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Initiate of the Draconic Mysteries

(Draconomicon variant, p. 131)

Some become students of draconic knowledge that leads to greater power.

Requirements

Skills: Concentration 6 ranks , Jump 8 ranks , Knowledge (arcana) 6 ranks , Knowledge (religion) 4 ranks , Tumble 4 ranks

Feats: Alertness , Improved Unarmed Strike , Power Attack

Language: Draconic.


Hit die

d8

Skill points

4 + Int

Class Features

Weapon and Armor Proficiency: An initiate of the draconic mysteries gains no proficiency with any weapons, armor, or shields.

Evasion (Ex): An initiate of the draconic mysteries can avoid even magical and unusual attacks with great agility. If an initiate makes a successful Reflex saving throw against an attack that normally deals half damage on a save (such as a red dragon's fiery breath or a fireball), the initiate instead takes no damage. Evasion can only be used if the initiate is wearing light armor or no armor.

Claws of the Dragon (Su): At 2nd level, the unarmed strike of an initiate of the draconic mysteries is empowered with draconic might. The initiate's unarmed strike can overcome damage reduction as if it were a magic weapon. In addition, the unarmed strikes of an initiate of the draconic mysteries may deal slashing damage, at her option. Such damage cannot be nonlethal damage.

Keen Senses (Ex): At 3rd level, an initiate gains darkvision out to 60 feet and low-light vision.

Increased Unarmed Damage (Ex): At 4th level, the damage dealt by an initiate's unarmed attacks increases by one die step (such as from 1d3 to 1d4, or from 1d8 to 1d10). At 8th level, it increases another die step.

Frightful Presence (Ex): A 5th-level initiate of the draconic mysteries can unsettle foes with her mere presence. The initiate can activate her frightful presence as a free action. Creatures within a radius of 30 feet per point of Charisma modifier (minimum 30 feet) are subject to the effect if they have fewer Hit Dice than the initiate (dragons are immune to the effect). A potentially affected creature that succeeds on a Will save (DC 10 + initiate's class level + initiate's Cha modifier) remains immune to that initiate's frightful presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 2d6 rounds and those with 5 or more HD become shaken for 2d6 rounds.

Improved Evasion (Ex): At 6th level, an initiate's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, but henceforth she only takes half damage on a failed save.

Spell Resistance (Su): Beginning at 7th level, an initiate of the draconic mysteries gains spell resistance equal to 15 + her class level.

Deadly Strike (Su): A 9th-level initiate deals triple damage on a critical hit inflicted by her unarmed strike, regardless of whether it dealt bludgeoning or slashing damage.

Timeless Body (Ex): After attaining 9th level, an initiate no longer takes ability score penalties for aging (see Table 6—5: Aging Effects, page 109 of the Player's Handbook) and cannot be magically aged. Any penalties she may have already taken, however, remain in place. Bonuses still accrue, and the initiate still dies of old age when her time is up.

Dragon Shape (Su): At 10th level, an initiate of the draconic mysteries gains the ability to use a shapechange ability once per day to take the form of a dragon, from Tiny to Huge size, for 1 hour. Once a form is assumed, it cannot be changed except to return to normal (which dismisses the effect). The effect is otherwise identical to the shapechange spell, including the HD limitation of the new form and the abilities of the form gained.

Advancement

Level BAB Fort Ref Will Special
1st +0 +2 +2 +2 Evasion
2nd +1 +3 +3 +3 Claws of the dragon
3rd +2 +3 +3 +3 Keen senses
4th +3 +4 +4 +4 Increased unarmed damage
5th +3 +4 +4 +4 Frightful presence
6th +4 +5 +5 +5 Improved evasion
7th +5 +5 +5 +5 Spell resistance
8th +6 +6 +6 +6 Increased unarmed damage
9th +6 +6 +6 +6 Deadly strike, timeless body
10th +7 +7 +7 +7 Dragon shape

Class skills

Skill name Key ability Trained only Armor check penalty
Balance DEX no yes
Concentration CON no no
Diplomacy CHA no no
Escape Artist DEX no yes
Heal WIS no no
Knowledge (arcana) INT yes no
Knowledge (religion) INT yes no
Listen WIS no no
Spot WIS no no
Tumble DEX yes yes

Spells for Initiate of the Draconic Mysteries

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