Realms of Aevernon: Puck's Annotation
These rules are defunct, from an old version of the class. Many things have been changed, and I will revise this page later to reflect them.
GAME RULE INFORMATION
Drakith have the following game statistics.
Skills: Diplomacy 5 Ranks, Knowledge (Nature) 5 Ranks, Ride 5 Ranks
Feats: Any one Dragon Heritage feat
Special: Must not have killed any dragon or high-tier (sentient) drake
Hit Die: d10
High Saving Throws: Reflex for Silver and Blue; Fortitude for Black and Green; Will for Gold and Red
The Drakith has different class skills based on their Heritage.
Black: Bluff, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Intimidate, Knowledge (Geography), Knowledge (Nature), Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Stealth, Survival, Use Magic Device
Blue: Appraise, Craft, Decipher Script, Disable Device, Escape Artist, Gather Information, Handle Animal, Knowledge (All), Perception, Profession, Ride, Search, Spellcraft, Survival, Swim, Use Magic Device
Green: Climb, Concentration, Craft, Handle Animal, Jump, Knowledge (Geography), Knowledge (Nature), Profession, Ride, Search, Survival, Use Magic Device, Use Rope
Gold: Craft, Diplomacy, Handle Animal, Heal, ,Knowledge (Geography), Knowledge (Nature), Perception, Profession, Ride, Sense Motive, Survival, Use Magic Device
Red: Climb, Craft, Handle Animal, Intimidate, Jump, Knowledge (Geography), Knowledge (Nature), Profession, Ride, Survival, Swim, Use Magic Device, Use Rope
Silver: Balance, Climb, Craft, Escape Artist, Handle Animal*, Jump, Knowledge (Geography), Knowledge (Nature), Open Lock, Perception, Perform, Profession, Ride, Search, Sleight of Hand, Stealth, Survival, Tumble, Use Magic Device, Use Rope
Skill Points: 4 + Int modifier; 6 + Int modifier for Blue.
*Handle Animal: Works normally for Black and Green; Only applies to Dragonkind for all others.
All of the following are class features of the Drakith.
Weapon and Armor Proficiency: Drakith are proficient with all simple and martial weapons, with all armor, and with shields (except tower shields).
Heritage Focus: Any time the Drakith gains a class ability that alludes to his Color or Natural Terrain, it is determined by the Drakith’s Dragon Heritage Feat. The Drakith chooses one of his Heritage feats (if he has more than one), and all class abilities will be determined based on that feat.
Bonus Proficiencies: The Drakith earn bonus weapon and armor proficiencies based on his Dragon Heritage Color. Golds may choose any Light or 1-Handed Exotic Weapon; Green may choose any 1-Handed Exotic Weapon or Tower Shields; Black may choose any Ranged Exotic Weapon or Tower Shields; Silver may choose any Light or Ranged Exotic Weapon; Blue may choose any Exotic Weapon; Red may choose any 2-Handed Exotic Weapon.
Bonus Languages: The Drakith have to learn the language of their native area to better mediate between the Dragons and the mortal races. As such, each Dragon Heritage Color earns a different proficiency. Golds learn Orcish; Greens learn Elvish; Blacks learn Halfling; Silver learn Stonespeak (Dwarves and Gnomes); Blues can learn any non-secret language; Reds learn Heefen (language of desert and tundra people).
Nature Aura (Su): Drakith begin to emit an aura that resembles their native area. Most come in the form of an odd sensation that appears to anyone who comes within a reasonable distance to the Drakith. The aura effects are as follows: Golds have a bright or glowing aura; Greens have a heavy or thick aura; Blacks have a nauseating aura; Silvers have a windy or breezy aura; Blues have a cool, foggy, or misty aura; Reds have a warm or dry aura.
Dragon Affinity (Sp): Drakith are able to sense others with Dragon Blood more easily than most would think. At will, the Drakith is able to use this ability. It functions exactly as a Detect Evil spell cast by a Cleric of the Drakith’s level, but it focuses on Dragonkin instead.
Dragon Breath (Su): A Drakith is able to use the breath weapon related to his Dragon Heritage, based on Color. Golds gain a Light-element breath; Greens get Acid; Blacks spew toxins and insects such as mosquitoes and spiders; Silvers generate sonic vibrations; Blues breath chilled or icy water; Reds breathe a staggering, dry heat. This cone-shaped attack starts out spanning a five-by-five foot space, getting larger every five levels, as well as gaining an extra use per day. At level 5, it spans two spaces long and two at its widest area and is usable twice daily. At 10th, it’s 3 long and 3 at its widest, and has 3 uses. Level 15 is 4 by 4 with 4 uses, and at level 20 it grows to 5 by 5 with 5 uses a day. The Drakith may use multiple breaths in a single encounter, but must wait three turns between uses.
Resist Elements (Su): A Drakith’s aura intensifies at 2nd level. From here on out, the Drakith gains resistance to his native element equal to twice his number of Drakith levels. For instance, a 3rd level Green Drakith ignores 6 points of damage from every Acid-based attack he receives.
Mend Nature (Su): Beginning at 2nd level, the Drakith gains the ability to mend those under his protection. Creatures of his native region as well as elemental creatures of his Dragon Heritage type may be healed by touch. Each day, he can heal a total number of hit points of damage equal to his Drakith level x his color’s dominant trait modifier. A Drakith may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using Mend Nature is a standard action.
Alternatively, a Drakith can use any or all of this healing power to deal damage to creatures vulnerable to his element. Using Mend Nature in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Drakith decides how many of his daily allotment of points to use as damage after a successful touch attack.
Potent Aura (Su): Beginning at 3rd level, a Drakith is able to charge his aura with a strong elemental effect. The Drakith chooses a single 0-level Sorcerer spell from his Color’s list. Every time an enemy comes within 5 feet of the Drakith, he is affected as if the chosen spell was cast on him, and automatically hits. Every round the opponent starts his turn within range of the aura, this effect triggers again.
Trackless Step (Ex): Starting at 3rd level, a Drakith leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. This ability only functions in a Drakith’s native environment, which is as follows: Golds are Plains; Greens are Forest areas; Blacks are Swamplands; Silvers are wind-swept Mountainous terrain; Blues are any Water or Icy terrain; Reds are Desert or Volcanic terrain.
Turn/Rebuke (Su): When a Drakith reaches 4th level, he gains the supernatural ability to turn or rebuke those of certain elemental persuasions. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns or rebukes as a cleric of three levels lower would.
This ability functions differently depending on the Drakith’s Color. They are able to Rebuke any Dragonkin of the same color, as well as any Elemental of the same persuasion. However, the Turning only works on Dragonkin to whom the Drakith’s native color is dominant over. Golds can turn Blacks; Blacks can turn Greens; Greens can turn Golds; Blues can turn Reds; Reds can turn Silvers; Silvers can turn Blues.
Spells: Beginning at 4th level, a Drakith gains the ability to cast a small number of Blood spells (the same type of spells available to Sorcerers), which are drawn from the Sorcerer spell list.
To cast a spell, a Drakith must have a dominant trait score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Drakith’s spell is 10 + the spell level + the Drakith’s dominant trait modifier. The Drakith may not cast 0-level spells, regardless of whether or not they’re on his Color’s spell list.
Like other spellcasters, a Drakith can cast only a certain number of spells per day. His base daily spell allotment is show on the Spell List. In addition, he receives bonus spells per day if she has a high dominant trait score. When the Spell table indicates that the Drakith gets 0 spells per per day of a given spell level, he gains only the bonus Eagic he would be entitled to based on her dominant trait score for that spell level.
Through 3rd level, the Drakith has no caster level. At 4th level and higher, his caster level is one-half his Drakith level.
Dragon Ally: At 4th level, the Drakith is granted a special and unique boon. A fellow Dragon of his color grants the Drakith a Dragon’s egg. The Drakith must make sure the egg stays safe and in a proper developmental condition until it hatches. These conditions vary on the Color, but they are always tough conditions to find naturally. Most Drakith will have to take the time to manufacture the environment, as well as take the time to tend the egg on occasion. Around the time the Drakith reaches the next level, the egg hatches.
At 5th level, the egg hatches into a baby dragon, or wyrmling. This creature grows as the Drakith grows, and sees the Drakith as a close ally and, for a time, mentor. During this stage of development, the Dragon is a Tiny creature, and has a special bond with the Drakith akin to that of a Familiar. The wyrmling functions as a Familiar would, using the Drakith’s class levels to determine its abilities. It gives no skill bonuses to the Drakith as a normal familiar would, but it does know how to speak Draconic, and can communicate telepathically to the Drakith. It is able to understand and communicate simple expressions for some time (as a toddler would), until it grows more intelligent and gains a greater capacity of concepts.
Once 10th level is reached, the wyrmling goes on a small feeding frenzy. The Drakith must provide the dragon with enough food to sustain it for three straight days of constant eating. Over this three-day period, the dragon grows larger with the amount of food eaten. At the end of the cycle, the Dragon is now a Very Young Dragon of Medium size, and functions as an Animal Companion to a Druid of similar level. Once this stage is reached, the Dragon gains special abilities as per the Druid’s Animal Companion chart. It retains use of its Empathic Link, Speak with Master, and Speak with Animals of its Kind abilities, but loses all others, gaining instead the abilities afforded to an Animal Companion of the same level.
Upon reaching 15th level, the toddler dragon goes on another feeding frenzy. As with the last time, the Drakith is obligated to provide the Dragon with enough food to sustain three continuous days of non-stop eating. Again the dragon grows, this time obtaining the rank of a Young Dragon. It grows to Large size, and now functions as a Special Mount for the Drakith, similar to a Paladin’s ability. Instead of losing abilities as before, it instead retains any and all abilities from its previous stage of development, and again gains new abilities as on the Paladin’s Mount chart. It does not lose Bonus HD, Natural Armor, or Strength adjustments that it had gained as an Animal Companion, and still uses the Animal Companion chart in all regards except for Special Abilities.
Finally, at the precipice of power, if the Drakith is able to reach this stage in his profession, the Dragon goes through one final feeding frenzy, this one lasting only one full day and night. Once the process is completed, it retains all special abilities and bonus stats gained at it’s last stage, but gains one new and very important ability: it grows wings and is able to fly, acting as a Flying Mount for the Drakith. The range and ability to fly varies depending on the Color of dragon, and all of it’s feats and special abilities that are usable while flying are available.
If the Drakith has a Familiar from another class, it disappears when the Dragon Familiar becomes available to the Drakith. However, once the Dragon grows to Animal Companion proportions, the Drakith’s other familiar is usable again, and the Dragon instead takes place of any Animal Companion the Drakith may already have. Again, when the Dragon moves from an Animal Companion to Mount status, the Drakith gains the use of any other Animal Companions, and the Dragon replaces any Special Mount he already has.
Heritage Boost: At 5th level, and every five levels following (10, 15, and 20), the Drakith’s powers awaken a little bit more to that of his heritage. The Drakith gains a permanent +1 to his Color’s primary attribute (Str for Reds, Dex for Silvers, Con for Greens, Int for Blues, Wis for Golds, and Cha for Blacks).
Protection from Energy (Sp): At 6th level, a Drakith can produce a Protection from Energy effect, as the spell, once per week. He can use this ability one additional time per week for every three levels thereafter. This ability functions as if it were used by a caster of equal level to the Drakith, and affects every member of his party, himself included.