Pre-Reqs:
Class: Lammasu 4
Skill: Diplomacy 4 ranks, Know (Arcana) 4, Know (Religion) 4 ranks
Alignment: Lawful Good
Hit Dice: d10
{table]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Golden Body, Breath Weapon, +1 Con
2|+2|+3|+0|+0|Outsider Skin, Resist the Elements, White Light
3|+3|+3|+1|+1|Dragon's Blood, Superior Protector
4|+4|+4|+1|+1|Dragon's Wings, Smite, +1 Cha
5|+5|+4|+1|+1|Supreme Protector[/table]
Class Features:
Golden Body: By taking the 1st level of this class the Lammasu dedicates itself to the cause of righteousness. As the sun rises the day after it chooses to take this first level the dawn light transforms it forever into a Golden Protector; the high kings of Lammasu kind.
It loses it's former racial traits and features and gains the traits of both the Dragon & Outsider types shown below.
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Darkvision 60ft.
Low Light Vision.
Immunity to magic sleep effects and paralysis effects.
It is native to Celestia and gains the Extraplanar subtype when elsewhere. It also gains the Fire subtype.
At all times it is treated as having whichever of those two types is most beneficial to it at the time (eg. when subject to a banishment spell or a Bane/Favoured Enemy effect), though it's Extraplanar/Native & Fire subtypes always remains. This means that when killed the Golden Protector may consider itself a Dragon, meaning it can be resurrected as normal.
- When it enters this class it's claw & bite attacks gained from Lammasu levels increase their damage by one step.[/INDENT]
- It gains a Natural Armour bonus equal to it's Con Mod (this overlaps with other similar bonuses).
- (If it doesn't already have a natural mode of flight) It has wings that cannot yet sustain flight, though they do grant it a +4 bonus on jump checks.
It also gains a +2 racial bonus on spot checks.
Golden Protector levels 2-5 advance spellcasting gained by the Divine Connection Lammasu ability. Levels 1 does not advance any spellcasting.
Breath Weapon (Su): Every 1d4 rounds the Protector may unleash a cone of flame from it's mouth. This cone is 5ft+5ft/HD long, except Golden Protector levels count as a 10ft increase instead of 5ft. It deals 1d6 points of fire damage/2HD, with a Reflex Save for 1/2 damage (10+Con Mod+1/2 HD+Golden Protector level).
Outsider Skin (Ex): At second level the Protector becomes much tougher and harder to kill. It gains Damage Reduction equal to 1/2HD overcome by Magic & Evil weapons.
Resist the Elements (Ex): At second level the Protector gains resistance to either Acid, Cold or Electricity (player's choice) equal to 1/2 its HD.
At third and fourth level it gains another resistance from the remaining choices on the above list.
Once made these choices cannot be changed.
White Light (Su): The Protector may use a Dayight effect (as the spell) at will. It also mocks those that live in the dark; Drow, Vampires, and any other creatures that are weakened or damaged by light take a -2 penalty to all d20 rolls while within 5ft/HD of the Protector.
Dragon's Blood (Ex): At third level the Protector develops a strong protection from magic. It gains Spell Resistance 11+HD.
Dragon's Wings (Ex): Either the Protector's fly speed increases by 30ft or it's manoeuvrability increases one step (eg. from Average to Good). If it could not yet fly it gains a fly speed of 30ft (Average).
Superior Protection (Sp): 1/day for each HD it has the Protector may use Shield Other as an SLA. It is also always on the lookout for damage and can no longer flanked.
Smite (Su): From 4th level the Protector may suffuse a weapon it uses with immense energy 1/6 rounds. Activating this power is a free action and may only be used on a creature that opposes the Protector's alignment on at least one aspect. It grants a bonus on attack rolls equal to it's Cha Mod & a bonus to damage equal to it's HD.
Supreme Protector (Ex): At fifth Level the Protector becomes a sovereign even amongst it's peers.
From now on, 1/2 of the Protector's Breath Weapon damage is pure divine energy, meaning it is not resisted by any means short of a Divine Salient Ability.
It's Smite ability is now usable 1/5 rounds and may be applied to all natural attacks in a full attack or charge.
It may also 1/day call on the aid of
Gold Dragons. As a Full round action it may summon between 1 & 5 Gold Dragons, whose total combined HD may not be greater than your HD-1. They remain for 1 minute/Protector's HD and serve the Protector to the best of their abilities, though obviously they will not act against their alignment.
Because there are not that many Gold Dragons in the world, each time you call them they are the same individual dragons (thus they should have names at the very least). If a Dragon is killed whilst in your service you lose the amount of HD they had from your summoning supply for 1 week.