|1st|| +1|| +2|| +0|| +2|| Flame Draconian Body, Rage 1/day, Death Throes|
|2nd|| +2|| +3|| +0|| +3|| Breath Weapon, Uncanny dodge|
|3rd|| +3|| +3|| +1|| +3|| Fireball 1/day, +1 Con, Claws|
|4th|| +4|| +4|| +1|| +4|| Growth, Rage 2/day, +1 Str|
|5th|| +5|| +4|| +1|| +4|| Improved Uncanny dodge, +1 Con|
|6th|| +6/+1|| +5|| +2|| +5|| Flight, Fireball 2/day, +1 Str|
|7th|| +7/+2|| +5|| +2|| +5|| Spell Resistance 15+HD|
|8th|| +8/+3|| +6|| +2|| +6|| Rage 3/day|
The Flame Draconian class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str)
Skill Points at 1st Level:
(4+Int) x 4
Skill Points at Each Additional Level:
A Flame draconian is proficient with all Natural weapons from the Flame draconian class, all simple weapons and the greatsword, light armor, medium armor and heavy armor but not any shields.
Flame Draconian Body:
The flame draconian loses all other racial bonuses, and gains the following;
- Dragon type:
- Immunity to paralysis and magic sleep effects
- Darkvision 60ft, and low-light vision
- Disease Immunity: Immune to all diseases
- Fire Subtype: Immunity to fire, +50% damage from cold
- +2 Str
- Natural Armor equal to 1/2 Con mod
- A Bite attack that deals 1d4. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do, but not capable of being used as natural weapons yet.
- Inspired by Dragons: Draconians are drawn to dragons and revere them. When under the command of a true dragon whose alignment is within one step of their own, or when entering a battle under the command of such a dragon, draconians receive a +1 morale bonus on all attacks and saving throws.
- Low Metabolism: Can survive on one-tenth the food and water it takes to sustain a human.
- Base Land speed 40ft
- Gliding: A flame draconian can use his wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Flame draconian's glide at a speed of 30 feet with average maneuverability. Even if a flame draconianís maneuverability improves, he canít hover while gliding. A flame draconian canít glide while carrying a medium or heavy load. If a flame draconian becomes unconscious or helpless while in midair, his wings naturally unfurl, and powerful ligaments stiffen them. The flame draconian descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
A flame draconian who takes additional levels in barbarian adds its innate barbarian level to its class level to determine number of rages per day, greater rage, tireless rage, mighty rage, and to determine the minimum level a rogue must be to flank the flame draconian for Uncanny Dodge and Improved Uncanny Dodge.
A flame draconian can fly into an screaming blood frenzy a certain number of times per day. In a rage, a flame draconian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a Ė2 penalty to Armor Class The increase in Constitution increases the flame draconianís hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are) While raging, a flame draconian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the characterís (newly improved) Constitution modifier. A flame draconian may prematurely end his rage. At the end of the rage, the flame draconian loses the rage modifiers and restrictions and becomes fatigued (Ė2 penalty to Strength, Ė2 penalty to Dexterity, canít charge or run) for the duration of the current encounter (unless he is a 8th-level flame draconian and 9th-level barbarian, at which point this limitation no longer applies; see below).
A flame draconian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and again at 8th, he can use it one additional time per day (to a maximum of three times per day at 8th level). Entering a rage takes no time itself, but a flame draconian can do it only during his action, not in response to someone elseís action. A flame draconian canít, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from the increased Constitution, although the extra hit points would be of benefit if he had gone into a rage earlier in the round, before the arrow struck.
Being born not as a dragon should be, but rather as a magical process of turning one dragon egg into a completely different creature has rendered your death to have a violent outcome. On the round a flame draconian dies, it's body explodes in a 40-ft radius blast of fire that completely engulfs its body in flames. The blast deals 1d6 per 2HD points (rounded down) of fire damage. Affected creatures can make a Reflex save (DC 10+1/2 HD+Cha) for half damage. Flame draconians can only be restored to life through the use of a resurrection, true resurrection, or wish spell. As a standard action, you may lower or raise your ability to produce death throes. If you die while your ability to produce death throes is lowered, your corpse does not produce any death throes and can be raised like a normal body.
Breath Weapon (Su):
Starting at second level a flame draconian delves further into their Red Dragon ancestry and obtains a weaker breath weapon that deals 1d8 fire damage at a range of 15ft cone. Every 4 HD after 2nd, the breath weapon deals an additional 1d8 damage to a maximum 5d8 at 18HD. It also grows in range by an additional 5ft per 2HD after 2nd to a maximum of 30ft at 8HD. After using their breath weapon, a flame draconian has to wait 1d4 rounds for it to recharge.
Uncanny Dodge (Ex):
At 2nd level, a flame draconian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a flame draconian already has uncanny dodge from a different class (a flame draconian with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead.
The flame draconian's ability scores increase by the shown amount.
+1 Str at 4th & 6th for total of +4 at 6th level, +1 Con at 3rd and 5th for total of +2 at 5th
At level 3, the flame draconian's claws are now strong enough to be used as weapons. They are secondary natural weapons that deal 1d4+1/2 strength modifier damage
At 6th level the flame draconian grows to large size. His AC, bonus to hit, base damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties. Adjust Natural weapon damage accordingly.
The magical talents of a flame draconian's Red Dragon heritage starts to show, along with their love of fire in the form of a innate spell-like ability. Starting at 3rd level they gain a Fire Ball SLA usable 1/day, cast at a Caster Level equal to it's HD for purposes of damage and range. They later gain a second use of the SLA at 6HD, and a third use at 9HD for maximum of 3/day. Ref (DC 10+1/2 HD+Cha) for half damage.
Improved Uncanny Dodge (Ex):
At 5th level and higher, a flame draconian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the flame draconian by flanking him, unless the attacker has at least four more rogue levels than the target has flame draconian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
At level 6 the flame draconian becomes able to fly at a speed of 60 feet with poor maneuverability. The wings are not strong enough to be used as weapon.