Adventure Dragon (3.5e Racial Paragon Class)

Adventure Dragon
Adventure Dragons grow as they slay vicious beasts and dangerous heroes. Some of this growth is described by Adventure Dragon class levels.

Making an Adventure Dragon
Adventure Dragons are big, beefy beasts of destruction. They also scale with class abilities a bit.

Abilities: Adventure Dragons provide Strength, Constitution, Wisdom, Charisma, and Intelligence.

Races: Adventure Dragons are the only ones who can take this class, and they cannot choose not to do so.

Alignment: Any.

Class Features
All of the following are class features of the Adventure Dragon.

Weapon and Armor Proficiency: Adventure Dragons are proficient with their natural weapons and with simple weapons.





 (Ex): Adventure Dragons gain a bite attack that deals damage appropriate for their size. Their strength modifier is added to the damage.





 (Ex): Adventure Dragons become immune to magic sleep effects and paralysis effects at level 2.

This improves to 60 feet at level 3.

This does not change their ability scores.




 * Rapid Breath: Your breath weapon can be used every other round.


 * Long Breath: Your breath weapon affects an area that is twice as long.


 * Extreme Breath: Your breath weapon's damage dice increase by two sizes. (1d4->1d8, 1d6->1d10, 1d8->1d12, 1d10->3d4, 1d12->2d6+1d4)


 * Gaping Maw: You gain improved grab with your bite attack, and your bite attack adds an additional half of your Strength modifier to its damage. Whenever you hit an opponent with your bite attack, you may start to grapple them as a free action that does not provoke attacks of opportunity.


 * Flexible Gullet (Requires Gaping Maw): You gain the ability to swallow up to one creature one size category smaller than you, or up to four creatures two size categories smaller than you, or up to sixteen creatures that are at least three size categories smaller than you. It takes at least 50 points of damage for a creature to cut its way out of you. At the beginning of each of your turns, all creatures you have swallowed take damage as though you had breathed on them. If your breath weapon offers a Reflex save, the creatures automatically fail it.


 * Rip: You gain the Rake ability, which lets you make two extra claw attacks against opponents you are grappling.


 * Tear: When you hit with two consecutive claw attacks in the same round, you automatically deal extra damage equal to twice the base damage of your claw attack, plus one and a half times your Strength modifier.


 * Reflective Scales: One third of your Adventure-Dragon-granted Natural Armor is replaced by a Deflection bonus to AC.


 * Defter Flight: Your flight maneuverability improves by one step.


 * Upgrade Stripe: Improve the effect of your stripe as follows:

 (Ex): At level 4, Adventure Dragons gain two secondary claw attacks that deal damage appropriate for their size. Half of their Strength modifier is added to the damage.



This changes to a 150 foot poor fly speed at level 11, and a 250 foot clumsy fly speed at level 18.

 (Ex): At level 8, Adventure Dragons gain two secondary wing slam attacks that deal damage appropriate for their size. Half of their Strength modifier is added to the damage.

 (Ex): At level 12, Adventure Dragons gain a secondary tail slap slam attacks that deal damage appropriate for their size. One and a half of their Strength modifier is added to the damage.

 (Ex): At level 16, Adventure Dragons can attempt to crush opponents at least three size categories smaller than theirselves as a standard action. All targets within the Dragon's space must make a Reflex save (DC 10 + half Hit Dice + Constitution modifier) or be pinned and take damage appropriate for the Adventure Dragon's size. One and a half of the Dragon's Strength modifier is added to the damage.

 (Ex): At level 20, Adventure Dragons can sweep a 30' half-circle with their tail as a standard action. Creatures four or more size categories smaller than the Dragon takes damage appropriate for the Dragon's size, plus one and a half of the Dragon's Strength modifier. A Reflex save (DC 10 + half Hit Dice + Constitution modifier) halves the damage.

Fighter-Level Adventure Dragon
Some Adventure Dragons plod along in life. This is the Fighter-level Adventure Dragon. Note how they don't have any sort of class synergy effect.

Class Features
All of the following are class features of the Adventure Dragon.

Weapon and Armor Proficiency: Adventure Dragons are proficient with their natural weapons and with simple weapons.





 (Ex): Adventure Dragons gain a bite attack that deals damage appropriate for their size. Their strength modifier is added to the damage.



 (Ex): Adventure Dragons become immune to magic sleep effects and paralysis effects at level 2.

This improves to 60 feet at level 4.

This does not change their ability scores.

 (Ex): At level 4, Adventure Dragons gain two secondary claw attacks that deal damage appropriate for their size. Half of their Strength modifier is added to the damage.



This changes to a 150 foot poor fly speed at level 14, and a 250 foot clumsy fly speed at level 20.

 (Ex): At level 8, Adventure Dragons gain two secondary wing slam attacks that deal damage appropriate for their size. Half of their Strength modifier is added to the damage.

 (Ex): At level 12, Adventure Dragons gain a secondary tail slap slam attacks that deal damage appropriate for their size. One and a half of their Strength modifier is added to the damage.

 (Ex): At level 16, Adventure Dragons can attempt to crush opponents at least three size categories smaller than theirselves as a standard action. All targets within the Dragon's space must make a Reflex save (DC 10 + half Hit Dice + Constitution modifier) or be pinned and take damage appropriate for the Adventure Dragon's size. One and a half of the Dragon's Strength modifier is added to the damage.

 (Ex): At level 20, Adventure Dragons can sweep a 30' half-circle with their tail as a standard action. Creatures four or more size categories smaller than the Dragon takes damage appropriate for the Dragon's size, plus one and a half of the Dragon's Strength modifier. A Reflex save (DC 10 + half Hit Dice + Constitution modifier) halves the damage.

Monk-Level Adventure Dragon
Some Adventure Dragons are born wingless, doomed to a life of hoboism or monasticity. This is the Monk-level Adventure Dragon. Note how they don't have any sort of class synergy effect, can't even fly, and have inferior ability score adjustments.

Class Features
All of the following are class features of the Adventure Dragon.

Weapon and Armor Proficiency: Adventure Dragons are proficient with their natural weapons and with simple weapons.





 (Ex): Adventure Dragons gain a bite attack that deals damage appropriate for their size. Their strength modifier is added to the damage.



 (Ex): Adventure Dragons become immune to magic sleep effects and paralysis effects at level 2.

This improves to 60 feet at level 4.

This does not change their ability scores.

 (Ex): At level 4, Adventure Dragons gain two secondary claw attacks that deal damage appropriate for their size. Half of their Strength modifier is added to the damage.



 (Ex): At level 12, Adventure Dragons gain a secondary tail slap slam attacks that deal damage appropriate for their size. One and a half of their Strength modifier is added to the damage.

 (Ex): At level 16, Adventure Dragons can attempt to crush opponents at least three size categories smaller than theirselves as a standard action. All targets within the Dragon's space must make a Reflex save (DC 10 + half Hit Dice + Constitution modifier) or be pinned and take damage appropriate for the Adventure Dragon's size. One and a half of the Dragon's Strength modifier is added to the damage.

 (Ex): At level 20, Adventure Dragons can sweep a 30' half-circle with their tail as a standard action. Creatures four or more size categories smaller than the Dragon takes damage appropriate for the Dragon's size, plus one and a half of the Dragon's Strength modifier. A Reflex save (DC 10 + half Hit Dice + Constitution modifier) halves the damage.

 in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.