A substitution level is a level of a given class that you take instead of the level described for the standard class. Selecting a substitution level is not the same as multiclassing — you remain within the class for which the substitution level is taken. The class features of the substitution level simply replace those of the standard class’s level.
To qualify to take a racial substitution level, you must be of the proper race. For instance, to select a kobold rogue racial substitution level, you must be a kobold.
Each of the races featured in this book — the dragonborn, the spellscales, the kobolds and dragonblood creatures in general — has racial substitution levels. Essentially, each set of substitution levels presents a racially flavoured variant standard class for your game. The DM can add more racial substitution level options, such as for a dragonborn barbarian or a kobold druid, as desired, using the substitution levels presented here as guidelines.
You can usually select a particular substitution level only at a specific class level. When you take a substitution level for your class at a given level, you give up the standard class features gained at that level and get the substitution level features instead. You can’t go back and gain the class features for the level you swapped out — when you take your next level in the standard class, you gain the class features of the next higher level as if you had gained the previous level normally.
For instance, if you take the dragonborn paladin substitution level for 5th level, you forever lose the class features normally gained by a standard 5th-level paladin, gaining instead the racial substitution class features for a 5th-level dragonborn paladin. When you take the next level in paladin, you gain the normal 6th-level benefits of the standard paladin class.
Unless noted otherwise in the description of a racial substitution level class feature, a character who takes a racial substitution level gains spellcasting ability (increases in spells per day, caster level and spells known, if applicable) as if he had taken a level in the standard class.
A character need not take all the substitution levels provided for a class. For example, a spellscale bard might decide to take only the racial substitution level for 1st level, ignoring the other substitution levels. The description of each substitution level class feature explains what occurs with regard to a standard class ability not gained, if that ability would normally increase at a specific rate (such as a dragonborn paladin’s base attack bonus).
When a substitution level changes the standard class’s Hit Die or class skill list, the change applies only to that substitution level, not to any other class levels. A character who takes the kobold rogue substitution level as a beginning character gains 4 hit points (from the substitution level’s d4 Hit Die) and gains an additional 1d4 hit points for each additional kobold rogue substitution level he takes later in his career. He gains the normal d6 Hit Die for all standard rogue levels.
Dragonblood creatures are naturally inclined toward arcane magic. Some hear the call of a deity, however, and become clerics instead. Dragonblood clerics focus on the elemental affinities of their draconic bloodline.
Class: Cleric.
Hit Die: d8.
To take a dragonblood cleric substitution level, a character must have the dragonblood subtype and be about to take her 1st, 5th or 9th level of cleric.
Dragonblood cleric substitution levels have the class skills of the standard cleric class.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +0 | +2 | +0 | +2 | Turn Energy | Same as cleric |
| 5th | +3 | +4 | +1 | +4 | Energy Barrier | One less 3rd-level spell; See text |
| 9th | +6/+1 | +6 | +3 | +6 | Energy Sustenance | One less 5th-level spell; See text |
All the following are class features of the dragonblood cleric racial substitution levels.
Notes: The following substitution level class features require the dragonblood cleric to select one energy type from among acid, cold, electricity, fire and sonic. The energy type must be the same for all these substitution features.
A half-dragon who takes one or more of these substitution levels must choose the energy type that matches her breath weapon (if possible). If a half-dragon cleric’s breath weapon doesn’t have an energy type, she can choose any energy type so long as it is the same for all substitution level class features.
A dragonblood cleric who doesn’t take the 1st-level racial substitution level can expend turn undead uses in place of turn energy uses if she takes the 5th- or 9th-level racial substitution levels.
Turn Energy (Su): Starting at 1st level, a dragonblood cleric can channel the elemental power of dragons to grant her and her allies protection from energy a number of times per day equal to 3 + her Charisma modifier.
Using this ability is a standard action that does not provoke attacks of opportunity. The cleric and all allies within 30 feet gain temporary immunity to the specified energy type. Each protected ally remains immune until the effect protects him from 5 points of energy damage per cleric level, after which the effect is discharged for that ally. If it is not discharged, the benefit of the effect fades after 1 minute per cleric level. The cleric can exclude herself and any allies she chooses from the effect.
Turn energy overlaps and does not stack with the effect of the resist energy spell. If a character is warded by both this effect and resist energy, this effect absorbs damage until it is discharged. Turn energy stacks with the effect of the protection from energy spell.
This substitution level class feature replaces the standard cleric’s turn or rebuke undead class feature. For a dragonblood cleric, turn energy counts as turn or rebuke undead for the purpose of meeting prerequisites for feats, prestige classes, and so on.
Energy Barrier (Su): A dragonblood cleric who takes the 5th-level racial substitution level can expend one of her turn energy (or turn undead) uses for the day to create a wall of energy. This ability functions like the benefit of the Exhaled Barrier feat, except as noted below.
Any creature passing through the wall takes 1d6 points of energy damage per two cleric levels the dragonblood cleric possesses. If the cleric creates the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Either way, a successful Reflex save (DC 10 + ½ the cleric’s class level + her Con modifier) halves this damage.
This substitution feature replaces the 3rd-level spell slot gained by a standard cleric at 5th level. From 5th level on, a dragonblood cleric who takes this substitution level can prepare one less 3rd-level spell per day than shown on Table: The Cleric.
Energy Sustenance (Su): A dragonblood cleric who takes the 9th-level racial substitution level can expend one of her turn energy (or turn undead) uses for the day to gain the benefit of energy sustenance. The energy type selected for this ability can now heal the cleric.
To use energy sustenance, the cleric expends a turn energy use as an immediate action when she is subjected to an attack that deals energy damage of the specified type. If she does so, she heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the cleric to exceed her full normal hit points, she gains any excess as temporary hit points that last for up to 1 hour. When a dragonblood cleric uses this ability, she willingly fails any saving throw against the incoming energy effect.
This substitution feature replaces the 5th-level spell slot gained by a standard cleric at 9th level. From 9th level on, a dragonblood cleric who takes this substitution level can prepare one less 5th-level spell per day than shown on Table: The Cleric.
DRAGONBLOOD SORCERER
Kobolds, spellscales, and the members of other dragonblood
races tap into their innate draconic talents to achieve
greater heights of sorcerous power. Forgoing any pretense
of mundane pursuits, a dragonblood sorcerer explores new
approaches to casting arcane spells.
Class: Sorcerer.
Hit Die: d4.
Requirements
To take a dragonblood sorcerer substitution level, a character
must have the dragonblood subtype and be about to
take his 1st, 4th, or 7th level of sorcerer.
Class Skills
Dragonblood sorcerer substitution levels have the class
skills of the standard sorcerer class, minus Craft and Profession,
plus Use Magic Device. In addition, a dragonblood
sorcerer who takes the 1st-level racial substitution level
gains a class skill from his Draconic Heritage feat.
Skill Points at Each Level: 2 + Int modifi er (or four
times this number as a beginning character).
Class Features
All the following are class features of the dragonblood
sorcerer racial substitution levels.
Arcane Insight (Ex): A 1st-level dragonblood sorcerer’s
racial talent with magic grants him keen insights into arcane
mysteries. Each time he selects a dragonblood sorcerer
substitution level, he gains a cumulative +2 insight bonus
on Knowledge (arcana) checks.
Draconic Heritage: A 1st-level dragonblood sorcerer
gains Draconic Heritage as a bonus feat.
This substitution feature replaces the standard sorcerer’s
familiar class feature.
Spell-Like Ability: A dragonblood sorcerer who takes
the 4th-level racial substitution level gains the ability to
transform a sorcerer spell he knows into a spell-like ability.
A spell chosen for this ability can’t have a costly material
component, an XP cost, or any sort of focus, and it can’t be
a spell of the highest level the sorcerer can cast. The chosen
spell is removed from the sorcerer’s list of spells known,
reducing his number of known spells of that level by one,
and the sorcerer loses one spell slot of that spell level—as
well as one spell slot from the next higher level of spells he
is able to cast. In return for those two spell slots, he gains
the ability to use the chosen spell as a spell-like ability three
times per day, using his sorcerer level as the caster level.
Each time a dragonblood sorcerer who has this substitution
level feature gains access to a new spell level, he can
exchange the spell chosen for this ability for a new one.
He returns the previously chosen spell to his list of spells
known and regains both lost spell slots. He then chooses a
new spell, subject to the limitations given above. He loses
that spell from his spells known list along with one spell
slot of the newly chosen spell’s level and a spell slot one
level higher than the chosen spell.
Bonus Spells Known: A dragonblood sorcerer who takes
the 7th-level racial substitution level adds four spells to his
list of known sorcerer spells. The spells added depend on the
dragonblood sorcerer’s alignment or draconic heritage.
A dragonblood sorcerer who is good-aligned must choose
the good list of known spells, and vice versa. One descended
from a particular kind of dragon is treated as if he shared
that dragon’s alignment for the purpose of this substitution
feature, regardless of his own alignment. For example, a
half-red dragon sorcerer, or a sorcerer with Draconic Heritage
(red dragon), is treated as evil-aligned for determining
which bonus spells known he gains. Dragonblood sorcerers
who are neither good nor evil and have no distinct draconic
heritage can choose which set of spells to add.
If a dragonblood sorcerer already knows any of the listed
spells, he can pick another spell that a sorcerer would
ordinarily have available at that same level.
Evil: 1st—charm person; 2nd—darkness, resist energy;
3rd—suggestion.
Good: 1st—bless; 2nd—fog cloud, resist energy; 3rd—fly.
The chosen list of spells known replaces the normal additions
to the sorcerer’s list of spells known (one 1st-level spell,
one 2nd-level spell, one 3rd-level spell) gained at 7th level.
Lawful good dragonborn often become paladins. The class is in harmony with their dedicated nature to sanctify themselves through honourable service in the Dragonfall War. Many of the paladin’s abilities make a dragonborn character extraordinarily well suited for fighting the spawn of Tiamat.
Class: Paladin.
Hit Die: d10.
A dragonborn paladin normally takes substitution levels at 1st level and when she would take her 4th and 5th paladin levels. However, a paladin who becomes a dragonborn later in her career can choose to retroactively take any or all dragonborn paladin substitution levels as replacements for class levels she has already gained.
Dragonborn paladin substitution levels have the class skills of the standard paladin class, plus Knowledge (Arcana).
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Aura of Good, Detect Dragonblood, Smite Evil 1/day | — |
| 4th | +4 | +4 | +1 | +1 | Bahamut’s Blessing | Same as Paladin |
| 5th | +4 | +4 | +1 | +1 | Fearless Special Mount, Smite Evil 2/day | Same as Paladin |
All the following are class features of the dragonborn paladin racial substitution levels.
Detect Dragonblood (Sp): A 1st-level dragonborn paladin can use detect dragonblood at will. This is a divination effect similar to a detect evil spell, except that it detects dragonblood creatures of any alignment. A dragonborn paladin can scan a 60-degree arc each round. By concentrating for 1 round, she knows if any dragonblood creatures are within the arc; concentrating for 2 rounds reveals the exact number of such creatures; and concentrating for 3 rounds reveals their exact locations. This ability is the equivalent of a 2nd-level spell.
This substitution feature replaces the standard paladin’s detect evil class feature.
Bahamut’s Blessing (Su): At 4th level, a dragonborn paladin who uses her smite evil ability against evil dragons and dragonbloods gains an additional +2 bonus on the attack roll. She also deals 1 extra point of damage per two paladin levels. For example, a 13th-level dragonborn paladin with a 20 Strength and armed with a +2 longsword deals 1d8+26 points of damage when using smite evil against an evil dragonblood (+13 from normal smite evil, +6 from Bahamut’s blessing, + 5 from Str and +2 from the longsword).
This substitution feature replaces the standard paladin’s turn undead ability.
Fearless Special Mount (Sp): A 5th-level dragonborn paladin’s special mount is immune to the frightful presence of dragons, in addition to having the standard qualities of a special mount.
This substitution feature replaces the improvement in base attack bonus normally gained by a 5th-level paladin. From 5th level on, a dragonborn paladin’s base attack bonus is 1 lower than that of a standard paladin of her level.
Kobold fighters train to master the use of the spear, the traditional weapon of kobolds. They forego learning how to use some armour in exchange for learning to dodge attacks. Kobold fighters exercise arduously throughout their careers, striving to overcome some of the physical deficiencies they inherit as kobolds.
Class: Fighter.
Hit Die: d10.
To take a kobold fighter substitution level, a character must be a kobold about to take his 1st, 2nd or 4th level of fighter.
Kobold fighter substitution levels have the class skills of the standard fighter class, plus Profession (Miner) and Search.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Dodge, Spear Focus |
| 2nd | +2 | +3 | +0 | +0 | Constitution Boost (Con +2) |
| 4th | +4 | +4 | +1 | +1 | Strength Boost (Str +2) |
All the following are class features of the kobold fighter racial substitution levels.
Spear Focus (Ex): A 1st-level kobold fighter focuses his combat talents on spear fighting. He gains a +1 bonus on attack rolls with the following weapons: longspear, shortspear and spear. At the DM’s option, this bonus might also apply to other spear-like weapons.
This bonus does not stack with the bonus from Weapon Focus, but it is treated as the equivalent of Weapon Focus for qualifying for feats, prestige classes and anything else that requires that feat. A kobold fighter who has this ability could take Weapon Specialization (Spear) without selecting Weapon Focus (Spear) as a separate feat.
This substitution feature replaces the standard fighter’s 1st-level bonus feat and medium armour proficiency.
Dodge (Ex): A kobold fighter who takes the 1st-level racial substitution level gains Dodge as a bonus feat.
This substitution feature replaces the standard fighter’s heavy armour proficiency.
Constitution Boost (Ex): At 2nd level, a kobold fighter increases his Constitution score by 2 points.
This substitution feature replaces the standard fighter’s bonus feat gained at 2nd level.
Strength Boost (Ex): A kobold fighter who takes the 4th-level racial substitution level increases his Strength score by 2 points.
This substitution feature replaces the standard fighter’s bonus feat gained at 4th level.
Kobold rangers are not deterred by their size, forging lifelong relationships with their preferred dire weasel companions, who more than make up for their masters’ physical shortcomings. A kobold ranger is a sentinel for her tribe, riding the fringes of her lands in search of enemies and threats. Nothing slows a kobold ranger in pursuit of prey.
Class: Ranger.
Hit Die: d8.
To take a kobold ranger substitution level, a character must be a kobold about to take her 1st, 4th or 7th level of ranger.
Kobold ranger substitution levels have the class skills of the standard ranger class.
Skill Points at Each Level: 6 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +1 | +2 | +2 | +0 | Kobold Favoured Enemy, Track, Wild Empathy | — |
| 4th | +4 | +4 | +4 | +1 | Dire Weasel Companion, Kobold Ranger Spells | Same as Ranger |
| 7th | +7/+2 | +5 | +5 | +2 | Subterranean Stride | Same as Ranger |
All the following are class features of the kobold ranger racial substitution levels.
Kobold Favoured Enemy (Ex): A kobold ranger who takes the 1st-level racial substitution level gains the normal ranger favoured enemy bonus on checks and damage rolls, but the skills affected by the bonus are Hide, Listen, Move Silently, Spot and Survival instead of those given for the standard ranger.
If a kobold ranger selects fey, humanoid (dwarf) or humanoid (gnome) as her favoured enemy, she gains a +3 bonus against the chosen creature type instead of the standard +2. Bonuses against such creatures also increase by 3 every time the kobold ranger gains a new favoured enemy, instead of the standard +2 increase.
This substitution feature replaces but is otherwise identical to the standard ranger’s favoured enemy class feature.
Dire Weasel Companion (Ex): A kobold ranger who takes the 4th-level racial substitution level gains a dire weasel animal companion. This ability functions like the druid’s animal companion ability, treating the kobold ranger’s effective druid level as half her ranger level, instead of half her ranger level -3. A kobold ranger cannot select from an alternative list of animal companions; she is restricted to choosing a dire weasel as her animal companion.
This substitution feature replaces the standard ranger’s animal companion class feature.
A kobold ranger who takes this substitution level gains Track as a bonus feat and the wild empathy ability, just as a standard ranger does.
Kobold Ranger Spells: A kobold ranger who takes the 4th-level racial substitution level replaces certain spells on her ranger spell list with kobold alternatives.
For 1st-level ranger spells, steal size replaces entangle.
A kobold ranger also exchanges the 2nd-level ranger spells speak with plants and spike growth for local tremor and soften earth and stone.
She replaces the 3rd-level ranger spells command plants, diminish plants, plant growth and tree shape with meld into stone, spike stones, stone shape and stoneskin.
Stone tell replaces the 4th-level ranger spell tree stride.
Subterranean Stride (Ex): A kobold ranger who takes the 7th-level racial substitution level can move across dense rubble or natural stone floors at her normal speed, ignoring any effects related to terrain. However, a rock surface that is enchanted or magically manipulated to impede motion still affects her.
This substitution feature replaces the standard ranger’s woodland stride class feature.
Kobold rogues pride themselves on their comprehensive understanding of trap dynamics. Trapmaking is an art, a passion and a racial pastime. Many kobolds dabble in trapmaking, and kobold rogues who do so gain additional insights into dealing with such devices. Kobold rogues are notoriously cowardly and fragile, however, and greatly prefer stealth and retreat over face-to-face conflict.
Class: Rogue.
Hit Die: d4.
To take a kobold rogue substitution level, a character must be a kobold about to take her 1st, 3rd or 8th level of rogue.
Kobold rogue substitution levels have the class skills of the standard rogue class, plus Knowledge (dungeoneering).
Skill Points at Each Level: 8 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +0 | Rapid Retreat, Shrewd Trapfinding +2, Sneak Attack +1d6 |
| 3rd | +2 | +1 | +3 | +1 | Improved Trap Sense +2, Shrewd Trapfinding +4, Sneak Attack +2d6 |
| 8th | +6/+1 | +2 | +6 | +2 | Evasive Skitter, Shrewd Trapfinding +6 |
All the following are class features of the kobold rogue racial substitution levels.
Rapid Retreat (Ex): A kobold rogue who takes the 1st-level racial substitution level gains the ability to retreat quickly from dangerous situations. Any time a kobold rogue with this substitution feature uses the withdraw action, she gains a 5-foot bonus to her speed.
Shrewd Trapfinding (Ex): Starting at 1st level, each time a kobold rogue takes a substitution level, she gains a cumulative +2 competence bonus on Search checks to find traps and on Disable Device checks to disarm traps.
This bonus is lost if the kobold rogue does not have a number of ranks in Craft (trapmaking) equal to or greater than her rogue class level.
This substitution feature alters but does not replace the standard rogue’s trapfinding class feature.
Improved Trap Sense (Ex): At 3rd level, a kobold rogue gains an intuitive sense that alerts her to danger from traps. This is the same as the rogue’s trap sense class feature, except that the bonus granted on Reflex saves and to AC is +2 instead of +1. A kobold rogue’s trap sense continues to improve at the normal rate (to +3 at 6th level, +4 at 9th, and so on).
This extra bonus is lost, reducing the kobold rogue’s trap sense bonus to the normal rogue value if the kobold rogue does not have a number of ranks in Craft (trapmaking) equal to or greater than her rogue class level. This substitution feature augments the standard rogue’s trap sense class feature.
Evasive Skitter (Ex): A kobold rogue who takes the 8th-level racial substitution level gains the ability to move out of the area of dangerous spells and effects. A kobold rogue who succeeds on a Reflex save against a spell or effect gains the normal benefit for the successful save, and she can choose to move out of the area of the spell or effect. She must take the shortest path available to her, and she can’t move farther than her speed. If more than one path of equal distance is available, she can choose which path to use. If no such path is available, the kobold rogue can’t use this ability. This movement provokes attacks of opportunity as normal for movement.
For example, a kobold rogue with a speed of 30 feet is within the area of a fireball spell. She successfully saves against the spell, so she takes no damage from the blast and can move out of the spell’s area by the shortest route available.
This substitution feature replaces the standard 8th-level rogue’s improved uncanny dodge class feature.
Despite their inclination for sorcery, spellscales make excellent bards, exploiting their racial affinity for arcane magic and superior charm. However, knowledge of arcane mysteries remains an important part of a spellscale bard’s abilities.
Class: Bard.
Hit Die: d6.
To take a spellscale bard substitution level, a character must be a spellscale about to take his 1st, 3rd or 6th level of bard.
Spellscale bard substitution levels have the class skills of the standard bard class.
Skill Points at Each Level: 6 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +2 | Bardic Music, Draconic Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1 | Same as bard |
| 3rd | +2 | +1 | +3 | +3 | Inspire Arcana | Same as bard |
| 6th | +4 | +2 | +5 | +5 | Superior Suggestion | See text |
All the following are features of the spellscale bard racial substitution levels.
Draconic Bardic Knowledge (Ex): A spellscale bard has special interest in events, items and individuals important to dragons. Upon taking the 1st-level racial substitution level, a spellscale bard’s keen interest in dragon lore grants him a +5 competence bonus on any bardic knowledge check related to dragons, so long as he maintains a number of ranks in Knowledge (Arcana) equal to or greater than his bard class level.
Inspire Arcana (Su): Beginning at 3rd level, a spellscale bard can spend one daily use of bardic music to make a single allied arcane spellcaster more powerful. To use this ability, a spellscale bard must have 3 or more ranks in Perform and a number of ranks in Knowledge (Arcana) equal to or greater than his bard class level. The ally must be within 30 feet of and able to see and hear the spellscale bard, and the bard must be able to see the ally. As long as the chosen arcane spellcaster continues to hear the bard’s performance, she casts her arcane spells with a +1 bonus to her caster level. The effect lasts as long as the spellscale bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire arcana upon himself. Inspire arcana is a mind-affecting ability.
This substitution feature replaces the standard bard’s inspire competence class feature.
Superior Suggestion (Sp): A spellscale bard who takes the 6th-level racial substitution level draws on his knowledge of his sorcerous ancestors to enhance his suggestion ability. So long as he maintains a number of ranks in Knowledge (Arcana) equal to or greater than his bard class level, a spellscale bard gains a +2 bonus on the save DC whenever he uses his suggestion bardic music ability.
This substitution feature augments the standard bard’s suggestion class feature, and it replaces the 2nd-level spell slot gained by a standard bard at 6th level. From 6th level on, a spellscale bard who takes this substitution level can cast one less 2nd-level spell per day than shown on Table: Bard Spells per Day.
Source: Races of the Dragon (Page 105)