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Table 2–3: The Diamond Dragon<br />

Hit Die: d8<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special Powers Known<br />

1st +0 +0 +2 +2 Dragon augmentation, —<br />

sleep/paralysis neutralization<br />

2nd +1 +0 +3 +3 Channel <strong>dragon</strong> claws +1 level of existing manifesting class<br />

3rd +2 +1 +3 +3 — +1 level of existing manifesting class<br />

4th +3 +1 +4 +4 Breath weapon +1 level of existing manifesting class<br />

5th +3 +1 +4 +4 Dragon augmentation +1 level of existing manifesting class<br />

6th +4 +2 +5 +5 Channel <strong>dragon</strong> wings —<br />

7th +5 +2 +5 +5 — +1 level of existing manifesting class<br />

8th +6 +2 +6 +6 Channel <strong>dragon</strong> tail +1 level of existing manifesting class<br />

9th +6 +3 +6 +6 — +1 level of existing manifesting class<br />

10th +7 +3 +7 +7 Dragon augmentation, frightful presence aura +1 level of existing manifesting class<br />

Class Skills (2 + Int modifier per level): Autohypnosis, Balance, Climb, Concentration, Craft, Jump, Knowledge (arcana),<br />

Knowledge (psionics), Profession, Psicraft, Ride, Search, Swim, Use Psionic Device.<br />

CHAPTER 2<br />

DRAGON<br />

ASPIRANTS<br />

action or both claws as a full-round action. In addition, in<br />

any round in which you take a standard action to manifest a<br />

psionic power, you can make a single claw attack as a swift<br />

action.<br />

For every 2 additional power points you spend to manifest<br />

your <strong>dragon</strong> claws, you gain a +1 enhancement bonus on<br />

attack rolls and damage rolls with the claws (maximum +5).<br />

You can spend a number of power points on this ability equal<br />

to or less than your manifester level.<br />

Breath Weapon (Su): At 4th level, you can manifest a<br />

breath weapon attack, similar to those of various <strong>dragon</strong>s.<br />

Doing this costs 5 power points and deals cold, electricity,<br />

fire, or sonic damage (chosen at the time of manifestation;<br />

see below for details); a successful Reflex save (DC 10 + class<br />

level + your Int modifier) halves the damage. Each of the<br />

damage types acts slightly differently, as detailed below.<br />

Cold: This 30-foot-long, cone-shaped breath weapon deals<br />

5d8 points of cold damage and allows a Fortitude save (not a<br />

Reflex save) for half damage.<br />

Electricity: This 60-foot-long, line-shaped breath weapon<br />

deals 5d6 points of electricity damage and adds 2 to the<br />

save DC.<br />

Fire: This 30-foot-long, cone-shaped breath weapon deals<br />

5d8 points of fire damage.<br />

Sonic: This 30-foot-long, cone-shaped breath weapon deals<br />

5d4 points of sonic damage and ignores objects’ hardness.<br />

For every additional power point you spend on your breath<br />

weapon, you deal an extra die of damage. You can spend a<br />

number of power points on this ability equal to or less than<br />

your manifester level.<br />

Channel Dragon Wings (Su): Starting at 6th level, you<br />

can form wings made of psionic energy. The wings form without<br />

damaging or being hampered by any armor or clothing<br />

worn. Manifesting the wings costs 7 power points. The wings<br />

grant you a fly speed of 30 feet with perfect maneuverability<br />

and last for 1 minute per manifester level. You cannot fly if<br />

you are carrying a heavy load. Flying with the wings takes<br />

only as much concentration as walking, leaving you free to<br />

fight or manifest psionic powers.<br />

For every 2 additional power points you spend, your fly<br />

speed increases by 5 feet. You can spend a number of power<br />

points on this ability equal to or less than your manifester<br />

level.<br />

Channel Dragon Tail (Su): Starting at 8th level, you<br />

can form a long <strong>dragon</strong> tail made of psionic energy. The<br />

tail appears to be a shimmering, clear, crystal appendage<br />

that grows from your own spine. Manifesting the tail costs<br />

9 power points, and it lasts for 1 minute per level. The tail<br />

has twice your normal reach (thus, it has a reach of 10 feet<br />

if you are human but 20 feet if you are an ogre), and you can<br />

make a melee attack with it as a standard action, dealing 1d8<br />

points of bludgeoning damage (assuming you are Medium)<br />

plus 1-1/2 × your Strength bonus. If you also have claws<br />

from your channel <strong>dragon</strong> claws ability, you can attack<br />

with the tail and both claws as a full-round action (treat<br />

the claws as secondary natural weapons for the purpose of<br />

your attack rolls). Your psychic tail can’t make attacks of<br />

opportunity.<br />

For every 2 additional power points you spend on your<br />

<strong>dragon</strong> tail, you gain a +1 enhancement bonus on attack<br />

rolls and damage rolls with the tail (max +5). You can spend<br />

a number of power points on this ability equal to or less than<br />

your manifester level.<br />

Frightful Presence Aura (Su): At 10th level, you gain the<br />

ability to project a frightful presence aura similar to that of<br />

a <strong>dragon</strong>. Activating your frightful presence costs 11 power<br />

points; once activated, it remains active for 5 rounds. The<br />

frightful presence functions in a 60-foot radius. Any enemy<br />

within this area must make a Will save (DC 10 + class level<br />

+ your Int modifier) or be shaken for the remainder of the<br />

frightful presence’s duration. Creatures with fewer than half<br />

your Hit Dice are frightened rather than shaken.<br />

For every additional power point you spend on your frightful<br />

presence aura, the duration increases by 1 round. You can<br />

spend a number of power points on this ability equal to or<br />

less than your manifester level.<br />

31

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