Dragon Ascendant

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Requirements

Base Attack Bonus: +30

Feats: Draconic Knowledge, Fast Healing, Great Fortitude, Improved Speed, Iron Will, Lightning Reflexes

Race: Any true dragon.

Special: Consume Hoard: A would-be dragon ascendant must eat its hoard to begin the process of divine ascension. Its hoard must have a value of at least 100,000 gp, but the dragon cannot choose to eat just 100,000 gp and leave the rest alone—it must consume its entire hoard.

Summary

So what if we made the most iconic monster in D&D a god or in the process of ascending? You'd get dragon ascendants. These guys are bad news should they be evil. They have improved SR, improved DR, to the point where only epic weapons affect them, an awe inspiring aura. The immunities get rid of most of your easy combat tactics like draining their stats or transmuting them into something else or petrifying them. Thought you had to be a mindshifter to gain transmutation immunity? No just be a big old dragon. You also can't affect their minds either. They're basically one step removed from being a golem.

Role: Tank Support

Characteristics: A dragon that gains several immunities and eventually becomes immortal

Source: Draconomicon

Game Rule Information

The Dragon Ascendant has the following game statistics.

Abilities: Constitution for bulk, Strength for big damage, Dexterity and Wisdom for your saves, Charisma for your class features

Alignment: Any

Hit Die: d12

Starting Gold: N/A

Class Skills

The Dragon Ascendant's class skills are Concentration (Con), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).

Skill Points at 1st Level: (6 + Int modifier) × 4

Skill Points at Each Additional Level: 6 + Int modifier

Class Features

All of the following are class features of the Dragon Ascendant.

Weapon and Armor Proficiency: A Dragon Ascendant is proficient with whatever they were already proficient with.

Code of Conduct: A dragon ascendant must be absolutely true to the principles of its alignment, whatever they may be. A dragon ascendant loses its awesome aura if it ever willingly commits an act opposed to its alignment (and it does not regain its frightful presence), and it cannot gain more levels as a dragon ascendant. The dragon can regain its awesome aura and once more advance in the dragon ascendant prestige class if it atones for its violations, as appropriate.

Awesome AuraEx: A dragon ascendant loses its innate frightful presence, replacing it with a special fear aura. This aura surrounds the dragon at any radius it chooses up to the extent of its frightful presence (30 feet × the dragon's age category), and is always active unless the dragon chooses to deactivate it. The dragon can choose to exclude its own allies from the effect of its aura. Creatures within the aura must make a Will save (DC equal to the dragon's frightful presence DC plus 1/2 its dragon ascendant levels). Creatures that fail their saving throws are shaken, while those that succeed are immune to the effect of that dragon's aura for 24 hours. If the dragon attacks or charges, shaken creatures must attempt a second Will save (same DC) or become frightened. When a dragon ascendant reaches 5th level, it can choose to modify its aura to inspire resolve in its allies and dread in its enemies. All allies of the dragon within the radius of its aura receive a +4 morale bonus on attack rolls, saves, and checks. The dragon's foes must succeed on a Will saving throw or take a —4 penalty on attack rolls, saves, and checks. When a dragon ascendant reaches 10th level, it gains a third option for its aura. The dragon can cause affected creatures to become dazed, simply staring at the dragon in fascinated awe, if they fail their Will saves. As with the fear aspect of the aura, the dragon can choose to exclude its allies from the effects of the aura. All uses of a dragon's awesome aura are mind-affecting effects.

Hit Point IncreaseEx: At 2nd level, and every two levels thereafter, a dragon ascendant gains 1 hit point per Hit Die it possesses, including all its dragon Hit Dice and those gained from class levels. This benefit can never increase a dragon's hit points above the maximum for its Hit Dice and Constitution bonus. At 12th level, a dragon ascendant's hit points are equal to the maximum for its Hit Dice and Constitution bonus.

Transmutation ImmunityEx: At 3rd level, a dragon ascendant gains immunity to polymorphing, petrification, and any other attack that would alter its form. Any shape-altering powers or spells the dragon has work normally on itself.

Increased Damage ReductionSu: At 4th level, a dragon ascendant's damage reduction can be overcome only by epic weapons. At 8th level, the amount of the dragon's damage reduction (the number before the slash) is increased by 5. For example, an ancient black dragon/8th-level dragon ascendant has damage reduction 20/epic.

LifewardingEx: At 6th level, a dragon ascendant is no longer vulnerable to attacks that cause energy drain, ability drain, or ability damage.

Deflection BonusSu: At 7th level, a dragon ascendant gains a deflection bonus to its Armor Class equal to its Charisma bonus, if any.

Iron MindEx: At 9th level, a dragon ascendant becomes immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Resistance to FireEx: At 11th level, a dragon ascendant gains resistance to fire 20, if it does not already possess immunity to fire.

Spell ResistanceEx: At 11th level, a dragon ascendant's spell resistance increases to 33.

ImmortalityEx: A 12th-level dragon ascendant is actually a quasi-deity and can no longer die from natural causes. It does not need to eat, sleep, or breathe. It can still be slain in physical or magical combat, and it is still subject to death from massive damage.

Table 1-1: Dragon Ascendant Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +1 +2 +2 +2 Awesome aura (fear)
2nd +2 +3 +3 +3 Hit point increase
3rd +3 +3 +3 +3 Transmutation immunity
4th +4 +4 +4 +4 Hit point increase, increased damage reduction
5th +5 +4 +4 +4 Awesome aura (resolve)
6th +6 +5 +5 +5 Hit point increase, lifewarding
7th +7 +5 +5 +5 Deflection bonus
8th +8 +6 +6 +6 Hit point increase, increased damage reduction
9th +9 +6 +6 +6 Iron mind
10th +10 +7 +7 +7 Awesome aura (daze), hit point increase
11th +11 +7 +7 +7 Resistance to fire, spell resistance
12th +12 +8 +8 +8 Hit point increase, immortality