may practically sell their souls for one. Deep drakes are geographic drakes.
Game Masters and Drakes
Dream Drake This strange creature looks like a fantastic combination of dragon, feline, and insect. Thin wings hold the tiny beast aloft and a strange insectile tail swishes behind it. The creature peers through strange eyes while clasping its claws in thought. Dream Drake XP 3,200 CN Tiny dragon (esoteric, extraplanar) Init +4; Senses darkvision 60 ft., low-light vision; Perception +14
CR 7
Defense AC 21, touch 17, flatfooted 16 (+4 Dex, +1 dodge, +4 natural, +2 size) hp 85 (9d12+27) Fort +8, Ref +10, Will +8 DR 5/silver; Immune magic paralysis and sleep, dragon traits; SR 18 Offense Speed 40 ft., fly 80 ft. (good) Melee 2 claws +10 (1d2-1), bite +11 (1d3-1 plus 1d3 Wis damage) Space 2.5 ft.; Reach 2.5 ft. Special Attacks breath weapon (15 ft. cone, bewilderment, Will DC 19, usable every 1d4 rounds), enter dream Spell-Like Abilities (CL 9th; concentration +14) At will—etherealness 5/day—deep slumber (DC 18) Statistics Str 8, Dex 19, Con 17, Int 14, Wis 15, Cha 20 Base Atk +9; CMB +11; CMD 21 (25 vs. trip) Feats Ability Focus (breath weapon), Dodge, Mobility, Persuasive, Weapon Focus (bite) Skills Bluff +13, Diplomacy +19, Fly +17, Intimidate +15, Knowledge (arcana) +12, Knowledge (nature) +11, Knowledge (planes) +12, Perception +14, Sense Motive +14, Spellcraft +9, Stealth +24 Languages Auran, Common, Draconic, telepathy 100 ft. SQ eternal foe Ecology Environment any Organization solitary, pair Treasure standard Special Abilities Breath Weapon (Su) A dream drake can spray an area with a fine and glittering dust that twists reality for those subjected to it. Creatures caught in this area take 1d6 Wisdom damage and are confused for 1d4 rounds as they hallucinate. A successful DC 19 Will save halves the Wisdom damage and the duration of the confusion effect. Enter Dream (Su) A dream drake can become ethereal and enter the dreams of a sleeping chaotic target. Once in the dream, the drake can affect the subject and outcome of the experience, bringing
nightmares, nostalgia, or whimsy. A creature subjected to nightmares suffers 1 point of Constitution damage upon waking. A creature subjected to nostalgia gains a +2 bonus to their next Knowledge check or Int check to recall information. A creature subjected to whimsy gains a +1 Cha bonus for two hours upon waking. A creature can be the target of this ability only once every 24 hours. Eternal Foe (Ex) A dream drake’s claws are treated as cold iron and magic for the purpose of overcoming a night hag’s damage reduction. Also known as ether drakes, dream drakes lead seemingly frivolous lives, flitting about between emotions, interests, and experiences. While their behavior has no pattern or direction, dream drakes are constantly trying to improve themselves by experiencing as many realities as possible. Some dream drakes even claim to experience the dream world while waking and live two simultaneous experiences for a time. Dream drakes can enter the ethereal plane and know well the strange creatures calling that strange expanse home. One of the foulest, night hags, rank among the dream drake’s most hated foes. While the night hag only wants to torment, collect, and possess, the dream drake wishes to free creatures of their reality and introduce imaginative thought. Dream drakes hunt night hags, even organizing small bands to put an end to a night hag’s blight. While dreams present the potential to experience alternate realities, dream drakes also encourage positive dreams to allow a good night’s rest or a guided dream to explore possible outcomes to a problem, resolve troubling memories, or even, if spiteful, induce frightening nightmares. Dream drakes sometimes pair up with exceptional humanoids who share their lust for experiences. These relationships rarely last long, as most humanoid cannot keep up with the whimsical drakes, but both sides often find them rewarding. Some ancient true dragons use dream drakes to read their dreams and deliver orders while the enormous creatures sleep for decades at a time. Dream drakes vary in appearance more than any other drake type. While most possess the same strange features, coloration, scale pattern, horn length, etc., all differ in some manner. Over time, a dream drake can even shift its own physiology due to experiences and dreams. A drake spending too much time in somber nostalgic dreams takes on a darker hue, its scales more dim than lustrous, while a drake in the throes of wild experience is resplendent in coloration and shine. Just over 18 inches in length, a dream drake weighs barely over 5 pounds. Dream drakes are esoteric drakes.
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Gear Drake Like a sleek machine made flesh, this draconic creature moves with smooth, well-oiled precision. Its scales seem to sweat a thin film of grease on everything it brushes against. Gear Drake CR 5 XP 1,600 LN Small dragon (material) Init +5; Senses darkvision 60 ft., low-light vision; Perception +10 Defense AC 19, touch 12, flat-footed 18 (+1 Dex, +7 natural, +1 size) hp 57 (6d12+18) Fort +8, Ref +6, Will +6 DR 5/slashing; Immune magic paralysis and sleep, dragon traits, Resist fire 5 Offense Speed 40 ft., fly 100 ft. (average) Melee 2 claws +10 (1d4+3), bite +10 (1d6+3) Special Attacks breath weapon (40 ft. line, 7d6 sonic plus special, Ref DC 16 half, usable every 1d4 rounds) Spell-Like Abilities (CL 6th; concentration +6) At will—detect chaos, detect magic, mending 1/day—animate objects, haste, make whole, slow (DC 13) Statistics Str 16, Dex 13, Con 17, Int 12, Wis 12, Cha 11 Base Atk +6; CMB +8; CMD 19 (23 vs. trip) Feats Improved Initiative, Improved Sunder, Power Attack Skills Appraise +6, Craft (any two) +9, Disable Device +7, Knowledge (engineering) +9, Perception +10, Sense Motive +6, Spellcraft +8, Stealth +12, Use Magic Device +6 Languages Common, Draconic SQ durable claws
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Ecology Environment urban Organization solitary, pair, team (3-5) Treasure standard Special Abilities Breath Weapon (Su) A gear drake can blast a line of cacophonous grinding noise dealing 7d6 sonic damage; DC 16 Reflex save for half damage. In addition to the sonic damage, a gear drake can focus its breath weapon on a single item as the shatter spell, DC 16 Reflex negates. Durable Claws (Ex) A gear drake’s claws are treated as adamantine for overcoming damage reduction. A gear drake can serve as a trusted workmate or a spiteful saboteur. Skilled with all manner of tools and machines, gear drakes represent the ingenuity of craftsmanship, and many tradesmen regard having one roost in their workshop as highly prestigious. A gear drake doesn’t lend its services to just anyone. These proud and particular creatures only work with those who share their work ethic and perfectionism. Gear drakes possess a strange physiology. Their bones have the texture of polished metal, their joints a mechanical precision, and bodies’ a machined appearance. Stripped of flesh, the more resemble a complex construct than a natural creature. Their scales have a metallic hue and odd bumps that resemble rivets. Despite this, they are indeed creatures of flesh and blood. Gear drakes see other drakes as components in the world’s great machine and maintain one of the friendliest relationships among other drakes. They especially enjoy the company of steam drakes, who often inhabit the same workshops and forges, but also work well with other material drakes. Gear drakes often draft elaborate plans requiring the assistance of paper, glass, and even ash drakes; although gear drakes sensibly avoid putting ash and steam drakes together. They make it very clear that they control the project, however, and hold their cousins to their own high standards, making such partnerships generally short affairs. By contrast, gear drakes will often work with each other for years, particularly on large-scale projects. The relationships that grow from these projects often lead to a new great endeavor: the next generation of gear drakes. The clutch of 2-4 eggs takes about a month to gestate and almost another year to hatch. Each parent then spends another year teaching the hatchlings, tinkering to ensure the best possible advantages for their offspring, so to speak. After a year, the young drakes leave to find their own way. While most gear drakes love to create, some malign gear drakes live to break everything around them. These vile creatures stalk and ambush gearforged in back alleys, wreck workshops, or burn laboratories. These evil gear drakes sometimes serve spiteful inventors, taking bribes to destroy a competitor’s facilities and tools. Gear drakes are stout and dense for their size often weigh 150 pounds. They reach over 5 feet from nose to tail. Gear drakes are material drakes.
Game Masters and Drakes
Glass Drake This tiny creature glints in the light like a delicate figurine of blown glass given life. A sinister look on its face, the creature takes flight on transparent wings. Glass Drake XP 2,400 LE Tiny dragon (material) Init +3; Senses darkvision 60 ft., low-light vision; Perception +11
CR 6
Defense AC 19, touch 16, flatfooted 15 (+3 Dex, +1 dodge, +3 natural, +2 size) hp 66 (7d12+21) Fort +8, Ref +8, Will +5 Immune acid, poison, magic paralysis and sleep, dragon traits, Resist electricity 10, fire 10; SR 17 Weaknesses vulnerable to the shatter spell Offense Speed 40 ft., fly 80 ft. (average) Melee 2 claws +7 (1d2-2), bite +8 (1d3-2) Space 2.5 ft.; Reach 2.5 ft. (5 ft. with bite) Special Attacks blinding focus, breath weapon (30 ft. line, 4d4 damage plus 2 bleed, Ref DC 16 half, usable every 1d3) Spell-Like Abilities (CL 6th; concentration +7) At will—flare (DC 11) 1/day—hypnotic pattern (DC 13), mirror image Statistics Str 7, Dex 17, Con 16, Int 11, Wis 10, Cha 12 Base Atk +7; CMB +8; CMD 17 (21 vs. trip) Feats Alertness, Dodge, Flyby Attack, Weapon Focus (bite) Skills Bluff +9, Diplomacy +9, Escape Artist +9, Fly +12, Knowledge (arcana) +7, Perception +11, Sense Motive +9, Spellcraft +7, Stealth +20 Languages Common, Draconic SQ dynamic death, reform Ecology Environment urban Organization solitary, pair, collection (3-6) Treasure standard Special Abilities Blinding Focus (Su) As a full round action the glass drake can distort its body to refocus light into a blinding display. Sighted creatures within 10 ft. must succeed on a DC 16 Fortitude save or be blinded for 1 minute. Those succeeding on this save are instead dazzled for 1 round. The save DC is Constitution-based. Breath Weapon (Su) A glass drake spits a line of shattered glass. These shards deal 4d4 piercing and slashing damage. In
addition, creatures taking damage from the breath weapon also take 2 bleed damage. A DC 16 Reflex save halves this damage, including the bleed damage. Dynamic Death (Su) When reduced below 0 hit points, a glass drake explodes in a 10-foot burst of shattered glass. Any creature within range takes 8d4 piercing and slashing damage and 2 bleed damage. A DC 16 Reflex save halves this damage, including the bleed damage. Reform (Su) If a dead glass drake’s shattered remains stay within 10 ft. of each other, the drake reforms in 1d12 weeks. If even a handful of the shards are away from the rest, the creature will not reform. Each time a glass drake reforms in this manner it gains 1 negative level. Despite their size and delicate look, glass drakes are durable and vicious creatures prone to manipulation and cruelty. They prefer to make their homes in cities of industry and education where they can sell their services and information to artisans and those studying arcane arts. These drakes play on the perception of their fragile nature so others underestimate them. They often twist other’s words or blackmail people into service. Glass drakes live extremely long lives. If they live to an old age without ever having used their reform ability, their appearance begins to change. The creature’s scales lose their luster and become cloudy. Their features begin to sag and lose definition. When glass drakes are killed and their reform ability draws their body back together, it revives their body to a prime young physique. Because of this, glass drakes aggressively throw themselves into fights, especially in isolated areas or their home den where it is less likely to have their shattered remains disturbed. Some glass drakes enter into murder pacts with one another, where they take turns destroying each other and looking after the remains while the creature reforms. These pacts allow the drakes to slow the passing of time on their bodies and also create a bond of friendship between the two drakes. Since the glass drake’s method of reproduction involves the mixing of shards from two different drakes, this bond usually grows to include an immature glass drake, which almost immediately joins its parents on forays for the glass providing this drake’s primary food source. Glass drakes measure just over 18 inches from their sculpted snout to their thin tail, and weigh about 15 pounds. Glass drakes’ scales are extremely smooth and their hide twists the light to make the creature seem almost translucent. This is most prevalent in the glass drake’s wings and connective folds of skin. The creature’s teeth are as clear as the rest of its body. Glass drakes are material drakes.
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Mist Drake This powerful beast strides as fluidly and silently as a predatory cat. Vicious teeth line its snarling jaws, and its enormous feet sport deadly claws. A fine mist drifts from the creature’s slick scales. Mist Drake CR 9 XP 6,400 NE Medium dragon (geographic) Init +3; Senses darkvision 60 ft., low-light vision, See In Fog; Perception +16 Defense AC 22, touch 14, flat-footed 18 (+3 Dex, +1 dodge, +8 natural) hp 115 (11d12+44) Fort +11, Ref +10, Will +9 Immune magic paralysis and sleep, dragon traits; Resist acid 10; SR 20 Offense Speed 40 ft., fly 100 ft. (average) Melee bite +15 (1d6+3), 2 claws +14 (1d4+3), 2 wings +12 (1d4+1) Space 5 ft.; Reach 5 ft. (10 ft. with bite) Special Attacks breath weapon (30 ft. cone, 6d6 acid damage plus special, Ref DC 21 half, usable every 1d4 rounds) Spell-Like Abilities (CL 9th; concentration +12) At will—obscuring mist 3/day—gaseous form 1/day—solid fog Statistics Str 17, Dex 16, Con 18, Int 11, Wis 14, Cha 17 Base Atk +11; CMB +14; CMD 27 (31 vs. trip) Feats Ability Focus (breath weapon), Combat Reflexes, Dodge,
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Multiattack, Power Attack, Weapon Focus (bite) Skills Bluff +11, Diplomacy +10, Escape Artist +12, Intimidate +11, Knowledge (nature) +6, Knowledge (planes) +6, Perception +16, Sense Motive +10, Spellcraft +6, Stealth +17, Use Magic Device +13 Languages Common, Draconic SQ mist swimming Ecology Environment Any Organization solitary, pair, pack (3-8) Treasure standard Special Abilities Breath Weapon (Su) In addition to the 6d6 acid damage dealt by a mist drake’s 30-foot cone breath weapon, the effect chokes and gags those it damages. Any creature taking damage from the breath weapon must succeed on a DC 21 Fortitude save or become nauseated for 1d4 rounds. Mist Swimming (Su) A mist drake moves freely through any fog, cloud, mist, or smoke, including magical, mundane, and natural effects. While a spell like solid fog would not affect a mist drake, the damaging effects of spells like cloudkill and stinking cloud still affect a mist drake normally. See In Fog (Su) A mist drake can see perfectly in any fog, cloud, mist, or smoke. This ability includes magical, mundane, and natural effects. Natural ambush predators, mist drakes use disorientation and savage violence when stalking and bringing down their victims. Mist drakes always strike while veiled in cloying mists. The creatures will hunt any intelligent quarry, though they prefer humanoids, and love terrorizing their victims by changing position often, making sudden noises, and striking then retreating. Mist drakes claim a meal just isn’t a meal unless it knows it is food before it dies. Mist drakes hunt their cousins as zealously as they do humanoids, so they rarely befriend other drakes. Good-aligned drakes attack mist drakes on sight. Plumed drakes, in fact, sometimes actively hunt mist drakes. Quite social with their own kind, however, mist drakes often form hunting packs. These packs target what they consider big game – experienced warriors, outsiders, and true dragons. Especially sadistic mist drakes ally with vampires or other intelligent undead and provide their unnatural “pack mate” with an extra measure of stealth and surprise. Mist drakes opens combat with obscuring mist or solid fog and rely on speed against opponents able to see in fog or mist, targeting them first. For stronger victims, a mist drake will swim through solid fog to attack from all directions while remaining restricted. If grossly outnumbered or suffering too much damage, a mist drake uses gaseous form to escape. After a successful major hunt, the most powerful mist drakes—those which contributed most to the kills—form mated pairs. They spend several months together in a mist-shrouded valley and produce 8-12 eggs that seem to be composed of solid fog. After the young mist dragons hatch, both parents take turns teaching them to hunt and work together as a pack. Typically, the young leave when they reach an age where they can hunt alone and eventually find their own pack. Powerful and lean, a mist drake reaches over 7 feet from nose to tail and weighs over 350 pounds. A mist drake’s scales are usually a dark grey, but pale, nearly white, and dull black variations exist. Mist drakes are geographic drakes.
Game Masters and Drakes
Moon Drake Graceful and alien, this pale drake floats in the air as much as it flies. Large eyes curiously take in its surroundings and fill observers with unease. Moon Drake CR 11 XP 12,800 N Medium dragon (esoteric) Init +9; Senses darkvision 60 ft., low-light vision; Perception +23 Defense AC 25, touch 16, flat-footed 19 (+5 Dex, +1 dodge, +9 natural) hp 136 (13d12+52) Fort +12, Ref +13, Will +11 DR 10/cold iron; Immune magic paralysis and sleep, dragon traits, Resist cold 10, electricity 10, fire 10, sonic 10; SR 22 Offense Speed 50 ft., fly 100 ft. (perfect) Melee 2 claws +16 (1d4+3), bite +16 (1d8+3), 2 wings +11 (1d4+1) Space 5 ft.; Reach 5 ft. (10 ft. with bite) Special Attacks power over lycanthropes, breath weapon (60 ft. line, 10d8 electricity, Ref DC 20 half, usable every 1d4 rounds) Spell-Like Abilities (CL 16th; concentration +21) At will—detect magic, feather fall, levitate 3/day—confusion (DC 19), quickened freedom of movement, magic missile, reverse gravity 1/day—greater teleport (self only plus 50 lbs of objects, full and new moon only) Statistics Str 16, Dex 21, Con 19, Int 15, Wis 16, Cha 21 Base Atk +13; CMB +16; CMD 32 (36 vs. trip) Feats Alertness, Blind-Fight, Dodge, Flyby Attack, Improved Initiative, Power Attack, Quicken Spell-Like Ability (freedom of movement) Skills Diplomacy +21, Fly +21, Knowledge (arcana) +15, Knowledge (geography) +15, Knowledge (planes) +15, Perception +23, Sense Motive +23, Spellcraft +18, Stealth +21, Survival +10 Languages Common, Draconic, Sylvan, telepathy 100 ft. SQ long breath, moonbound Ecology Environment any Organization solitary Treasure standard Special Abilities Long Breath (Ex) A moon drake can essentially hold its breath for 28 days. Moonbound (Su) A moon drake is dependent on the phase of the moon. Depending on the cycle, a moon drake receives
either a bonus or a penalty to attack rolls, saving throws, or skill checks. The moon drake chooses which one of these is affected each day of the current moon phase and can change it each new day before sunset. Full +2, 3/4 +1, Half +0, 1/4 -1, New -2. Power Over Lycanthropes (Su) A moon drake can recognize a lycanthrope as if it had true seeing as a permanent ability. Furthermore, a moon drake can cure an infected lycanthrope with a touch no matter how long since the infection. Unwilling creatures must succeed on a DC 21 Will save or revert to their true form and be free of the disease. True lycanthropes targeted by this effect revert to their true humanoid form for 3d12 minutes if they fail the save. This ability is equivalent to a 5th-level spell and the DC is Charisma-based. Little is known about these rarest and strangest of drakes. Their relationship with lycanthropes supports a claim to some strong connection with the moon, and moon drakes go through a cycle of changes aligned with the lunar phases. Drakes seem to embody elements of existence, and moon drakes have apparently come to personify the ideas and associations of the moon, rather than the physical object itself. These changes also affect the creature’s mood making it one of the most unpredictable of drakes. Encountering the same moon drake is often a very different experience each time. Though moon drakes are picky about which humanoids they associate with, they are supremely loyal, and their companions rapidly become familiar with the creatures’ sifting moods. While these drakes rarely (and always vaguely) discuss their lives and background, they enjoy helping humanoids, especially when dealing with lycanthropes. More than one village plagued by were-creatures tell stories of a moon drake discovering the infected murderer and healing the affliction. Moon drakes actively search out these shapeshifters to heal all those they can and destroy the rest. Moon drakes sometimes join with travelers or hunters for years to track and cure lycanthropes. No one has seen either a mated pair or young moon drakes, which leads drake scholars to contend moon drakes reproduce and raise their young in some extra-planer or extraterrestrial local, perhaps on the moon itself. Moon drakes have small, compact bodies that stretch almost 7 feet from the snout to the tip of their strange tail. Moon drakes weigh just over 100 pounds. Moon drakes are esoteric drakes.
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Pact Drake This small draconic creature holds itself with the poise of a learned scholar or a righteous judge. Discerning eyes peer past a scaled snout and toothy jaws. Pact Drake CR 10 XP 9,600 LN Small dragon (esoteric) Init +6; Senses darkvision 60 ft., low-light vision, true seeing; Perception +24 Defense AC 21, touch 14, flat-footed 18 (+2 Dex, +1 dodge, +7 natural, +1 size) hp 114 (12d12+36) Fort +11, Ref +10, Will +13 Immune mind-affecting effects, magic paralysis and sleep, dragon traits Offense Speed 40 ft., fly 100 ft. (average) Melee 2 claws +13 (1d3-1), bite +13 (1d4-1) Special Attacks breath weapon (20 ft. cone, calm emotions, Ref DC 21 half, usable every 1d3 rounds), punish transgressor Spell-Like Abilities (CL 14th; concentration +20) Constant—tongues, true seeing At will—detect chaos, detect evil, detect good, detect law, detect magic, read magic 5/day—lesser restoration, sanctuary (DC 17) 3/day—quickened dimension door, discern lies, invisibility 1/day—break enchantment, dictum (DC 23), geas (DC 22), speak with dead Statistics Str 9, Dex 14, Con 17, Int 17, Wis 20, Cha 22 Base Atk +12; CMB +10; CMD 23 (27 vs. trip) Feats Ability Focus (breath weapon), Alertness, Dodge, Improved Initiative, Quicken Spell-Like Ability (dimension door), Skill Focus (Sense Motive)
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Skills Diplomacy +21, Knowledge (arcana) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +8, Knowledge (nobility) +12, Knowledge (planes) +8, Knowledge (religion) +10, Linguistics +12, Perception +24, Perform (oratory) +12, Sense Motive +30, Spellcraft +15, Stealth +17, Use Magic Device +18 Special Qualities pact status Languages Common, Tongues Ecology Environment urban Organization solitary, council (2-7) Treasure standard Special Abilities Pact Status (Su) This ability helps the pact drake check on those who have entered into a pact. Each pact participant is affected as if the pact drake has cast greater scrying on them, provided he and the drake are on the same plane. The greater scrying effect can be dispelled, but it takes only a free action for the drake to restore it. The pact drake can maintain pact status on a number of creatures equal to its Hit Dice. When it reaches the limit, it must drop one target to add another. Punish Transgressor (Su) A pact drake near a creature that has broken a pact brokered by this particular drake can cast dictum on the creature. This affects any creature regardless of alignment, and the drake is treated as if it had twice its Hit Dice for this effect. The word of Law in draconic form, a pact drake makes its home in large cities or other seats of authority. They often appear at major negotiation, as if drawn by an uncanny sense. Sometimes welcomed, sometimes not, the drakes nevertheless assure that all parties honor the contract. Some nations or powerful individuals retain the services of a pact drake, usually by providing historical, legal, or religious documents. Some of these creatures also demand trivial payment in gems and jewels; though trivial to the drake could mean up to 10% of the kingdom’s treasure. Delicate negotiations between rival humanoid powers sometimes fall to the pact drakes “employed” by both sides. As the embodiment of Law, a pact drake must enforce all deals it brokers. If for any reason it cannot enforce a deal, the drake suffers -4 to attack rolls, saves, and ability and skill checks. This condition functions exactly like the bestow curse spell except that it can only be lifted by enforcing the deal, by a spellcaster with levels equal to twice the pact drake’s Hit Dice, or by another pact drake convinced the afflicted drake has atoned. Pact drakes understand this and work to handle every contract meticulously. While its 4-foot long body and 1-foot long tail make a pact drake seem insignificant, it carries an unmistakable presence in hall of power. The creatures sometimes take on affectations to further their image, usually the trappings of authority recognized by the society around them. Courtship for a pact drake is simply another sort of deal. The two drakes meet, determine which drake will raise the young, how much assistance or compensation the other drake will provide, agree to terms, and finally consummate the deal. The union typically results in a small brood of 2-4 drakes – some sages humorously suggest the pair negotiate the number of young along with all the other terms. Pact drakes are esoteric drakes.
Game Masters and Drakes
Paper Drake With its sharp angles and translucent skin, this draconic creature looks as if it were carefully folded from a massive sheet of paper; including its razorsharp claws and teeth. Paper Drake CR 3 XP 800 N Small dragon (material) Init +7; Senses darkvision 60 ft., low-light vision; Perception +8 Defense AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size) hp 38 (4d12+12) Fort +7, Ref +7, Will +5 Immune magic paralysis and sleep, dragon traits Offense Speed 40 ft., fly 100 ft. (average) Melee 2 claws +6 (1d3+1), bite +6 (1d4+1), tail slap +1 (1d4 plus tail snap) Special Attacks breath weapon (40 ft. line, 3d6 slashing damage, Ref DC 15 half, usable every 1d4 rounds), tail snap Statistics Str 13, Dex 17, Con 16, Int 12, Wis 12, Cha 13 Base Atk +4; CMB +4; CMD 17 (21 vs. trip) Feats Improved Initiative, Power Attack Skills Acrobatics +5 (+9 jump), Bluff +6, Diplomacy +6, Escape Artist +7, Knowledge (arcana) +6, Knowledge (engineering) +5, Knowledge (history) +6, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +6, Perception +8, Sense Motive +5, Stealth +14 Languages Common, Draconic, Dwarven, Elven SQ unfold, shelve
These odd drakes reportedly originated in exotic lands far from central Midgard, where paper remains rare compared to parchment and vellum. However, whether the little beasts come from the Dragon Empire of the East or the Elvish West before the land fell to ruin— written documents in both places mention these creatures—they now appear across Midgard. Perhaps these strange drakes have edited their origins out of history. A bane to historians and spellcasters, paper drakes can erase ink and pigments, and often do so at random simply for aesthetic purposes. They adore the possibility of a blank page almost as much as one selectively cleared to make beautiful patterns in the ink. Not always a nuisance, paper drakes can help scribes start over on a flawed text or reuse a book of old notes. In the few places they both occur, ink drakes tend to dominate paper drakes, which accounts for the latter’s often skittish demeanors. Ink drakes occasionally subject enslaved paper drakes to strange magical rituals, “tattooing” powerful runes and symbols onto their translucent skin. Paper drakes that survive this may have any manner of strange esoteric abilities, though their minds are almost invariably broken. In their regular form, paper drakes reach just over 4 feet in length and weight around 30 pounds regardless of size. They are mostly some shade of white or tan, though some develop a brown or yellow tone as they age. Paper drakes are material drakes.
Ecology Environment urban Organization solitary, pair, signature (4-8) Treasure standard Special Abilities Shelve (Su) A paper drake can fold itself into a small form perfect for hiding on bookshelves and in libraries. This requires a standard action and the drake must be adjacent to papers or books large enough to contain it. While merged with the material, the paper drake cannot see its surroundings but can hear nearby sounds. Any damage dealt to the mass of paper damages both the material and the drake. A paper drake can end this effect as a free action. Tail Snap (Ex) A paper drake can quickly strike with its tail, creating a loud boom. A paper drake must successfully hit an opponent with its tail snap attack. Those struck must succeed on a DC 15 Fort save or be stunned for one round. Unfold (Su) A paper drake can manipulate its body, allowing the creature to fold itself to change its size and shape. As a standard action, the drake can adjust its size by one step in either direction, from Small to Tiny or Small to Medium size. All normal numerical adjustments apply.
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Plumed Drake Colorful feathers completely cover this draconic creature, from hooked snout to sharp talons, marking it with a mix of radiant hues. Plumed Drake CR 12 XP 19,200 NG Large dragon (esoteric) Init +7; Senses darkvision 60 ft., low-light vision; Perception +20 Defense AC 25, touch 13, flat-footed 21 (+3 Dex, +1 dodge, +12 natural, -1 size) hp 161 (14d12+70) Fort +14, Ref +12, Will +12 DR 10/evil; Immune poison, magic paralysis and sleep, dragon traits, Resist cold 10, electricity 10, fire 10 Offense Speed 50 ft., fly 150 ft. (average) Melee 2 claws +19 (1d6+6), bite +19 (1d10+6/19–20), 2 wings +17 (1d6+3), tail slap +17 (1d8+3) Space 10 ft.; Reach 10 ft. Special Attacks breath weapon (80 ft. line, 10d6 fire plus blinding, Ref DC 22 half, Fort DC 22 negates, usable every 1d4 rounds) Spell-Like Abilities (CL 14th; concentration +18) At will—detect evil, detect magic, detect poison, endure elements, obscuring mist 3/day—call lightning, daylight, freedom of movement, gust of wind, neutralize poison 1/day—control weather, control winds, gaseous form, reincarnate
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Statistics Str 22, Dex 17, Con 21, Int 15, Wis 16, Cha 18 Base Atk +14; CMB +21; CMD 35 Feats Dodge, Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Power Attack Skills Diplomacy +21, Fly +9, Heal +11, Knowledge (arcana) +15, Knowledge (geography) +15, Knowledge (nature) +15, Perception +20, Sense Motive +20, Spellcraft +15, Survival +16, Use Magic Device +17 Languages Celestial, Common, Draconic Ecology Environment any Organization solitary, pair Treasure standard Special Abilities Breath Weapon (Su) A plumed drake spits a white hot line of searing fire. Creatures in the area take 10d6 fire damage (DC 22 Reflex save halves). Creatures taking damage from the breath weapon must also succeed on a DC 22 Fortitude save or be blinded for 1d12 minutes. Healing Touch (Su) Plumed drakes can heal another creature up to 1d6 for every 2 Hit Dice the drake possesses each day. The drake must touch the target to heal damage. This healing touch may be divided into any number of 1d6 increments. Plumed drakes come to the aid of desperate, hard-working people. While this powerful drake occasionally aids these people with its own supernatural might, it prefers instruction and an adherence to making proper choices. One of the most powerful types of drakes known, plumed drakes see prismatic drakes as equals and sometimes join with them in dire instances. Perhaps because of their viciousness and complete lack of any sense of rational decorum, or maybe because of their shared tie to weather, plumed drakes maintain a ruthless rivalry with mist drakes. Plumed drakes prefer warm climates and migrate each year and visit different communities. During their travels, plumed drakes aid anyone in need along their route. Even in peaceful times, plumed drakes visit these settlements for the sake of conversation and to dispense advice and wisdom on how to become a better person. While most plumed drakes only share their talks with people who are interested, more than one drake goes too far and proselytizes to the eye-rolling townsfolk. Much like peacocks, plumed drakes select mates based on the vividness of their scales. After coupling, which results in 2-5 eggs, the male departs, leaving the female to provide for the young drakes, which mature in 31 years. During this considerable period of time, the mother instructs her children in numerous life lessons. Imposing and majestic, plumed drakes reach 12 feet from the tip of their beak-like snout to their feathered tail. Despite their size, these elegant creatures weigh just over 400 pounds. Coloration on plumed drakes varies slightly, but almost always includes bright spots, colorful stripes, and even shimmering feathers. When plumed drakes molt in cold climates they grow white and gray feathers. While the creatures never speak of it, some writings mention a sect of evil plumed drakes with dull black feathers and oily scales. These creatures lack the Healing Touch ability and instead drain vitality from their foes with a touch of their wicked talons. Plumed drakes are esoteric drakes, though some sages make good arguments for geographic and material as well.
Game Masters and Drakes
Prismatic Drake This small but majestic dragon has scales and gossamer wings which shimmer with all the colors of the spectrum. It smiles beatifically as it flies by, trailing a powerful thunderstorm and leaving an arcing rainbow in its wake. Prismatic Drake CR 14 XP 38,400 CG Medium dragon (esoteric) Init +9; Senses darkvision 60 ft., low-light vision; Perception +27 Defense AC 26, touch 16, flat-footed 20 (+5 Dex, +1 dodge, +10 natural) hp 195 (17d12+85) Fort +15, Ref +15, Will +13 Immune magic paralysis and sleep, prismatic spells, dragon traits Offense Speed 50 ft., fly 120 ft. (good) Melee 2 claws +22 (1d6+4), bite +23 (1d8+4), 2 wings +20 (1d4+2) Space 5 ft.; Reach 5 ft. (10 ft. with bite) Special Attacks breath weapon (20 ft. radius spread rainbow pattern or 30 ft. cone, prismatic spray, Ref DC 23 half *special, usable every 1d4+1 rounds) Spell-Like Abilities (CL 15th; concentration +19) At will—color spray (DC 15) 3/day—prismatic spray (DC 21) Statistics Str 19, Dex 21, Con 20, Int 16, Wis 17, Cha 18 Base Atk +17; CMB +21; CMD 37 (41 vs. trip) Feats Alertness, Dodge, Improved Initiative, Mobility, Multiattack, Power Attack, Spring Attack, Weapon Finesse, Weapon Focus (bite) Skills Bluff +19, Diplomacy +19, Fly +9, Knowledge (arcana) +20, Knowledge (dungeoneering) +16, Knowledge (planes) +20, Perception +27, Sense Motive +25, Spellcraft +21, Stealth +23, Survival +18, Use Magic Device +24 Languages Auran, Celestial, Common, Draconic, Sylvan
Arguably one of the most powerful of the lesser dragons, the prismatic drake contents itself with chasing violent storms and providing some joy for those frightened or harmed by those storms. From a distance, some often mistake this drake for a chromatic dragon, but the creature’s relatively small size and shifting colors quickly put paid to that notion. Prismatic drakes hoard treasure much like their larger cousins and attract free-spirited fey creatures to guard it, giving rise to legends of pots of gold at the end of rainbows Prismatic drakes hate tyranny but rarely confront it directly, preferring to work with resistance groups to remove their oppressors. Metallic dragons regard this drake as an emperor might regard an allied baron of a small, independent country. On the other hand chromatic dragons—other than black and white dragons, who just hate everything—despise the creature because it dares to mock their majesty and coloration. Chromatic dragons may summon storms, or create an illusion of a storm, in order to trap and kill a prismatic drake. A prismatic drake reaches 8 feet from snout to tail, with the tail comprising 2 feet of that length, and weighs roughly 400 pounds. The creatures are exceptionally long-lived, rivaling a true dragon’s lifespan, very rarely mate. When two massive storms combine, however, a union of the two trailing drakes often takes place. One of the parents rears the 1-3 young from the coupling, usually at the site of that parent’s treasure hoard. The drake protects itself and the hatchlings with a triple prismatic wall, which the young pass through when they are old enough to take care of themselves. Prismatic drakes are esoteric drakes.
Ecology Environment any Organization solitary, pair Treasure standard Special Abilities Breath Weapon (Su) The prismatic drake “breathes” a ray of light that most humanoids see as a rainbow and produces one of two effects. The first is a rainbow pattern, which affects a number of Hit Dice equal to twice the drake’s racial Hit Dice and lasts for a number of rounds equal to the drake’s Hit Dice. The prismatic drake can control the pattern as per the spell. The other, more deadly, option is a prismatic spray, except the drake only receives a 1d4 roll on the spell’s table. Prismatic Field (Su) A scintillating field surrounds the prismatic drake. As a standard action, it forms a multi-colored sphere around itself with the defensive capabilities of the first 6 layers of prismatic wall and the offensive capabilities of the first 4 layers. Each layer may be negated as outlined in the prismatic wall spell. If a layer is negated, the drake can replace the layer after 4 rounds as a standard action.
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River Drake This draconic creature resembles a torrent of rapids in motion. Sleek and strong, a mouth full of sharp teeth sits at the end of a long neck. Webbed claws push the creature in pursuit of its prey. River Drake CR 8 XP 3,200 N Large dragon (aquatic, geographic) Init +6; Senses darkvision 60 ft., low-light vision; Perception +15 Defense AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, -1 size) hp 85 (9d12+27) Fort +9, Ref +8, Will +9 Immune magic paralysis and sleep, dragon traits, Resist fire 10 Offense Speed 30 ft., swim 60 ft. Melee 2 claws +13 (1d8+5), bite +13 (1d10+5), tail slap +8 (1d8+2) Space 10 ft.; Reach 5 ft. (10 ft. with bite) Special Attacks breath weapon (80 ft. line, 6d6 electricity, Ref DC 17 half, usable every 1d4 rounds) Spell-Like Abilities (CL 9th; concentration +13) 3/day—obscuring mist, soften earth and stone 1/day—control water Statistics Str 21, Dex 14, Con 17, Int 14, Wis 16, Cha 19 Base Atk +9; CMB +15; CMD 27 (31 vs. trip) Feats Blind-Fight, Combat Reflexes, Improved Initiative, Power Attack, Stealthy Skills Appraise +10, Bluff +16, Climb +17, Diplomacy +16, Escape Artist +4, Knowledge (geography) +12, Knowledge (nature) +12, Perception +15, Sense Motive +12, Stealth +12, Swim +18 Languages Common, Draconic, Sylvan SQ amphibious, change shape Ecology Environment any river Organization solitary, pair Treasure standard Special Abilities Change Shape (Su) A river drake can take any animal or humanoid form three times per day as if using polymorph. A river drake usually chooses animal forms that allow the creature to go unnoticed around humanoids, such as a cat or a crow. It rarely takes humanoid form longer than necessary.
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A draconic representation of rivers, river drakes can be a surge of destruction and violence, or a serene provider flowing through the land. Because an enraged river drake can ruin riverside communities, many villagers pay these unpredictable creatures an occasional tribute. More often, a river drake protects a particular river or stretch of a river against piracy and creatures victimizing honest river folk. River drakes have a fey outlook as much as a draconic one. River drakes get along well with aquatic fey such as nixies and lorelei, and more than one sages has reported a river drake and nixie pairing. Reclusive creatures, river drakes keep their distance from humanoid communities unless drawn by great need. Before lending their help, they walk among the community in a humanoid form to assess the villagers unnoticed. Crueler river drakes erode riverbanks, shaping the river directly in the course of settlements and crumbling riverside buildings with floods. They use their control water ability to send floods in hope of breaking dams and washing out the humanoids they perceive as encroaching on their territory. Some engage in river piracy or extort money to not sink barges and ships. Powerful merchants do not allow these greedy interruptions for too long, and river drakes taking this course soon find themselves aggressively hunted. River drakes speak in a confusing combination of bad grammar and overly metaphysical metaphors but nevertheless serve as good sources of information about the natural world and their claimed river in particular. They speak in flowing tones and ramble on between topics, sometimes working three different subjects into a strangely cohesive series of sentences. River drakes eavesdrop on vessels traveling their river, gossiping fishermen, and villagers doing the washing, a thus gather much information about the creatures living in and around their waters. During the spring thaw or seasons featuring heavy rain, a pair of river drakes may engage in a violent, thrashing courting ritual, resulting in 6-12 eggs the parents bury and abandon in mud along the swollen river. The eggs hatch in three months, and predators or misadventure typically winnows the hatchlings down to one or two. Long and lean, river drakes reach nearly 15 feet from snout to tail and weigh over 350 pounds. Their scales vary from a twinkling blue to—more rarely—a muddy brown. Some of these rare river drakes breathe a line of acid as their breath weapon instead of electricity (otherwise mechanically identical). River drakes are geographic drakes.
Game Masters and Drakes
Sewer Drake Surrounded by a cloud of flies and a stench to rival the worst outhouse, this drake sports a long snout at the end of a strong neck. Where wings would be on most drakes, two greasy tentacles whip around. Sewer Drake CR 6 XP 2,400 CE Medium dragon (esoteric) Init +1; Senses darkvision 60 ft., low-light vision; Perception +12 Defense AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) hp 73 (7d12+28) Fort +9, Ref +6, Will +7 Immune poison, disease, magic paralysis and sleep, dragon traits Offense Speed 40 ft., climb 30 ft., swim 60 ft. Melee 2 claws +11 (1d4+4), bite +12 (1d6+4 plus disease), 2 tentacles +9 (1d4+2), tail slap +9 (1d6+2) Space 5 ft.; Reach 5 ft. (10 ft. with bite) Special Attacks breath weapon (30 ft. cone, 6d6 acid damage, Ref DC 17 half, usable every 1d4 rounds), disease Statistics Str 18, Dex 13, Con 19, Int 10, Wis 14, Cha 11 Base Atk +7; CMB +11; CMD 22 (26 vs. trip) Feats Multiattack, Power Attack, Stealthy, Weapon Focus (bite) Skills Bluff +8, Climb +16, Escape Artist +10, Knowledge (dungeoneering) +6, Knowledge (local) +6, Perception +12, Sense Motive +8, Stealth +13, Survival +10, Swim +16 Languages Common, Draconic SQ hold breath, sludge walk
Sewer drakes are both parasites and predators. They live on the muck and waste of bustling cities and hunt the lesser creatures who live among the filth. Terrified beggars tell stories of friends snatching from tattered bedrolls in the night, and more than one gang refuses to travel sewers claimed by these drakes. Lethal but lazy, sewer drakes prefer to snack on rats and laze about when they can get away with it. The drake’s sloth means trespassers sometimes get a pass. Anyone lingering too long or attempting to claim a den, however, suffers the drake’s full wrath. The creature’s mastery of its terrain and sludge form allows it to attack interlopers repeatedly and retreat unharmed. The sewer drake prefers to harass intruders into leaving and avoid the risks of a direct confrontation. The sewer drake is an excellent ambush predator. Sewer drakes wall off their dens from the rest of the sewer complex and camouflage them to look like the rest of the walls and the tunnels. The drake leaves a tiny crack for it to come and go in sludge form. A foul ritual involving a mated pair’s sludge forms gives rise to a couple of young sewer drakes the parents carry off to other areas and leave to fend for themselves. The sewer drake doesn’t want the complication, competition for food, or hassle of taking care of its young. These are perhaps the only drakes that do not lay eggs. A sewer drake blends in with clogged and dirty sewers as its scales seem to collect mud and refuse. A sewer drake can reach nearly 8 feet from the tip of its snout to the end of its tail. Completely cleaned off, a sewer drake weighs about 200 pounds, but they are usually over 300 pounds when encountered due to accumulated filth. Sewer drakes fit both geographic and esoteric drake types.
Ecology Environment underground, urban Organization solitary, pair, congregation (2-8) Treasure standard Special Abilities Hold Breath (Ex) A sewer drake can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning. Sludge Walk (Su) As a standard action, a sewer drake can transform into a sludge-like form and slip through cracks, holes, or other extremely small openings. The drake retains its normal movement modes but can only move 10 ft. per round. In this form, the drake’s Dexterity score drops to 5 in this form (reducing its AC to 15), it is not subject to critical hits or precision damage, and it gains a +20 bonus to Escape Artist checks to escape a grapple. The sewer drake reverts to its normal form if killed or knocked unconscious. A sewer drake can remain in this form for a number of rounds equal to 10 plus its Constitution bonus. Disease (Ex) Bite—injury; save Fort DC 17; onset 1 day; frequency 1 day; effect 1d3 Con damage; cure 2 consecutive saves.
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Song Drake This tiny draconic creature bears an expressive face despite its horns and scales. Music seems to follow the creature as it flits through the air. Song Drake CR 4 XP 1,200 CN Tiny dragon (esoteric) Init +3; Senses darkvision 60 ft., low-light vision; Perception +9 Defense AC 20, touch 16, flat-footed 16 (+3 Dex, +1 dodge, +4 natural, +2 size) hp 42 (5d12+10) Fort +6, Ref +7, Will +5 Immune magic paralysis and sleep, dragon traits, Resist sonic 15; SR 15 Offense Speed 40 ft., fly 80 ft. (good) Melee 2 claws +6 (1d2-1), bite +6 (1d3-1) Space 2.5 ft.; Reach 0 ft. (5 ft. with bite) Special Attacks accompany, alter mood, breath weapon (30 ft. line, 4d8 sonic damage, Ref DC 14 half, usable every 1d4 rounds) Spell-Like Abilities (CL 7th; concentration +11) At will—detect magic, ghost sound (DC 14), lullaby (DC 14), summon instrument 3/day—charm person (DC 15), invisibility, sleep (DC 15), ventriloquism (DC 15) 1/day—eagle’s splendor, suggestion (DC 16) Statistics Str 8, Dex 16, Con 15, Int 14, Wis 13, Cha 19 Base Atk +5; CMB +6; CMD 16 (20 vs. trip) Feats Ability Focus (breath weapon), Dodge, Flyby Attack Skills Diplomacy +12, Fly +7, Knowledge (local) +10, Perception +9, Perform (oratory) +13, Perform (sing) +13, Sense Motive +9, Stealth +19, Use Magic Device +12; Racial Modifiers Acrobatics (+-4 jump), +4 Perform (oratory), +4 Perform (sing) Languages Common, Draconic, Sylvan Ecology Environment any temperate, urban Organization solitary, pair (duet), band (2-8) Treasure standard Special Abilities Alter Mood (Su) A song drake comforts friends and confuses foes. The drake must choose to benefit its companions or hinder its enemies. As a standard action, the song drake begins humming a tune with an effect similar to a bard’s bardic performance
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class ability. This grants a +1 bonus or -1 penalty to attacks, damage, and skill checks. A song drake can maintain this ability as a free action each following round. It can use this special ability a total number of rounds equal to its Charisma score per day. This is a sonic-based mind-affecting effect. Accompany (Su) A song drake can maintain the effects of a bard’s bardic performance. As a standard action, a song drake can take up any bardic performance with audible components performed within 60 ft. of it, maintaining the effects of this bardic performance. The bard can then take other actions and even begin a different bardic performance. A song drake can maintain this ability as a free action. A song drake can use this ability for 2 rounds each day for every Hit Die it possesses. Consumed with a passion for music, a song drake lives to learn new songs and perfect old tunes. By the time they are old, the creatures count thousands of songs in their repertoire. These skilled creatures draw throngs of listeners whenever they publically perform, but most prefer to travel with bards and discover new music. Song drakes live among the elves of the Arbonesse and in many human towns and cities throughout the world. Some few song drakes stay in place and join popular performers or instruct virtuoso singers in music academies, but most travel. More than one song drake has served as court bard to the dukes of Illyria and various sultans of the Mharoti Empire. However, most song drakes live their lives in motion, moving from one place to another learning the regional music and local folksongs. While most song drakes possess an uncannily wide range, some specialize in one form of song, such as ballads, choral arrangements, or operas. For instance, the song drake Turnia is popular in the River Kingdoms of Nuria Natal and specializes in throat singing, drawing crowds and hopeful students, but he vanishes after his performances, and no one knows how to find him. Weak combatants, song drakes prefer to flee rather than fight. Song drakes defend themselves against aggressors only as long as it takes to escape. Often encountered with humanoid companions or other drakes, these creatures fight mostly by assisting their companions. When driven by anger or pride, the tiny creatures often band together to deal with an enemy. These groups bombard their foe with alternating rounds of breath weapon attacks, enchantments, and quick flyby bite attacks. Delicate and compact, song drakes measure just over 20 inches and usually weigh no more than 7 pounds. The coloration of their scales varies more than most drakes, ranging in color from muted earth tones to brightly hued colors. Some older song drakes take on a brilliant silver sheen to their scales. This change happens rapidly, though none but that particular song drake knows what triggered the change. Song drakes are esoteric drakes.
Game Masters and Drakes
Steam Drake The air shimmers with heat distortion around this small draconic creature. Quick and lithe, the beast flies through the air with exceptional ease. Steam Drake CR 10 XP 9,600 LN Small dragon (material) Init +6; Senses darkvision 60 ft., low-light vision; Perception +19 Defense AC 22, touch 18, flat-footed 15 (+6 Dex, +1 dodge, +4 natural, +1 size) hp 126 (11d12+55) Fort +12, Ref +13, Will +8 DR 10/cold iron; Immune fire, magic paralysis and sleep, dragon traits Weaknesses vulnerable to cold Offense Speed 50 ft., fly 100 ft. (good) Melee 2 claws +18 (1d4+1), bite +18 (1d6+1) Special Attacks breath weapon (20 ft. cone, 8d6 fire damage, Ref DC 20 half, usable every 1d4 rounds) Statistics Str 13, Dex 22, Con 21, Int 10, Wis 12, Cha 13 Base Atk +11; CMB +11; CMD 28 (32 vs. trip) Feats Ability Focus (breath weapon), Alertness, Dodge, Flyby Attack, Power Attack, Weapon Finesse Skills Disable Device +17, Escape Artist +17, Fly +10, Intimidate +9, Knowledge (engineering) +14, Perception +19, Perform (wind) +4, Sense Motive +9, Stealth +24 SQ steam form
A rare few steam drakes have a more bestial and raw outlook typically shared with geographic drakes. These savage steam drakes live alongside gas vents deep underground, secluded hot springs, and even steaming fissures in mountains. These steam drakes much more closely resemble the larger and more aggressive geyser drake, growing larger and feral in their isolation.. Steam drakes sometimes consent to serve as an energy source for their creations. In its steam form, the drake can pulse through devices designed for steam power and bring the machine to action. This requires an immense sense of trust and sublimation and thus occurs quite rarely. An excited or startled steam drake emits a shrill whistle, varying in tone depending on the drake’s emotion, to frighten off any threats or alert others to an interesting discovery or danger. Steam drakes actually need an abundant source of steam to survive. They seem to draw sustenance from inhaling and immersing themselves in the super-heated vapor. They supplement this with a diet of rodents scalded to death before the drake consumes them. Steam drakes prefer to reproduce in natural hot springs or constantly running foundries. In steam form, each drake becomes super-heated (increasing the damage inflicted by its steam form to 2d6) and commingles with the other drake. This quickly results in droplets of condensation—actually 4-8 eggs mixed with actual moisture—that fall near the hottest portion of the venting. The parents both raise the young steam drakes, which mature in 15 months. Steam drakes measure just over 5 feet from nose to their tail. Unnaturally light, steam drakes weigh less than 30 pounds. Their lusterless scales vary in shades of white and pale gray. Steam drakes are material drakes.
Ecology Environment any mountains, underground, urban Organization solitary, pair, engine (2-8) Treasure standard Special Abilities Steam Form (Su) A steam drake can, as a standard action three times per day, change into a cloud of steam. This form resembles the effects of a gaseous form spell, but with a few changes. The drake can move at its normal fly speed while in steam form. Any creature occupying the same square as a steam drake in steam form suffers 1d6 fire damage. Finally, a steam drake in steam form can use its breath weapon twice as quickly (minimum 1 per round). A steam drake can maintain steam form for a number of rounds equal to its Constitution modifier and can return to its normal form as a free action. Though rare, steam drakes make their homes in bustling cities renown for technical research and knowledge. Steam drakes adore the industry of dwarves, kobolds, and humankind and often assist in research and design of the devices. The Free City of Zobeck houses just over a dozen steam drakes in its foundries and workshops, especially in the Gear District, and perhaps as many roost throughout the Ironcrag Cantons. Steam drakes have a sometimes-contentious relationship with gear drakes. While some work well with gear drakes, others are haughty and outright hostile to their mechanically inclined kin.
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Tor Drake The dragon with grey-green scales sitting atop a mausoleum seems petrified, a decorative portion of the tomb. Moments later it breathes, its eyes flashing with life and anger at the intrusion. Tor Drake XP 25,600 N Large dragon (esoteric, geographic) Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +25
CR 13
Defense AC 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, -1 size) hp 172 (15d12+75); regeneration 5 (when under earth) Fort +16, Ref +12, Will +12 Immune poison, disease, magic paralysis and sleep, dragon traits, Resist cold 10, electricity 10, fire 10; SR 24 Offense Speed 40 ft., burrow 20 ft., fly 150 ft. (poor) Melee 2 claws +20 (1d6+6), bite +21 (1d10+6/19–20), tail slap +18 (1d8+3) Space 10 ft.; Reach 10 ft. (10 ft. with bite) Special Attacks breath weapon (30 ft. cone, 8d6 bludgeoning [bones, earth, etc.], Ref DC 22 half, usable every 1d4 rounds), channel positive energy (5/day, 7d6, DC 21, can only harm undead) Spell-Like Abilities (CL 15th; concentration +17) At will—deathwatch, detect undead 3/day—gentle repose, lesser restoration, remove paralysis 1/day—greater restoration, undeath to death (DC 18)
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Statistics Str 23, Dex 16, Con 20, Int 11, Wis 17, Cha 14 Base Atk +15; CMB +22; CMD 35 (39 vs. trip) Feats Alertness, Channel Smite, Great Fortitude, Improved Channel, Improved Critical (bite), Multiattack, Power Attack, Weapon Focus (bite) Skills Diplomacy +11, Intimidate +20, Knowledge (history) +16, Knowledge (religion) +16, Perception +25, Sense Motive +25, Stealth +12, Survival +9 Languages Common, Draconic Ecology Environment underground Organization solitary Treasure standard Tor drakes call themselves protectors of graveyards and watchful guardians of the dead, and they despise the undead and tomb robbers. Also, while a creature keeping out evil life-draining monsters seems like a boon, the tor drake makes bizarre demands from the people whose dead it protects. Villagers must bring it all goats born during a new moon, the town’s mayor and all his relatives must be exiled, travelers with black horses may stay in town only a single night, are just some of the documented requirements. If the drake’s caprices aren’t satisfied, it goes on a rampage, destroying nearby buildings and farmland, but leaving its graveyard undamaged. Curiously, the creature goes out of its way to not kill anyone during these outbursts, but the devastation often brings enough hardship and suffering to hasten the demise of the frail and sick. If a graveyard doesn’t already feature a tomb, a tor drake will fashion a barrow for itself. It never disrupts a funeral on its grounds, but anyone using its “home” must provide additional grave goods or other payment to the drake. As long as the drake’s odd demands are met and no one defiles its lair, it will protect the dead from the depredations of ghouls, vampires, and other fell creatures of the night. Tor drakes have an array of abilities and defenses to help in combat against the undead. A drake accepts help from others in its fight, even using its abilities to reverse harmful effects placed on its temporary allies. However, it never uses its channeling to heal, because it prioritizes killing the abominations it faces. When the battle is won, the drake may assist brave and clever comrades, sometimes even allowing them to take whatever items the fell creatures used. It expects any former allies to leave promptly, however, and treats them no differently than any other intruders if they violate the graves it protects. A tor drake grows 15 feet long, including a massive 5-foot tail, and it weighs half a ton. The drake eats bones from its undead prey and natural stone from the surrounding land. The creature never seems to digest its “food,” instead using it as fuel for its breath weapon. No one has ever actually seen a mated pair or a young tor drake. Speculations abound regarding their origins, from a grief-mad mage seeking to protect his love’s resting place to a death deity looking to thwart the Red Goddess’s followers. Tor drakes are both esoteric drakes and geographic drakes.
Game Masters and Drakes
Building Drakes
Ability Scores
In addition to the 20 drakes in the previous section, this chapter helps GMs build custom drakes for any situation, environment, or encounter. Monster design is as much an art as a formula, so treat the following rules as guidelines. Each of the drakes encountered in the drake bestiary (pg. 28) break these guidelines in one way or another. GMs creating a new drake for their game should go a little outside these parameters if it provides the best game experience.
Each of the four base drakes includes a sample selection of ability scores. GMs should feel free to rearrange or adjust some of these numbers by a point or two before adding Hit Dice. The drake also gains a point to an ability score every four Hit Dice as normal. To preserve balance, GMs must spend feature points to increase a drake’s ability scores above these norms, as ability scores can skew a drake above its target Challenge Rating. Sometimes being slightly over a provided guideline works out fine, but other times a particularly high ability score can lead to unbalanced encounters.
Concept
Hit Dice Advancement
First, consider the drake’s general theme. As a rule, drakes favor an item, concept, or feature of nature and incorporate elements of this into their design. For example, mist drakes are elusive and mysterious threats, while crag drakes strong, nimble, and aloof. Drakes fall into three categories based on these themes. Geographic drakes—inspired by types of terrain, climate, and geography—tend towards powerful, direct behavior and always show ties to the natural world. Material drakes draw their inspiration from crafted and created items important to humanoid society, and their personality and abilities vary depending on the material. Esoteric drakes personify ideas and impulses and are the strangest and most whimsical of their kind. These categories allow a GM to develop a new drake by incorporating qualities that represent the drake’s inspiration. For example, a sand drake might use the burning southern deserts and their cultures as fuel to fire up a creature capable of swimming through dry dunes that ambushes its enemies with an abrasive breath weapon of burning sand. As underdogs and lesser dragons, drakes should never outshine true dragons of the same CR. Drakes should bring flavor and accessibility to draconic creatures, not eclipse them as iconic creatures.
Though it’s possible to have more powerful drakes, these guidelines assume that drakes top out at CR 14. This keeps them below the power level of true dragons and secures their place as underdog lesser dragons. A drake’s CR increases normally for creatures of its type as it gains Hit Dice. Using the guidelines presented in the Pathfinder RPG Bestiary, drakes follow the rules on Table 1-2: Creature Hit Dice, pg. 291. This Challenge Rating/Hit Dice relationship is also presented in this book in Table 3-2: Drake Basics. The feature points allow a GM to customize drakes by advancing their Hit Dice, and provide a guide for the level of power to expect for a lesser dragon.
Choose Size This chapter presents four base drakes by size, each customizable with feature points to increase their flavor and power level. Esoteric and Material drakes usually fall between Tiny and Medium sized. Geographic drakes usually reach between Medium and Large sized. Size also dictates the range of a drake’s breath weapon and fly speed.
Choose Type Since theme is central to drake design, choosing a category of drakes is key to this process. The type of drake also provides guidelines for size and Challenge Rating. Esoteric drakes range from CR 2 to CR 14, geographic drakes from CR 4 to CR 14, and material drakes from CR 3 to CR 14. Regardless of type, most drakes have CRs in the lower, single-digit range.
Table 3–1: Drake Size
Size Tiny Small Medium Large
Minimum CR — — — 2
Maximum CR 6 — — —
Skills and Feats Drakes gain skills, feats, and ability increases as normal as creatures of their type. A drake gains skill points equal to 6 + Intelligence modifier (minimum 1) per Hit Die. A drake has the following class skills: Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic Device. This generous number of skill points per Hit Die gives a GM greater flexibility with skill selection and allows drakes to gain maximum ranks in important skills while expressing the drake’s flavor with ranks into non-class skills.
Special Abilities Special abilities keep drakes from being just intelligent, flying lizards. Often stranger than other dragons, drake breath weapons draw from their core concept and manifests in strange ways.
Breath Weapon All drakes have a breath weapon, and many of these have fantastic and creative effects beyond simple damage. The flavor of a particular drake influences the breath weapon, from the alehouse drake’s intoxicating cloud to the plumed drake’s blinding jet of fire of the. A drake’s breath weapon otherwise follow the guidelines and rules for breath weapons. Breath weapons allow a Fortitude, Reflex, or Will save for half damage (or sometimes more). The DC is equal to 10 + 1/2 of the drake’s racial HD + the drake’s Constitution modifier.
Breath Weapon Range Cone 15 ft. / Line 30 ft. Cone 20 ft. / Line 40 ft. Cone 30 ft. / Line 60 ft. Cone 40 ft. / Line 80 ft.
Fly Speed 80 ft. (good) 100 ft. (average) 100 ft. (average) 150 ft. (poor)
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GMs can use feature points to increase the type and number of dice rolled for damage, in addition to speeding up the frequency of use. The features section of this chapter presents a handful of new and unique breath weapons. GMs can also develop unique breath weapons for custom drakes. Compare the power of the ability to others presented in this chapter to estimate a feature point cost.
Additional Special Abilities Like their true dragon cousins, drakes are magical creatures and often possess spell-like abilities, special attacks, and special qualities. This chapter lists a number of special abilities. Some come from the Universal Monster Rules, while others are new and unique special abilities created just for drakes. Each ability has a point value depending on its strength. GMs use feature points to customize their drake and maintain a base power level.
Base Drakes
Statistics Str 7, Dex 15, Con 12, Int 10, Wis 11, Cha 11 Base Atk +2; CMB +2; CMD 10 (14 vs. trip) Feats Weapon Finesse Skills Bluff +4, Diplomacy +4, Fly +14, Knowledge (arcana) +4, Knowledge (nature) +4, Perception +5, Sense Motive +5, Stealth +15, Survival +4 Languages Common, Draconic Ecology Environment any Organization solitary, pair Treasure standard Base Drake, Small CR 2 XP 600 N Small dragon Init +2; Senses darkvision 60 ft., low-light vision; Perception +9
Each of the following base drakes meets the guidelines for a creature of its size, type, and Challenge Rating and can serve as a base for a custom creature or be used as is (after selecting energy type and area of the breath weapon). Physical descriptions should arise from your concept or borrow ideas from the list of cosmetic features.
Defense AC 18, touch 14, flat-footed 15 (+2 Dex, +1 dodge, +4 natural, +1 size) hp 22 (3d12+3) Fort +4, Ref +5, Will +4 Immune magic paralysis and sleep, dragon traits
Base Drake, Tiny CR 1 XP 400 N Tiny dragon Init +2; Senses darkvision 60 ft., low-light vision; Perception +5
Offense Speed 40 ft., fly 100 ft. (average) Melee 2 claws +4 (1d4), bite +4 (1d6) Special Attacks breath weapon (20 ft. or 40 ft. ft. cone or line, 3d6 energy type, Ref DC 12 half, usable every 1d4 rounds)
Defense AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size) hp 15 (2d12+2) Fort +4, Ref +5, Will +3 Immune magic paralysis and sleep, dragon traits Offense Speed 40 ft., fly 80 ft. (good) Melee 2 claws +6 (1d2-2), bite +6 (1d3-2) Space 2.5 ft.; Reach 0 ft. Special Attacks breath weapon (15 or 30 ft. cone or line 2d6 energy type, Ref DC 12 half, usable every 1d4 rounds)
Statistics Str 11, Dex 14, Con 13, Int 11, Wis 12, Cha 14 Base Atk +3; CMB +2; CMD 15 (19 vs. trip) Feats Alertness, Dodge Skills Bluff +8, Diplomacy +8, Fly +8, Knowledge (arcana) +4, Knowledge (nature) +4, Perception +9, Sense Motive +9, Stealth +12 Languages Common, Draconic Ecology Environment Any Organization Solitary, pair Treasure standard
Table 3-2: Drake Basics CR
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1
Hit Dice 2
2 3 4 5 6 7 8 9
3 4 5 6 7 8 9 11
10 11 12 13 14
13 14 16 17
12
Base Attack Bonus +2
+3 +4 +5 +6 +7 +8 +9 +11 +12
+13 +14 +16 +17
Fort Save +3
+3 +4 +4 +5 +5 +6 +6 +7 +8
+8 +9 +10 +10
Ref Save +3
+3 +4 +4 +5 +5 +6 +6 +7 +8
+8 +9 +10 +10
Will Save +3
+3 +4 +4 +5 +5 +6 +6 +7 +8
+8 +9 +10 +10
Breath Weapon 2d6
3d6 4d6 5d6 6d6 6d6 7d6 7d6 8d6 8d6
10d6 10d6 12d6 12d6
Natural Armor Bonus +2
+4 +4 +5 +5 +7 +7 +8 +8 +9
+9 +10 +11 +12
Game Masters and Drakes Base Drake, Medium CR 3 XP 800 N Medium dragon Init +2; Senses darkvision 60 ft., low-light vision; Perception +10 Defense AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural) hp 38 (4d12+12) Fort +7, Ref +6, Will +5 Immune magic paralysis and sleep, dragon traits Offense Speed 40 ft., fly 100 ft. (average) Melee 2 claws +7 (1d4+3), bite +7 (1d6+3), 2 wings +2 (1d4+1) Special Attacks breath weapon (30 ft. or 60 ft. ft. cone or line, 5d6 energy type, Ref DC 15 half, usable every 1d4 rounds) Statistics Str 16, Dex 15, Con 16, Int 11, Wis 12, Cha 13 Base Atk +4; CMB +7; CMD 20 (24 vs. trip) Feats Alertness, Dodge Skills Bluff +6, Diplomacy +8, Escape Artist +3, Fly +6, Knowledge (arcana) +5, Knowledge (nature) +5, Perception +10, Sense Motive +10, Stealth +9 Languages Common, Draconic Ecology Environment Any Organization Solitary, pair Treasure standard Base Drake, Large CR 4 XP 1,200 N Large dragon Init +2; Senses darkvision 60 ft., low-light vision; Perception +12 Defense AC 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +5 natural, -1 size) hp 52 (5d12+20) Fort +8, Ref +6, Will +6 Immune magic paralysis and sleep, dragon traits Offense Speed 40 ft., fly 150 ft. (poor) Melee 2 claws +8 (1d6+4), bite +8 (1d10+4), 2 wings +3 (1d6+2), tail slap +3 (1d8+2) Space 10 ft.; Reach 10 ft. Special Attacks breath weapon (40 ft. cone or 80 ft. line, 8d6 energy type, Ref DC 16 half, usable every 1d4 rounds) Statistics Str 19, Dex 14, Con 18, Int 11, Wis 14, Cha 13 Base Atk +5; CMB +10; CMD 23 (27 vs. trip) Feats Alertness, Dodge, Power Attack Skills Bluff +7, Diplomacy +9, Fly +0, Knowledge (arcana) +5, Knowledge (nature) +5, Perception +12, Sense Motive +12, Stealth +6, Survival +7 Languages Common, Draconic Ecology Environment Any Organization Solitary, pair Treasure standard
Draconic Features As creatures of the dragon type, all drakes have the following mechanics and traits.
Dragon Type A dragon is a reptile-like creature, usually winged, with magical or unusual abilities. A dragon has the following features. • d12 Hit Die. • Base attack bonus equal to total Hit Dice (fast progression). • Good Fortitude, Reflex, and Will saves. • Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for dragons: Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic Device. Traits: A dragon possesses the following traits (unless otherwise noted in a creature’s entry). • Darkvision 60 feet and low-light vision. • Immunity to magical sleep and paralysis effects. • Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry. • Proficient with no armor. • Dragons breathe, eat, and sleep.
Feature Points Feature points provide a method of adding special abilities, special attacks, and mechanical bonuses to the vast number of drake types. Each feature has a point value for adding, increasing, or expanding new and existing abilities. GMs can also remove some elements of the drake’s basic construction, the fly speed for example, and use those points to purchase or increase other abilities. Ability scores can be rearranged in this manner as well. A drake gains 10 additional feature points for each additional Hit Dice added. If this advancement is staggered for any reason, these feature points can be saved from advancement to advancement. Most GMs simply build a level-appropriate drake from the ground up.
Features
The following abilities and customizations allow you to build a drake the way you want it.
Base Mechanical Features Ability Scores
5-7 pts.
Selecting this feature allows you to increase the drake’s ability scores. Increase ability score +1. 5 pts Increase ability score +2. 7 pts
Increase Natural Armor
1 pt
Selecting this feature increases the drake’s natural armor by +1.
Natural Armor +1
Increase Natural Attack Selecting this feature increases one of the
3 pts drake’s natural
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attacks one step as if it selected the Improved Natural Attack feat. This ability can only increase the natural attack a maximum of two steps.
Increase Breath Weapon Selecting this feature alters the power of a base drake’s breath weapon in one of three ways: die value, number of dice, and recharge rate. Increasing the die value one step means the drake deals d8s instead of d6s. This increase can only be chosen once. Increasing the damage dice adds to the number of dice rolled for damage. This increase can be chosen as often as desired. Increasing a breath weapon’s recharge rate moves the duration from once every 1d4 rounds to once every 1d3 rounds. This feature can be chosen multiple times. Each time it reduces the recharge rate by one die.
Add 1 damage die to breath weapon damage. 5 pts Increase breath weapon damage dice one step. 6 pts Decrease breath weapon damage dice one step. -3 pts Increase breath weapon recharge one step. 5 pts
Selecting this feature removes the drake’s ability to fly (though it may still retain its wings) in exchange for a number of additional feature points. If the drake is large enough to receive a wing attack, you gain still more feature points.
-5 pts -3 pts 5 pts 5 pts 5 pts 5 pts
Improved Movement Selecting this feature increases one of the drake’s movement types.
Increase movement 5 feet. Increase movement 10 feet. Increase movement 15 feet. Increase movement 20 feet.
5 pts 7 pts 9 pts 12 pts
Spell-Like Abilities A drake with this feature can cast spell-like abilities at a caster level equal to its racial Hit Dice. These spell-like abilities should match the drake’s type and affinity. 0-level spells count as 0 for the purpose of determining point costs for this feature.
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1 + spell level pts 2 + spell level pts 3 + spell level pts 5 + spell level pts 7 + spell level pts
Advanced Mechanical Features
These abilities use monster mechanics from the Universal Monster Rules (Pathfinder RPG Bestiary pg. 297). Building a drake functions like building any other monster, and drakes are well suited to the following abilities. These special abilities, special attacks, and special qualities are identical to the abilities of the same name listed in the Universal Monster Rules except as indicated in their particular entries. Unless otherwise indicated, all selections made when purchasing an ability cannot be changed after purchase.
Amphibious (Ex) 3 pts
No Fly Speed
No fly speed No wing attack Nightborn Selecting this feature increases the drake’s darkvision range by 30 feet. Climb Selecting this feature grants the drake a climb speed equal to its base speed. Swim Selecting this feature grants the drake a swim speed equal to its base speed. Burrow Selecting this feature grants the drake a burrow speed equal to half its base speed.
Gain a spell-like ability 1 time per day. Gain a spell-like ability 2 times per day. Gain a spell-like ability 3 times per day. Gain a spell like ability 5 times per day. Gain a spell-like ability at will.
Drakes with the aquatic subtype have swim speeds that replace their fly speeds. This swim speed is equal to half the fly speed for a drake this size. An aquatic drake can breathe underwater but cannot breathe air unless it has the air breather special ability.
Air Breather
2 pts
Drakes with the aquatic subtype can choose this special ability in order to breathe air as well.
Bleed (Ex)
4 pts/1 bleed
A drake’s claw and bite attacks causes wounds that continue to bleed. The affected creature suffers additional damage each round at the start of its turn equal to the drake’s bleed value (ie, bleed 3 inflicts -3 damage). A successful DC 15 Heal skill check or any magical healing that restores hit points ends this effect. This ability can only be chosen five times, for a total of 5 bleed.
Blindsense (Ex)
4 pts
Using nonvisual senses, such as acute smell or hearing, a drake with blindsense notices things it cannot see. The drake with line of effect to a creature or object within range of its blindsense ability usually need not make Perception checks to pinpoint that creature or object. Any opponent the drake cannot see still has total concealment against the drake, and it still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a drake with blindsense. A drake with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
Game Masters and Drakes Blindsight (Ex)
7 pts
This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a drake with blindsight maneuvers and fights as well as a sighted creature. The creature ignores invisibility, darkness, and most kinds of concealment, though the drake must have line of effect to a creature or object to discern that creature or object. The ability’s range is 100 feet. The drake usually does not need to make Perception checks to notice creatures within range of its blindsight ability. Blindsight is continuous.
Deal Ability Damage (Ex or Su) A drake with this ability deals 1d4 damage to a particular ability score with a successful attack. This penalty persists for 1d10 rounds. Creatures struck may make a Fortitude save for half damage (DC 10 + 1/2 the drake’s racial Hit Dice + the drake’s Constitution modifier). Select any natural attack and an ability score when choosing this feature. This ability can be taken multiple times, but no attack may damage more than one ability.
Strength Dexterity Constitution Intelligence Wisdom Charisma
5 pts 5 pts 7 pts 4 pts 5 pts 4 pts
Constrict (Ex)
5 pts
A drake with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The damage dealt by a constrict attack equals the drake’s bite damage.
Damage Reduction (Ex or Su) A drake with this special ability ignores damage as described on page 561 of the Pathfinder RPG Core Rulebook. When choosing vulnerability from a weapon type, choose bludgeoning, piercing or slashing. When choosing a material vulnerability, choose from adamantine, cold iron, or silver. Alignment-based vulnerabilities should be reserved for special cases that fit thematically for the drake. When choosing alignment vulnerability, decide between chaotic, evil, good, and lawful. The feature point costs for each value and type are listed below.
DR/5 Weapon Type Material Magic Alignment DR/10 Weapon Type Material Magic Alignment DR/15 Weapon Type Material Magic Alignment
4 pts 4 pts 4 pts 7 pts 6 pts 6 pts 6 pts 12 pts 12 pts 12 pts 12 pts 20 pts
Cosmetic Features These feature help build flavor for your desired drake. They cost no points, but don’t lump too many of these into one drake. If you already have a good idea of what your drake will look like, go ahead and use that description. This list merely provides a selection of physical features with no game mechanics (although a GM could certainly link them to a special ability or use them to inspire a new special ability). Shimmers Brilliantly colored Claws a stark different color than scales Tufts of hair Beard Spiky Large eyes Tiny eyes One eye Three eyes Glowing eyes Unusual eye color Extra claws/fingers Ridged teeth Fangs Multiple rows of teeth Blunt teeth Ears Antennae Two horns Tiny horns Huge horns Branched horns Four horns Tangled horns Bat-like wings Feathered wings Long wings Tiny wings
Disease (Ex or Su)
Butterfly wings Dragonfly wings Muscular Thin Plump-bellied Scars Open sores Smells like death Smells like fruit Smells like dust Smells like rain Iridescent scales Dull scales Glittering scales Multicolored scales Glassy black scales Unusual color scales for type Leaf-shaped scales Hooked scales Long snout Stubby snout Large nostrils Nose horn Sucker for mouth Beak Bill Proboscis Stag legs Humanoid legs
4 pts
A drake with this ability causes disease to those it damages with either its bite or claws, selected when this ability is chosen. Choose between bubonic plague, demon fever, devil chills, filth fever, leprosy, or red ache. The Fortitude DC for this disease equals 10 + 1/2 of the drake’s racial Hit Dice + the drake’s Con modifier.
Energy Drain (Su)
10 pts
A drake with this ability saps a living opponent’s vital energy with a claw or bite attack. Each successful energy drain bestows one negative level, two in the case of a critical hit, and the drake gains 5 temporary hit points for each level drained. These temporary hit points last for a maximum of one hour. Negative levels not removed with a spell, such as restoration, after 24 hours become permanent unless the affected creature makes a Fortitude save (DC 10 + 1/2 of the drake’s racial Hit Dice + the drake’s Charisma modifier) for each negative level.
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Fast Healing (Ex)
7 pts
A drake with this ability regains 2 hit points every round.
Grab (Ex)
3 pts
If a drake with this special attack hits with a claw or bite attack, it deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity. This works only against opponents at least one size category smaller than the drake. The drake can conduct the grapple normally or use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on its CMB check to make and maintain the grapple but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the drake also has the constrict special attack. If the drake does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well. The drake receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Immunity to Energy Type (Su)
15 pts
A drake with this ability is immune to a particular energy type; select from acid, cold, electricity, or fire when purchasing this ability.
Immunity to Disease (Su)
5 pts
A drake with this ability suffers no ill effects from natural or supernatural diseases.
Immune Poison (Su)
5 pts
A drake with this ability suffers no ill effects from poisons, this includes drugs and other natural or manufactured intoxicants.
Immunity to Enchantment (Su)
7 pts
A drake with this ability is immune to mind-affecting effects.
Paralysis (Ex or Su)
7 pts
A drake with this special attack can render its victim immobile. Choose one of the drake’s natural weapons for this ability. If the drake makes a successful melee attack with that natural weapon, the victim must make a Fortitude save (DC 10 + 1/2 the drake’s racial Hit Dice + the drake’s Constitution modifier) or become paralyzed. This effect lasts for one round per Hit Dice + the drake’s Constitution modifier.
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Poison (Ex)
5 pts
A drake with this ability delivers poison with one of its natural melee attacks. Choose one attack to deliver the poison, and an ability score that the poison damages when purchasing this ability. The poison deals 1d3 ability damage. The Fortitude DC for this poison is 10 + 1/2 the drake’s racial Hit Dice + the drake’s Constitution modifier.
Drake Poison (Ex) Chosen natural melee attack— injury; save Fort DC (see above); frequency 1/round for 4 rounds; effect 1d3 (chosen ability score) damage; cure 1 save.
Pounce (Ex) 5 pts A drake with this special attack can make a full attack at the end of a charge.
Racial Skill Bonus (Ex)—1 or 3 pts Some drakes display greater aptitude for certain tasks than others. This feature enhances the flavor of the drake and should fit its particular affinity for best effect. Most drakes do not have racial skill bonuses and none have more than two or three.
Racial Skill Bonus +4 Racial Skill Bonus +8
Rend (Ex)
1 pt 3 pts
5 pts
If a drake with this ability hits with both claw attacks in one round, it deals additional damage as it latches onto its opponent and tears its flesh. This additional damage is equal to the drake’s claw attack plus 1-and-1/2 the drake’s Strength bonus.
Resist Energy (Ex)—5-15 pts A drake with this special quality ignores some damage of the chosen type each time it takes damage of that kind. Choose one of the following: acid, cold, electricity, or fire. The point cost for each value is listed below.
Resistance [energy type] 5 Resistance [energy type] 10 Resistance [energy type] 15 Resistance [energy type] 20
Scent (Ex)
5 pts 7 pts 10 pts 15 pts
1 pt
A drake with this ability can detect approaching enemies, sniff out hidden foes, and track by sense of smell. A drake with this ability can identify familiar odors just as humans do familiar sights.
Swallow Whole (Ex)
7 pts
If a drake with this special attack begins its turn with an opponent at least one size category smaller than it grappled in its mouth (see grab), it can attempt a new combat maneuver check (as though attempting to pin
Game Masters and Drakes the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. A swallowed creature suffers damage equal to the drake’s bite attack each round. When choosing this ability, decide whether this damage is physical damage or acid damage. A swallowed creature keeps the grappled condition, but the drake does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of damage required to get free equals 1/10 the drake’s total hit points), or it can try to escape the grapple. The Armor Class of the interior of a drake that swallows whole is 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the drake cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.
Telepathy (Su) 5 pts
5 pts
Only a Large drake can have this special attack. As a full-round action, the drake can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the drake does not need to make a check, it merely has to move over opponents in its path. Targets of a trample suffer damage equal to the drake’s claw damage + 1-and-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity at a -4 penalty or attempt to avoid the trampling creature and make a Reflex save (DC 10 + 1/2 the drake’s racial Hit Dice + the drake’s Str modifier) to take half damage. A drake can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
Tremorsense (Ex)
4 pts
A drake with this ability is sensitive to vibrations in the ground and can automatically pinpoint the location of anything in contact with the ground. Aquatic drakes with tremorsense can sense the location of creatures moving through water but not solid ground. A drake with tremorsense can use this ability out to 30 feet.
Vulnerability (Ex or Su)
Special abilities and interesting breath weapons help separate drakes from other lesser dragons. A drake can only have one breath weapon, and its length is restricted by the drake’s size, see the table Dragon Attacks and Speeds, Pathfinder RPG Bestiary, pg. 91. Any breath weapon selected from the options below, or any custom breath weapon created by the GM, replaces the base drake’s breath weapon and grants no additional feature points. Some of these abilities require further customization, and GMs should take care to make sure the customization fits the theme and goal of their drake. Likewise, if a player is using these abilities to create a companion drake, take care to choose abilities relevant to the type of drake you want instead of choosing something that doesn’t fit just for its power.
Arcane Wrath (Su) 5 pts
A drake with this ability can mentally communicate with any other creature within 100 feet that has a language. A variant of this telepathy allows a drake to communicate only with other drakes costs 3 points.
Trample (Ex)
Drake Special Abilities
-3 pts
A drake with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save succeeds or fails. When choosing this ability, select an energy type from the following: acid, cold, electricity, or fire.
A drake with this ability possesses a breath weapon composed of crackling magic energy. This line deals 1d4 damage for every 2 racial Hit Dice the drake possesses. This un-typed damage bypasses energy-based damage reduction. A creature can halve this damage with a successful Reflex save (DC 10 + 1/2 of the drake’s racial Hit Dice + the drake’s Con modifier). This ability is usable every 1d4 rounds.
Camouflage (Ex)
3 pts
A drake with this special ability can make itself unseen. As a swift action, the drake blends with its surroundings and gains a +8 bonus to Stealth checks as long as it does not move. Geographic drakes out of their associated environment and material drakes not blending at least partly with their associated material gain only a +4 from this ability.
Chilling Gesture (Su)
4 pts
A drake can glare and make a menacing gesture at a single opponent within 30 ft. This creature must succeed on a Will save (DC 10 + 1/2 of the drake’s racial Hit Dice + the drake’s Cha modifier) or become frightened. A successful save leaves the target shaken for 1 round. This is a sight-based, mind-affecting fear effect equivalent to a 3rd level spell.
Dissolving Bite (Su)
5 pts
This drake’s bite contains a powerful, flesh-dissolving acid. When the drake succeeds on a bite attack, its opponent must succeed on a Fortitude save (DC 10 + 1/2 of the drake’s racial Hit Dice + the drake’s Con modifier) or suffer 2d6 acid damage. If the drake’s bite attack succeeds on a critical hit, the opponent also takes 1d4 Constitution damage as its flesh sloughs from its bones.
Earthquake Stomp (Su)
4 pts
A drake with this ability shakes the ground and knocks its enemies down. With a powerful stomp, a drake with this ability causes the
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ground to shake for 1 round. Any creatures in contact with the ground within 20 feet of the drake must succeed on a Reflex save (DC 10 + 1/2 of the drake’s racial Hit Dice + the drake’s Con modifier) or fall prone. A spellcaster in this area must make a Concentration check (DC 20 + spell level) to cast a spell that round.
5 pts
A drake with this ability attracts ferrous objects. Any creature striking the drake with a weapon made from iron, magnetized steel, or other magnetized ferrous metal must succeed on a Reflex save (DC 10 + 1/2 of the drake’s racial Hit Dice + the drake’s Con modifier) or have its weapon stuck to the drake’s hide. Once stuck, a creature can elect to let go of its weapon (if possible) or use a standard action to make a DC 20 Strength check in order to pull it free. In addition, the drake receives a +4 bonus to grapple checks against opponents in ferrous metal armor.
A drake with this ability can, as a move action, transform into any inanimate feature connected with its type. A timber drake may take the form of a pine tree, while an alley drake could take the form of a cobblestone. The object must be the same or one size category larger or small as the drake. Choose the object when selecting this ability. Any carried or worn gear transforms with the drake. In this form the drake effectively is the object, though a detect magic spell reveals a faint transmutation aura. The drake can always hear but otherwise can use only senses the object might have; a statue might see but not touch, while a rag might touch but not see. The transformed drake gains a hardness score commensurate to the material of the object but retains its normal hit points. The drake can use this ability a number of times each day equal to 1 + its Charisma bonus. The effect lasts for an hour or until the drake ends it as a free action.
Merge (Su)
Spit Stone (Su)
Magnetic (Su)
3 pts
4 pts
A drake with this ability can merge into a material relevant to its type. This ability works like meld with stone but with the chosen material; an ice drake can merge with ice, an iron drake with iron, and so on. This ability appears mostly among geographic and some material drake types but rarely among esoteric drake types.
Petrification (Su)
7 pts
A drake with this ability gains a gaze attack that can petrify its opponent as a standard action. The attack turns the target permanently to stone, has a range of 30 feet, and allows a DC 16 Fortitude save to negate. The save DC is Constitution-based.
Plant (Su)
5 pts
A drake with this ability can bury itself in the ground to recover from wounds. The drake must have a burrow speed to use this special ability. The drake gains fast healing 2 while completely covered by at least 12 inches of earth.
Rolling Glob (Su)
5 pts
A drake with this ability can cough up a glob that chases opponents across the battlefield. Select an energy type (acid, cold, electricity, or fire) when purchasing this ability. As a standard action, 1d4 times per day, the drake dislodges a portion of its magical essence in the form of a glob that behaves as the flaming sphere spell except that it deals damage of the selected energy type, and the drake can direct the glob with a free action instead of a move action. The Reflex save DC is equal to 10 + 1/2 of the drake’s racial Hit Dice + the drake’s Con modifier. A drake can keep a glob active for 1 round for every 2 racial Hit Dice it possesses before it must swallow the glob again. Once back in the drake’s throat, the drake must wait 1 round before using this ability again.
Sandblast (Su)
5 pts
A drake with this ability breathes a fan of blistering sand. This cone breath weapon deals 1d6 damage for every three racial Hit Dice the drake possesses. A target can make a Reflex save (DC 10 + 1/2 of the drake’s racial Hit Dice + the drake’s Con modifier) for half damage. Any creature taking damage from this attack must also succeed on a Fortitude save (DC 10 + 1/2 of the drake’s racial Hit Dice + the drake’s Con modifier) or be blinded for 1d4 rounds. This ability is usable every 1d4 rounds.
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Shifting Form (Su)
3 pts
A drake with this special attack can spit a stone or a chunk of hard clay from its throat. This ranged touch attack has a 30 foot range increment. Any creature struck by this attack takes 2d6 damage and must succeed on a Fortitude save (DC 10 + 1/2 of the drake’s racial Hit Dice + the drake’s Con modifier) or be stunned for 1 round. This ability is usable every 1d4 rounds.
Spore Carrier (Su)
6 pts
A drake with this ability has a symbiotic fungus growing among its scales. When a drake with this ability suffers damage from a natural or manufactured weapon attack, the fine spores on its scales launch airborne. Any creature adjacent to the drake must succeed on a Fortitude save (DC 10 + 1/2 of the drake’s racial Hit Dice + the drake’s Con modifier) or take 1d3 Wisdom damage and be confused for 1 round.
Stand True (Su)
5 pts
A drake with this ability can appear to be a true dragon for a short time. Once per day, as a standard action, the drake can use this ability to create an illusion of itself as a chromatic or metallic dragon two sizes larger. This illusion lasts for 1 round per Hit Die the drake possesses. While this effect is active, the drake gains the frightful presence special ability out to a range of 50 feet but only against creatures with fewer Hit Dice. Those subject to this effect must succeed on a Will save (DC 10 + 1/2 of the drake’s racial Hit Dice + the drake’s Cha modifier) or become frightened for 5d6 rounds.
Sticky (Ex)
3 pts
A drake with this ability oozes a gluey substance from between its scales. Any creature striking the drake must succeed on a Reflex save (DC 10 + 1/2 of the drake’s racial Hit Dice + the drake’s Con modifier) or have its weapon stuck to the drake’s adhesive hide. Once stuck, a creature can elect to let go of its weapon (if possible) or use a standard action for a DC 20 Strength check to pull it free.
Tail Spikes (Ex)
5 pts
A drake with this feature can fire a volley of 1d4 spikes, which do piercing damage equal to the drake’s claw damage (including Strength bonus), out to 30 feet. Make a separate attack roll for each spike. The drake may fire up to 12 spikes per day.
Game Masters and Drakes Tendrils (Ex)
6 pts
This drake has twisting vines sprouting from its back. These leafy and thorny vines give the drake a slam attack (Tiny 1d2, Small 1d3, Medium 1d4, Large 1d6) as a secondary natural attack. The drake also gains the grab ability with this attack.
Thorn Spray (Su)
5 pts
This drake’s breath weapon is a cone of jagged thorns. The attack deals 4d6 piercing damage. A successful Reflex save (DC 10 + 1/2 of the drake’s racial Hit Dice + the drake’s Con modifier) halves this damage. A creature suffering damage from this attack has a number of these thorns lodged in its body. It must succeed on a Fortitude save (DC 10 + 1/2 of the drake’s racial Hit Dice + the drake’s Con modifier) or the thorns grow into the creature, reducing its mobility and hardening its flesh. One hour after the attack, the victim suffers 2d4 Dexterity damage. As the plants grow throughout the creature’s body, its flesh takes on a bark-like appearance and texture, granting the creature a natural armor bonus equal to half the Dex damage dealt. Each hour afterwards, the creature must make a new Fortitude save or take the Dexterity damage again. A successful save halts the growth of the plant. The seed thorns can be removed with a successful DC 20 Heal check, with a +7 to the DC for every failed Fortitude save. All positive and negative effects fade 2d20 minutes after removing the thorns. Healing the Dexterity damage removes the natural armor bonus. A creature reduced to 0 Dexterity gains the paralyzed condition. This ability is usable every 1d4 rounds.
Water Leap (Su)
4 pts
A drake with this ability can transport itself from one body of water to another in the blink of an eye. When completely submerged in water, as a standard action, the drake can transport itself to another body of water within 1,000 feet large enough to contain its body as if using the dimension door spell.
Example of Building a Drake
To illustrate the process of building a custom drake, start with a concept. I had an idea for a sleek ambush-hunter drake that lives in thick forests and jungles. I called it the vine drake. To fit into my upcoming game, it needed to be CR 8. I made it Medium size to help it be sneaky and quick but still have a good chance to succeed at Combat Maneuvers. Starting with the Medium drake stat block, I referred to Table 3-2: Drake Basics and found that a CR 8 vine drake has 9 Hit Dice. The Medium base drake starts with 4 Hit Dice, so I needed to advance it by 5 Hit Dice, which earned me 50 feature points to customize the vine drake’s abilities. I kept the breath weapon simple and chose a line of acid, as it works well for a plantthemed drake. Advancing a creature’s Hit Dice is similar to advancing a character’s level. This advancement alters a number of elements, so make sure to adjust everything. Specific improvements are listed in Table 3-2: Drake Basics. First, passing that 8 Hit Dice mark meant the vine drake added a point to an ability score. I planned to use feature points to select a few spell-like abilities, so I added the point to Cha. At 9 Hit Dice, the vine drake’s natural armor bonus increases to +8. Hit points increase using the average value (6.5 in this case) plus the vine drake’s
Con modifier. The vine drake thus gained 47 hit points to make its total 85. This fell a bit below the guideline hit points for a CR 8 creature, but I thought damage reduction or fast healing could make up for that. Next, I advanced the vine drake’s saving throws according to Table 3-2, so it gained +2 to each saving throw. The 5 extra Hit Dice also increased the drake’s Base Attack Bonus by +5. This affects all attacks, the drake’s CMB, and its CMD. I also increased the vine drake’s breath weapon damage dice to 7d6 and the associated Reflex DC to 17. The vine drake also gained three feats. Instead of changing out the feats the base Medium drake already has, I build on them by selecting Mobility and Spring Attack. This worked with the ambush hunter concept. I also wanted the vine drake to be quick, so I selected Improved Initiative as the third feat choice. Finally, I determined the number of additional skill points the drake received and which skills it had. The skills on the Medium base drake didn’t fit my concept as well as I wanted, so I switched out a few points and just built the skill selection from the ground up. It took longer, but fulfilling the concept was worth the effort. Below is a rough advancement of the Medium base drake stat block without spending any feature points. A look at the rough stats helps to determine where to apply bonuses and which abilities to purchase. Vine Drake CR 8 XP 4,800 N Medium dragon Init +2; Senses darkvision 60 ft., low-light vision; Perception +10 Defense AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural) hp 38 (4d12+12) Fort +9, Ref +8, Will +7 Immune magic paralysis and sleep, dragon traits Offense Speed 40 ft., fly 100 ft. (average) Melee 2 claws +12 (1d4+3), bite +12 (1d6+3), 2 wings +7 (1d4+1) Special Attacks breath weapon (30 ft. or 60 ft. ft. cone or line, 7d6 energy type, Ref DC 15 half, usable every 1d4 rounds) Statistics Str 16, Dex 15, Con 16, Int 11, Wis 12, Cha 14 (added the ability score bonus from 8 Hit Dice) Base Atk +9; CMB +12; CMD 25 (29 vs. trip) Feats Alertness, Dodge, Improved Initiative, Mobility, Spring Attack Skills Acrobatics +6 (+10 jump), Bluff +10, Climb +11, Diplomacy +10, Escape Artist +7, Knowledge (arcana) +6, Knowledge (nature) +9, Perception +15, Sense Motive +9, Stealth +14 Languages Common, Draconic Ecology Environment any Organization solitary, pair Treasure standard Now, the feature points. I decided to remove the drake’s fly speed and replace it with a climb speed. I see this creature as an ambush hunter that can stalk prey or characters through the Margreve Forest. This makes climbing almost better than flying. Removing the fly speed
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earns 5 additional feature points, and giving up the Medium drake’s wing attacks garners 4 more for a total of 59 feature points to spend. I gave it a climb speed (5 points) and increased that speed by 10 feet (7 points). To boost its combat potential, I increased its Str score by 2 (7 points). I chose the tendrils special attack (6 points) because it fits with this concept. Working with the tendrils attack, I gave the vine drake the constrict special attack (5 points) as an extra combat option. I added the poison special attack (5 points) to the vine drake’s bite because it fit the evil, stealthy concept. I also increased the damage die for the bite (3 points), to make it more potent, and gave the breath weapon one additional damage die (5 points). As mentioned earlier, the vine drake’s hit points were a bit under guidelines, so I added DR 10/bludgeoning (6 points), as bludgeoning seemed to fit with the plant theme. Going further with this, I gave the vine drake two spell-like abilities: entangle 3/day (4 points) and speak with plants 3/day (6 points). All totaled, it works up to 59 feature points right on the dot. Adding these abilities to the previous rough stat block and correcting errors yields the custom vine drake on this page.
Vine Drake CR 8 XP 4,800 CE Medium dragon Init +6; Senses darkvision 60 ft., low-light vision; Perception +15 Defense AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural) hp 85 (9d12+27) Fort +9, Ref +8, Will +7 DR 10/bludgeoning; Immune magic paralysis and sleep, dragon traits Offense Speed 40 ft., climb 50 ft. Melee 2 claws +13 (1d4+4), bite +13 (1d8+4 plus poison), tendrils +8 (1d4+4 plus grab) Special Attacks breath weapon (60 ft. line, 8d6 acid damage, Ref DC 17 half, usable every 1d4 rounds), constrict (1d8+4), poison Spell-Like Abilities (CL 9th; concentration +11) 3/day—entangle, speak with plants Statistics Str 18, Dex 15, Con 16, Int 11, Wis 12, Cha 14 Base Atk +9; CMB +13 (+17 grapple); CMD 26 Feats Alertness, Dodge, Improved Initiative, Mobility, Spring Attack Skills Acrobatics +6 (+10 jump), Bluff +10, Climb +20, Diplomacy +10, Escape Artist +7, Knowledge (arcana) +6, Knowledge (nature) +9, Perception +15, Sense Motive +9, Stealth +14 Languages Common, Draconic Ecology Environment temperate and warm forests Organization solitary, pair, tangle (3-8) Treasure standard Special Abilities Tendrils (Ex) This drake has twisting vines sprouting from its back. These leafy and thorny vines give the drake a slam attack (Tiny 1d2, Small 1d3, Medium 1d4, Large 1d6) as a secondary natural attack. The drake also gains the grab ability with this attack. Poison (Ex) Bite—Injury; save Fort DC 17; frequency 1/round for 4 rounds; effect 1d3 Dex damage; cure 2 consecutive saves. The only thing left at this point is to write up some cool flavor text, give it some depth and background, and throw it at some unsuspecting characters.
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Advanced Feats is about making great characters. Each entry offers 30 new feats, 3 character builds and a class guide to help you create characters that click – or NPCs that can hold their own! gThe Cavalier’s Creed – Learn the secrets of this hard hitting class, then charge into battle with new feats like Rampage, Pierce Armor, and Strength in Numbers. gThe Summoner’s Circle – Create strange new friends with feats such as Sizeshifter, Toss foe and Wall Mastery. Advanced Feats for Pathfinder RPG are just $3.95
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OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Book of Drakes. Authors: Adam Daigle and Mike Welham. Copyright 2011, Open Design LLC, www.koboldquarterly.com
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Seven Cities Aflame!
The Open Design community is building Midgard’s Seven Cities. Join today and create the rest of the world!
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Design a realm of perpetual war
atrons of Open Design’s Midgard Campaign Setting have chosen the first of its seven regions to design. The Seven Cities of the South are legendary for their deep feuds, ancient hatreds, provincial strife, power-mongering, betrayal, and frequent murder. The land may be settled, but it’s not especially peaceful. Claims and counterclaims, raids and robbery, exiles and murder are all common. n this region of perpetual war, mercenaries march continually from siege to siege and raid to raid. The minotaur corsairs of Triolo protect the coasts and take the battle to the sultan of the Dragon Empire. The dwarven workshops of Melana provide the finest steel outside the Ironcrags. The god-slavers of Kammae Straboli draw power from their prophets of wind and wave—enough power to raise and lower the sea itself. ecome a patron of the Midgard worldbuilding project today and work with Wolfgang Baur, Jeff Grubb, Brandon Hodge, and the Open Design community to bring the other six regions of the world to life.
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Put the dragon back into your dungeon! Want to unleash a dragon on your players, but the PCs aren’t highlevel enough yet? You don’t have to wait any longer. The Book of Drakes lets you bring the most iconic monster in fantasy into your Pathfinder Roleplaying Game today. Strange and wondrous creatures lurk among the further branches of the dragon’s family tree, ready to bring excitement to your game table. The Book of Drakes includes: • More than 20 ready-to-play drakes, including the alehouse drake, crimson drake, and moon drake • Drake familiars and improved familiars • Draconic feats and abilities • Drake spells • A system for building your own drakes for any party of any level, in any environment Whether you’re adventuring in Open Design’s world of Midgard or your own home setting, drakes provide unique adversaries, unusual companions, and compelling NPCs. Get The Book of Drakes today and bring on the dragons!
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