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Diamond Dragon

(Dragon Magic variant, p. 30)


The boldest of the sages study the link between gem dragons and psionics, learning to tap into what they
refer to as the draconic psionic collective.

Requirements
Base Attack Bonus: +3
Alignment: Neutral good, neutral evil, lawful neutral, chaotic neutral, or neutral
Skills: Knowledge (arcana) 3 ranks
Language: Draconic
Special: Ability to manifest 3rd-level psionic powers.

Hit die d8
Skill points 2 + Int
Class Features
Manifesting: At every level except 1st and 6th, you gain

new power points per day, access to new powers, and

an increase in manifester level as if you had also attained a level in a manifesting class to which you belonged before adding
the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had
more than one manifesting class before becoming a diamond dragon, you must decide to which class to add each level for
the purpose of determining maximum power level, manifester level, and new power access.

Dragon Augmentation (Ex):

Learning to think the way dragons think is more than a matter of mental

training. Dragons are extremely fit creatures, and a psionic character must begin to match that fitness as part of learning
their mental habits. At 1st level, as a result of such study and physical training, you gain a +1 bonus to Strength, Dexterity, or
Constitution (your choice). Once this choice is made, it cannot be changed. At 5th level and again at 10th level, you have the
choice of increasing the same ability score by another +1, or adding a +1 bonus to a different physical ability score.

Sleep/Paralysis Neutralization (Su): Starting at 1st level, you are capable of overcoming magical sleep and
paralysis effects by drawing on the mental powers of gem dragons. As an immediate action, when you would magically be put
to sleep or paralyzed, you can expend 1 power point to neutralize the effect.

Channel Dragon Claws (Su):

Starting at 2nd level, you can channel the power of the gem dragons to form

claws made of psionic energy. They appear as shimmering, clear crystal claws that form around your own fingers. Manifesting
the claws takes one standard action and 1 power point. The claws last for 1 minute per manifester level and deal 1d6 points
of slashing damage (assuming you are Medium) plus your Strength bonus. You can attack with one claw as a standard action
or both claws as a full-round action. In addition, in any round in which you take a standard action to manifest a psionic
power, you can make a single claw attack as a swift action.
For every 2 additional power points you spend to manifest your dragon claws, you gain a +1 enhancement bonus on attack
rolls and damage rolls with the claws (maximum +5). You can spend a number of power points on this ability equal to or less
than your manifester level.

Breath Weapon (Su):

At 4th level, you can manifest a breath weapon attack, similar to those of various

dragons. Doing this costs 5 power points and deals cold, electricity, fire, or sonic damage (chosen at the time of
manifestation; see below for details); a successful Reflex save (DC 10 + class level + your Int modifier) halves the damage.
Each of the damage types acts slightly differently, as detailed below.

Cold:

This 30-foot-long, cone-shaped breath weapon deals 5d8 points of cold damage and allows a Fortitude save (not a

Reflex save) for half damage.

Electricity: This 60-foot-long, line breath weapon deals 5d6 points of electricity damage and adds 2 to the save DC.
Fire: This 30-foot-long, cone-shaped breath weapon deals 5d8 points of fire damage.
Sonic: This 30-foot-long, cone-shaped breath weapon deals 5d4 points of sonic damage and ignores objects' hardness.
For every additional power point you spend on your breath weapon, you deal an extra die of damage. You can spend a
number of power points on this ability equal to or less than your manifester level.

Channel Dragon Wings (Su):

Starting at 6th level, you can form wings made of psionic energy. The wings

form without damaging or being hampered by any armor or clothing worn. Manifesting the wings costs 7 power points. The
wings grant you a fly speed of 30 feet with perfect maneuverability and last for 1 minute per manifester level. You cannot fly
if you are carrying a heavy load. Flying with the wings takes only as much concentration as walking, leaving you free to fight
or manifest psionic powers.
For every 2 additional power points you spend, your fly speed increases by 5 feet. You can spend a number of power points
on this ability equal to or less than your manifester level.

Channel Dragon Tail (Su): Starting at 8th level, you can form a long dragon tail made of psionic energy. The
tail appears to be a shimmering, clear, crystal appendage that grows from your own spine. Manifesting the tail costs 9 power
points, and it lasts for 1 minute per level. The tail has twice your normal reach (thus, it has a reach of 10 feet if you are
human but 20 feet if you are an ogre), and you can make a melee attack with it as a standard action, dealing 1d8 points of
bludgeoning damage (assuming you are Medium) plus 1-1/2 your Strength bonus. If you also have claws from your channel
dragon claws ability, you can attack with the tail and both claws as a full-round action (treat the claws as secondary natural
weapons for the purpose of your attack rolls). Your psychic tail can't make attacks of opportunity.
For every 2 additional power points you spend on your dragon tail, you gain a +1 enhancement bonus on attack rolls and
damage rolls with the tail (max +5). You can spend a number of power points on this ability equal to or less than your
manifester level.

Frightful Presence Aura (Su): At 10th level, you gain the ability to project a frightful presence aura similar
to that of a dragon. Activating your frightful presence costs 11 power points; once activated, it remains active for 5 rounds.
The frightful presence functions in a 60-foot radius. Any enemy within this area must make a Will save (DC 10 + class level +
your Int modifier) or be shaken for the remainder of the frightful presence's duration. Creatures with fewer than half your Hit
Dice are frightened rather than shaken.
For every additional power point you spend on your frightful presence aura, the duration increases by 1 round. You can spend
a number of power points on this ability equal to or less than your manifester level.

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