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Drake Options: Variant Class Rules, Part 2

Drake Options: Variant Class Rules, Part 2

Katherine Pyle (1932), Dragon rearing up to reach medieval knight on ledgeIt’s raining drakes! Find a whole slew of these fierce mini-dragons in the Book of Drakes. Masters Daigle and Welham can show you the way…

Style Feat

Drake Style: Mimicking the unpredictability of drakes, practitioners of this style attack their foes with a series of confounding, random movements, which eventually provide a clear opening for more deadly attacks. Masters of this style learn to jump so well they appear to actually fly.

Feats Path: Drake Style, Drake Trickery, Drake Wing…

Feats

Drake Style (Combat, Style)

Your unpredictable, yet weak, strikes create openings for you to truly damage your opponent.
Prerequisites: Acrobatics 3 ranks, Bluff 3 ranks, Improved Unarmed Strike
Benefit: You only take a −2 penalty to feint attempts against a nonhumanoid. You also deal an additional 1d6 damage to a creature you have successfully deceived with a feint. If you fail to feint your opponent, your damage rolls take a −2 penalty (minimum 1).

Drake Trickery (Combat)

Prerequisites: Acrobatics 5 ranks, Bluff 5 ranks, Drake Style, Improved Feint
Benefit: If you succeed at a feint attempt, your target treats you as if you have total concealment until the beginning of your next turn.

Drake Wing (Combat)

Prerequisites: Acrobatics 9 ranks, Bluff 9 ranks, Drake Trickery, Greater Feint
Benefit: As a full-round action—provided you succeed at a Acrobatics check (DC 20)—you may jump up to 15 ft. in the air, attack your opponent at your highest melee attack bonus, and attempt a feint against that opponent. You may land in any square adjacent to your opponent, provided it is no more than one size category larger than you. This does not provoke an attack of opportunity. If you fail the Acrobatics check, you incur attacks of opportunity from eligible creatures (including your target)

Magic Item

Summoning Bullet

Aura faint to moderate conjuration; CL 1st (lesser summoning bullet), 7th (summoning bullet), 13th (greater summoning bullet)
Slot none; Price 222 gp (lesser summoning bullet), 1,622 gp (summoning bullet), 4,772 gp (greater summoning bullet); Weight

This +1 firearm bullet deals no damage but, instead, breaks open to reveal a creature that lands on a target square. The bullet summons a creature per summon nature’s ally I, summon nature’s ally IV, or summon nature’s ally VII, depending on the type of bullet fired. Alternately, the bullet can summon a drake with a comparable CR to the creatures from the summon nature’s ally spells. Each bullet is etched with an image of the creature it summons.

Requirements Craft Magic Arms and Armor, summon nature’s ally I or summon monster I (lesser summoning bullet), summon nature’s ally IV or summon monster IV (summoning bullet), summon nature’s ally VII or summon monster VII (greater summoning bullet); Cost 111 gp (lesser summoning bullet), 811 gp (summoning bullet), 2,386 (greater summoning bullet).

(This post is Product Identity.)

5 thoughts on “Drake Options: Variant Class Rules, Part 2”

  1. I like the use of drakes within the style feats mechanic. As another animal that martial artists would observe and emulate, it makes them more a part of the game world.

    How does the reduction of the penalty to feint against non-humanoids fit with the style? Is this because the style’s feinting relates more to erratic movement than trying to “fake out” your opponent?

    I LOVE the imagery of Drake Wing. Definitely a wuxia move I’d want to see used in a game.

    As for the summoning bullet, I think it’s a fun idea that will see use in a lot of games.

  2. Thanks Maikurion, I think. :)

    Thank you also, Niverian! To answer your question, yes, I wanted to get across the idea that the Drake Style uses erratic (but controlled) movement to confuse an opponent, which would slightly better than trying to “psyche out” the opponent.

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