Mage Knight: Machination
Scalesworn creatures have dedicated their lives—and in some cases, their afterlives—to the race of draconic warrior-monks known as Draconum. “Scalesworn” is an acquired template that can be added to any dragon, elemental, fey, giant, humanoid, magical beast, monstrous humanoid, or non-mindless construct or undead (referred to hereafter as the “base creature”). A scalesworn uses all of the base creature’s attributes and special abilities except as noted here.
Hit Dice: Same as base creature.
Speed: Same as base creature.
AC: The base creature’s natural armor bonus increases by + 1.
Attacks: Same as base creature (modified as appropriate for Strength increase).
Damage: Same as base creature (modified as appropriate for Strength increase).
Special Qualities: A scalesworn creature retains the special qualities of the base creature and gains the following special qualities.
- Powerful Build: A scalesworn’s intense training allows it to function in many ways as if it was one size category larger. Whenever the scalesworn is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), he is treated as one size larger if doing so is advantageous to him. A scalesworn is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A scalesworn can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
- Scent (Ex): A scalesworn is able to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Abilities: Same as the base creature, except its Strength and Intelligence scores increase by + 2.
Skills: Scalesworn receive a + 2 racial bonus to Balance, Listen, and Spot.
Feats: Scalesworn receive Alertness, Combat Expertise, and Power Attack as bonus feats if they meet the requirements and do not already have them.
Environment: Same as the base creature.
Organization: Solitary, pair, or phalanx (7-12)
Challenge Rating: Same as base creature + 1.
Alignment: Usually lawful.
Advancement: By character class.
Level Adjustment: Same as base creature + 1.