Rain LinnormHD: d12
Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Rain Dragon Body, Boiling Breath |
2 | +2 | +3 | +0 | +3 | Keen Senses, Primal Blood |
3 | +3 | +3 | +1 | +3 | Blindsense 60', Amphibious, Create Food and Water |
4 | +4 | +4 | +1 | +4 | Flight, +1 Str |
5 | +5 | +4 | +1 | +4 | Quench, +1 Con |
6 | +6 | +5 | +2 | +5 | Avarice, +1 Str |
7 | +7 | +5 | +2 | +5 | Weather Arcana, +1 Cha, +1 Con |
8 | +8 | +6 | +2 | +6 | Control Wind |
9 | +9 | +6 | +3 | +6 | Growth, Tail Slap, +1 Cha |
10 | +10 | +7 | +3 | +7 | Control Weather, +1 Str, +1 Con |
11 | +11 | +7 | +3 | +7 | Primal Skin, +1 Cha |
12 | +12 | +8 | +4 | +8 | Iron Scales |
13 | +13 | +8 | +4 | +8 | Weather Lord |
14 | +14 | +9 | +4 | +9 | Frightful Presence, Growth, Crush |
15 | +15 | +9 | +5 | +9 | Demand Attention, +1 Cha |
16 | +16 | +10 | +5 | +10 | Fast Healing |
17 | +17 | +10 | +5 | +10 | Weather Arcana |
18 | +18 | +11 | +6 | +11 | Weather Mastery, +1 Str, +1 Con |
19 | +19 | +11 | +6 | +11 | Storm Breath, +1 Cha, +1 Str |
20 | +20 | +12 | +6 | +12 | Wind Walk, +1 Str, +1 Con |
Skill Points: 2 + Int modifier, quadruple at first level
Class Skills: Appraise, Bluff, Concentration, Climb, Intimidate, Listen, Knowledge (any), Search, Spellcraft, Spot, Swim
FeaturesRain Dragon Body: A rain linnorm loses all other racial bonuses and gains Dragon traits (darkvision 60' and immunity to paralysis and sleep). It is a medium sized dragon with a bite natural attack (1d8) and 2 claw attacks (1d6). Rain linnorms have a base speed of 40 feet and a swim speed equal to 1/2 their base speed. Their claws are capable of fine manipulation and can be used for somatic components.
Rain linnorms also get a natural armor bonus equal to their Con modifier. Whenever a rain linnorm grows one size category, its natural armor further increases by 1
Boiling Breath: 60-foot line of caustic boiling water, once every 1d4 rounds; damage 1d6/HD with a Reflex DC 10 + 1/2 HD + Con modifier for half. Half the damage (rounded up) is fire damage, the other half is untyped.
Keen Senses: A rain linnorm sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120'
Primal Blood: A rain linnorm can cast magic as a sorcerer of 2/3 its level, but it has a CL equal to its HD. Unlike other sorcerers or dragons, they may only select spells from the druid list. If it multiclasses as a sorcerer, the casting stacks and they are no longer limited to the druid spell list.
Dragon Level | Sorcerer Casting |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 6 |
10 | 6 |
11 | 7 |
12 | 8 |
13 | 8 |
14 | 9 |
15 | 10 |
16 | 10 |
17 | 11 |
18 | 12 |
19 | 12 |
20 | 13 |
If a linnorm takes a casting prc, it may choose to advance its casting as that of a sorcerer.
Blindsense: At 3rd level, the linnorm gains blindsense with a range of 60 feet
Amphibious: At 3rd level, the linnorm can freely breath, act and use any of its abilities underwater
Ability score increase: The rain linnorm's ability scores increase by the shown amount.
Level | Bonus Gained |
4 | +1 Str |
5 | +1 Con |
6 | +1 Str |
7 | +1 Cha, +1 Con |
9 | +1 Cha |
10 | +1 Str, +1 Con |
11 | +1 Cha |
12 | +1 Str, +1 Con |
13 | +1 Cha |
15 | +1 Cha |
16 | +1 Str, +1 Con |
17 | +1 Cha |
18 | +1 Str, +1 Con |
19 | +1 Cha, +1 Str |
20 | +1 Str, +1 Con |
For a total of +7 Str, +7 Con and +7 Cha at 20th level.
Flight: While it doesn't possess wings, at 4th level a rain linnorm learns how to manipulate the air around it to fly. It gains a flight speed equal to 10 feet per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but players can take the Savage Species feat that increases it by two steps (stackable).
Rain Linnorm SLAs: At 3rd level Create Food and Water 1/day for every HD
At 5th level Quench 1/day for every 3 HD
At 8th level Control Wind 1/day for every 3 HD
At 10th level Control Weather 1/day for every 3 HD
Avarice: Rain linnorms are driven by two obsessions: notoriety and treasure. Good or bad, rain linnorms demand credit and accolades for what they do, and their obsession for treasure dwarfs that of other dragons. At 6th level a rain linnorm gains a racial bonus on Intimidate and Appraise equal to 1/2 HD
Weather Arcana: At 7th and 17th levels the rain linnorm adds one spell with either the [electricity] or [air] descriptor of a level it can cast to its list of spells known.
Growth: At 9th level the rain linnorm grows to large size
At 14th level the rain linnorm grows to huge size
Its AC, bonus to hit, base damage, grapple and skills change accordingly, but it doesn't get any ability score bonus or penalties
Tail Slap: At 9th level the rain linnorm can make a tail slap attack dealing 1d8 damage
Primal Skin: At 11th level, the rain linnorm gains SR equal to its HD + 11
Iron Scales: At 12th level the rain linnorm gains DR/magic equal to half its HD
Weather Lord: At 12th level the rain linnorm gains +2 on the caster level of any spells with the [electricity] or [air] descriptor it casts and those spells ignore any limits on caster level they may have
Frightful Presence: At 14th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Crush: The linnorm can make a crush attack dealing 2d8 damage
This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down).
Demand Attention: At 15th level the rain linnorm's vanity and obsession for notoriety reaches its peak. It gains a bonus on initiative checks equal to its Cha modifier.
Eat Lightning: At 16th level a Rain Linnorm becomes immune to Electricity damage. Instead, the linnorm is healed 1 point of health per 3 damage it would normally suffer.
Rain Hunter: At 16th level a Rain Linnorm's shimmering scales allow it to mimic the appearance of rain. When outdoors in rainy conditions the rain linnorm can disappear into the rain as an immediate action, giving it total concealment. This concealment lasts until the rain ends, whether through natural or magical means, or the linnorm leaves the area where it is raining.
Weather Master: Rain linnorms live for the chaotic changes in the weather. At 18th level, a rain linnorm's flight maneuverability increases to perfect when flying in any kind of weather created by itself. If it already has perfect maneuverability, its speed increases by 50%
Storm Breath: At 19th level, a number of times per day equal to its Cha modifier and as a move action, a rain linnorm can make its breath weapon persist in the form of a boiling storm cloud with the same area as the breath. This storm cloud can be shaped in any way the dragon wants and moves at flight speed equal to the dragon's base speed with perfect maneuverability. It doesn't hinder movement but creatures and objects that start their turn inside it take damage equal to the dragon's breath weapon (reflect save allowed). The dragon needs to spend a move action every turn to keep the cloud going, and can sustain it for up to 1 round for HD.
Command of the Rain King: Once per day a 20th level rain linnorm can place a geas (as the spell) on a sentient creature. Until this geas is completed, the creature is transformed into a variety of water elemental known as a "rain elemental". The creature retains all race and class levels, but gains elemental traits, the Water subtype, a swim speed equal to twice its base speed, and a fly speed equal to half its base speed (poor maneuverability). Once the geas is completed, the creature returns to its original form and loses all rain elemental traits.
A creature who does not attempt to follow the geas still takes damage and become sickened, even if normally immune. However, such creatures gain a +5 bonus on their Fortitude save.
comments:
This is the most complicated class I've made yet, so even though I tried to keep it in line with the other dragon classes, it probably needs some revision. To keep balance I reused a couple of skills from other dragons, but despite being a bit of a frankendragon, I think its consistant in theme.
Rain linnorms are one of the big primal Nordic dragons from way back in 2e. The rain linnorm is supposed to be super vain and greedy, to the point where it REALLY wants people to know what horrible stuff it does. I took that in the direction of kind of like an old river god, where they can be helpful if placated and spoiled but are dangerous if not respected or bribed with enough sacrifices. The original abilities are all meant to tie into this obsession with being noticed and feared. Since linnorms are supposed to be more "primal" dragons, I figure they should get druid spells instead of normal arcane spells.