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Imrix.
2007-03-19, 08:30 PM
First off, I make no claim to have made this thing, I found it ages back on a webpage (angelfire? No idea) and fell in love with it. Said webpage was eventually removed for reasons I never discovered, but thanks to google cache, I managed to save enough of it to re-write it in readable terms.

I have changed nothing, only re-ordered some sections and added bolds, italics and underlines. I do not know who created this, but my hat goes off to them. The only indication is the webpage was owned by somebody going under the name "predaphile".

Secondly, I shall be far away from computers for some time, so I may not be able to reply to criticsm.

With that done, on with the show!

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Half-Dragon

Half-dragons don’t have a fixed set of draconic characteristics. Instead, they may choose to concentrate on their draconian heritage and awaken awesome powers and abilities, though in doing so they neglect advancement in character classes. Basically, the half-dragon race is treated as a character class, and characters can gain Hit Dice in half dragon just as they can in a class. In every way, this is treated as level advancement in a class, and half-dragons who pick up a character class (such as PCs) use normal multi-classing rules.

It should be made clear that characters who are not half-dragons by birth can't pick up half-dragon Hit Dice – you either are of draconian descent or you aren’t! The half-dragon race is considered the character’s favored class, and the favored class granted by the character’s racial heritage is lost. Half-dragons can never gain any more than 10 HD in half-dragon, as they only have so much draconic potential to develop; if they want to advance beyond this, they must do so in a character class (though perhaps a carefully worded wish or miracle might allow further advancement in one's dragon heritage...).

Also note that the half-dragon still has all the normal abilities of her non-dragon half; for example, a dwarf-dragon still has the abilities of a normal dwarf, as well as those of a half-dragon. They also gain the same ability score adjustments (as well as the ability score adjustments granted by the half-dragon's species).

Because half-dragon Hit Dice are treated as a character class, a 1st level half-dragon character starts out as a 1-Hit Die creature, with no character class. (The half-dragon’s potent abilities make up for this, however.) A class can be picked up at second level or at any time thereafter.

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Personality: The personalities of half-dragons are shaped by hard lives, as well as the idiosyncrasies of whatever race and type of dragon they are descended from. It is very difficult to generalize the personalities of half-dragons, as each is by default an atypical individual. However, most half-dragons are reserved and cautious, as they are widely feared or even hated by many people and are slow to trust or open up.

Physical Description: Half-dragons are the same size category as than their parent race, or are Medium-sized (whichever is larger). Their coloration matches that of the dragon parent. Hair is thick and dry. Their eyes are decidedly reptilian, and sharp teeth complete the exotic and often sinister visage. Half-dragons are immediately recognized for what they are (or at least as something monstrous), and are almost universally ostracized.

Half-dragons age more slowly than other races, so double the normal life span of their humanoid stock, as well as to the age that they reach physical maturity; those races with a life span maximum of 500 years and above, add 50% to the life span instead. (An elf-dragon, for example, would reach maturity at 143 years old, but could live to be well over 900.) Half-dragons don't suffer ability score degeneration from aging – though few gain this benefit, as they have a tendency to die premature and violent deaths.

Alignment: Like personality, a half-dragon's alignment is influenced by both his upbringing and the genetic stock that contributed to him. Neutral tendencies are common, reflecting their detachment. Because they're not accepted by most societies, half-dragons with lawful alignments are fairly rare.

Language: Half-dragons start with Common, Draconic, and the race language of their humanoid stock.

Adventurers: Half-dragons are prime adventurer material, and they are often forced into it by their harsh lives. Some professions are more common among certain half-dragons than others, and though they advance slowly they have as much potential as does any other race – though, as stated before, few live long enough to realize it.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1
|
+2
|
+2
|
+2
|Breath Weapon 1d6, Dragon Feat, SR 6, Natural Armour +2,

2nd|
+2
|
+3
|
+3
|
+3
|Breath Weapon 2d6, SR 9

3rd|
+3
|
+3
|
+3
|
+3
|Breath Weapon 3d6, Dragon Feat, SR 12,

4th|
+4
|
+4
|
+4
|
+4
|Breath Weapon 4d6, SR 15, +2 Strength, +2 Constitution

5th|
+5
|
+4
|
+4
|
+4
|Breath Weapon 5d6, Dragon Feat, SR 18, DR 5/magic

6th|
+6
|
+5
|
+5
|
+5
|Breath Weapon 6d6, SR 21

7th|
+7
|
+5
|
+5
|
+5
|Breath Weapon 7d6, Dragon Feat, SR 24

8th|
+8
|
+6
|
+6
|
+6
|Breath Weapon 8d6, SR 27, +2 Strength,

9th|
+9
|
+6
|
+6
|
+6
|Breath Weapon 9d6, Dragon Feat, SR 30

10th|
+10
|
+7
|
+7
|
+7
|Breath Weapon 10d6, SR 33, DR 10/magic[/table]

LA: +1

Hit Dice: d12

Racial Class Skills: Climb (Str), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Search (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).

Skill points at first level: (6 + Int modifier) x4
Skill Points at Each Additional Level: 6 + Int modifier.

Weapon and Armor Proficiency: Half dragons have no natural proficiency in any weapon or armour, though they have the virtual feat Improved Unarmed Strike.

Species Heritage (Ex): Half-dragons gain abilities from the species of dragon they are descended from; for example, a half-blue has resistance to electrical attacks and can use some of the magical abilities of blue dragons. These abilities, listed with the table (see below), stack with the abilities presented below. Because they have dragon blood in them, half-dragons are considered dragons for purposes of using magic items, spells and special abilities that affect dragons, and so forth.

Once a half-dragon attains 5 Hit Dice, she's henceforth considered a dragon rather than humanoid (or whatever the other part of the half-dragon's heritage was). Spells that specifically target humanoids (charm person, hold person) no longer affect her.

Darkvision (Ex): All half-dragons have Darkvision 60', unless their racial Darkvision exceeds this; for example, half-deeps and duergar-dragons have 120' Darkvision.

Breath Weapon (Su): The breath weapon is determined by the specific dragon heritage (so half-reds breathe fire, while half-silvers breathe cold). All breath weapons (regardless of the form they take) do 1d6 damage per Hit Die of the half-dragon. It can be used a number of times per day equal to the HD of the half-dragon, and the half-dragon can breathe once every 1d4 rounds. The breath has a range of 10' plus 2' per HD, and can affect a 3' x 3' area. A Reflex save (DC 10 + half-dragon’s HD + half-dragon’s Con modifier) halves breath weapon damage. This is a supernatural ability.

Dragon Fear Resistance (Ex): Half-dragons gain a +3 bonus to saving throws against the fear effect produced by dragons, and those of 3 or greater HD cannot be panicked by it (defaulting to a shaken effect on a failed save). Half-dragons of 6 HD or greater are immune to dragon fear.

Dragon Feats (Ex): Dragon feats are dramatic, irreversible physical changes in the body of the half-dragon. A half-dragon who gains Hit Dice can "awaken" her latent genetic potential by willingly undergoing metamorphosis. The result is something a little closer to a dragon and a little further from her humanoid race. Dragon feats are gained according to the half-dragon's Hit Dice (see half-dragon table).

Developing dragon feats is dramatic and painful, and they make the half-dragon’s nature woefully apparent. However, they are useful because the half-dragon can take advantage of them whenever she pleases – imagine having a bite as damaging as a short sword, deflect all but the strongest attacks with your scales alone, or being able to fly without using magic. Acquiring a dragon feat requires 24 hours of uninterrupted rest and meditation. Gaining a dragon feat is considered an extraordinary ability.

Dragon feats are different from other half-dragon abilities in that they are chosen by the half-dragon – which feats are gained, or whether they are developed at all. A character can use a general feat to purchase a dragon feat, but dragon feat slots can't be used for other types of feats. Some feats require that the character attain a certain number of Hit Dice in half-dragon before it can be gained; these will be listed with the required HD listed under prerequisites. However, every dragon feat taken removes the half-dragon that much more from the other half of her heritage, and makes it that much more difficult for her to be accepted by anyone.
Note that dragon feats are completely optional. If a character decides she doesn’t want a draconic characteristic, that dragon feat will be put on "hold" until it's spent; however, no matter how many dragon feats the character has in reserve, she can't spend more than one dragon feat per level.

Below is the set of Dragon Feats, spoilered for space.

Claws [Dragon]
Your hands and feet become four-digit claws complete with sharp talons, allowing you to inflict nasty wounds.
Benefits: You gain claws which inflict 1d4 + [Str mod] points of damage with a rake. You can attack twice per round with your claws as a full round action, and you can add a secondary bite attack if you have the feet Draconic Visage. Claw rakes are considered primary attacks, and use your full attack bonus. You can no longer use rings, gauntlets, gloves or footwear such as boots.

Draconic Visage [Dragon]
You've developed a head which is more dragon-like than humanoid! This grants you a bite attack and improved breath weapon damage, though you inspire more fear (and the follow-up monster hunts) now.
Prerequisites: 3-HD half-dragon
Benefits: Your bite attack inflicts 1d6+ [half Str mod] damage. This is a secondary attack, and is made at a -5 penalty. You can attack with your bite as a partial action, or combine your bite attack with two claw rakes as a full-round action if you have the Claws feat. Your breath weapon damage is increased by one die (so your total breath damage is your Hit Dice +1).

Horns [Dragon]
You have long horns typical of the dragon species from whom you are decended. These allow you to make goring attacks and devastating charges.
Benefits: You can attack with a horn gore (damage 2d4 + [half Str mod]) as a partial action, which is treated as a secondary attack. If you choose to take a charge attack as a full round action, your horns are treated as a primary attack (made at your full attack bonus) and you gain the customary +2 to hit and -2 AC. If you hit, you inflict 2d4 + [1.5 x Str mod]. (Remember, certain weapons can be set to recieve a charge.)

Long Neck [Dragon]
You gain neck half as long as you are tall, allowing you greater vision and possible leverage.
Prerequisites: Draconic Visage, 5-HD half-dragon.
Benefits: Your long neck grants you a racial +2 bonus to Spot and Search checks. You can also use your neck to gain leverage with your bite, allowing you to perform maneuvers like grabbing and throwing opponents; the in-game effects of this are left up to the DM. Finally, your larger vocal chords can release a deafening roar; add a +4 circumstance bonus to Intimidate checks.

Scales [Dragon]
Your scales thicken and cover your body while you develop bony ridges, allowing you to deflect attacks as if you were wearing chain mail.
Benefits: You gain a +2 natural armor bonus. This stacks with your previous armor bonus of +2.
Special: You may take this feat multiple times. Its effect don't stack. Every time you take this feat after the first, you gain a +1 natural armor bonus, which stacks with any previous natural armor bonuses.

Size Increase [Dragon]
You become stronger and more massive.
Prerequisites: 5-HD half-dragon, Medium size.
Benefits: Your size category becomes Large. You gain a +2 inherent bonus to Strength and a natural reach of 10', but you suffer a -1 penalty to attack and AC penalties due to size. Needless to say, no armor will fit you, you make an obvious target, and you have problems fitting into certain cramped areas like buildings and dungeons. Already Large characters cannot take this feat.

Tail [Dragon]
You have a flexible tail as long as you are tall.
Prerequisites: 5-HD half-dragon.
Benefits: A lash from your tail does 1d6 + [half Str mod]; it's a secondary attack, and is thus -5 to hit. You gain the Improved Trip feat when using your tail, allowing you to trip foes of your size category or smaller (PHB, pg. 139) without opening yourself up to a trip attempt. It's prehensile, and can hold objects or grab with half your Strength score. However, it can't wield weapons.

Vestigial Wings [Dragon]
You've sprouted two impressive pair of dragon wings with a span equal to your height. Though not fully developed, they can support your weuight enough to glide short distances.
Prerequisites: 5-HD half-dragon.
Benefits: Your wings can't be used to fly with, though you can glide short distances with a good updraft and be used to slow falls (half damage on a successful Reflex save). You glide at a speed equal to your land speed x1.5 with a poor flight rating. Wings make wearing standard armor on the torso impossible, though customized versions tailored to your unique form can be made (x 5 cost) – however, such custom armor provides only half its normal AC benefit when enemies attack you from the rear.

Wings of the Dragon [Dragon]
Your wings expand to 2.5 times your height at full span, and you can attain full flight.
Prerequisites: Vestigial Wings, 7-HD half-dragon.
Benefits: Your wings provide flight at double your land speed, with good maneuverability.
Special: You may now purchase (and benefit from) the Flyby Attack feat.
You may take this feat twice. The second time you take it, you add your land speed again to your flight speed and gain excellent manuverability rating.


Below is the list of Half-Dragon species heritages, spoilered for space. No, I don't believe in reserved posts.


The draconic heritage of a half-dragon determines what powers he manifests. The specific dragon traits a character gains, such as spell-like abilities and breath weapons, are gained at the listed Hit Die, and these spells are cast at a casting level equal to the half-dragon’s HD. The save DC against the half-dragon’s spell-like abilities is 10 + [half HD] + [Cha mod].

Half-Blacks
Half-dragons with black ancestry are fickle and spiteful at best, and at worst display all the bad personality traits of their full-blooded brethren. They choose dark and dismal swamps as their preferred hunting grounds, and do their best to avoid black dragons, who gladly bully and intimidate them – and worse. They have dark, dusky skin and pitch-black hair and scales, with red or yellow eyes. Most half-blacks are born to humans and goblinoids. They prefer the barbarian and sorcerer classes, and several have become assassins. The half-black's breath weapon is a stream of acid.
+2 Constitution
Acid resistance 10.
+2 to saves against poison.
2 HD: Corrupt water once per day, 1' cubic foot per HD.
4 HD: Plant growth once per day.
8 HD: Summon swarm once per day.
10 HD: Charm reptiles once per day.

Half-Blues
Half-blues are generally cunning and arrogant. They prefer deserts for their territories, and guard their small tracts of land viciously. They are also among the most beautiful chromatic dragon-kin, with light blue skin, deep blue hair and scales, and grey or indigo eyes. Most half-blues have slathirr or human blood, though dwarven-blues have been known to exist. Many are also winged, reflecting their love of flight. They release a bolt of lightning as their breath attack.
+2 Charisma
Electrical resistance 10.
2 HD: Shocking grasp once per day, twice per day at 10 HD.
4 HD: Create/ destroy water once per day per HD.
6 HD: Sculpt sound once per day per HD.
8 HD: Ventriloquism once per day, twice per day at 10th level.
10 HD: Hallucinatory terrain once per day.

Half-Brasses
Half-brasses share their parent dragon's boorish and talkative natures, though because they do not have the raw power to force others to listen to their self-indulgent tirades, they aren't quite as intolerable. They love occasional companionship, though they are fickle and won't stand company for long (and the feeling is usually mutual). They possess yellowish skin and eyes, with brass-metallic hair and scales. Those of human, elvish, gnomish and slathirr blood are the most abundant in this half-dragon bloodline. (Brass dragons of long ago are theorized to have bred with lions and produced the creatures known as dragonnes, though the dragons themselves deny this and resent the suggestion.) They breathe a stream of extremely hot air when forced into a fight.
+2 Charisma
Fire/heat resistance 5
+3 to saves against sleep.
Takes +1 damage per die of damage from cold.
2 HD: Sleep once per day; this attack takes the form of a gaseous breath weapon that can affect one target of 1d4 levels/HD per two HD of half-dragon. Its range is 10' + [HD x2'], and lasts for one round per three HD of the half-dragon; Reflex save negates. Elves and half-elves are immune to this effect.
4 HD: Speak with animals once per day, twice per day at 10 HD.
6 HD: Suggestion once per day.
8 HD: Control temperature once per day, 5' radius per HD.
10 HD: Control wind once per day.

Half-Bronzes
Half-bronzes arguably have it even rougher than most other half-dragons, because they are social by nature. Almost all of them are friendly, open, curious and gregarious, and the loner's life they are forced to lead pains them greatly. They will often secretly watch and protect human and demihuman communities, and gratefully accept any overtures of friendship from those that don't judge them by their heritage; this need for friendship can be taken advantage of by less-than-honorable "friends." They have deep, rich tans, with reflective hair, skin and eyes matching the scales of a bronze dragon. Hobbit-bronzes, human-bronzes and gnome-bronzes are most common, and they prefer the lifestyle of fighters or rangers. The breath weapon of a half-bronze takes the form of a lightning bolt.
+2 Wisdom
Electrical resistance 5.
2 HD: Water breathing once per day, twice per day at 10 HD.
4 HD: Repulsion once per day; this gaseous attack takes the form of a breath weapon with a range of 10' + [HD x 2'], and forces one target to move away from the half-bronze for one round for every three HD of the half-bronze. Reflex save negates. This attack counts toward the half-dragon’s daily breath weapon uses.
6 HD: ESP once per day.
8 HD: Airy water once per day.
10 HD: Polymorph self once per week.

Half-Clouds
Half-clouds are extremely rare, largely due to the scarcity of cloud dragons. They have as little to do as possible with everyone while on the ground, and once they attain the ability to fly they retreat to spend most of their lives among the clouds, becoming even more reclusive. Sylphs, cloud giants and their dragon parents know of and deal with half-clouds, and once in a while one half-cloud will run across another; when in each others' company, they are surprisingly open and chatty. They make excellent air elementalists and priests of sky- or air-based deitiess. Most half-clouds are partially human, aarakocra, avariel or sylph.
Half-clouds are gorgeous creatures, rivaled only by half-silvers in appearance: depending on age, their hair, eyes and scales can be white tinged with red, orange, orange-red or a golden-red, with bands or streaks of different colors thrown in; their skin is always ivory, tinged with whatever color is predominant in their hair, scales and eyes. When they fight (which is when they cannot avoid doing so), they can blast their enemies with a breath weapon of frigidly cold air.
+2 Charisma
Cold resistance 5
+3 to saves against air-based attacks.
2 HD: Cloudwalk (clouds becomes as solid as ground to half-dragon) at will.
4 HD: Obscuring mist once per day.
6 HD: Solid fog once per day.
8 HD: Call lightning once per day.
10 HD: Control weather once per day.

Half-Coppers
Half-coppers are as annoying as copper dragons. They are covetous and materialistic, and are not above stealing wealth from others; thus, most adventurer half-coppers are rogues. They also like playing pranks on others, though they are at least wise enough to watch the results of their handiwork from afar – a "joke" is all the justification many need to kill a half-dragon prankster. They adapt well to half-dragon life, being individualistic loners by nature. Elf-coppers are the most common, though there are a fair number of human-coppers and slathirr-coppers as well. They have ruddy skin, sometimes tinged with pale green, and copper eyes, scales and hair. They can spout acid at their enemies if forced to fight; most flee from direct confrontation and return later with a "prank" (such as a sneak attack).
+2 Dexterity
Acid resistance 5.
2 HD: Spider climb twice per day, stone only.
4 HD: Slow once per day; this gaseous attack takes the form of a breath weapon with a range of [HD x 2']. It lasts for one round per three HD of the half-copper. A Reflex save negates. This attack counts toward the half-dragon’s daily breath weapon uses.
6 HD: Stone shape once per day.
8 HD: Rock to mud once per day.
10 HD: Wall of stone twice per week.

Half-Deeps
Almost never seen on the surface, the cruel half-deeps terrorize the Underdark. They are fairly numerous for half-dragons, due to the deep dragons' frequent infiltration of drow and duergar communities. They are both beautiful and terrifying to look upon; their skin is deep crimson, and their hair is maroon-purple or black. Their eyes frequently glow red. Almost all half-deeps are drow-dragons, though a handful of duergar and two svirfneblin have produce deep dragon offspring. Magic comes easily to them – many half-deeps are mages and sorcerers, or serve dark powers as priests. They can deliver a stream of reddish-orange, flesh-corrosive gas to deadly effect.
+2 Constitution
Heat and cold resistance of 5.
Darkvision 120'.
Light sensitivity: -4 penalty to Dexterity in sunlight or bright light (doesn't stack with any existing light sensitivity).
2 HD: Detect magic once per day.
4 HD: Tongues twice per day.
6 HD: Free action once per day.
8 HD: Stone shape once per day.
10 HD: Polymorph self once per week.

Half-Golds
This rare variety of half-dragon is the most tolerated, often because any potential antagonists fear the parent's retribution if harm is brought upon his child. This fear is unfounded – though the relationship between half-golds and their parents is usually friendly, golds will not go out of their way to help their wayward children. Half-golds are as a rule of thumb friendly, honest, noble, trustworthy and honorable. They make excellent paladins and mages, and they look at thievery as dishonest and unworthy of themselves. They have golden brown skin, with predictably gold-flecked hair, scales and eyes. Elf-golds, dwarf-golds and human-golds are the most common members. They can breathe either a gout of flame or a cloud of chlorine gas at their foes; and use whichever breath weapon is most advantageous for the situation; either breath attack counts toward the half-dragon’s daily breath weapon uses.
+2 Charisma
Fire resistance 5.
+3 to saves against gas attacks.
Takes +1 damage per die of damage from cold.
2 HD: Speak to animals once per day.
4 HD: Water breathing twice per day.
6 HD: Detect lie three times per day.
8 HD: Animal summoning once per day.
10 HD: Detect gems, kind and number in a 25' radius, once per day.

Half-Greens
Most half-greens are as belligerent and cruel as true green dragons, though the damage they can cause is thankfully limited by their weaker forms. However, most are honorable, and will parlay with potential enemies if it serves their purposes. A few heroes have come from this line, however, including the green-human Murna Feliel, who died saving a hobbit shire from an orc incursion. The mayor and council of Elemsborough Shire, who had turned Murna away in life, have since erected a statue in her honor in the town square.
Green dragons breed almost exclusively with orgocks, slathirr and humans, when they choose to mate (or rape) outside of the dragon species. Their skin is usually a light olive color, with emerald hair and scales and light green eyes. They possess deadly chlorine gas as their breath weapon.
+2 Strength
+5 to saving throws verses gases; half effect on failed save, one-quarter effect on successful save.
2 HD: Water breathing once per day, twice per day at 10 HD.
4 HD: Suggestion once per day.
6 HD: Warp wood once per day.
8 HD: Entangle once per day.
10 HD: Pass without trace once per day per level.

Half-Reds
Half-reds are defined by their arrogance, cruelty, selfishness and generally malignant nature. There are more half-reds than any other type of half-chromatic, due to the evil cunning of red dragons. The reds' desire for human and demihuman maidens is well-documented, and most of the time they simply end up eating them. However, sometimes half-reds will allow adventurers to "rescue" a maiden they have captive, making sure to send a "present" back with the mother... They mostly breed with humans and elves. Red dragons like the chaos and evil their bastard children can bring upon the world, and unlike other chromatics bear their bastard kin no ill will. They possess the ability to breathe an impressive cone of flame at their foes, and will sometimes set dry wild plants or crops on fire, just for fun. They are easy to spot, with blood-red hair and scales, red or black eyes, and skin that is either dirty red or pink.
+2 Strength
Fire resistance 10
Takes +1 damage per die of damage from cold.
2 HD: Burning hands once per day, twice per day at 10 HD.
4 HD: Pyrotechnics once per day.
6 HD: Heat metal once per day.
8 HD: Suggestion once per day.
10 HD: Detect gems, kind and number in a 25' radius, once per day

Half-Silvers
Silver dragons love humanity and elvenkind (despite the latter race's chaotic ways), and their propensity to walk among them in their guises has led to several half-silvers. Some silvers have been known to cavort with some dwarves as well, drawn to that race's tendencies toward order and honor. They are the most common type of half-metallic dragon, and silver dragons are the most responsible parents to the half-dragons they produce. They teach their young the wisdom neccessary to survive in the world, and even teach them the tongues of silver and good dragons. Half-silvers are expected to be independent and capable of handling their own affairs, however. Due to their friendly relations with their dragon parent, half-silvers tend to be the friendliest, most well-adjusted and least bitter half-dragons.
They're often considered among the most beautiful half-dragons, with silver hair, eyes and scales, and a complexion like aged white china. They can excel in nearly any class they apply themselves to, though mage, priest, paladin and fighter are most common half-silver professions. They can unleash a blast of damaging cold at their enemies from their powerful lungs.
+2 Charisma
Cold resistance 5.
+2 to saves verses air-based spells and all paralytic effects.
2 HD: Cloudwalk (clouds become as solid ground to half dragon) at will.
4 HD: Feather fall twice per day.
6 HD: Paralyzation once per day; this is the silver dragon's auxillery breath weapon, but affects only one opponent and lasts for one round per three HD. A Reflex save negates. This attack counts towards the half-dragon’s daily breath weapon uses.
8 HD: Wall of fog once per day.
10 HD: Control weather once per day.

Half-Steels
Steel dragons exist exclusively among humanity and demihumanity, so it is not surprizing that half-steels are fairly common as far as half-dragons go. Only humanoids that have large cities have steel dragons in their midst, so human-steels, dwarf-steels, orgock-steels and hobbit-steels are the only known varieties. They have reflective, bluish steel-grey eyes, hair and scales, with light grey or grey-blue skin. Because of their relatively commonality, and the fact that steel dragons hold a lot of power in the cities in which they live, half-steels are accepted more readily than other half-dragons (though rarely do they get warm receptions).
Most half-steels' powers are centered around pursuasion and social dealings, and thus they can end up a little short-changed in the physical combat department – thus, most become sages, priests, wizards and other scholarly types. Their breath weapon is a cube of toxic fumes, even more deadly than other half-dragons' breath weapons (which helps make up for their relative weakness in physical combat).
+2 Intelligence
+2 to saves throws against magic.
The half-steel's highly toxic fume breath weapon has a range of [HD x 3'] and does 2d6 damage, plus 1d6 damage for every HD of the half-steel beyond 2nd. Reflex save halves damage.
2 HD: Mage hand three times per day.
4 HD: Charm person once per day.
6 HD: Charm person twice per day.
8 HD: Suggestion once per day.
10 HD: Polymorph self twice per week.

Half-Whites
The rarest mongrel spawn of evil dragons, half-whites have one advantage over their dragon parents: intelligence. They are not limited by low intellect, and wisdom and cunning rather than brute force keeps them alive in the harsh arctic environment. They also are the half-chromatics that are least likely to follow in their evil ancestor's footsteps; most are neutral, even if they are a bit cruel and selfish sometimes. White dragons sometimes hunt and eat half-whites if pickings are slim, which is most of the time in the arctic, so half-whites try to steer clear of them. They have little variation in their admittedly attractive coloring, with white hair and scales, bone or light blue-gray skin, and ice blue eyes. Adventuring half-whites are commonly rogues, fighters and arctic druids. As one might expect they have the white dragon breath weapon, a cone of bitterly cold air that can cause frostbite and hypothermia in their foes.
+2 Dexterity
Cold resistance 10.
Takes +1 damage per die of fire damage.
2 HD: Spider climb at will, ice only.
4 HD: Chill metal once per day, twice per day at 10th level.
6 HD: Gust of wind once per day.
8 HD: Wall of fog once a day.
10 HD: Cone of cold once per day.

ArmorArmadillo
2007-03-19, 08:39 PM
So so so so ludicrous. Many of these abilities need to be trimmed, and some of the levels shouldn't grant hit die.
SR is way too high, so is the DR and the ultimate progression of the Breath Weapon.

Mewtarthio
2007-03-19, 10:43 PM
First off, I make no claim to have made this thing, I found it ages back on a webpage (angelfire? No idea) and fell in love with it. Said webpage was eventually removed for reasons I never discovered, but thanks to google cache, I managed to save enough of it to re-write it in readable terms.

I have changed nothing, only re-ordered some sections and added bolds, italics and underlines. I do not know who created this, but my hat goes off to them. The only indication is the webpage was owned by somebody going under the name "predaphile".


I think I may have an idea as to what happened to that page...

Necromas
2007-03-20, 02:50 PM
You could keep it how it is by removing several of the HD so it has a decent LA by the time your done, or....

Remove the SR, remove DR, change natural armor bonus to +1 at 1st level, then +1 more at levels 4, 7, 10.

Give a -2 to some stat for the +2str colors.

Less bonus dragon feats, no more then 3, and you can use regular feat slots for them if you want. Remove the wing and tail ones entirely and use the Dragon Wings, Improved Dragon Wings, and Dragon Tail feats from races of the dragon (which have the same effect). Change the large one to just powerful build, and -2dex if you keep the +2str.

canonade
2007-03-21, 01:31 PM
There's a half dragon paragon in Unearthed Arcana p37, if you're lazy like me.

Elurindel
2007-03-22, 11:29 AM
It looks more like it would make a good prestige class, as opposed to a good base class, as, although its abilities are well-rounded, and with steady progression, they are very powerful. Other than that, the class is good. There's plenty of different abilities to toy with, balanced by the fact that there are no weapon feats, and several different ways to style it.
As I say, it could be better with some pre-requisites, other than just having draconic heritage.

Imrix.
2007-03-22, 06:59 PM
Well I'm finally back so I can start dealing with the critique.

Firstly, Mewtarthio; really? any information would be much appreciated.

Secondly, Necromas: I'm not sure what you mean about removing HD to maintain a decent LA, nor do I agree with your bit about Dragon Feats (apart from anything else, you CAN use normal feats for them), but after reviewing the abilities of actual dragons, the DR needs to go and the SR should be halved (say, 3 to start with and +3 every other level?).

Also, the Natural Armour is a good point, but I'd say ven less than that, say at 1st, 5th and 10th? And while I agree with the notion that there should be some attribute penalties, I can't really think of any to give.

Thirdly, Elurindel: Just how you think it'd work as a Prestige class escapes me, since last I checked being a half-dragon only required birth to specific parents, and changing that would get damnably complicated.