An Unofficial
AD&D
Draconian's Handbook


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Forward 

  In case you don't know me, I'm a very serious DRAGONLANCE (r) fan. Some might 
say I go a little overboard in my random, but I don't mind.  When I first read 
the Chronicles Trilogy I was immediately enthralled by the world and the 
different aspects that sets it apart from any other fantasy settings.  Seriously 
intrigued by my favorite race, the draconians, I tested role-playing these 
creatures.

  Here is a race that is not natural.  Draconians are mutants.  Some (like me) 
could say that they are the victims of war, and some could say the dracs are 
mere things that should be destroyed at any opportunity.  To me, Draconians are 
the misfits.  They don't belong to any society.  They are without parents and 
they are totally alone.  Draconians have grown up in a violent, evil society, 
and thus, they act very evil.  What amazes me is that in a fantasy setting such 
as DRAGONLANCE (r), very little is written about how these "Dracs" would behave.  
Usually written off as evil, Dracs make me wonder: Isn't every one of us evil in 
some way?  Real people have done evil deed, from lying to genocide.  We, as a 
race, have caused untold suffering upon our fellow man, but amongst all the 
tragedies, there are stories of brightness and goodness.   What if draconians 
are the same?  Everyone thinks they're evil, even themselves, but what if there 
are a few bright stars amongst the blackness.
  
  This net-book has not yet been tested by the masses, yet.   So, it's always 
possible that there are certain loopholes that may not have been discovered yet.  
Please, give the rules a try, and tell me how the rules have effected the games 
you're playing.  Give me suggestions on things that will make these rules 
better.  I'd love to give you folk credit for the help.  Also, I'd like those 
who are making your own draconian net-books to contact me about some of the 
things you've done.  Tell me what ideas you like and don't like.  My e-mail 
address can be found at the bottom of the book. 

Preface 

  Well, after much thought, I finally decided to create a book/file on how to do 
them.  I've written this handbook in the same style as the Player's Handbook 
(PHB), so as to help players.  This handbook acts as an overlay to the PHB, and 
anything written herein is an optional modification to the PHB. It is strongly 
suggested that anyone using this handbook should also consult the PHB beforehand 
to understand terms and game mechanics.  Much of the information of role-playing 
an AD&D character will not be repeated in this handbook, and it is assumes that 
anyone using this handbook already understand the concepts AD&D game mechanics.

Copyrights 

  The format of this book, the game material within, draconians, and DRAGONLANCE 
(r) are the copyrighted products of the TSR, inc.  Draconians, Aurak, Baaz, 
Bozak, Kapak, and Sivak are creatures copyrighted by TSR.  This manuscript, the 
compilation, organization, and conversion using the AD&D game mechanics are 
copyrighted by Weldon Chen.   The ideas concerning the creation and role-playing 
of draconians are just guidelines and should not considered  official in any way 
shape or form.  The material contained here is a derived  work based on material 
originally presented by TSR.

Table of Contents


Tables




Introduction: Why Choose a Draconian Player Character

What is a Draconian? A strong story line, remarkable characters, and unique environments are important aspects of the DRAGONLANCE (r) world. It is the unique environment of three magical moons, devastating dragons, and the draconians that set this world apart from other works of fantasy. Draconians have short, stubby tails, lizard snouts, and scaly bodies. They are the twisted creations of dark magic used to mutate the eggs of Good dragons. There are five draconian sub-races: The Auraks from the eggs of gold dragons, the Baaz from the eggs of brass dragons, the Bozak from the eggs of bronze dragons, the Kapak from the eggs of copper dragons, and the Sivak from the eggs of silver dragons. All draconians but Auraks have wings that allow them to glide a distance equal to four times the height they begin from. Only Sivak can fly. Whenever a draconian dies, enchanted energy courses from their body and may harm bystanders. Scholars believe that draconians do not have sexes and do not mate. They're near immortality (1,000 years) and their origin in magic make procreation unnecessary. Dragonmen are invulnerable to many diseases and can survive on little food and water. They love ale and spirits. Humans and demihumans mercilessly hunt draconians. Some band of adventurers even specialize in eliminating these offspring of Evil. Draconians in Campaigns In most DRAGONLANCE (r) novels, and games usually have draconians--as the enemy. Draconians are traditionally the villains, the evil creatures doing evil deeds that the heroic characters must uncover and uproot. However, it is not written in stone that draconians must be evil. Draconians as Player Characters (PCs) can be a very stimulating and rewarding but draconians can be destructive to a game if not properly watched. As The Complete Book of Humanoids says, "It all depends on how humanoid PCs are used." The same holds true for draconian PCs. For DMs, I recommend the advice from the DMG about new races. Allow only one draconian into the party, just so you have a good handle on it. Start slowly, and don't give the players a lot of freedoms when it comes to game mechanics. I also recommend enforcing the maximum limits that have been placed on draconian PCs in this handbook, including the slower advancement rule in chapter 2. Without these limits, the draconian can be very dangerous. For example, Sivaks are the only drac race that flies, but others can glide, so a player can use these facts to change combat from a 2D playing field to a 3D playing field. Be aware that if a part of a campaign involves traversing a canyon, a Sivak can easily fly to the other end. Falling traps will be useless one a character that can glide down. Also, draconians are low-level creatures can easy take on a low-level campaign. Draconian natural hides tend to be tougher than most armors. Draconians also have special abilities, especially Auraks, and their innate mind control, shape-shifting, detecting invisibility, and powerful attacks. I have even dedicated a chapter on limitations of role-playing a draconian later in this handbook. All the suggestions in that chapter at optional, but they are options. The DM has the power to say whether a player can role-play as a draconian. A DM's word is final, so experiment little by little to see whether a drac will work in your games. The Purpose of this Handbook For a more dramatic game, this netbook is designed to give suggestions on how to create draconians Player Characters (PCs) and how to integrate draconians, good and evil, into an existing campaign. Draconians have added a great flavor to the DRAGONLANCE (r) novels, and the same dramatic flavor can also be added into a DRAGONLANCE (r) campaign. To give you an example, I recommend the followings novels and stories as an inspiring guide for game masters and players about draconians in literature. For great further reading, I suggest the short stories: "Wayward Children" from The Magic of Krynn, Tales Vol. 1, by Richard A. Knaak, "The First Draconian Bridging Company" from The Dragons of Krynn, by Don Perrin, "Even Dragon Blood" from The Dragons at War, by J. Robert King, "The First Dragonarmy Engineer's Secret Weapon" from The Dragons at War, by Don Perrin, the novel: The Doom Brigade by Don Perrin and Margaret Weis, the game supplements, DL 9: Dragons of Deceit DL 15: The Mists of Krynn, DL 16: The World of Krynn, DLT 1: The Land Reborn, and the computer games, The Dark Queen of Krynn. I hope all of these suggested readings can give you an insight of various examples of draconians and how some of them are nor completely evil. As a person who loves the draconian race, and their potential for drama, there's nothing greater or more meaningful than watching the vilest of creatures do the simplest acts of good. For example, in the short story, "The Survivors," a veteran assassin finds one moment of goodness, and also dies for it. Integrating a Draconian into Campaigns Even before creating the draconian character, the first step in playing a draconian is designing how that draconian character is going to be inserted into the adventure. The introduction should be minimal yet non-convoluted. A party of adventurers does not normally associate with draconians without reason. There are number of ways to introduce draconians player characters into a campaign. While you and your DM will ultimately determine the chosen method, this section provides a few basic convoluted sets of examples that will give you some ideas on hoe to proceed. Some of the examples are identical to The Complete Book of Humanoids, which deals with non-standard Player Characters. Consider these suggestions as hooks that will allow you to introduce a newly made draconians into the adventure. Campaign Model #1: A Friend in Need... In this model, the adventurers have stumbled upon a draconian who is in need of help. Like the story of the lion with a thorn in its paw, the draconian is rescued by the mouse, such as the PCs. By saving the draconian, the other PCs gain a companion -- and perhaps even a friend. Once saved, the draconian PC forms a bond with his rescuers. This, of course, must happen to a draconian who feels he owes them a debt he can never repay, or at least that he owes them a debt that must be paid off through the course of further adventures together. Campaign Model #2: ...Is a Friend Indeed. This model is almost identical to Model #1; however, the roles are switched. The draconian PC has come to help the other players who are in a jam. In an individual basis, a player from the original group may have formed a bond, starting from simple gratitude to a close personal friendship. This PC would support the new draconian character and allow the draconian to prove his worth to the rest of the group. In a group basis, the new draconian may provide a means for the adventurers to get out of a jam. The draconian may know a secret passage out of a dungeon, or a hidden pass through dangerous territory, or may even charge into a losing battle and save the party. In such a situation, the draconian savior may feel that he needs to continually look after his "charges." At the very least, the draconian may need his "charges" alive to fulfill his own purposes. In either case, as the draconian shows his resourcefulness and ability to help over and over again, he will become an important member of the team. Perhaps, after many adventurers, he might make some friends. Campaign Model #3: Hello, again..." This model is a very special case, which is very similar to models #1 and #2. In this instance, the draconians was in disguise as a player character that the other players have already met. The draconian may have been a spy, when he encountered the group. The initial meeting proved successful, and the "human" seems to be a good adventuring comrade. The new comrade may have helped the party, or the party may have helped the comrade. In any case, the deception is revealed, surprising the entire group. Now, the party must consider whether they should continue to trust a deceptive, but long-standing friend. The draconians may be a replacement for a previously killed member of the group. Sivaks and Auraks have the potential of taking on the likeness of other beings. The draconian may start out as the original PC, but the rest of the party may notice "subtle" differences. In such a situation, if a Sivak who returns as a new character class may opt to dual-classing that Sivak player character. Campaign Model #4: Show me the MONEY! In this model, the draconian has hired the adventurers to fulfil a certain job, or needs help to accomplish a quest. Perhaps the draconian has offered them a portion of the treasure. Perhaps the draconian is forcing the adventurers to help him. Perhaps the adventurers need vital information that only the draconian knows. At worst, perhaps the draconian is blackmailing the adventurers, or may even be holding a person hostage. Ultimately, to make sure that the adventurers do their jobs correctly, the draconian has accompanied the adventurers in the mission. What starts out to be nothing more that a forced deal evolves into camaraderie and friendship. In such a situation, the motivating factor is that the draconian needs the adventurers help, even if he must resort to blackmail or darker deeds to gain that help. The adventurers may not be grateful for such harsh treatment, but such interaction may eventually lead to a gruff friendship of sorts. During the course of the adventure, the draconian may explain his case on a more personal level to individual adventurers. He will demonstrate that his own abilities and worth may prove helpful in future quests. He may even prove to be loyal on more than one occasion. When the time comes to pay the adventurers, the draconian may not be able to do so. Or perhaps, he fulfills the agreement and decides to join the adventurers on their next quest. He may even admit to wanting to stay out of friendship. Campaign Model #5: It's a Living. In this model, the adventurers hire the service of a draconian for a particular adventure. Perhaps they aren't able to pay him right away, and he decides to hang around until the money becomes available. Maybe circumstances turn employers and employees into partners and even friends. In most cases, what starts as an honest business arrangement evolves into something more. The draconian might be in it for the money in the beginning, but circumstances often turn business associates into boon companions -- especially in the violent, dangerous realms where adventurers tend to roam. In such a situation, some motivating personal gain is bringing the draconian and the adventurers together. Money is a large motivation, but other gains are available. The draconian may be a criminal who will be pardoned for his help. Or the draconian may be after the same gain or treasure that the adventurers want. At the worst, the draconian is a slave, or prisoner, who must work with the adventurers on the promise of his life or freedom. During the course of employment, the draconian will come to enjoy the company of the adventurers, perhaps even hooking onto one particular character as a friend. He will demonstrate his own abilities and worth to the party as the adventure progresses, and even prove his loyalty on more than one occasion. When the time comes to collect his pay, and move on, the humanoid will make excuses to stay. He may admit to wanting to stay out of friendship, or he may pretend that only the promise of more wealth and safety keeps him around. In either case, the party gains the skills of the draconian character, and the humanoid gains the companionship of the adventurers. Campaign Model #6: If You Can't Beat Them, Join Them In this model, the adventurers have already met the draconian, as an opponent. The draconian has crossed paths with the adventurers before. Perhaps, the villain has constantly defeated the adventurers' quests. Or the adventurers have constantly thwarted the plans of the draconian. Perhaps the draconian and the adventurers are rivals after the same goals. Perhaps the party had a helm of alignment change and used it on their enemy. In such a situation, the motivating factor is that one side or the other realizes that they should combine forces to achieve the same goal. As the saying goes, "The enemy of my enemy is my friend." In an extreme situation, the opponent has been drastically altered, now having the same feelings of camaraderie that the adventurers already possess. The adventurers have discovered that they have been fighting on the wrong side. In any case, friendships will develop as the draconian and adventurers begin to work together. This particular model would involve a great deal of setting up to be realistic to the players. Such a re-occurring opponent would be best introduced over a long period of time, even over the space of several game sessions. A draconian introduced into the game need not immediately join the party. The player may act on it's own until the time comes where they must come together. Only experienced DMs should handle the multi-party nature of this campaign model. Campaign Model #7: Nothing but Drac. In this last model, the adventuring party consists entirely of draconians. Circumventing the need to introduce any new character into a human or demihuman group, the draconians are already a set of adventurers. While this is the easiest way to introduce new draconian players, the novice DM should be very wary when handling a large number of new characters in one adventure. The initial purpose of the campaign models is to introduce a new character, and see how much the new draconian will destabilize the game balance. A large number of new draconians may unsettle the game. Table of Contents

Chapter 1: Player Character Ability Scores

Like other Player Characters (PCs), draconians have the same ability scores: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). Each score has very subtle effects for draconians. Please consult Chapter 1 of the Player's Handbook on generating the scores for any PC. Strength Strength is probably the most important score for a draconian. A high strength score literally means you can do more damage, carry and move objects. In draconian society, Strength is the first easy outward sign of status and power. After all, would you try to take on a person who looks like she can rip the arm right off of your socket? "The strong control the weak" is a very common saying in drac. Dexterity Dexterity affects for a draconian in the same way it would affect most other races. However, draconians rely too much on their natural hide for defense. A draconian does not have the effects of any defensive adjustment unless the combination of armor and high dexterity is greater than the draconian's natural hide armor. Check Chapter 6 for more details. Constitution Constitution is the second most important ability score when it comes to being a draconian. How much damage you can inflict on an opponent is an important as how much damage you can take from an opponent. Intelligence Intelligence represents memory, reasoning, and the ability to learn new things. To an outsider, draconians don't seem too intelligent. After all, dracs seem more interested in fighting, roughhousing, and brawling rather than sitting down than sitting quietly at his desk and reading a book. However, intelligence has a very subtle yet profound mark on draconian society. Some of the most powerful draconians (such as Auraks) have a natural ability to learn spells, understand tactics, and the fine art of bridge construction. Strength is simply raw power. Intelligence or knowledge is another form of power. Wisdom Wisdom, like intelligence, has the same subtle mark on the draconian thinking. Power becomes quite wasted if there isn't a mind to use it properly. Charisma Charisma may be the least recognized ability score for a drac. To the other races, a draconian is a very ugly creature. To most, dracs look like an unholy merging of a beautiful dragon and a human, retaining only the most ugly parts. Most good folk actively seek destroy draconians and most draconians know this. "It is far wiser to fight and survive rather than to look impressive." Charisma does not necessarily means looking pretty. Charisma determines a drac's leadership ability. Charisma is the ability to convince or frighten others to do something. This usually means intimidation. Table of Contents

Chapter 2: Player Character Races

After creating the draconians ability, the player must select draconian subrace. Each subrace is different, each having special advantages and disadvantages over others. All five of the standard races are described in detail within this chapter. In many cases, the statements about each subrace are very general, and not written in stone. A draconian does not have to be the stereotypical slobbering brute that most stories describe them to be. Making the character unique will make it more fun to role-play. Minimum and Maximum Ability Scores The role-play a draconian, the character must meet certain requirements for it's ability scores. Consult Table 7a before choosing the characters. Table 7a: Racial Ability Requirements Ability Aurak Baaz Bozak Kapak Sivak Strength 3/12 7/18 3/18 3/18 11/20 Dexterity 6/13 7/18 6/18 6/18 3/17 Constitution 7/13 10/18 6/18 7/18 11/20 Intelligence 11/19 6/16 7/17 6/16 7/18 Wisdom 3/18 3/14 3/18 3/18 3/16 Charisma 3/18 3/11 3/15 3/12 3/17 Racial Ability Adjustments Once you choose a draconian subrace, consult Table 8a and adjust the character's ability scores. Even if adjustments raise or lower your character's abilities beyond the listed requirements in Table 7a, you do not have to pick a new race. The adjustments can also raise a score above 18 or below 3. Table 8a: Racial Ability Adjustments Race Adjustments Aurak +2 Int; -1 Str, -1 Con, -1 Wis, -3 Cha Baaz +1 Str, +1 Con; -1 Dex, -1 Wis Bozak +1 Wis, -1 Dex Kapak none Sivak +1 Str, -1 Dex Languages All Draconians understand their native language of Draconian. There is no special language for each sub-race of draconian. The DM may decide to allow other languages such as Common, if he feels the PCs had an opportunity to learn such language as they grew up. An Excerpt from Dragonlance Adventures and The World Book of Ansalon. "Appearance: Draconians have short, stubby tails, lizard snouts, and scaly bodies. They are the twisted creations of dark magic used to mutate the eggs of Good dragons. There are five draconian sub-races: The Auraks from the eggs of gold dragons, the Baaz from the eggs of brass dragons, the Bozak from the eggs of bronze dragons, the Kapak from the eggs of copper dragons, and the Sivak from the eggs of silver dragons. All draconians but Auraks have wings that allow them to glide a distance equal to four times the height they begin from. Only Sivak can fly. Whenever a draconian dies, enchanted energy courses from their body and may harm bystanders. Scholars believe that draconians do not have sexes and do not mate. Their near immortality (1,000 years) and their origin in magic make procreation unnecessary. Dragonmen are invulnerable to many diseases and can survive on little food and water. They love ale and spirits. Humans and demihumans mercilessly hunt draconians. Some bands of adventurers even specialize in eliminating these offspring of Evil. Table of Contents
Auraks Ability Score Range Ability Minimum Maximum Strength 3 12 Dexterity 6 13 Constitution 7 13 Intelligence 11 19 Wisdom 3 18 Charisma 3 18 Race Score Adjustments Aurak +2 Int; -1 Str, -1 Con, -1 Wis, -3 Cha Class Restrictions Class Maximum Level Bard -- Cleric 6 Druid -- Fighter 5 Illusionist -- Mage 15 Paladin -- Ranger -- Thief 13 Auraks are the rarest and most powerful of all draconians, and have an arsenal of attack and defenses to choose from. Auraks are seven-foot-tall, sinewy draconians with short tails and golden scales. Small spines grow from the backs of their heads. They have long, sharp teeth and bulging eyes that are either blood red, green, or black. Soft-spoken and cold-blooded, no act of violence is too extreme for an Aurak. They wear few clothes, aside from the occasional belt or cape. Because of their superior abilities, Auraks are easily adaptable to all environments though they prefer secluded areas. Auraks live alone. Thus, larger groups of Auraks are almost never encountered. Intelligent races, including other draconians, have learned to avoid them. There are no limits to what an Aurak will eat, though they prefer pearls and small gems. Auraks will consume alcohol, but they are less interested in strong drink than other draconians. A character of the Aurak race can be a cleric, a fighter, a thief, but are usually mages. It can also choose to be a fighter/mage, or fighter/thief. An Aurak has a 30% resistance to all forms of magic, whether they are beneficial or belligerent. Due to the Auraks usual 8 Hit Dice, an Aurak PC may have a +8 hit point bonus at and only at 1st level. Because of their scale hides, Auraks have a natural 0 AC. Any armor used will only improve that AC by 1 unless that armor has a rating better that the Aurak's natural hide. Aurak cannot fly, but they move as swiftly as other draconians on the ground. Auraks possess a limited ability to dimension door three times a day to teleport up to 60 yards away. Auraks suffer dragon awe within 120' of any dragon, gaining a +1 to morale and attacks. They have a natural resistance to magic and gain a +4 bonus to all saves. The senses of Auraks are heightened to 60' and can detect hidden and detect invisible creatures within 40 yards. They can also see through all illusions. Aurak have several natural defenses that can be invoked at will. They can become invisible once a turn and polymorph self into any animal their size 3 times a day. Finally, Aurak can change self to perfectly imitate the appearance and voice of any humanoid they have seen. They can retain this from for 2d6+6 rounds, thrice a day. The widespread rumors that Aurak smell of sulfur are merely wishful thinking. Aurak engage in three modes of physical combat and two modes of magical combat. Auraks can attack with fang, doing 1d6 points of damage, or with claw, doing 1d4 points of damage. They generate bursts of energy from each hand, striking targets within 6' and causing 1d8+2 points of damage with each. When using change self, these bursts appear to be attacks using the Aurak's illusory weapon. Alternately, Aurak can attack with either by claw and bite, or by regular weapon. And thrice per day, they can breathe a noxious cloud of gas with a 5' diameter. Victims caught in the cloud suffer 2d10 points of damage and are blinded for 1d4 rounds. A save vs. breath halves damage and prevents blindness. The Auraks' most insidious power, however, is mind control. They can use suggestion one per turn if they concentrate. Once per day, they can use mind control on one victim of equal or fewer Hit Dice for 2d6 rounds. A save vs. spells negates this attack. Mind control lets the Aurak control another creature's body as though it was his own. When an Aurak is reduces to 0 hit points, he does not immediately die. The escaping magical energy causes him to burst into green flames and enter a fighting frenzy (+2 to hit and damage). Anyone within 3 feet suffers 1d6 points of flame damage per round, unless they save vs. petrify. Any items being carried by the Aurak must make a save vs. magical fire or be destroyed. After 6 rounds or when his hit points drop to -20, the Aurak transforms into a whizzing ball of green lightning, attack all within 10' radius as a 13 HD monster and causing 2d6 points of damage. Three rounds later, the ball of lightning explodes, causing 3d6 points of damage and stunning all within 10 feet for 1d4 rounds. Any items that weren't destroyed by the magical fire, must save vs. lightning followed by a save vs. crushing blow. Otherwise the items are destroyed. After the explosion, there are not enough Aurak to perform raise dead, or resurrection. Once dead, an Aurak is permanently removed from the game. Reincarnation will not work. Auraks have great skills in recalling gaining a +2 to their initial Intelligence scores. This advantage is upset by a weaker body, deducting -1 to Strength, Dexterity, Constitution, and Wisdom. The Auraks' natural conceit makes them suffer -3 in Charisma. Table of Contents
Baaz Ability Score Range Ability Minimum Maximum Strength 7 18 Dexterity 7 18 Constitution 10 18 Intelligence 6 16 Wisdom 3 14 Charisma 3 11 Race Score Adjustments Baaz +1 Str, +1 Con; -1 Dex, -1 Wis Class Restrictions Class Maximum Level Bard -- Cleric 5 Druid -- Fighter 12 Illusionist -- Mage -- Paladin -- Ranger -- Thief 13 Baaz are the smallest and most plentiful draconians. Derived from the eggs of the brass dragons, they were the first draconians to appear on Krynn. Baaz have mottled scales in various shades of bronze and dark green. Their eyes are blood red, and they have slightly stooped shoulders. Their fangs are somewhat shorter than those of other draconian races. Small wings, which Baaz often cover with cloaks or other clothes, protrude from their shoulder bones. Although the facial appearance of each Baaz is distinct as any man's, many of these draconians have dog-like snouts. Baaz so enjoy the regal dress of the dragonarmies that many of them continue to wear it today. Leather collars and breastplates studded with iron are common, as are layer metal leggings. Since apparel is poorly kept, it is primary for decoration, offering little in the way of protection. Baaz often masquerade as humans through the use of masks and bulky clothing. The most "human" appearing Baaz are usually employed as spies. They wear few clothes, aside from the occasional belt or cape. Such outfits enable them to pass through civilized lands unnoticed. At the bottom of the draconian social order, Baaz tend to be chaotic in nature and self-serving when they can get away with it. During the War of the Lance, they served as common foot soldiers and were routinely assigned the most dangerous and least appealing duties. Their superior officers, along with members of other draconian races, made no effort to conceal their contempt for the Baaz, humiliating them at every opportunity. The Baaz deeply resent this treatment, a feeling that still lingers. A character of the Baaz race can be a cleric, and a thief, but are usually fighters. It can also choose to be a fighter/thief. An Baaz has a 20% resistance to all forms of magic, whether such magic is beneficial or belligerent. Due to the Baaz's usual 2 Hit Dice, a Baaz PC may have a +2 hit point bonus at and only at 1st level. Because of their scale hides, Baaz have a natural 4 AC. Any armor used will only improve that AC by 1 unless that armor has a rating better that the Baaz's natural hide. Baaz cannot fly, but they move as swiftly using a running glide with a movement rate of 15. They can also glide at a rate of 18 with a distance equal to four times the height they begin from. Baaz suffer dragon awe within 120' of any dragon, gaining a +1 to morale and attacks. They can attack twice in a round with their sharp claws; they can also use their fangs instead of one of the claw attacks (the bite also causes 1d4 points of damage), but they prefer their claws. When an Baaz is reduced to 0 hit points, it turns into a stone statue. The person who struck the deathblow must roll a successful Dexterity Check with a -3 penalty or his weapon is struck in the statue. The statue crumbles to dust in 1d4 rounds, freeing the weapon. The weapons and armor of the Baaz remain behind after it turns to dust. If a Baaz PC is killed, the PC can be recovered using a stone to flesh spell before performing raise dead, or resurrection, but this procedure must be done before the statue crumbles into dust. Once the Baaz statue becomes dust, the Baaz is permanently removed from the game. Reincarnation will not work. Baaz were created to be the workhorses of any military force. They gain a +1 in their initial Constitution and Strength, but they are dull-witted and clumsy. They suffer a -1 to Dexterity and Wisdom. Table of Contents

Bozak Ability Score Range Ability Minimum Maximum Strength 3 18 Dexterity 6 18 Constitution 6 18 Intelligence 7 17 Wisdom 3 18 Charisma 3 15 Race Score Adjustments Bozak +1 Wis, -1 Dex Class Restrictions Class Maximum Level Bard -- Cleric 13 Druid -- Fighter 10 Illusionist -- Mage 9 Paladin -- Ranger -- Thief 12 Bozaks are the magic-using draconians derived from the eggs of Bronze Dragons. They are quick-witted, shrewd, and ruthless. Bozak are just over six feet tall and are covered with bronze-colored scales. They have dull yellow eyes and gray teeth. Though Bozaks eschew armor, since it limits their maneuverability, they often wear helmets, light breastplates and leather arm and leg bands for body decoration. Bozak wings are the most versatile of any draconian race. Aside from the Sivak, the Bozak is the only draconian that can actually fly, albeit only for a single round. Because flight requires a great effort, its movement rate in the air is 6. Not only can it glide like other winged draconians, it can sustain the glide indefinitely in a strong wind. On cold days, Bozaks spread their wings to increase exposure to the sunlight. On warm days, they slowly flap their wings to generate cool breezes. When Bozaks are anxious or lost in thought, their wings twitch and vibrate. Bozaks are intensely spiritual, devoted to the worship of their god or goddess. They usually conduct elaborate ceremonies. A character of the Bozak race can be a mage, a fighter, a thief, but are usually clerics. It can also choose the following multi-class combinations: Fighter/cleric, fighter/mage, or fighter/thief, cleric/mage, mage/thief, fighter/cleric/mage, and fighter/mage/thief. An Bozak has a 20% resistance to all forms of magic, whether they are beneficial or belligerent. Due to the Bozak's usual 4 Hit Dice, an Aurak PC may have a +4 hit point bonus at and only at 1st level. Because of their scale hides, Auraks have a natural 4 AC. Any armor used will only improve that AC by 1 unless that armor has a rating better that the Aurak's natural hide. As stated before, the Bozak can actually fly, albeit only for a singe round. Its movement rate in the air is 6. It can glide like other winged draconians, and it can sustain the glide indefinitely in a strong wind. Like Baaz, Bozaks can make two claw attacks per round, or one claw attack and one bite attack. Claw and bite attacks each causes 1d4 points of damage. Bozaks suffer dragon awe within 120' of any dragon, gaining a +1 to morale and attacks. They gain a +4 bonus to all saving throws. When an Bozak reaches 0 hit points, it's scaly flesh shrivels and crumbles from it's bones in a cloud of dust; this process takes one round. In the beginning of the next round, the bones explode, causing 1d6 points of damage to all within ten feet (no saving throw). Any items that the Bozak is carrying are instantly destroyed. There are not enough Bozak remains to perform raise dead, or resurrection. Once dead, a Bozak is permanently removed from the game. Reincarnation will not work. Bozaks are naturally inclined towards religion and the teachings of the gods. They gain a +1 to their initial Wisdom score. Their bodies are rather awkward, deducting -1 to Dexterity. Table of Contents

Kapaks Ability Score Range Ability Minimum Maximum Strength 3 18 Dexterity 6 18 Constitution 7 18 Intelligence 6 16 Wisdom 3 18 Charisma 3 12 Race Score Adjustments Kapak none Class Restrictions Class Maximum Level Bard -- Cleric 8 Druid -- Fighter 10 Illusionist -- Mage -- Paladin -- Ranger -- Thief 15 Kapaks are a race of venomous draconians known for their stealth. They are derived from copper dragon eggs. Kapak average six feet tall and have sleek torsos and long limbs. Their scales are dull copper color tinged with green, their eyes are orange of dark brown. They have short manes of dark brown or blonde hair hanging from either side of their mouths. Soft pads line the bottoms of their feet, enabling them to move silently. They speak in a soft, high-pitch whine. The most exotic physical feature of the Kapaks is the poison glands located under their tongues that continuously secrete a venomous spittle. The glands are magical in nature, and are capable of producing a virtually limitless amount of thick, yellowish venom. Kapaks avoid any style of clothing that might draw attention to themselves. A character of the Kapak race can be a cleric, or a fighter, but are usually thieves. It may also choose to be a fighter/thief. A Kapak has a 20% resistance to all forms of magic, whether they are beneficial or belligerent. Due to the Kapaks usual 3 Hit Dice, a Kapak PC may have a +3 hit point bonus at and only at 1st level. Because of their scale hides, Kapaks have a natural 4 AC. Leather armor reduces their AC to 2, while scale mail reduces it to 1. If a shield is carried, the AC is reduced by another point. Kapaks cannot fly, but they move just as swiftly using a running glide with a movement rate of 15. They can also glide at a rate of 18 with a distance equal to four times the height they begin from. Kapaks suffer dragon awe within 120' of any dragon, gaining a +1 to morale and attacks. Kapaks can bite for 1d4 points of damage, Kapaks often lick their weapons before engaging in combat to coat them with venom. Victims bitten by Kapak or struck by a venom-coated weapon must roll a successful saving throw vs. poison or become paralyzed for 2d6 turns. The poison evaporates from a weapon in 3 rounds; It takes a Kapak one full round to poison a weapon again, after the previous coating has evaporated. They can do this even while engaged in melee. When an Kapak reaches 0 hit points, its body instantly dissolves into a ten- foot-wide pool of acid. All within the pool suffer 1d8 points of damage per round from the acid (no saving throw). The acid evaporates in 1d6 rounds. All items possessed by the dissolved Kapak, including treasure and magical items, are rendered useless by the acid. There are not enough Kapak remains to perform raise dead, or resurrection. Once dead, an Kapak is permanently removed from the game. Reincarnation will not work. Kapaks are very normal. None of their initial ability scores are modified. Table of Contents

Sivaks Ability Score Range Ability Minimum Maximum Strength 11 20 Dexterity 3 17 Constitution 11 20 Intelligence 7 18 Wisdom 3 16 Charisma 3 17 Race Score Adjustments Sivak +1 Str, -1 Dex Class Restrictions Class Maximum Level Bard -- Cleric 7 Druid -- Fighter 18 Illusionist -- Mage -- Paladin -- Ranger -- Thief 9 Sivaks are savage, shape-changing draconians that are derived from the eggs of silver dragons. They are among the most powerful draconians, second only to Auraks. Sivaks have gleaming silver scales and black eyes. The brilliance of their scales is dazzling. Topping nine feet in height, they are the largest of the draconian races. Sivaks seldom wear armor, but they sometimes wear flowing capes and decorative metal bands around their arms, legs, necks, and tails. Sivaks can run and glide like most other draconian races, but they are unique in their ability to fly. They are extremely agile in the air, as maneuverable as dragons and nearly as fast. A character of the Sivak race can be a cleric, or a thief, but almost always fighters. A Sivak has a 20% resistance to all forms of magic, whether they are beneficial or belligerent. Due to the Sivak's usual 6 Hit Dice, an Sivak PC may have a +6 hit point bonus at and only at 1st level. Because of their scale hides, Sivak have a natural 1 AC. Any armor used will only improve that AC by 1 unless that armor has a rating better that the Sivaks's natural hide. The Sivaks' flexibility of movement gives them an important tactical advantage. They can chase down fleeing enemies by racing forward on all fours. They can fly up to a height and ambush enemies from above. Sivaks may even simply attack from the air, bombing victims with boulders, and thrown weapons. Like Baaz, Bozaks, and Kapaks, Sivaks can perform the running glide at a rate of 15. They can also glide at a rate of 18 with a distance equal to four times the height they begin from. However, in flight, Sivaks can fly indefinitely and move at a rate of 24 with a maneuverability class C. Sivaks suffer dragon awe within 120' of any dragon, gaining a +1 to morale and attacks. They gain a +4 bonus to all saving throws. Sivaks attack with both claws for 1d6 points of damage each, and with their long, heavy tails for 2d6 points of damage. The tails can strike opponents on any side. An attack using the claw can only happen in the hand is open and unencumbered by shield or occupied by the two-handed weapon. A favorite weapon is a Sivak-designed sword with barbed notches on each edge; this weapon causes 1d10 points of damage. The most devastating ability of the Sivaks is their mastery of the shape changing into the form of a humanoid of smaller size that they have just killed. Then they take the shape of the victim, they gain only appearance and voice; they do not gain magic use or memories. They can remain this way permanently and can change back to their normal form at will, but cannot change back into humanoid form again until they kill another humanoid. What happens to a Sivak when it reaches 0 hit points depends on the size of its slayer. If the slayer was a humanoid of the same size or smaller, the slain Sivak shape changes into the form of its slayer. It remains in its death shape for three days, after which time it decomposes into black soot. If the slayer was not a humanoid or if it was a humanoid of larger size than the Sivak, the Sivak immediately bursts into flame upon reaching 0 hit points, causing 2d4 points of damage to all within ten feet (no saving throw). In either case, any items are rendered useless by the shape changing or by the explosion. While in its death-shape, a Sivak might be returned to life by performing raise dead, or resurrection within the three days the draconian retains the form of it's slayer, depending on the DM. However, there are rumors that a fallen Sivak can be brought back to life, only to lose all memory of its draconian life, and permanently retains the image of their slayer. Once the body becomes black soot, a Sivak is permanently removed from the game. If the Sivak was killed and the body bursts into flames, the Sivak is permanently removed from the game. Reincarnation will not work. Sivaks are the elite forces of the draconians. Due to its large size, it gains a +1 to it's initial Strength and have a penalty of -1 to Dexterity.

Other Characteristics After you've selected the race, you may want to include optional information such as sex, name, and physical characteristics. Sex is a very questionable subject. All draconians cannot reproduce because the draconian races do not currently have fertile females. In order to keep draconians under control, their evil creators limited the population by only creating male draconians. Thus, there weren't suppose to be any females. However, early experiments did create both male and female draconians. Unfortunately, those female draconians were either infertile or eliminated, so draconians could never increase in numbers. Draconians usually have a wide range of names, but I follow a specific naming convention that fleshes out draconian society. Remember, naming rules are completely optional and subject to the player's preferences. Draconians use a naming system that expresses a great amount of detail about the drac in question. A dracs name is broken down into three main parts: the first name, the honorific, and the last name. For example, I'll use the names Granak and Murdrak Red-Silver, Arissaka Fel-Tail, and Tarmak Kender-kin The first name is usually a simple nickname or close personal name. In the example names, the draconian first names would be Gran, Ariss, Murdr and Tarm. For dracs, first names usually carry or describe the draconians personality or demeanor. Gran in a shortening of the word "grand". Murdr is a shortening of "murder". The honorific has two purposes. It denotes whether the draconian is male or female, and is used to denote polite respect and worthiness from the person saying the name. The honorific -ak denotes a male, while the honorific -aka denotes a female. For example, Granak is an honored male draconian with the personal first name of Gran. Arissaka is a honored female draconian with the first name of Ariss. Honorifics and their use speak volumes based on connotation. Very close personal friends often disregard honorific. For example, Granak and Murdrak Red-Silver are egglings, meaning they came from the same eggs, like twins. Being very close, Granak would call his brother Murd or Murdr. If Murdrak were talking to other people and referring to his brother, Murdrak would say Granak to tell his audience that he considers Granak an equal or better drac. When speaking directly to Granak, Murdrak would say Gran. In some instances, a draconian known to be weak and cowardly may have his honorific stripped from his name when spoken to. For example, Murdrak doesn't respect Tarmak. In a derisive tone, Murdrak would refer to Tarmak as Tarm. Any drac listening would know that Murdrak considers Tarmak as a weak creature that doesn't deserve any respect. It is very interesting to note that most draconians don't use the honorific when they speak to non-draconian races. It is not surprising given that draconians feel that the other races are weak creatures to be conquered. A draconian's last name is an uncommon characteristic that sets that drac from others of his kind. For example, Granak and Murdrak both have a physical deformity, having silver scales tarnished by blood red. Thus, their last name is Red-Silver which most other draconians would associate. A last name need not be a physical description, but a description from a famous event. Arissaka Fel-tail is famous for defeating a Dragon Highlord using a stunning attack using her tail. Last names also change with time. Tarmak came from the same egg as Granak and Murdrak. In fact, Tarmak was once a Red-Silver, however in his journeys, he became trapped in a prison cell with forty bored Kender. He escaped, out-stealing the Kender, and retained a Kender mentality. Thus, most dracs know him as Tarmak Kender-kin. Draconians come in many difference sizes and shapes. Sivaks tend to be large, while Baaz tend to be smaller. They have a wide range of eye colors but most are usually pitch black. They have a large life-span. Consult the Tables 10a, 11a, and 12a to determine any other characteristics. Table 10a: Average Height and Weight Height in Inches Weight in Pounds Race Base Modifier Base Modifier Aurak 72 1d12 140 4d10 Baaz 60 1d6 90 3d10 Bozak 58 2d6 110 3d12 Kapak 60 3d4 130 4d10 Sivak 84 2d12 230 1d10 Table 11a: Age Starting Age Weight in Pounds Race Base age Modifier Base Modifier Aurak 10 1d6 900 + 100d6 Baaz 3 1d3 900 + 100d4 Bozak 4 1d6 900 + 100d3 Kapak 5 1d4 900 + 100d4 Sivak 9 1d6 800 + 100d12 Table 12a: Aging Effects Race Middle Old Venerable All Draconians 175 250 750 Table of Contents

Chapter 3: Player Character Classes

After choosing your character's race, you now must select the character profession or career. Draconians are severely limited in the types of careers available. Draconian are fighters, thieves, mages, and clerics. It is a very rare (i.e. only at a DM's discretion) sight to see a drac as a paladin, ranger, specialist mage, druid or bard. A draconian is also limited in how far it can achieve in a particular field or profession. Consult Table 9a to see how far a particular drac can reach in a adventuring career. Table 13a: Class Restrictions and Level Limits Class Aurak Baaz Bozak Kapak Sivak Bard -- -- -- -- -- Cleric 6 5 13 8 7 Druid -- -- -- -- -- Fighter 5 12 10 10 18 Illusionist -- -- -- -- -- Mage 15 -- 9 -- -- Paladin -- -- -- -- -- Ranger -- -- -- -- -- Thief 13 13 12 15 9 Class Descriptions All draconians take up the same skills that they get from they chosen occupation. Those are straight from the PHB. Fighter In the War of the Lance, Takhisis, the Dark Queen, needed a vast number of troop soldiers who were loyal to Her. Thus the draconians were created and geared to be those fighters in the Dragonarmies. However, draconians were never built to be superior warriors that the Dragon Highlords can't control. Most draconians have a good chance to being fighters. Sivaks, are the elite shock troops, raised for pure physical combat. Baaz come in second in ability, being the infantry. Auraks, however, were established as the magical masters within the drac society. Auraks do not have the patience or skill to conduct physical combat, relying on their magical talents to survive. Thief Amongst the drac races, none are more cunning at spying, infiltration, and assassination as the Kapaks. Designed from the start at sneaking behind a victim and paralyzing it's victims with its venom, Kapaks excel at thievery. While the rest also make good thieves, Sivak tends to be the worst. The Sivak's huge size, and bulky fingers were designed to hold a sword, rather than using the fine tools such as lock picks. A drac's natural thieving skills come into play when a drac starts out as a thief. Consult Table 27a and adjust the initial starting thief skills depending on the particular draconian race of the PC.

Table 27a: Thieving Skill Racial Adjustments Skill Aurak Baaz Bozak Kapak Sivak Pick Pockets -- +10% -- -- -25% Open Locks -- -- -10% -- -- Find/Remove Traps -- -- -- +15% -- Move Silently -- +5% -- +5% -10% Hide in Shadows -- +5% -- +5% -5% Detect Noise -- -- -- -- -20% Read Languages -- -- -- -- -- Mage Only two races have the proper magical abilities to cast magic. These are the Auraks and the Bozaks. Auraks are the undisputed masters of magic. Not only do they have innate magical-like powers, they have the keenest minds for understand and memorizing the wizardly spells. Although Bozaks do not have the same raw talent for magic, they can cast a nice combination of spells. Severely limited in how much they can cast, Bozaks often turn to spells such as burning hands, enlarge, magic missile, shocking grasp, invisibility, levitate, stinking cloud, and web. Wizards of High Sorcery: It is unclear how draconians cast their magic. It has been theorized that draconians have an innate magical power that was inherited from their dragon parentage. However, the draconians that were born in the War of the Lance obtained most of their magical knowledge as directly from the Black Robed mages of the Order of High Sorcery. Evil as they may be, the Black Robes did not deviate in creating unstable draconian mages. The Black Robes subjected their Test of High Sorcery upon the draconians in the same manner as other spell casters. Any draconian that dawned the White Robes or Red Robes were quickly killed. From this era draconians passed the test, but choose their alignment towards evil to survive. Over time, many magic users abandoned their dragonarmies, and even turned to good. Quite surprising to the other orders, many draconians, previously black robed, came to the Towers of Wayreth and Palanthas for proper instruction and began a new life under a very different color. Renegades: Some draconians however, were not lucky enough to change sides, yet still renounced their black robes. Many of these were regarded as renegades, and were summarily hunted down and killed, even by the hands of the White Robes. Those renegade that survived went into hiding and seldom show themselves. Cleric All the draconians can turn from war to become follow the will of the gods. While dracs clerics follow Takhisis, draconians are not limited to only following the Goddess of Evil. Bozaks tend to the most spiritual. As a race, Bozaks seem to have a greater amount of faith and believe in things that cannot directly see. Baaz are the least likely. Baaz are the dull-witted infantry troops. They follow orders, and seldom have the wisdom to think things through before acting. A Baaz will most likely follow a cleric rather than becoming one. Holy Order of the Stars: During the War of the Lance, many draconians gained their spell-like powers directly from the favor of Takhisis herself. The other Clerics of the Gods without much choice allowed the draconian clerics to enter their orders. Soon after, many draconians turned away from evil and eventually, if not secretly earned the right to follow other Gods. Multi-Class and Dual-Class Characters Draconians can train to be thieves, clerics, and mages. However, their society is dominated by a culture bent on physical conquest and survival through personal combat. Thus, most draconians tend to a career with a large amount of training as fighters. Bozaks tend to be very skilled in a wide range of occupations. Table 27b: Multi-Class Combinations Aurak fighter/mage fighter/thief Baaz fighter/thief Bozak cleric/mage Fighter/cleric fighter/mage fighter/thief mage/thief fighter/cleric/mage fighter/mage/thief Kapak fighter/thief Sivak none Dual Class Character Sivak Table of Contents

Chapter 4: Alignment

Alignment is a shorthand description of a complex moral code. The DMG as well as the Player's Handbook provides many different examples of the 9 separate categories of alignment. Draconians were originally created from the eggs of the Good Dragons of Krynn. An evil mage of the Black Robes, an evil priest of Takhisis, the Goddess of Evil, and a Red dragon came together to corrupt the egg, forming the draconians. These dragon-men were then brought up to serve under the Dragonarmies, fighting to survive and to conquer. Needless to say, draconians are creatures perverted to evil, by evil, for evil purposes. However, not all draconians are the vile monsters that the general public has made out to be. The common views of alignments are written in the Player's Handbook, so they will not be listed here. However, draconians have special views that are certainly skewed by the evil society that created them. The following alignments for draconians are not set in stone. They should be taken as suggestions for a drac. Each and every draconian will have separate individual takes on moral and ethical choices. Use the chosen alignment as a guide to provide a clear idea of how the drac will handle moral dilemmas. Always consider alignment as a tool, not a straitjacket that restricts the draconian. Although alignment should define general attitudes, it certainly doesn't prevent a character from changing his beliefs, acting irrationally, or behaving out of character. Law, Neutrality and Chaos A character who maintains Law believes that one must have order, organization and rules to maintain a healthy society. Draconians, surprisingly, can be very Lawful. Most draconians were indoctrinated into military training immediately after hatching from the egg. The need for strict order is essential for a well mobilized military force, and the draconians realize this. A character who maintains Neutrality believes that when there is a force or event, then an equal and opposite force or event also takes place. Some might call it karma, but the draconians have a simple saying that defines Neutrality. "It call comes around to bite you in the tail." A character who maintains Chaos believes that one must have self-reliance and self-control is the only way to deal with the random events that is the nature or the universe. Draconians know this very well. Dracs had no say on whether they were stolen from the Good dragons. They had no say on whether they survive the mutating powers of the spells that created them. Those seemly random events determined whether they lived or died. Those that were strong and self-reliant survived to live. Good, Neutral, and Evil A character who maintains Good believes that one must help others, and thus benefit by others helping him or her. Everyone must help one another to create a healthy society. The Wisdom of the Gods, written in the Disks of Mishakal states: The Good redeem their own. A character who maintains Neutrality believes that one must have free choice to choose between Good and Evil. Without Evil, Good would have no contrast, and would become meaningless. Without Good, Evil would have no contrast, and would also become meaningless. Without allowing others to choose between Good and Evil, then society and the word becomes stagnant. A character who maintains Evil believes that there an inherent need in nature for the strongest to survive. If that means that the weak must be sacrificed to the strong, then so be it. Evil persons will seek to prevent others from gaining power as well as striving to become strong. From the Disks of Mishakal states: Evil feeds upon itself. Alignment Combinations Nine different alignments result from combining Law, Neutrality, Chaos and Good, Neutrality, Evil. Most draconians have a dual standard for the nine alignments. In an evil society, a draconians survival is dependant on how well it believes or follows propaganda. Often, a draconian may not know what being good truly is. Lawful Good: This alignment conjures up images of "do-gooders" such as the Knights of Solamnia, who symbolize all that is wrong with the alignment. Propaganda aside, dracs can be very Lawful Good and not realize it. Influenced heavily by the military machine of the Dragonarmies, Draconians do feel a high sense for order. Under this training, many draconians in the military follow orders without any thought for themselves. A Lawful Good Draconian may be a drac who is orderly, but very willing to sacrifice himself for his comrades in battle, his squadron, and his fellow dracs for the cause. Lawful Neutral: The orderly military structure appeals to many dracs. Lawful Neutral dracs might like the structure that military life has taught them, but they following orders, rather than climbing the deadly path for power. Lawful Evil: For many draconians, a lawful evil society clearly defines a system of master and servant. Those who are the masters have gained enough power to rule the weak. They have earned the power to rule. The Law helps establish the hierarchy, while Evil defines the stronger and the weaker. Without this system, society would be organized in a system that allows the weak to exist, subverting and eroding the overall strength of society. Neutral Good: Neutral Good draconians understand that Evil implies the strong devouring the weak. To simply destroy the weak is a waste of resources. However, if the weak are nurtured, then they may become stronger, and thus increasing the strength of society as a whole. True Neutral: The True Neutrals believe in a balance in all things. Between Law and Chaos, True Neutral draconians will strive to follow the rules, yet will break the law if the law is too stringent. They will also impose rules and organization to a chaotic situation, and strive to make the situation manageable. Between Good and Evil, the True Neutral will constantly argue and fight his comrades, not to destroy them, but to "toughen them up" for real battles. They will also fight ruthlessly and treacherously, but once the enemy has fallen, a Neutral draconian allows the defeated a chance to live and become stronger. Neutral Evil: A Neutral Evil draconians tend to believe the world needs a sense of order, but that order should not impede advancement and growth. These draconians believe in strength and order as a means to get ahead. However, there are exceptions to this rule. A draconian's talents and abilities and the drive to gain success in live will create some conflict. Such conflicts are necessary to get ahead. Chaotic Good: It is very rare for a draconians to be Chaotic Good. Most draconians associate random events of goodness to be unorganized and without purpose. The typical Kender symbolizes all that is wrong with a Chaotic Good alignment. For those who have chosen this alignment, barring insanity, are dracs who realize that true good will toward others must be without personal motivation. Such a draconian will usually have an existence free from rules and regulations, yet will help others who need it. Chaotic Neutral: Chaotic Neutral draconians believe that life is nothing more that a random set of events and that any action has no significant good or evil effect. Such draconians are often considered unreliable, if not insane. These draconians tend to follow whatever whim that comes along. Surprisingly many of the first draconians that were hatched tend to follow this alignment having been torn from their eggs and subjected to the almost whimsical events in their lives. However, the harsh and deadly militaristic nature of draconian society usually weeds out Chaotic Neutral draconians. Chaotic Evil: Chaotic Evil draconians desire personal power and pleasure. Any laws, rules or organizations are for the weak, and are to be exploited. If the laws prove to be a hindrance, then ignore the law. Chaotic Evil dracs will anything advance themselves. Surprisingly, most draconians dislike the Chaotic Evil draconians because of pure self-motivation. A Chaotic Evil draconian is most willing to disobey orders for personal gratification. Without structure or organization, such a creature might even turn its back on a mission or refuse orders from the Goddess of Evil herself. Effects of Changing Alignment Both the DMG and the DRAGONLANCE (r) Adventure's book has information about the effects of changing alignments. Alignment is handled very differently in DRAGONLANCE (r) campaigns than in other TSR game worlds. Alignment can be viewed as gauge that ranges from Good to Neutral to Evil. DMs can use the Character Alignment chart found in the back of DRAGONLANCE (r) Adventures. Here is a simplified reproduction: Good Neutral Evil |----------*-----------|---------------*----------------|----------*----------| A character's alignment shifts depending on the actions of that character. Once an alignment is established, the character's alignment starts at the center region of the alignment (Where the star (*) sits on the graph.). As the character shifts out of his original alignment, he enters a gray area between alignments. This area warns the PC and Player that this actions are not within the beliefs of his alignment. Once in the gray area, the character suffers from the following effects: Attack -1 to hit opponents Defense +1 to the character's armor class Wizard Spells 10% chance caster fails to recall the spell Cleric Spells 10% chance the spell will fail. When the wizard attempts to use any spell, the spell cannot be recalled, and does not function. The player doesn't know this until the PC fails to cast the spell. The same results happen to a cleric as well. Also, special bonus cleric spells from that particular god has a 20% chance of not being granted for the day. Knights of Solamnia and Takhisis are also subject to this penalty. When the character's alignment moves past the gray area, the alignment will immediately jump to the center of the next alignment. This is to represent that switching to a new alignment will make returning to the old one, a bit more difficult. Draconians who do change their alignment don't lose their innate abilities. However, they do suffer the same effects listed in the DMG and the DRAGONLANCE (r) Adventures book. Table of Contents

Chapter 5: Proficiencies

Once the draconian has an alignment, the creature now needs skills. These skills come in the form of proficiencies. It is strongly recommended that any players and DMs consult the Player's Handbook and the PHBR handbook series for details about proficiencies, especially The Complete Book of Humanoids. This Draconian Handbook will not list the proficiencies that are already available in those books. Weapon Proficiencies As explained in the Player's Handbook, a weapon's proficiency measures a character's knowledge and training with a specific weapon. A draconian may use any weapon which is available to his class. Also, draconians have naturally sharp claws and teeth, and some have powerful tails. However, a draconian does not naturally know how to effectively fight with tail, tooth and claw. Draconians must be trained to use their natural weapons for fighting. To learn to use a natural weapon, the draconian must use a weapon proficiency slot as if it were another weapon. Each natural weapon counts as a separate weapon. For example, an Aurak has the ability to attack using fangs and claws. To use those natural weapons, the Aurak must use one weapon proficiency slot to learn how to bite, and one proficiency slot to learn how to attack with it's two claws. A Sivak would need to spend one proficiency to learn tail attacks, and another to learn claw attacks. Weapon proficiencies are only available to those specific sub-races. For example, a Sivak can only learn to use claw and tail attacks but cannot learn bite attacks while an Aurak can learn bite attacks but not tail attacks. An Aurak's claw does not do the same damage as a Sivak's claw. Draconians cannot specialize in natural weapons. Consult table 44 for a break down of possible natural weapons. Table 34: Natural Weapons Weapon Type Damage Aurak's Claw S 1d4 Aurak's Fang P 1d6 Baaz's Claw S 1d4 Baaz's Fang P 1d4 Bozak's Claw S 1d4 Bozak's Fang P 1d4 Kapak's Fang* P 1d4 Sivak's Claw S 1d6 Sivak's Tail B 2d6 *Note: Kapak's fangs not only do 1d4 points of damage, a Kapak's bite attack is always coated with paralysis-inducing saliva. Nonweapon Proficiencies The Player's Handbook has the specific rules on how nonweapon proficiencies work. For those players and DMs who do not have the PHBR series, there are a few proficiencies that I would recommend be added to the list of proficiencies listed in the Player's Handbook. These nonweapon proficiencies are included in this handbook as well, but are listed only as brief descriptions of how they apply to draconians. Table 37: Nonweapon Proficiency Groups GENERAL # of Slots Relevant Check Proficiency Required Ability Modifier Alertness 1 Wis +1 Begging 1 Cha Special Drinking 1 Con 0 Eating 1 Con 0 Fast-talking 1 Cha Special Gliding 1 Dex -1 Intimidation 1 Str/Cha 0 PRIEST # of Slots Relevant Check Proficiency Required Ability Modifier Draconian Physiology 2 Wis -2 ROGUE # of Slots Relevant Check Proficiency Required Ability Modifier Acting 1 Cha -1 Looting 1 Dex 0 WARRIOR # of Slots Relevant Check Proficiency Required Ability Modifier Flight 1 Con -2 WIZARD # of Slots Relevant Check Proficiency Required Ability Modifier Innate Magic (Aurak's) 4 Int NA Innate Magic (Sivak's) 1 Int NA Acting This proficiency allows a character to skillfully portray various roles, often as an entertainment. It can also be used to enhance disguises. Baaz often use disguises and acting to appear human especially when passing through civilized lands as spies. Sivak and Aurak spies also use acting when they have shapechanged into a victim's appearance. A Sivak can use the acting skill to imitate the mannerisms of the victim, fooling even friends of the victim. Proficiency checks are required only in the actor must portray a particularly difficult role or is attempting to "ad lib" without rehearsing. Difficult roles include imitating another person in front of a close friend. If a character has both acting and disguise proficiencies, the check for either is made with a +1 bonus. Alertness This proficiency allows a character to instinctively notice and recognize signs of a disturbance in the immediate vicinity. This proficiency was introduced to the draconians during the War of the Lance. Many draconians, usually Baaz, took up the role of guards and sentries. This ability reduces a character's chance of being surprised by 1 if he makes a successful proficiency check. Begging After the War of the Lance, many draconian broke rank from the dragonarmies. Many were hunted down by both good and evil forces. Often, the downtrodden take up begging as a means of survival. While others took to begging to disguise themselves among the safety or other beggars. Begging is considered a weak and cowardly act, not liked by even other draconians. This proficiency allows the draconian to earn a minimal daily income. To use this proficiency to earn money effectively, it must be used in an area where draconians are not considered evil mutated demons. The following modifiers are suggested guidelines for DMs. They do not take into account the wealth of the locale, or other factors. Naturally, poor or war-torn areas might have negative modifiers. Draconians in general are viewed as abominations, which will affect modifiers in a Good aligned city. Begging Modifiers Locale Modifier Uninhabited/Wilderness Failure Countryside -7 Hamlet, Village -5 Town -2 City 0 Good Aligned City -4 Evil Aligned City -2 A successful check enables a draconian to beg for enough money, food and drink to meet his basic needs. Draconian Physiology During the War of the Lance, draconians usually fought to the death, hoping to inflict at must damage to the enemy for Takhisis, the Goddess of Evil. Because very little remains of a draconian once it dies, there was no need to investigate healing for draconians. In fact, draconians are resistance to healing spells, and very little is known about how draconian anatomy operates so normal healing proficiencies do not help draconians. Due to secretly good draconians and the dwindling numbers of draconians, draconians have eventually learned how draconians heal and survive. Through close examinations of Sivaks killed by other dracs has helped in the research. This proficiency acts in the same way as the healing proficiency found in the Player's Handbook but applies only to draconians. As stated before, the regular healing proficiency does not help draconians, and the draconian physiology proficiency does not benefit non-dracs. Drinking Much like the eating proficiency, drinking is important to many draconians. Dracs have become infamous for using the drinking proficiency by taking in large amounts of alcohol without feeling the affects of the drink. To others, the draconian simply seems immune to the affects of strong drink, including dwarf spirits. A successful check indicates that the draconian can consume up to twice as much food as normal in one sitting. This will allow the draconian to go twice as long without drink before beginning to suffer adverse effects. If alcoholic beverages are involved, a successful check allows the draconian to consume twice as much before adverse effects begin to bother him. Eating Much like the drinking proficiency, this proficiency allows the draconian to eat twice as much in one sitting. The food consumed allows the draconian to go twice as long without food before suffering the adverse effects of hunger. Fast-talking Fast-talking is the art of distraction and conning others. The skill was first introduced to draconians spies sent to investigate the Gnomes of Mt. Nevermind. The draconians quickly learned and adapted the skill to survive against cruel commanders, enemies, and even Kender. If a successful proficiency check is made, the fast-talking drac has woven a quick but plausible tale that distracts the listener. Modifiers are based on the Intelligence and Wisdom of the target. DMs may make adjustments depending on the difficulty and plausibility of the drac's attempt, as well as the racial preferences of the target. Fast-Talking Modifiers Target's Target's Intelligence Modifier Wisdom Modifier 3 or less NA 3 or less -5 4-5 -3 4-5 -3 6-8 -1 6-8 -1 9-12 0 9-12 0 13-15 +1 13-15 +1 16-17 +2 16-17 +3 18 +3 18 +5 19 +5 19 or more NA 20 or more NA Modifiers are cumulative. If the target has Intelligence of 3 or less, an Intelligence of 20 or more, or Wisdom of 19 or more, the attempt fails automatically. Flight This proficiency is an advanced form of gliding. As any Sivak can boast, flight is one of the best expressions of freedom ever established for a draconian. And the ability for flight has never been more flaunted than by a Sivak. Sivaks have often used flight for long range reconnaissance, as well as minor supply transport. In fact, flight has helped extend chances of victory in combat simply by adopting bombing runs. To fly, draconians must become proficient in gliding before becoming proficient in flying. Only Bozaks and Sivaks have the wings that can properly sustain flight. Even with the flying proficiency, Bozaks can only sustain flight for one round. Only Sivaks however can sustain flight indefinitely. Flight cannot be established if the draconian is carrying more than one-third of his weight in equipment, including arms and armor. Proficiency checks are required if the flyer must perform a particularly difficult aerial maneuver, such as tight combat maneuvers (i.e. barrel rolls, loop-the-loops, and wing-overs), coordinated flight formations, and extended flights (constant flight taking more than 10 hours). A successful check indicates that the draconian has achieved flight, or has achieved an difficult maneuver, or can fly for ten hours straight without needing rest. A failed check indicates that the draconian is falling. If the draconian does not hit the ground at the end of the round, the draconian must immediately perform a gliding check or continue to fall for the next round. If a draconian has already sustained enough damage points equaling more than half of his total hit points, the draconian begins to plummet automatically, and requires a gliding check. If the draconian has sustained enough damage points equaling more than three-fourths of his total hit points, the draconian automatically plummets and also automatically fails his gliding check as well. If or when the fallen draconian hits the ground, falling damage (see combat rules for falling damage) applies depending on the distance the draconian has fallen. If a draconian is currently successfully flying and decides to glide, the gliding check is automatically successful. Aerial Flying Movement Rates. Race Movement Rate Maneuverability Rating Duration Bozak 6 E 1 round Sivak 24 C Indefinitely Gliding This proficiency enables a draconian with wings to move at an astonishing rate. The ability to glide is one of the few things that even the Baaz can do that infuriate the jealous Auraks, the only draconian race that cannot glide or fly. A draconian must have two fully operational wings to learn this proficiency. Thus Auraks cannot glide (or fly). Using this proficiency, draconians can flap their wings while running on all fours, which enables them to move quite fast. Once the draconian has learned the proficiency, the draconian can make a run and glide movement for 10 hours at a movement rate of 15. A successful gliding check must to made to continue another 10 hours. To glide, draconians must launch himself from a height, and then perform a proficiency check. A successful gliding check indicates that the draconian can use their wings to glide a distance equal to four times the height from which they launch themselves. For instance, a draconian launching himself from a 100- foot cliff can glide to the ground up to 400 feet away. Gliding has a movement rate of 18. Gliding cannot be established if a draconian is carrying more than one-third of his weight in equipment, including arms and armor. A failed check indicates that the draconian is falling. If the falling draconian does not hit the ground at the end of the round, the draconian must immediately perform a gliding check or continue to fall for the next round. If the draconian has sustained enough damage points equaling more than three- fourths of his total hit points, the draconian begins to plummet, automatically failing all his gliding checks. If or when the fallen draconian hits the ground, falling damage (see combat rules for falling damage) applies depending on the distance the draconian has fallen. Innate Magic This proficiency allows a draconian to properly use the innate magical abilities. As with learning to glide and fly, a draconian does not immediately know, or understand how to use special magic. This is especially important to Auraks to have a large number of skills that are certainly magical. Once the proficiency, no check is required. Once an Aurak gains the proficiency to the Aurak's innate magical powers, the draconian can start using them. Refer to the listing on the Aurak's racial traits in chapter 2 for specifics. Any of the magical powers listed for Auraks now become available. Auraks possess a limited ability to dimension door three times a day to teleport up to 60 yards away. The senses of Auraks are heightened to 60' and can detect hidden and detect invisible creatures within 40 yards. They can also see through all illusions. Aurak have several natural defenses that can be invoked at will. He can become invisible once a turn and polymorph self into any animal their size 3 times a day. Finally, Aurak can change self to perfectly imitate the appearance and voice of any humanoid they have seen. They can retain this from for 2d6+6 rounds, thrice a day. The Aurak can now generate bursts of energy from each hand, striking targets within 6' and causing 1d8+2 points of damage with each. When using change self these bursts appear to be attacks using the Aurak's illusory weapon. And thrice per day, they can breathe a noxious cloud of gas with a 5' diameter. Victims caught in the cloud suffer 2d10 points of damage and are blinded for 1d4 rounds. A save vs. breath halves damage and prevents blindness. The Auraks' most insidious power, however, is mind control. They can use suggestion one per turn if they concentrate. Once per day, they can use mind control on one victim of equal or fewer Hit Dice for 2d6 rounds. A save vs. spells negates this attack. Mind control lets the Aurak control another creature's body as though it were his own. Once a Sivak gains the proficiency to the Sivak's innate magical power, the draconian can start using them without need of a successful check. Once learned, ability of the Sivaks is their mastery of the shape changing into the form of a humanoid of smaller size that they have just killed. Once the victim is killed, the Sivak may take the shape of the victim. Sivaks gain only appearance and voice; they do not gain magic use or memories. They can remain this way permanently and can change back to their normal form at will, but cannot change back into humanoid form again until they kill another humanoid. Intimidation This proficiency allows draconians to bend others to their will through fear tactics. The skill became very popular among the Sivak, being the heavy elite troops during the War of the Lance. The threat of physical violence was so common, that most of the inhabitants gave the Sivaks a wide berth. NPCs who are intimidated are quite likely to harbor much resentment against the draconian that intimidates them. NPCs will keep this resentment hidden until the first opportunity to avenge their pride arises. Intimidation can be attempted in two ways. One is a feat of Strength, a demonstration of bodily harm. Sivaks, given their larger than human sizes, often flex their muscles as a quick method of intimidation. The other method is a persuasive use of Charisma which usually implies a threat that is not physical in nature. Perhaps, an Aurak might threaten to cam a little child if the NPC is not cooperative, for example. In any case, other player characters do not have to submit to intimidation unless they want to. Looting This proficiency represent a special knack for grabbing the best, most valuable loot in the shortest amount of time. During the first assaults of the evil forces of the War of the Lance, many draconians quickly learned that the villages they encountered often contained treasures. Thus, looting is a skill most commonly possessed by Baaz and most infantry draconians. A successful proficiency check allows a draconian to recognize and grab the most valuable combinations of treasure that is feasible, given the situational limits of time and space. Table of Contents

Chapter 6: Money and Equipment

Draconians will have the same starting money and equipment that most other races will have as well. Draconians are not noted for having lots of wealth. During the War of the Lance, draconians carried very little in terms of money. Towns occupied by the draconian forced usually succumbed to any demands the occupying military. When a draconian wanted something, it was always in the victim's best interest to obey. Draconians needed very little in terms of money and didn't carry much in terms of currency. After the war, many draconians discovered that without the military machine to back them, draconians were left poor and destitute. Many disillusioned draconians turned on their commanders, and many more quickly abandoned the dragonarmies and turned to banditry. During this period, many were hunted down by either the forces of good. The forces of evil hunted them down for desertion. During this time, few draconians survived let alone earned money or treasure. The exception to the rule were the spies. These draconians, mainly Sivak and Aurak, both during and after the war, needed currency to live within regions that did not support and were again the military machine of the Dragonarmies. These draconians quickly and quietly set aside vast pockets of treasure to live on while they preformed their covert operations. For role-playing purposes, the DM might be willing to reduce the amounts of starting money, depending on the draconian's background. Equipment Lists The following lists include specific equipment that a draconian might have. The most basic of these are weapons, armor, clothing, and outfitting gear which are listed in Player's Handbook. To most players, most items are made available, for a price. For draconians, these items tend to be rarer, of even unusable. For example, platemail for most humans hinders the wings of the lowly Baaz. Sivaks usually can't even fit in the puny human armor. Effects of Armor Normal armor is often hard to fit upon draconians. After all, it's not often that platemail has holes in the back for a drac's wings. Draconians seldom use armor. Armor is not only extraordinarily expensive to produce, many civilizations do not want to produce armor for the new race. The thick hide of the draconians often prove to be better, lighter, and certainly cheaper than armor. While human or demihuman armorers can build custom-fitting armor, for a draconian, the time is doubled and the costs are tripled. Draconians have a naturally protective hide made of fine scales. This natural armor usually suffices for most draconians. Unless armor, shields, and dexterity provide better protection that the draconian's natural hide, then the additional equipment only improves the armor class by only one point. For example, Sivaks have a natural hide armor class of 1. If a Sivak wears leather armor with a armor class of 8, the Sivak's new AC rating is AC 0. However, if the Sivak's wears full plate armor and a shield, the armor rating improves to AC 0, effectively replacing the natural protection of the Sivak's scaly hide. The defensive adjustment due to a high Dexterity only applies to a draconian when it dons armor. A Sivak with a Dexterity of 18 has a defensive adjustment of -4. Thus, this Sivak needs to only wear the equivalent of splint mail (AC rating 4) or better to gain a lower armor class. However, if the Sivak refuses to wear any armor, he receives no defensive bonus, and has a natural armor class of 1. Once a draconian wears any armor, the encumbrance of that extra weight applies. Weapon Size Restrictions Sivaks of large (L) size generally use weapons that also fit this category. They cannot use tiny weapons (T), at all. They may have trouble wielding small and medium weapons (the DM can assess a -1 to -4 penalty to hit and damage rolls). Natural Weaponry While most draconians will often fight with sword and shield, a draconian need not only depend on manufactured weapons. When properly trained, a draconian may use his natural claws, fangs, and tail to attack. Special Draconian Arms and Armor Most weapons made or used by draconians can be found in the Player's Handbook. For example, a Baaz short sword is still a short sword. What follows are rare and unusual weapons rarely found outside of draconian cultures: Kapak's Razor Gloves: Kapaks are the only draconians who do not have the sharp claws. Although their hands are suited more for fine hand-work such and thievery, the Kapaks have developed a make shift set of gloves with razor sharp sheets of metal formed at the tips. After the War of the Lance, many of these gloves were ruthlessly sought not only by Kapaks but by other draconian warriors. Unfortunately, the other draconians' naturally sharp fingertips usually wore away the many gloves. Sivak's Heavy Crossbow: During the beginning of the War of the Lance, the Dragon Highlord, Ariakas wished to created a simple hand-held crossbow that could rival the bows and arrows of the best archers of Silvanesti. All the Dragonarmy engineers believed that such a crossbow was simply impossible. It took the designs and the tinkering ability of the Gnomes of Mount Nevermind to create a weapon that shot farther, faster, and deadlier than any normal crossbow. Naturally, the crossbow was the size of a small bastilla, and only the strongest warriors could pull it. After disarming the self-destruct device, the Sivaks quickly learned that they were naturally large enough and strong enough to handle such weapons. For Sivaks only, the Crossbow acts like a magical Crossbow of Accuracy, Distance, and Speed. Sivaks receive a +3 on attack rolls, +1 on damage rolls, do not suffer any range modifiers, and can fire a standard heavy quarrel once per round. (Range:: S:16, M:32, L:48) (Rate of Fire: 1) For other races, crossbow has magic of only Accuracy, Distance, or Speed and nothing else. Only a person with Strength 18/00 may use such a dangerous weapon. Sivak's Two-handed Sword: Sivaks also created their own brand of swords. A favorite among the Sivak, this Sivak-designed sword has barbed notches on each edge. This weapon can cause 1d10 points of damage. Sivak's Banded Mail: Although the Sivaks seldom wear armor, they do like to wear decorative metal bands around their arms, legs, necks and tails. Presented as military officers' uniforms, they are treasured among the Sivak. Providing the same protection as brigantine armor, it still provides Sivaks an extra point in armor class, and is flexible even in flight. Table 44: Equipment Weight Speed Damage Weapons (lb.) Size Type Factor S-M L Crossbow Sivak's Heavy Crossbow Sivak User 14 L -- 0 +3 +3 Human User Accuracy 14 L -- 10 +3 +3 Distance 14 L -- 10 +1 +1 Speed 14 L -- 0 +1 +1 Heavy Quarrel .1 S P -- 1d4+1 1d6+1 Gloves Razor .5 S S 0 1d3 1d2 Natural Claw Aurak's 0 S S 0 1d4 1d4 Baaz's 0 S S 0 1d4 1d4 Bozak's 0 S S 0 1d4 1d4 Sivak's 0 S S 0 1d6 1d6 Fang Aurak's 0 S P 0 1d6 1d6 Baaz's 0 S P 0 1d4 1d4 Bozak's 0 S P 0 1d4 1d4 Kapak's* 0 S P 0 1d4 1d4 Tail Sivak's 0 S B 0 2d6 2d6 Sword Two-Handed Sivak's 12 L S 8 1d10 2d8 Armor Cost Weight (lb.) AC Banded Mail Sivak's 460 stl 40 6 *Note: Kapak's fangs not only do 1d4 points of damage, a Kapak's bite attack is always coated with paralysis-inducing saliva. Table 45: Missile Weapon Ranges Range Weapon ROF S M L Sivak Heavy Crossbow Sivak User 1 16 32 48 Human User Accuracy 1/2 8 16 24 Distance 1/2 16 32 48 Speed 1 8 16 24 Encumbrance Although encumbrance rules are optional rules listed in the Player's Handbook, this draconian handbook suggests using encumbrance to help balance the draconian character. A draconian's skills can vary greatly upon what the character is wearing, or has with him. The drawback of encumbrance is most prevalent when the draconian considers gliding and flight. Flight cannot be established if the draconian is carrying more than one-third of his weight in equipment, including arms and armor. If a draconian is carrying more than that, the draconian only has the option to glide. Table of Contents

Chapter 7: Magic

The Player's Handbook already explains much of the magic system that wizards and priests use. Draconians who choose to be either of these classes gain their spells and spellcasting powers in very much the same way as normal player characters. Some draconians such as the Auraks have skills that allow them to cast magic beyond the normal level that spell casters can obtain. These skills should be treated as innate magical spells. Wizards of High Sorcery: It is unclear how draconians cast their magic. It has been theorized that draconians have an innate magical power that was inherited from their dragon parentage. However, the draconians that were born in the War of the Lance obtained most of their magical knowledge as directly from the Black Robed mages of the Order of High Sorcery. Evil as they may be, the Black Robes did not deviate in creating unstable draconian mages. The Black Robes subjected their Test of High Sorcery upon the draconians in the same manner as other spell casters. Any draconian that dawned the White Robes or Red Robes were quickly killed. From this era, draconians passed the test, but choose their alignment towards evil to survive. Over time, many magic users abandoned their dragonarmies, and even turned to good. Quite surprising to the other orders, many draconians, previously black- robed, came to the Towers of Wayreth and Palanthas for proper instruction and began a new life under a very different color. Renegades: Some draconians however, were not lucky enough to change sides, yet still renounced their black robes. Many of these were regarded as renegades, and were summarily hunted down and killed, even by the hands of the White Robes. Those renegade that survived went into hiding and seldom show themselves. Holy Order of the Stars: During the War of the Lance, many draconians gained their spell-like powers directly from the favor of Takhisis herself. The other Clerics of the Gods without much choice allowed the draconian clerics to enter their orders. Soon after, many draconians turned away from evil and eventually, if not secretly earned the right to follow other Gods. Magical Creation of Draconians It is well known that the draconians were created by perverting the Good Dragon eggs in 342 AC. The Whitestone forces were not aware of this fact until much later, when the Qualinesti prince Gilthanas and the Silver dragon Dargent, in the guise of a Kagonesti named Silvara, journeyed to Sanction and learned the truth. They witnessed the rare creation of Sivaks in the abysmal city. Their pivotal discovery lead to the introduction of the Good dragons in the War of the Lance. Overtime, some information about draconians has been collected through research and experiments mostly conducted by good dragons upon captured draconians. The creation of draconians is an amalgamation of several different spells performed at once. The spells presented here is pure speculation, but based loosely on AD&D game data. In the War of the Lance, the process required spells from three casters; the wizard Dracart, the cleric Wyrllish, and the red dragon Harkiel. The only known casting of the spell is described in DL9, Dragons of Deceit. The climax of the spell called for a drop of saliva from the red dragon's hideous maw. Both the wizard Dracart and the cleric Wyrllish are 10th level. So the spells cast by them can only be 5th level spells at most. However, these two were favored by Takhisis herself, so their skill level may have been augmented by Her Dark Majesty as well as by the red dragon, Harkiel. While the original spells may be heavily modified versions of those spells found in the Player's Handbook, this netbook contains a spells which are complete reconstructions of the effects that have been scene in various DRAGONLANCE (r) novels and game accessories. New Spells Create Draconians (Priest/Wizard 5th level) School: Alteration, Charm, Necromancy Sphere: Animal, Charm, Necromancy, Summoning Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 day Area of Effect: Special Saving Throw: None The Create Draconians spell allows three casters to magically produce draconians. This is a simplified amalgamation of several spells performed at once. The caster requires two additional casters to cast the same spell at the same time. Ideally, a mage, a cleric, and a dragon will produce the most draconians from a single dragon egg. Auraks can only be created through this combination. Anything else would cause an automatic failure to the spell. If there are 2 mages, 2 clerics, or 2 dragons among the three casters, the lack of balance effects the number of draconians produced. 3 mages, 3 clerics, or 3 dragons casting the spell greatly reduce the number of draconians produces. Once the saliva is dropped on the egg, the eggs begins to turn black and slimy. Like some poisonous tumor, the egg begins to grow, changing shape and writhing in agony. The egg becomes huge and splits apart. Type of Type of Number of Draconians Created: Dragon Draconians Best Middle Worst Egg Created Caster Caster Caster Combination Combination Combination Brass Baaz 6d12 5d10 4d8 Bronze Bozak 5d12 4d10 3d8 Copper Kapak 5d12 4d10 3d8 Gold Aurak 1d12 N/A N/A Silver Sivak 4d12 3d10 2d8 The young hatching draconians are two feet in height and start out with 2 HD. They can only attack with their natural weapons, but they only do 1 to 2 points of damage. They suffer a -2 penalty on all attack rolls because of disorientation. The material components used in this spell include a good dragon's egg, a drop of fresh dragon saliva from an evil dragon. The type of dragon egg used in the ceremony determines the type of draconian that is created. Note: this spell is largely based on game information taken from Dragons of Deceit, DL10, and Dragons of Spring Dawning. Harkiel, Wyrllish, and Dracart were present at the ceremony. As a silver egg was placed on the alter, a drop of saliva from Harkiel dropped on the egg, causing the egg to expand and blacken. The egg cracks releasing slime and 4d12, 2 HD Sivaks. The process is repeated daily so I said the casting time was 1 day. Table of Contents

Chapter 8: Experience

A draconian receives the same amount of experience that most other humans, demihumans and humanoids receive. However, because draconians are non-standard player-characters, here are some options concerning draconians and experience. The Importance of Experience Because draconians have skills that other player characters do not, keep in mind that experience plays a powerful role in how draconians can work in an average gaming session. Draconians can be unbalancing at certain levels. They have flight, and gliding abilities, innate magical powers, and combat ability that other races do not have. For DMs, I strongly suggest a guideline where based on giving out experience points based on strong role-playing . Keep these questions in mind when you have a draconian player. 1. Was the player actively involved? A player who does nothing and simply tells you what his character is doing isn't seriously role-playing. Ask yourself if your player has given you a good impression of the draconian. Does she act out how the draconian talks or walks? 2. Did the player make it fun for others? Ask yourself if the other players enjoyed having a draconian as a fellow player-characters for the party. Were they glad to have a draconian on their side? 3. Did the player use draconian abilities to side-step difficult game events? For example, did the player use his flying ability to get across a chasm and avoid a lot of you're efforts? Was it done in a non-original way? (i.e. Using a skill over and over again) Training In reality, adventurers don't suddenly earn a experience points, reach a new level, and instantaneously earn powers and skills. Like everyone else, they have to find an expert. They learn from the expert, and they train and practice with new abilities until their proficient. Draconians are the same. They don't learn their skills as if those skills were instinctual. I strongly recommend the optional rules of training what are located in chapter 8 of the DMG. For draconians this means that some skills must be learned from other draconians. A Sivak doesn't know how to fly unless they find a draconian or some other creature who flies. Level Limits At some point a player will reach a point where their draconians achieve their level limits. The DM has two options on which to proceed. In one instance, the DM can simply say that the draconian has reached the highest possible level of achievement and simply can't learn for skills. A draconian is limited in how far it can achieve in a particular field or profession. Consult Table 9a to see how far a particular drac can reach in a adventuring career. Be aware that this rule is always adjustable. For example, an Aurak is limited to 5th level as a fighter. If the Aurak draconian has 15 strength, than he can gain one additional level as a fighter, becoming at most 6th level fighter. If the Aurak has 19 strength, he has 4 additional levels, becoming at most a 9th level fighter. Consult Table 8: Prime Requisite Bonuses from the Dungeon Master's Guide for details about the exceeding level limits. In the other instance, the DM may abandon the level limit, but new levels can only be obtained through double the number of experience points. The DM may choose to allow a 5th level Aurak fighter to advance. However, the DM may decide that to reach 6th level, the Aurak must earn 32,000 experience points rather than the 16,000 points that a normal player character would need to reach 6th level. In this way, the DM may allow Paladin draconians, or other weird comminations to be played but at double the experience points needed. Double experience points provides a balanced way to let high-level dracs enter high level games. Table of Contents

Chapter 9: Draconian Pros and Cons

Part of players creating new races is to see how it would be like be a draconian. While I home this book is an extensive resource and guide to role- playing draconians in a AD&D system, there are always possible loopholes. Even AD&D has loopholes and this work is no exception. This chapter is dedicated to the DMs who need to understand and deal with such loopholes. In this chapter I've provided a concise, pros-and-cons, way of stressing advantages and disadvantages that are found in this book. I should stress to you that this chapter is for Dungeons Masters in dealing with loopholes that players can find when playing draconians. This chapter also give you the rhyme and reason some draconian skills are presented the way they are. Player Character Races One of the dangers in simply having a draconian as a character is the min/maxing of the draconians ability scores. Remember the order in which the player creates the ability scores. Remember that a draconian may NEVER have ability scores above the maximum and minimum requirements. The DM should be aware of a player's natural bent toward an intelligent Aurak mages or a super strong Sivak fighter. General Draconians Abilities Specifically all draconians have some form of magic resistance. This is a double edged sword. This applies to all magic, including clerical, wizardly magic. The DM should stress that a draconian can't control this resistance. Thus beneficial might not work. It would certainly make a player think twice about getting into combat when the draconian has a problem magically healing. Draconians also have natural armor. The advantage of natural armor is that it's light, it's durable, and smallest of cloth armor improves the AC by 1. So, low-level draconians will have an advantage in armor because it's free. The disadvantage is that to improve that AC, one needs to find better armor, make it fit on draconians (including the large Sivaks). To keep high-level dracs in check, note that expense of such armor. Double, Triple or Quadruple armor prizes simply because its for a draconian. The armor is large or needs to be hand crafted. The DM should note that magical armor that fits draconians are nearly impossible. Any normal armor must be punctured to accommodate tails and wings, thus potentially destroying the magic in the armor. It is also nearly impossible to resurrect or reincarnate a draconian. Some high -level campaign allow wizards to instantly resurrect player-characters. Draconian players now have to be much more careful in combat. Auraks Auraks are the best magic users. DMs should note that Auraks have 30% resistance to magic. Use this to keep the Aurak magic user in check. Many spells which can be used for protection and defense may not work if the Aurak resists it. Auraks have an ability to teleport. This makes escape, and battle positioning simple for dracs. Imagine a Aurak thief teleporting behind an enemy and backstabbing her. A simple way to stop overuse of a teleporting power is to observe that the three times a day is strictly followed. Also, the teleporting ability takes two segments to cast, exactly the 5th level wizard spell. During that time, a well placed hit can shatter the spell-like ability before it can teleport the Aurak. Auraks have keen senses. They will ignore illusions and can detect hidden and invisible things. They can also shapechange. You might want to try an anti-magic field in an area you wish to hide something. However that may give the players a clue that they should search. Lastly, an Aurak can mind control, learning secrets he shouldn't normally learn. The best defense against an overpowered drac is to make sure the Aurak has a hard time learning the Innate magical ability. Auraks don't just get it immediately. They have to train, and learn to use that ability and it cost FOUR slots. The second defense is to utilize anti-magic fields exceptionally well. Without magic, an Aurak loses teleportation, ability to detect things, shape changing, magical energy blasts and mind control in one big swoop. Baaz The Baaz is the least powerful draconian, and thus has the least disadvantages. The best advantage is that Baaz can be resurrected, since they become statues after death. Kapak Beware of the Kapaks ability to use the venom. Victims bitten by Kapak or struck by a venom-coated weapon must roll a successful saving throw vs. poison or become paralyzed for 2d6 turns. A Kapak might coat missiles with this venom. Such a skill can easily out class any standard combat. There's not much of a defense against this. However a DM may try tactics such as magical items that provide protection from poison. A neutralize poison spell might also work against Kapaks. Sivaks Sivaks are the best fighters. They have a potential of great strength and constitution and game unbalance. For example, a 13th level Sivak fighter with 20 strength fights with both claw, can do 1d6 + 8 damage per claw for four times per round. The disadvantage is that the Sivak must learn the natural weapons proficiency and then the claw weapon proficiency. This means training from someone who knows these skills. Also, these claw attacks do not count as magical weapons. Thus, a DM might send in monsters that can only be killed with magical weapons. A Sivak is also larger-than-man sized, and such creatures have slower initiative with natural weapons. Sivaks are also the only draconians who can truly fly. Thus, they can fly over traps that would triggered by other characters. Flying has no greater impact than in combat. Sivaks can grab objects and bomb the enemy without getting hurt. They can flee or even fly over enemies and drop behind them. The obvious solution is the draw combat underground or in an enclosed area. Thus, a Sivak doesn't have enough room to fly. In open areas, enemies with ranged attacks can be included to take care of dive-bombing draconians. For balance, a Sivak needs to learn two proficiencies: gliding, and flying. A DM can make training for both skills difficult. After all, where can a Sivak go to learn how to fly? Sivaks can also shapechange after killing a humanoid. Such a skill can quickly get out of hand if the player chooses to kill the king and take over the kingdom, thus upsetting the DM's game. Sivaks must use a non-weapon proficiency slot to use this skill. Weapon Proficiencies As stated before, a draconian can use claws, tails, and fang to attack. Natural weapons are speedy. They have a weapon speed of 0. And a draconian can attack with both claws and tail or fang at the same time. Thus most draconians can make three attacks per round. Draconians, however, must first learn the natural weapons proficiency, which takes up one weapon slot. Then another slot must be used to learn claws and another to learn another natural weapon. Effects of Armor Draconians also have natural armor. The advantage of natural armor is that it's light, it's durable, and smallest of cloth armor improves the AC by 1. So, low-level draconians will have an advantage in armor because it's free. The disadvantage is that to improve that AC, one needs to find better armor, make it fit on draconians (including the large Sivaks). To keep high-level dracs in check, note that expense of such armor. Double, Triple or Quadruple armor prizes simply because its for a draconian. The armor is large or needs to be hand crafted. The DM should note that magical armor that fits draconians are nearly impossible. Any normal armor must be punctured to accommodate tails and wings, thus potentially destroying the magic in the armor. While human or demihuman armorers can build custom-fitting armor, for a draconian, the time is doubled and the costs are tripled. 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