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Draconic Exemplar

Racial Paragon Classes

In most campaigns, the ideas of class and race are separate concepts. But, with racial paragon classes, the line between the two becomes blurred. Racial paragons are, as the name suggests, nearly ideal examples of the strengths and abilities of the character’s race. Unlike members of other classes, however, racial paragons are more than merely powerful individuals. They are strong in all the ways that their race is strong, while still vulnerable in the ways that their race is vulnerable. Beyond that, they possess powers and capabilities that supersede those of normal members of their race. Racial paragons rarely undergo the rigorous training or study that members of other classes commonly undertake between levels. Their experience, wisdom, and heroic abilities simply manifest in the form of superior innate racial abilities. Despite this strong association with race, racial paragons need not have specific views or special dedication to their race’s beliefs or typical attitudes (although many do). Obviously, a character can only take levels in the racial paragon class associated with his race. Like the fighter, wizard, and other standard character classes, racial paragon classes have no prerequisites (other than being a member of the appropriate race). A draconic exemplar can multiclass freely between standard character classes, prestige classes for which he qualifies, and the paragon class unless the other class has restrictions that prevent multiclassing. Levels in racial paragon classes are always considered to be advancing in a favored class.

Draconic Exemplar (Taninim Racial Paragon)

Draconic exemplars are the embodiment of draconic principle. Focusing on draconic essences, they develop the iconic personality traits and powers of true dragons as they grow in size and stature. Breath weapons of elemental death, powerful forms of tooth and claw, impenetrable hides, intrinsic arcane powers, and personalities brimming with both the positive and negative aspects of ambition, ego and greed are all part of the draconic exemplar.

Role: Draconic exemplars are dragons through and through. From the mischievous fey-touched faerie dragon to the most regal gold or most heinously destructive red dragon, the paragon develops traditional draconic abilities at a rate that allows them to fit in with an adventuring party. At higher levels, they bring both the advantages and challenges of adventuring with a fully-matured dragon.

Alignment: Any

Hit Die: d12

Starting Wealth: 1d6 × 10 gp (average 35 gp.)

Class Skills

The draconic exemplar’s class skills are Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha)

Skill Ranks per Level: 4 + Int modifier.

Table: Draconic Exemplar
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +2 Predator’s claws, draconic essence, draconic weaponry
2nd +2 +3 +3 +3 Draconic defense
3rd +3 +3 +3 +3 Draconic gift
4th +4 +4 +4 +4 Dracomorphosis
5th +5 +4 +4 +4 Draconic defense
6th +6/+1 +5 +5 +5 Draconic gift
7th +7+2 +5 +5 +5 Draconic weaponry
8th +8/+3 +6 +6 +6 Dracomorphosis, draconic defense
9th +9/+4 +6 +6 +6 Draconic gift
10th +10/+5 +7 +7 +7 Draconic sorcery
11th +11/+6/+1 +7 +7 +7 Draconic defense
12th +12/+7/+2 +8 +8 +8 Dracomorphosis, draconic gift
13th +13/+8/+3 +8 +8 +8 Draconic weaponry
14th +14/+9/+4 +9 +9 +9 Draconic defense
15th +15/+10/+5 +9 +9 +9 Draconic gift
16th +16/+11/+6/+1 +10 +10 +10 Dracomorphosis
17th +17/+12/+7/+2 +10 +10 +10 Draconic defense
18th +18/+13/+8/+3 +11 +11 +11 Draconic gift
19th +19/+14/+9/+4 +11 +11 +11 Draconic weaponry
20th +20/+15/+10/+5 +12 +12 +12 Great wyrm, draconic defense

Class Features

All of the following are class features of the draconic exemplar.

Weapon and Armor Proficiency

A draconic exemplar is proficient only with natural attacks. He is proficient with no armor or shields.

Predator’s Claws (Ex)

At 1st level, the draconic exemplar gains two primary claw attacks that deal 1d4 points of damage.

Draconic Essence

The draconic exemplar embodies one particular facet of dragonkind personality. Each draconic essence is associated with a particular alignment, energy type, and true dragon type. The draconic exemplar must select an essence from the following list that has a listed alignment within one step of his alignment. He gains resist energy 5 for his draconic essence’s energy type. This increases to energy resistance 10 at 5th level, energy resistance 20 at 10th level, and energy resistance 30 at 15th level. If the draconic exemplar gains the breath weapon draconic weaponry, his draconic essence determines the shape and damage die of his breath weapon. The draconic exemplar also gains a unique compulsion based on his draconic essence that grows harder to resist as his hereditary power grows. The DC to resist a compulsion is 10 + ½ the draconic exemplar’s character level + the draconic exemplar’s Charisma modifier. His physical appearance takes on aspects of the associated true dragon, with the amount of required similarity subject to GM discretion (a significant amount of visual flexibility is encouraged, particularly for draconic exemplars with the Feykin or Lung alternate racial traits).‌

Adventurous Alignment: chaotic neutral; Energy: electricity; Breath Weapon: cone (1d6); Dragon Type: cloud. Compulsion: the draconic exemplar must make a Will save to resist exploring or investigating a new location or object of significance.

Balanced Alignment: neutral; Energy: sonic; Breath Weapon: cone (1d4); Dragon Type: sovereign. Compulsion: the draconic exemplar must make a Will save to commit an overtly good or evil deed.

Brave Alignment: lawful good; Energy: electricity; Breath Weapon: line (1d6); Dragon Type: bronze. Compulsion: the draconic exemplar must make a Will save to flee or retreat from an encounter.

Creative Alignment: chaotic good; Energy: fire; Breath Weapon: line (1d6); Dragon Type: brass. Compulsion: the draconic exemplar must make a Will save to destroy creatures or objects with unique value, or to take actions which stifle or ruin other creatures’ artistic expression.

Destructive Alignment: chaotic evil; Energy: fire; Breath Weapon: cone (1d6); Dragon Type: red. Compulsion: the draconic exemplar must make a Will save to resist killing and mutilating an enemy he has engaged in battle, and to resist taking advantage of opportunities to hurt his enemies by destroying that which is precious to them.

Devious Alignment: chaotic evil; Energy: acid; Breath Weapon: line (1d6); Dragon Type: black. Compulsion: the draconic exemplar must make a Will save to openly share significant information and be truthful.

Greedy Alignment: lawful evil; Energy: fire; Breath Weapon: line (1d6); Dragon Type: underworld. Compulsion: the draconic exemplar must make a Will save to give away his possessions or even trade them at a fair value.

Honorable Alignment: lawful good; Energy: cold; Breath Weapon: cone (1d6); Dragon Type: silver. Compulsion: the draconic exemplar must make a Will save to resist defending the weak or to deceive another creature.

Imperious Alignment: lawful evil; Energy: acid; Breath Weapon: cone (1d6); Dragon Type: green. Compulsion: the draconic exemplar must make a Will save to accept orders or direction from any creature not obviously more powerful than himself.

Just Alignment: lawful good; Energy: electricity; Breath Weapon: cone (1d6); Dragon Type: sky. Compulsion: the draconic exemplar must make a Will save to commit an unjust action, or to allow significant injustices to occur without intervening.

Militant Alignment: lawful evil; Energy: electricity; Breath Weapon: line (1d6); Dragon Type: blue. Compulsion: the draconic exemplar must make a Will save to peacefully resolve a conflict that could be solved by force.

Paranoid Alignment: chaotic evil; Energy: cold; Breath Weapon: cone (1d6); Dragon Type: white. Compulsion: the draconic exemplar must make a Will save to trust anyone other than close friends.

Power-hungry Alignment: lawful neutral; Energy: acid; Breath Weapon: line (1d6); Dragon Type: brine. Compulsion: the draconic exemplar must make a Will save to resist bullying smaller or weaker creatures when it would be to his benefit.

Regal Alignment: lawful good; Energy: fire; Breath Weapon: cone (1d6); Dragon Type: gold. Compulsion: the draconic exemplar must make a Will save to take actions he thinks are demeaning or embarrassing.

Sadistic Alignment: chaotic evil; Energy: negative (does not heal undead); Breath Weapon: cone (1d4); Dragon Type: umbral. Compulsion: the draconic exemplar must make a Will save to resist significant opportunities to inflict pain on others, and to kill an enemy outright when extending their suffering is an option.

Temperamental Alignment: chaotic neutral; Energy: fire; Breath Weapon: cone (1d6); Dragon Type: magma. Compulsion: the draconic exemplar must make a Will save to resist overreacting to threats or tense social situations.

Territorial Alignment: chaotic good; Energy: fire; Breath Weapon: cone (1d6); Dragon Type: sea. Compulsion: the draconic exemplar must make a Will save every 24 hours he is outside the territory he considers his protectorate or become shaken.

Vain Alignment: chaotic good; Energy: sonic; Breath Weapon: cone (1d4); Dragon Type: crystal. Compulsion: the draconic exemplar must make a Will save to resist overreacting to any perceived insult.

Witty Alignment: chaotic good; Energy: acid; Breath Weapon: line (1d6); Dragon Type: copper. Compulsion: the draconic exemplar must make a Will save to remain silent or speak seriously in tense situations.

Wrathful Alignment: chaotic evil; Energy: none (magic and piercing for breath weapon and elemental aura, subject to DR); Breath Weapon: cone (1d6); Dragon Type: forest. Compulsion: the draconic exemplar must make a Will save to resist hunting down a fleeing or escaped enemy, and to resist an opportunity to gain revenge.

Draconic Weaponry

At 1st level, the draconic exemplar chooses a special attack based on his draconic physiology, chosen from the following list. At 7th, 13th, and 19th level, the draconic exemplar gains an additional special attack. He can use his draconic weaponry special attacks a number of times per day equal to his ½ his paragon class level + his Constitution modifier. Unless otherwise noted, a draconic weaponry type can only be selected once. Saving throws allowed by these abilities have a DC equal to 10 + ½ the draconic exemplar’s class level + the draconic exemplar’s Charisma or Constitution modifier, as noted in the ability.

Baleful Glare (Su) The draconic exemplar’s gaze has the power to stop prey in its tracks. As a standard action, the draconic exemplar can glare at his enemies. One creature within 30 feet must make a Will save or be fascinated for 1 round/level. For every five class levels, the draconic exemplar can target an additional creature with this ability (maximum 5 at 20th level). This ability is a mind-affecting compulsion effect. The saving throw of this ability is Charisma-based.

Behemoth (Ex) The draconic exemplar magnifies his physical presence and utilizes the bulk of his draconic body as a dangerous weapon. As an immediate action, the draconic exemplar gains a bonus equal to ½ his class level (minimum +1) to his CMD against bull rush, grab, overrun, reposition, and trip combat maneuvers. The DC of Acrobatics checks to move through squares the draconic exemplar threatens or occupies is increased by ½ his class level. He also treats creatures as if they were one size smaller to determine if they are susceptible to the crush ability of his dracomorphosis class feature. The benefits of this ability last 1 round.

Breath Weapon (Su) The draconic exemplar gains the breath weapon associated with his draconic essence. This is either a cone or line of his draconic essence’s energy type usable as a standard action that deals 1d4 or 1d6 points (as listed for the draconic exemplar’s draconic essence) of energy damage per class level. Creatures in the breath weapon‘s area can make a Reflex save for half damage. The area of the breath weapon varies based on the draconic exemplar’s size as follows:

Table: Breath Weapon Size
Size Line Cone
Tiny 30 ft. 15 ft.
Small 40 ft. 20 ft.
Medium 60 ft. 30 ft.
Large 80 ft. 40 ft.
Huge 100 ft. 50 ft.
Gargantuan 120 ft. 60 ft.
Colossal 140 ft. 70 ft.

The draconic exemplar can use his breath weapon once every 1d4 rounds, up to a maximum number of times per day equal to 3 + his Constitution modifier. The saving throw of this ability is Constitution-based.

Destructive Might (Ex) As a swift action, the draconic exemplar can attempt a bull rush combat maneuver without provoking an attack of opportunity. The draconic exemplar must have successfully hit a creature with a claw, tail slap or wing buffet in the same round in order to attempt this bull rush against it. At 8th level, the draconic exemplar can use a swift action to attempt a sunder combat maneuver without provoking an attack of opportunity. The draconic exemplar must have successfully hit a creature with a claw, bite or gore in the same round in order to attempt this sunder against the creature’s worn or wielded equipment.

Elemental Aura (Su) As a swift action, the draconic exemplar can cause energy appropriate to his draconic essence to boil up out of his limbs for 1 round. The draconic exemplar’s natural attacks deal +1d6 points of the appropriate energy damage, plus an additional +1d6 for every five class levels (maximum +5d6 at 20th level).

Fey Breath (Su) The draconic exemplar gains a cone-shaped breath weapon (see breath weapon above for range) of euphoric gas. Creatures within the area must make a Fortitude save or be staggered, sickened, and immune to fear for 1 round, plus 1 additional round for every four class levels. The saving throw for this ability is Constitution-based. The draconic exemplar must have the Feykin alternate racial trait to gain this draconic weaponry.

Frightful Presence (Ex) The draconic exemplar instinctively strikes fear into the hearts of his enemies. As a standard action, or as a free action as part of a charge, the draconic exemplar can make all opponents within 30 feet shaken for 1 round/level. At 8th level and every four additional levels, the range of this ability increases by 30 feet (maximum 150 foot range at 20th level). A successful Will save negates this effect, and an opponent that succeeds on the saving throw is immune to the draconic exemplar’s frightful presence for 24 hours. This ability only affects opponents with Hit Dice less than the draconic exemplar’s class level. This ability is a mind-affecting fear effect. The saving throw for this ability is Charisma-based.

Primal Spelltrick (Sp) The draconic exemplar can tap into the power of the Primal World to temporarily gain access to a spell-like ability. As a standard action, he becomes able to cast a 1st-level spell from the druid spell list or a 1st-level illusion spell from the sorcerer/wizard spell list as a spell-like ability until he sleeps for 8 hours. Each casting of the spell during this time expends one daily use of draconic weaponry. After getting a full 8 hours of sleep, this ability resets and the draconic exemplar can choose a new spell-like ability. His caster level for spell-like abilities acquired through primal spelltrick is equal to his class level, and the DCs of any saving throws are Charisma-based. This draconic weaponry may be selected multiple times, allowing the draconic exemplar to gain an additional spell-like ability and increasing the level of spells he can choose from for that additional ability by 1. For example, a draconic exemplar who gained primal spelltrick four times would be able to select a 1st, 2nd, 3rd, and a 4th-level spell-like ability. The draconic exemplar must have the Feykin alternate racial trait to gain this draconic weaponry.

Rampage (Ex) The draconic exemplar’s ferocity is unmatched, allowing him to bully his way around the battlefield with impunity. He can activate this ability as part of a charge to charge through difficult terrain and squares occupied by allies, and can even charge through squares occupied by enemies by attempting overrun combat maneuvers against them as free actions that do not provoke attacks of opportunity. Each enemy to be overrun after the first gains a cumulative +2 bonus to its CMD. If an overrun attempt is unsuccessful, the draconic exemplar’s charge ends in the last open space he entered in his charge path.

Roar (Su) The draconic exemplar can utter a tremendous roar to overwhelm his enemies. As a standard action, the draconic exemplar emits a cone of sound (see breath weapon above for the size of this cone’s area). Creatures in the area are staggered for 1 round and deafened for 1 round/level. A successful Fortitude save negates this effect. This is a sonic effect. The saving throw for this ability is Constitution-based.

Venomous Bite (Ex) The draconic exemplar can inject a debilitating poison with his bite. As a swift action when successfully damaging an opponent with a bite attack, the draconic exemplar can apply the following poison:

Draconic exemplar poisontype injury; save Fort DC 10 + ½ the draconic exemplar’s class level + the draconic exemplar’s Constitution modifier; frequency 1/round for 6 rounds; effect 1 Str + 1 Str/6 levels; cure 1 save + 1 save/8 levels.

Draconic Defense

At 2nd level and every three additional levels, the draconic exemplar improves his defensive capabilities by selecting one of the following draconic defenses. A draconic defense can only be taken once unless otherwise noted.

Aerial Evasion (Ex) The draconic exemplar can avoid damage from area-effect attacks while flying. If a flying draconic exemplar makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Aerial evasion can only be used if the draconic exemplar is wearing light armor or no armor.

Baffled Eardrums (Ex) Once per day, the draconic exemplar can reroll a saving throw against a spell or effect with the language-dependent or sonic descriptor. The draconic exemplar must decide to use this ability before the results are revealed, and must take the second roll even if it is worse. If the draconic exemplar is at least 10th level, he can use this ability twice per day.

Enchanted Scales (Su) The draconic exemplar treats ½ of his natural armor bonus as a deflection bonus to AC against touch attacks. He cannot benefit from any ability or effect that allows him to retain his natural armor bonus to AC against touch attacks while benefiting from this ability.

Energy Resistance (Ex) The draconic exemplar gains energy resistance 5 against one energy type, chosen when this draconic defense is first gained. The draconic exemplar can choose from acid, cold, electricity, or fire. This draconic defense can be taken multiple times, up to three times for a single energy type. If the same energy type is taken more than once, the resistance to that energy type increases to 10 and then 20.

Hardened Scales (Ex) The draconic exemplar gains DR 5/magic. This draconic defense can be taken once for every five levels the draconic exemplar possesses. Each additional time the draconic exemplar takes this draconic defense, this damage reduction increases by 5 (maximum DR 20/magic).

Nictitating Membranes (Ex) The draconic exemplar is immune to being dazzled. Once per day, the draconic exemplar can reroll a saving throw against a spell or effect that causes blindness, a gaze attack, or an illusion with the pattern or figment descriptor. The draconic exemplar must decide to use this ability before the results are revealed, and must take the second roll even if it is worse. If the draconic exemplar is at least 10th level, he can use this ability twice per day.

Reflective Scales (Su) The draconic exemplar’s resistance to spells can reflect them back upon their caster. If a caster level check for a targeted spell to penetrate the draconic exemplar’s spell resistance is failed by 5 or more, the spell is reflected. The draconic exemplar must have the spell resistance draconic defense in order to take this ability.

Spatial Sense (Ex) The draconic exemplar doesn’t lose his Dexterity bonus to AC against melee attacks from hidden or invisible creatures, and invisible attackers do not gain a +2 bonus to melee attack rolls against the draconic exemplar.

Spatial Sense, Improved (Ex) The draconic exemplar is immune to being flanked, and doesn’t lose his Dexterity bonus to AC against ranged attacks from hidden or invisible creatures. The draconic exemplar must have the spatial sense draconic defense in order to take this ability.

Spell Resistance (Su) The draconic exemplar gains spell resistance equal to 3 + his class level. This draconic defense can be taken up to three times. Each additional time the draconic exemplar takes this draconic defense, his spell resistance increases by +4.

Thickened Scales (Ex) The draconic exemplar gains a +2 bonus to its natural armor bonus to AC. This draconic defense can be taken once for every five levels the draconic exemplar possesses (maximum +8 at 20th level).

Vascular Fortitude (Ex) The draconic exemplar’s robust physiology provides some resistance against blood loss. He reduces hit point damage taken from bleed effects by 1 (minimum 0). For every size category larger than Small the draconic exemplar has attained, he reduces damage from bleed effects by an additional 1 point.

Draconic Gift

At 3rd level and every three additional levels, the draconic exemplar gains a special ability from the following list based on his draconic heritage. Many draconic gifts are augmentations or modifications of draconic weaponry; these gifts expend one daily use of draconic weaponry when used unless otherwise noted. Saving throws allowed by these abilities have a DC equal to 10 + ½ the draconic exemplar’s class level + the draconic exemplar’s Charisma or Constitution modifier, as noted in the ability. The draconic exemplar’s effective caster level is equal to his class level if needed for any spell-like or supernatural abilities. A draconic gift can only be learned once unless otherwise noted.

Acid Pool (Su) The draconic exemplar can use his breath weapon to create a 5-foot radius pool of acid with a range equal to the length of his breath weapon. For every size category larger than Small the draconic exemplar has attained, the acid pool’s radius increases by 5 feet. The acid pool deals acid damage equal to the draconic exemplar’s breath weapon when created to any creatures in its area. At the end of the draconic exemplar’s turn and each round thereafter, the pool’s damage is halved until the result would be less than 1d6, at which point the pool dissipates. Any creature that starts its turn touching the pool takes damage. Creatures can make the breath weapon‘s usual Reflex save for half damage against the initial damage and an additional save each round against the acid pool’s ongoing damage. The draconic exemplar must have a draconic essence with the acid energy type and the breath weapon draconic weaponry to learn this gift.

Animal Form (Su) The draconic exemplar can assume the form of an animal. All dracomorphosis benefits plus all extraordinary or supernatural draconic defenses, draconic gifts and draconic weaponry are considered form-dependent abilities and cannot be used in animal form. This ability otherwise functions as the beast shape I spell except that the draconic exemplar can remain in the animal form indefinitely. If the draconic exemplar is at least 8th level, he can assume forms similar to the beast shape II spell instead. This ability can be used 3 times per day.

Battering Breath (Su) The draconic exemplar’s breath weapon is a dense spray of jagged earth and rock. Any creature failing its Reflex save against the breath weapon is knocked prone in addition to taking damage. The draconic exemplar must have the wrathful draconic essence and the breath weapon draconic weaponry to learn this gift.

Blinding Spittle (Ex) The draconic exemplar can spit his venom into his enemies’ faces, poisoning them and impairing their vision. As a standard action expending one daily use of his draconic weaponry, the draconic exemplar can make a ranged touch attack at a target up to 10 feet away, plus an additional 10 feet for every size category larger than Small of the draconic exemplar. On a successful hit, the creature is blinded for 1 round and must make a Fortitude save or be poisoned by the draconic exemplar’s poison. The draconic exemplar must have the venomous bite draconic weaponry to learn this gift.

Blindsense (Ex) The draconic exemplar gains blindsense 30 ft. This gift can be learned twice, increasing the blindsense range to 60 ft.

Bottleneck (Ex) The draconic exemplar can position his bulk in confined areas to present a dangerous bulwark to his enemies. When the draconic exemplar activates his behemoth draconic weaponry and is occupying all the squares between two parallel walls, he can choose to form a bottleneck. The draconic exemplar gains a +4 dodge bonus to AC when in a bottleneck and no creature can move through the squares he occupies. He loses the ability to make tail slaps or wing buffets, but can make a number of additional attacks of opportunity per round equal to his Constitution modifier. The benefits of being in a bottleneck last until the draconic exemplar moves from the squares he occupies or ends the bottleneck as a free action, but the normal effects of the behemoth draconic weaponry last for the standard 1 round duration. The draconic exemplar must have the behemoth draconic weaponry to learn this gift.

Breath-charged Bite (Su) The draconic exemplar can charge his bite attack with the elemental power of his breath weapon. As a standard action expending one daily use of his draconic weaponry or as a free action after using his breath weapon that does not expend an additional use of his draconic weaponry, the draconic exemplar’s bite attack deals an extra +2d6 points of his draconic essence’s energy damage. The draconic exemplar’s bite remains charged with energy for a number of rounds equal to his Constitution modifier. The draconic exemplar must have a draconic essence with an energy type and the breath weapon draconic weaponry to learn this gift.

Bullying Bulk (Ex) The draconic exemplar is now considered one size larger when determining size modifiers for Intimidation checks he makes or resists. In addition, as a swift action whenever he successfully makes a melee attack against an adjacent smaller-sized opponent, the draconic exemplar can push the opponent back 5 feet. The draconic exemplar must have the behemoth draconic weaponry to learn this gift.

Chain Lightning Breath (Su) The draconic exemplar can cause secondary bolts of electricity to leap from his breath weapon. When using his breath weapon, the draconic exemplar can choose a number of secondary targets up to his class level that are outside the area of effect but within 30 feet of it. The breath weapon deals half its normal electricity damage to secondary targets, and they gain a +2 bonus on their Reflex save to take half damage. The draconic exemplar must have a draconic essence with the electricity energy type and the breath weapon draconic weaponry to learn this gift.

Compulsive Gaze (Su) The draconic exemplar’s baleful glare allows him to overwhelm the mind of his prey. When the draconic exemplar uses his baleful glare on a single target, instead of fascinating the creature he can instead plant a suggestion in its mind, as the spell. A successful Will save negates this effect. While affected by the suggestion, the creature is influenced by the draconic exemplar’s personality and temporarily gains his draconic essence’s compulsion. The saving throw for this ability is Charisma-based. The draconic exemplar must have the baleful glare draconic weaponry to learn this gift.

Concentrated Breath (Su) The draconic exemplar can focus his breath weapon into an intensified blast. As a full-round action expending one daily use of his draconic weaponry, he can use his line-shaped breath weapon. The breath weapon‘s DC increases by 2 for the closest creature to the draconic exemplar in the area of effect, and on a failed save the creature takes an additional amount of damage equal to the draconic exemplar’s class level. The draconic exemplar must have a line-shaped breath weapon to learn this gift.

Cosmic Insight (Su) The draconic exemplar gains what resembles a radiant pearl glowing with an inner light on his forehead. He can shed light similar to a light spell centered on himself at will. The draconic exemplar also knows the draconic essence and alignment of any draconic exemplar in his line of sight. Once per day as an immediate action, he can gain a +4 insight bonus on a single attack roll, skill check, ability score check, or saving throw. This bonus can be gained after making the roll, but must be made before the result of the roll is determined. The draconic exemplar must have the Lung alternate racial trait to learn this gift.

Dermonecrotic Breath (Su) The draconic exemplar’s breath weapon is infused with his venom. When the draconic exemplar uses his breath weapon, he can spend one additional daily use of his draconic weaponry as a free action to make the breath venomous. Any creature taking acid damage from the venomous breath must make a Fortitude save or be poisoned by the draconic exemplar’s poison. The draconic exemplar must have the breath weapon and venomous bite draconic weaponries to learn this gift.

Detect Valuables (Sp) The draconic exemplar can detect valuable objects, casting an effect similar to locate objects as a spell-like ability. Only gemstones, precious metals and objects worth at least 100 gp can be detected with this ability. This ability can be used 3 times per day.

Disquieting Growl (Su) The draconic exemplar can use his roar to counter the high morale of his enemies. As a standard action that expends one daily use of his draconic weaponry, the draconic exemplar can suppress all morale bonuses affecting his opponents within 30 feet for a number of rounds equal to his Charisma modifier. Opponents within the area also take a -2 penalty on Will saves. The draconic exemplar must have the roar draconic weaponry to learn this gift.

Elemental Affinity (Ex) The draconic exemplar is tied closely to an element, gaining the ability to thrive in areas where that element is strong. The draconic exemplar chooses one of the following elements when learning this gift.

  • Air The draconic exemplar gains the air subtype. He can see through fog, clouds and similar effects, ignoring any concealment provided by them. His maneuverability while flying improves one category.
  • Earth The draconic exemplar gains the earth subtype. He gains a burrow speed equal to ½ his base speed, and can hold his breath indefinitely while burrowing. He gains tremorsense 30 ft., but his maneuverability while flying is reduced one category.
  • Fire The draconic exemplar gains the fire subtype. He can see through flames, smoke and similar effects, ignoring any concealment provided by them. He deals extra damage equal to his Charisma modifier whenever casting a spell or using a class ability that deals fire damage.
  • Water The draconic exemplar gains the water subtype. He gains a swim speed equal to his base speed. He can breathe underwater indefinitely and can freely use his draconic exemplar class abilities while submerged.
  • Wood The draconic exemplar gains the air, earth or water subtype, chosen when this gift is learned. He can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect the draconic exemplar normally. The draconic exemplar can choose to not leave a trail in natural surroundings and cannot be tracked when he does so.

This gift can be learned a second time if the draconic exemplar is 12th level or higher, with affinity for a second element being gained.

Elemental Mastery The draconic exemplar’s connection to his element provides him with additional abilities. The draconic exemplar chooses one of the following elements for which he has the elemental affinity draconic gift when learning this gift.

  • Air (Su) The draconic exemplar can change into cloudy vapor as a swift action for a number of rounds per day equal to his class level. These rounds do not need to be consecutive. This ability functions as gaseous form but the dragon’s fly speed is unchanged.
  • Earth (Ex) The draconic exemplar can climb on stone surfaces as though using the spider climb spell, and his tremorsense increases to 60 ft.
  • Fire (Su) The draconic exemplar can take a standard action to move any fire effect within 10 feet, plus an additional 10 feet for every four class levels, as if he were the caster. A stationary fire effect can also be moved by this spell, but the placement must be one allowed by the spell and must remain within range of this ability.
  • Water (Ex) The draconic exemplar doubles his swim speed when charging, and triples the distance he can see underwater.
  • Wood (Sp) The draconic exemplar can cast entangle as a spell-like ability 3 times per day, and can move through magically manipulated foliage without taking damage or suffering impairment.

Fling (Ex) The draconic exemplar can hurl opponents through the air with his mighty blows. When the draconic exemplar uses his destructive might to bull rush an opponent, he doubles the distance the opponent is moved. If the opponent is bull rushed into a solid object or obstacle, it is knocked prone and takes damage as if it had fallen the distance pushed. The draconic exemplar must have the destructive might draconic weaponry to learn this gift.

Humanoid Form (Su) The draconic exemplar can assume a specific humanoid form of the same sex, chosen when this gift is first learned. The draconic exemplar always takes this specific form when using this ability. All dracomorphosis benefits plus all extraordinary or supernatural draconic defenses, draconic gifts and draconic weaponry are considered form-dependent abilities and cannot be used in humanoid form. This ability otherwise functions as the alter self spell except that the draconic exemplar does not gain the spell’s size bonus to his ability scores and can remain in the humanoid form indefinitely. This ability can be used 3 times per day.

Icewalking (Ex) The draconic exemplar can move across icy surfaces without penalty and does not need to make Acrobatics skill checks to run or charge on ice. The draconic exemplar can also climb on horizontal and vertical ice-covered surfaces. This functions similarly to the spider climb spell, but only on icy surfaces. The draconic exemplar must have a draconic essence with the cold energy type to learn this gift.

Imbued Spirit (Ex) The draconic exemplar’s powerful draconic spirit enhances his mental faculties. The draconic exemplar gains a +2 inherent bonus to one of his mental attributes. This gift can be learned multiple times, but a different mental attribute must be chosen each time.

Instinctive Spell Resistance (Su) The draconic exemplar can voluntarily lower his spell resistance for 1 round as a swift action. The draconic exemplar must have the spell resistance draconic defense to learn this gift.

Lithe Movement (Ex) The draconic exemplar can move through areas at least half his size at normal speed and takes only a -2 penalty to attack rolls and a -2 penalty to his AC when squeezed into such an area. He can move through a space at least one-quarter of his size using the normal penalties for squeezing into a space.

Naphtha Breath (Su) The draconic exemplar can use his breath weapon to coat his enemies in a sticky, burning substance like pitch or oil. Creatures who fail their saving throw against his fire breath weapon catch on fire in addition to the breath weapon‘s normal damage. Each subsequent round, the creature takes 1d6 points of additional fire damage. Flammable items worn by a creature must also save or take the same damage. As a standard action, creatures on fire can make a new Reflex save against the same DC as the original to end this effect. Creatures remain on fire for a number of rounds equal to the draconic exemplar’s class level or until they succeed at a Reflex save. While on fire from naphtha breath, creatures are dazzled. The naphtha cannot be extinguished by water and will even burn underwater. The draconic exemplar must have a draconic essence with the fire energy type and the breath weapon draconic weaponry to learn this gift.

Natural Sorcery (Su) The draconic exemplar has unlocked his latent draconic talent for arcane spellcasting. He gains the spells known and spells per day of a 2nd-level sorcerer. The draconic exemplar gains no other class features of a sorcerer, and does not gain access from this gift to the sorcerer/wizard spell list for the purpose of using spell trigger and spell completion items. If the draconic exemplar also has levels in the sorcerer class, he increases his effective sorcerer level by 2 (to a maximum of his character level) to determine spells known and spells per day. This gift can be learned up to three times. Each additional time this gift is learned, the draconic exemplar’s effective sorcerer level increases by 2 to determine spells known and spells per day. The draconic exemplar must be at least 9th level to learn this gift.

Overland Flight (Ex) The draconic exemplar’s speed and endurance while flying dramatically increase. He increases his base fly speed by 60 feet, and he only checks for nonlethal damage once every 2 hours instead of every hour when attempting a hustle or forced march while flying. This gift can be learned once for every size category above Medium the draconic exemplar has attained. The increase to fly speed gained from learning this gift multiple times is cumulative. The draconic exemplar must be at least 8th level to learn this gift.

Pacify the Herd (Su) The draconic exemplar’s presence is overwhelming when he flies above his prey, forcing them into inaction. The range of the draconic exemplar’s frightful presence is doubled against grounded opponents while he is flying. The draconic exemplar can also force a creature that fails its save against his frightful presence to cower for 1d4 rounds in addition to being shaken for 1 round/level. The cowering condition automatically ends if the creature is attacked. The draconic exemplar must have the frightful presence draconic weaponry to learn this gift.

Pinion (Ex) The draconic exemplar can immobilize his enemies with his bulk. While using behemoth, if the draconic exemplar makes a successful attack of opportunity against a creature attempting to move through a square he occupies or threatens, the creature must make a Reflex save or be affected by the crush ability of the draconic exemplar’s dracomorphosis class feature. The draconic exemplar must be at least 12th level and have the behemoth draconic weaponry to learn this gift.

Predator’s Speed (Ex) The draconic exemplar’s base speed increases to 40 feet.

Predator’s Slumber (Ex) The draconic exemplar is always alert to danger. He takes no penalty on Perception skill checks for being asleep.

Pulverizing Rumble (Su) The draconic exemplar’s roar shakes the very foundation of his environment. As a standard action, the draconic exemplar can use his roar to shatter the nearby ground. The pulverizing rumble can affect either the roar’s normal cone-shaped area or the draconic exemplar’s space and all squares he threatens. Any square whose ground surface has hardness equal to or less than the draconic exemplar’s class level becomes difficult terrain. All creatures other than the draconic exemplar in the area must make a Reflex save or be knocked prone. This ability’s saving throw is Constitution based. The draconic exemplar must have the roar draconic weaponry to learn this gift.

Rebuke Spirits (Su) The draconic exemplar is an agent of cosmic authority and can repel or restrain spirits. As a standard action that expends one daily use of his draconic weaponry, the draconic exemplar can activate one of two abilities. First, he can prevent all bodily contact against him from spirits for up to 1 hour, similar to the third effect of a protection from evil spell but not subject to spell resistance. Alternately, he can target a spirit within 60 feet to rebuke. The spirit must make a Will save or cower in place for a number of rounds equal to the draconic exemplar’s Charisma modifier. For the purposes of this ability, the following creatures are considered to be spirits: creatures who are astral, ethereal, incorporeal, or who have the fey, outsider or undead type. The draconic exemplar must have the Lung alternate racial trait and the cosmic insight draconic gift to learn this gift.

Resounding Call (Su) The draconic exemplar lifts his head to the heavens and projects his voice over vast distances. As a full-round action that expends one daily use of his draconic weaponry, the draconic exemplar yells out a short message in Draconic of 25 words or less that can be heard up to 1 mile away, plus 1 mile for every size category above Small of the draconic exemplar. The draconic exemplar must have the roar draconic weaponry to learn this gift.

Rime Breath (Su) The draconic exemplar’s breath weapon covers his environment in a slick coating of ice. When the draconic exemplar uses his breath weapon to deal cold damage, creatures who fail their Reflex save become entangled and the affected area becomes coated with ice for a number of rounds equal to ½ his class level. Creatures attempting to move across the icy area at more than half speed must make a DC 15 Acrobatics skill check at the start of the movement or fall prone. The draconic exemplar must have a draconic essence with the cold energy type and the breath weapon draconic weaponry to learn this gift.

Scent (Ex) The draconic exemplar gains scent. If the draconic exemplar has the elemental mastery (water) draconic gift, he also gains the keen scent universal monster ability while underwater.

Scouring Gaze (Su) The draconic exemplar’s baleful glare becomes infused with his hereditary energy. As a standard action that expends one daily use of his draconic weaponry, the draconic exemplar gains a gaze attack with a range of 30 feet for a number of rounds equal to his Charisma modifier. Any creature that meets the draconic exemplar’s gaze must make a Fortitude save or take 1d6 points of damage of his draconic essence’s energy type as raw energy erupts from within. The gaze attack’s damage increases to 2d6 at 8th level and to 3d6 at 16th level. The damage from this ability is doubled when the draconic exemplar actively gazes at a target as an attack action. The saving throw for this ability is Charisma-based. The draconic exemplar must have the baleful glare draconic weaponry to learn this gift.

Shielding Aura (Su) The draconic exemplar can wreathe his body in a nimbus of energy. By expending one additional daily use of draconic weaponry when activating his elemental aura, the draconic exemplar covers his entire body in energy. Any creature striking the draconic exemplar with a melee weapon that does not have reach, an unarmed strike or a natural weapon takes damage from the elemental aura. The draconic exemplar must have the elemental aura draconic weaponry to learn this gift.

Sound Imitation (Ex) The draconic exemplar can mimic any voice or sound it has heard by making a successful Bluff opposed skill check against a listener’s Sense Motive skill check.

Speak with Reptiles (Sp) The draconic exemplar gains the constant spell-like ability to speak with reptiles, as the speak with animals spell but only with reptilian animals.

Spectral Claws (Su) The draconic exemplar can touch spirits as easily as flesh. Whenever the draconic exemplar uses his negative energy elemental aura, his natural attacks deal damage normally to incorporeal creatures. The draconic exemplar must have a draconic essence with the negative energy type and the elemental aura draconic weaponry to learn this gift.

Spirit-penetrating Stare (Su) The draconic exemplar’s baleful glare allows him to look within the hearts and minds of creatures. As a standard action that expends one daily use of his draconic weaponry, he can detect the surface thoughts of a target creature as if he had concentrated on them for 3 rounds with a detect thoughts spell. The draconic exemplar must have the baleful glare draconic weaponry to learn this gift.

Stabilize Destiny (Su) The draconic exemplar wards his surroundings against supernatural manipulations of destiny. As a standard action that expends one daily use of his draconic weaponry, he can suppress all penalties from curse effects on allies and all luck bonuses affecting his opponents within 30 feet for a number of rounds equal to his Charisma modifier. The draconic exemplar can also take a standard action that expends one daily use of his draconic weaponry to attempt to dispel a curse by touch, similar to the remove curse spell. The draconic exemplar must have the Lung alternate racial trait and the cosmic insight draconic gift to learn this gift.

Startling Gesture (Su) The draconic exemplar’s frightful presence can cause his enemies to stumble in their spellcasting. As an immediate action that expends one daily use of his draconic weaponry, the draconic exemplar can force an enemy spellcaster within his frightful presence ability’s range to make a concentration check with a DC equal to his frightful presence‘s saving throw DC + the level of the spell being cast. If the enemy spellcaster fails his concentration check, the spell is interrupted and lost. The draconic exemplar must have the frightful presence draconic weaponry to learn this gift.

Steel Render (Ex) The draconic exemplar has a knack for tearing through solid objects. When the draconic exemplar uses his destructive might to sunder metal armor and gives it the broken condition, the opponent wearing the armor is entangled. The opponent remains entangled until he takes off the armor or it is repaired. The draconic exemplar must have the destructive might draconic weaponry to learn this gift.

Stunning Blow (Ex) The draconic exemplar’s destructive might can be focused directly on his enemies. When the draconic exemplar uses his destructive might to bull rush a creature or sunder an object in its possession, the creature must make a Fortitude save or be stunned for 1 round. The saving throw for this ability is Constitution-based. The draconic exemplar must be at least 8th level and have the destructive might draconic weaponry to learn this gift.

Stupefying Breath (Su) The draconic exemplar’s euphoric breath weapon has memory-altering qualities. Creatures affected by the draconic exemplar’s fey breath retain no memory of what they experienced when the effect ends. The draconic exemplar must have the fey breath draconic weaponry to learn this gift.

Sweeping Breath (Su) The draconic exemplar can sweep his breath weapon over larger areas. As a full- round action that expends two daily uses of his draconic weaponry, the draconic exemplar can cause a line- shaped breath weapon to be a cone-shaped breath weapon with the same range. He can instead cause a cone-shaped breath weapon to affect a half-circle with the same range. The draconic exemplar cannot use his breath weapon for 4 rounds after using this ability. The draconic exemplar must be at least 12th level and have the breath weapon draconic weaponry to learn this gift.

Toxic Mist (Su) The draconic exemplar can expel his venom reserves into a cloud of poisonous mist. As a standard action that expends one daily use of his draconic weaponry, the draconic exemplar can create a 10-foot radius adjacent cloud of mist that provides concealment similar to the obscuring mist spell. For every size category larger than Small the draconic exemplar has attained, the cloud’s radius increases by 5 feet. Any creature other than the draconic exemplar entering or starting its turn within the cloud must make a Fortitude save or be affected by the draconic exemplar’s poison. The toxic mist lasts for 1 round/level. The draconic exemplar cannot use his venomous bite for 1 minute after using this ability. The draconic exemplar must have the venomous bite draconic weaponry to learn this gift.

Trample (Ex) The draconic exemplar mows down bystanders while thrashing about the battlefield. Whenever the draconic exemplar makes a successful overrun combat maneuver, he can make a free claw attack at his full base attack bonus against the overrun creature. The draconic exemplar must have the rampage draconic weaponry to learn this gift.

Trickster’s Vanishing (Sp) The draconic exemplar can cast invisibility as a spell-like ability 3 times per day. At 12th level, the draconic exemplar can instead cast greater invisibility. The draconic exemplar must have the Feykin alternate racial trait to learn this gift.

Unfettered Rampage (Ex) The draconic exemplar moves in unpredictable ways while rampaging. When the draconic exemplar uses rampage, he can make one turn up to 90 degrees as part of his charge’s movement. The draconic exemplar must have the rampage draconic weaponry to learn this gift.

Dracomorphosis (Ex)

At 4th level, the draconic exemplar increases his size to Medium, adjusting the base damage of his natural attacks accordingly. He gains two secondary wing attacks that deal 1d4 points of damage, or gains a primary gore attack that deals 1d6 points of damage if he has the Lung alternate racial trait. The reach of his bite attack (and gore, if any) increases to 10 feet. He gains a +2 size bonus to Strength and a +2 size bonus to his natural armor bonus to AC. He gains the ability to fly with a base speed of 60 feet and average maneuverability. This flight is considered a supernatural ability.

At 8th level, the draconic exemplar increases his size to Large, adjusting his space and the base damage of his natural attacks accordingly. He gains a secondary tail slap attack that deals 1d8 points of damage. He gains an additional +2 size bonus to Strength, a +2 size bonus to Constitution, and reduces his Dexterity by 2. He has poor maneuverability while flying. His size bonus to his natural armor bonus to AC increases to +5.

At 12th level, the draconic exemplar increases his size to Huge, adjusting his space and the base damage of his natural attacks accordingly. His reach increases to 10 feet (15 feet for his bite attack and gore attack, if any). He gains an additional +2 size bonus to Strength and further reduces his Dexterity by 2 (4 total). His size bonus to his natural armor bonus to AC increases to +8.

The draconic exemplar also gains the ability to crush smaller creatures with its bulk by jumping or landing on them as a standard action. Crush attacks are effective only against opponents three or more size categories smaller than the draconic exemplar, and affect as many creatures as fit in his space. Creatures in the affected area must succeed on a Reflex save (DC 10 + ½ the draconic exemplar’s class level + the draconic exemplar’s Constitution modifier) or be pinned, automatically taking 2d8 + 1 ½ times the draconic hero’s Strength bonus bludgeoning damage. If the draconic exemplar chooses to maintain the pin, he must succeed at a combat maneuver check as normal. Pinned creatures take damage from the crush each round if they don’t escape.

At 16th level, the draconic exemplar increases his size to Gargantuan, adjusting his space and the base damage of his natural attacks accordingly. His reach increases to 15 feet (20 feet for his bite attack and gore attack, if any).

He gains an additional +2 size bonus to Strength, an additional +2 size bonus to Constitution, and further reduces his Dexterity by 2 (6 total). He has clumsy maneuverability while flying. His size bonus to his natural armor bonus to AC increases to +11. His crush damage increases to 4d6 + 1 ½ times his Strength bonus.

The draconic exemplar also gains the ability to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the draconic hero’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the draconic hero. A tail sweep automatically deals 2d8 + 1 ½ times the draconic exemplar’s Strength bonus bludgeoning damage. Affected creatures can attempt Reflex saves (DC 10 + ½ the draconic exemplar’s class level + the draconic exemplar’s Constitution modifier) to take half damage.

Draconic Sorcery (Su)

At 10th level, the draconic exemplar can use spell trigger and spell completion magic items as if he had access to the sorcerer/wizard spell list. His effective caster level when using these magic items is equal to his class level.

Great Wyrm (Ex)

At 20th level, the draconic exemplar reaches the epitome of dragonkind. He increases his size to Colossal, adjusting his space and the base damage of his natural attacks accordingly. His reach increases to 20 feet (30 feet for his bite attack and gore attack, if any). He gains an additional +2 size bonus to Strength and further reduces his Dexterity by 2 (8 total). His size bonus to his natural armor bonus to AC increases to +14. His crush damage increases to 4d8 + ½ times his Strength bonus, and his tail sweep damage increases to 2d8 + 1 ½ times his Strength bonus. The draconic exemplar also gains immunity to his draconic essence’s energy type, or DR 5/adamantine if he has the wrathful draconic essence.

Section 15: Copyright Notice

In the Company of Dragons Copyright 2014 Steven D. Russell; Authors Wendall Roy