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D&D 3.5 - Dragon Magic

D&D 3.5 - Dragon Magic

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01/17/2014

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Owen X.C. Stephens and Radney ompson

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DESIGN

OWE:tJ K.C. S'rn.PBUNS A~ RODNEY THOMPSQN

AOOfTIONAc DESIGN

R.IC'RAlLD BAKBll, GHlUSTOfUR C~l'BELL. ' GaEG M,UKS,ARI MAI..ME.LL. DAVID NOONAN. M.\TTH'EWSRltN1l.'l"1

DEV'ij:LOPMENT ANDY COLUNS

E. nIraR RAy VALLES!.

EDITIKG MANAGER ~MOHAN

DESIGi MA.NAGER CltBlSTOl')U£i hlUCJNS

DEVELOPMENT MANAJll!R JESSE DECKEI.

DI'RRCTOR 0' RPG R&D

BILL SLAVIGSEtt

PRQDU9tION MANAGERS JOSH FISCHER. R.ANDALL CI.EW5

D

I

T

s

BE lOR,:, ART DTRECTOR D&1) STAcY LONGSTILEET

ART OIR ECTOR

KARIN JAQ_U1?S

COVER ARTIST

Eara POLAK.

INTER10R ART1S S

DAVID BmcBAM, JEP'FCULl'SLR,CAn OanarlLow. DAARICEN, ER:lc DI!SCJu.MPS .. TEPpE4SLEf, WAY'Nll ENGLAND, E.M. GIST. blilAN HAGAN,. lL\LPB HmislEY. WARR.EN MARY. Luc:nOPkJtllll.LO,. MIKE SCHLEY, AR.NII!. SWT!.IC&L.:. FRANCIS Tw, PlUm. VOBWlNttL. DAVID W.UU .. SI'ROM. 'EVA. WIDn:'II.MANN JAMES ZHANG

GARTOGR.API .. IER

MIKE SCBLEY

GRAI'HIC DESIGNER

KAlI.lN JAQ..._UES

GR &PHle fROPU-CT10N SPEC!I,ALIST J\NaELIXA LOKon

[MAGE TECHNICIAN SvEN BOLEN

...

....-

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Contents

Inrrcducncn, . .. " ~

Chapter 1: Dragonbound Herces 5

ItJrl!~ or lhu Dr.lconh: Realm .•• S DracorucC loss rem u res . •. ."............ II

reJI~

F"~I P e <CTIPri.aD.s . ,\lInorof cm~

BIJck Dragon Lineage llltl' Uragon Lineage , Ur:J5 0 ragon Lineage •

.. 14 ...1 .1

............ I'i .............. 1

................ 11;

Hronze Dng!)n Liull:l1tt· .. •• • . • 1 (,

Ct>r~r DtJgon Ijn~aj(': 16

Double Draccme Ur.I. .Jb

Drncernc Armcr

IJm, "nit Aura .. I1rJcomc Herunge ... Draconic KnDwlcdQ~ •

.J6

............. I~ ............. 17

........... .17

Drooonic eases Ii

!lr~c.omc "1"Of .. 17

OragonliCt' Assaull.. .. 17

llrJ~n6re ChannClI!ng .. ..I i'

lJr.ll1t'nlir .. lnsptrarion 17

Omit nfire rrtke .. , ,I

Dragenrouehed , , ,." 1

c.old Dr~l!on L!n~31l" 1'1

Cre"n Dragon Lin<':llge ,1'1

IlcHI 01 Drtlgon~ ." 1'1

In Itl:lle of Aas 1I!r-U1'" n .. :lLl

I n Ilia, .. of i rllubor , .20

lmuare oL&lmmm lD

I r1l11J1e ofF~Lnzllrc". .." W

I nutate of Caryx 1 nlUlle oi HLaI

............... 2(1 .......... - .. 21

Intnareof 10 • 21

InllU1~ ofundr" 11

Inm~leofT"m"nI... . ,2]

Inlml~or1i~m"r .. , ,~r

R~<l Dragon.Lineage •..•..•. ~ ....• .11

511" e r Drogon Lln~~I1" , ~2

sl~~'~t of Drollons •. .. Xl

\'(Ihn .. Ongon lln~a&i' :!~

Words of Draconic POwer ,_._... ..l.~

haprer '2: Dragon Asptrnnts ...•.•..•... , ,2~

Dr"gon.fim Adept, .. _.. .. ,24

Uiamoml Dragon. • .. • .. .. .. • .. . • ,30

Dragon Descendant __ 34

Dr~ on Lord . 3b

H3nd oflhe ~~mged Masters ..H

Piel·llound Adepr.; " . ..4&

\\'Ir, \\"illg 50

Wyrm Wimd ., " 55

Clraprer 3' DrBC'ODic ldagic ....•••.•..••.•. 59

,",,,,,, pells _ .. 1..0

01131·. choel Spells 60

I he Polymorph ub cheol ..••.. . . . .btl

'p,,11 DC5CTlprion5..... .. 6·1

Aderauen of rhe Fr'gl,! ul 6-1

Arcane Spellsurge .. . G~

Aspect 0 the Chromllllc Dragon ,(,,1

Asp.."'CI of the pi.:! rinu m [)r,;,gQn .. •• .1>4

SUTOr of Glac:uI \X'rJI h . iH

Call of rbl!Twiligbt Defend.,,£. ....• _ 1>5

Chnnn~1 the Dragnn.. . . .........•. GS

CUr<il of the .E.1~menl.l Ullds .1>,

Dl.!Ie.:l D~onbl,,,,d (,5

Dragoneye Run,· ,f>(.

DrlIsoD.!oh~l'e. Lc" ·r.. .M.

Dragonsh3p".. .6(,

.l:y~s 01 !II<' t.'n,d" .' .67

F~rodf~' ofS'ngu1n~ IltIge. 67

Flresrrule E~I"ll~uon.. .67 Farm of Ih.~ O~~"n I:lwue:r .... CIOI'1o:!lL> ~tm~r of I he Ek:ntnl Hue of moldertng Ion .. Hoard Culler. ju iceofdw \'(Iyrm Kmg. ro(1 oiDrawl,i udi n II

Lord of th., sky __ .69

~l3g1C of Ih~ Dr'j:(\nhe hq

Markoflh .. Enlighl~NSouL. .. 70

Mmd 01 Ih~ i.l!iorrinlh .;0

P~ss:!.ge of [b" Sillfllng ands .70

Pn rb or fro~1 . ,70

Prunal H unie r Primz.ll MUtt(1 Pr:imal SroJ.$ .. Primal peril ... ll.o[ofAg"" .. our 01 J\n~td'I" oulofLghl .. eul of Order,

...... .. ;;2

........ 1~ ................. 73

nl!.llfenmg R ar D.,\oot /l-hgic •..

Dra me fit hI .......

• .liO

. ..... so

oul of Sh:uloll' ......... ... .;~

Touch of rhe IlI~ckcn~d cui. ... ..J

Trance of Ih,' Venlam DOI:I~1n .. 73

Un.:h ing '"ilO r o(,he Oragonlolds.. . .74 V[SlOD or rhe C'lmnt5C1""lE~'\l. .. ...... 7-1

\'i;'ingbiasl ".. • .i-!-

Wr&lh of Flarru-s ...... ..... ••• ,;4

, ew Powers

Po,ver De.scnpl 1<:>11, •• • .

Amerbvsr Bur'l

Channel the ['syduc Dragon. CrYi131 801.1\·. •

CcmsroM Ilrc,1th ..

Dragonfire Ade('1 Brearh .Effms Acid Brearh .

Cloud Br0::3111

Discorporanng llre:!.lh "f i:ih:ilmul Endurmg Bnwlh

tl'efold Breath ofTlamar 'Force Breath •

Eros. Bre3th . L,g:hmmg Bre.llh p"ntlvz,ng Br.:Jlh .

haped Breath rcicening Ilr~J th Ieep Breurh., ,

Slaw.Brealh .. Thunder Hre<l1 h

• ..................• 1-

-... ... ... "

.. ..... _ .,a ..... t ~

.. ~ ~i

\\:Ieakemng Br~"Ih.. . ..

Dr.Iconic Im·Qcmon ..

lnvocamm Descrlpuens ..

Aq_W!.Iic: AdlpmrioD . . .. .

AllIl!.of£ID.II1l!.... • .7

Baleful Ccas

Begwling Influence . __ ~ ~_nOl. 0"9

BreamoilheNigln _....... -'.I

Clr.u-m.. .. .. __ -q

c:::b.il.Iing Fog ••• _.~. _.. .•.. .• .-;9

Darkness ..

Dr.:",1n1' Flle:hl, CreJI~r , .... . 0 Dr:1n)ll!c ..... nowle<lg<l ••...•••..•••••. SO

Dr~conk roughness , 80

Endure Exposure so

£ncrlll'lmmunitl .SO ........ so

.0

Eoer.a' Resisf3.nCe bnhr.tllrngVoICt' . frlghllul Presence Humanmd hepe [nmll Vulnerobilm·. :'bgl In Ighl. .. Perr] u" \'cil . Sc~IJ,"g CU" •

See the Un-Un,

• .SO

.80 . .. 8.t ... , ... 81 · . I

........ 51

.. HI

• 81

• dl

. .. 71

T~rn(vln~ ROll Void'~n5e ..... .. VoradOIl DI)pell!ng WBlk uuseen .; • .. W'njl<lOrm.

"Wnlo.:k Invocarions Dncoftl Soulmdd _.

.... _ 81

.•• _ 81

...... 81 ..tl2

.i'I

.72

-~ .,-

• ew Ve 1I1l" ........ 85

Ashardnlon, Pyre I the nhurn... ,85

Dr:Icnlll AUnlS . ........ .. _ .. 86

DrJgonp,cll . • 87

DI3.CODIC c.ompIDioo p,rfr, .91

IIhglC It~Jn~ ..••.... "~

Amulel of Fearsnme Might 93

cloJk 0:01' h -rencus E:mer.l1"nc~ .':13

Dngonsb)·uCl.aw· 93

Ehslr ,1r lllindsighr. . .. \1-1

Ring of Draconic Zeal. .• • .. 9-!-

Rod 0 Dro n's Blood . .. . .. 9-1.

Rod 01 ,h" OGgon H",,". .. . ., 9S

sht.,IJ of the WiD eJ eru ~d,· .9~

WON "I' Ih" Cr~t Harrowrng .•....•. 95

T~ilb~nd, fTmpKf ,'J6

Ton of I he Wynn 97

\'i~1 or Esplmh'e Breath . c .97

OweolIl.o"red Drogon Scale-s • • ... • .97

LqJC)·It~m \l\-rmhme Helm 104

.. :5

,-~

,75

,7

.77

Chaprer s: Dmgons and D racon ie B~asn 107

Asp"CI or lIahunUI • . ....• lOB

A pect o Tiarna] .UD

Bl.:tzewyrm .111

DI:1.kk~sl""d .113

Hunnl .11-1

Ph}·nxkill ..... . __ .us

Redspawn lIt!rser.ktr . .li

SpdJeal"r ......... it9

1\~llillbl Gundlm.. . .......•• , . . . J 2.l

Vdroc. . __ 123

\"=001 Dragon Abilnu!5 . . .. __ . 125

·Cb.Tprer S: Draconic Campnigru •..•..•.• 13 I

Inlr.,.Ju.clng Draconic Ewm~nls _ • .131

Dracom ampaign .1od"ls B3

Dr~gon "..r1 rds .. ~_ _ n

l\Iinlon511nd Adversaries __ 140

Dracnn I' l.OC3DOns.. , . .. .146

Th,. Barrle of Dmgon Fall. " lSI

..77

.76

• If>

.79

.• 7'J

Introduction

IlIb~nJJiJlI~d qrlU.'tl\i [rlll1llll'llItill tlu' mel. ll/orkmg the lIuth dowll 11110 I"~ voile)'. H~rrolllr"dc l\11l1(~led her wltll ~ugcr ryrs, tWllting to J1t'(I,' tlL'o'I/'II/t"ls/n'lwd Sl:t'll 011 'WI' SCOTlllllg 'Jlimll!1.

"[115 as. OllcitHft'IlI't'c/. Till'/rl1c/: bdO/tg 10 11 .1rrlgon, nf"jl~5iZl'll ml. "II~ Ill/ilL' (001 Ll!tlw nll:lIl11lnm, III tile .:lIfmllc.:lo Jlll'!ll'dlcy. n sewl 10 1'1' pl'oit1(illlgllll' 1141111'.1'1 tiS If II hml lorm IWlion 10 widell oller Illl' 1IIIIIIIl bdl'llv. 1 'VI'II Stili' d (,lrtlL'.lIl pnss by It. nJl(IIII~ re.1 tlhlll~ 1111 rf/ul'IILlIIl'H11l1II1 Jrlhlll~ or (1)11 unr .. Iheir hoy ~S,~

"Irs net the 0111 'jlfllglllll1llllC t' IIIll11111,lim," Sovt'lm wlllSpoll"it1 wllh wid l'II IJ r I.'nCr, M Loold

TIll' ether Odl1flllWTrt fo1110ll'l'd 1I1 .. 11II~ fI( Ilis JlOillllllgfi" cr, A 111 rgt: 11:11 rd. II'I!lgk Iml dl'II rl)' Cln1~flhlu III n.a.lw'~,llIid crept mlo III~W c1I11(l1lg 'h~' rrik~ .1/'1111(' rhClrCI1111p, • '0 hlrg~r 1/11111 tI horse. tilt' L1'mglcs~ rlmgo)l rC!lcl.'J 10 11t!'lf s[!,ltlm F(wgllitrnn oJ 1/5 prewm: hI' ilorl I II!; ttl (1'I11l'lllllU'1i Ow 1I1l111111r1ll151Lil' !IIII'lli'll 111<'111,

"J It'S 11 fig/II th,' Ulonsh'r wilnl .• ." Knl t: groll'l~rl • .irnll'Ulg 1115 Axe wdh DIll' ~n \' mallOll,

''You how liP "win! I'ollr 11'1',11'011 ," nlllgolltll VDIC. 11.1111 bl'lliucl Ihe wllIgl ... s .1m DIl, A IIItHllltII III ..,1., MITIor rtrl'P"d 01111"0111 bdlllllllhr rrrnlllfl', 1',,1(111): n lInll,l gl?lIlh 011 ils houltkr. ''fpl' \,/ IS Illy YlCJld t1l1d (01111'<11110,1. He IIIIIItJl$ Dilly my fOej, alld I irOj'1: ),011 Imllnol 111' IIlIlnllg tllL'lll:

Ht'rlll!'i II,owd up flllli s)lok.· tD !l1~ llisllDr If! Dmconic. "Art' YOIIII lor I'rl'r, palmI'. , sr rlr/rllgall III ',10111111 rOI'l!!?" TilL lIInmUl1 ul'lm/ II! II,L' SIWII' t(lllgile.

"J 11m 110 I'c!Irculrl', IIl1d III 'I rile (orm IS ,1$ rOll S~f II. My!ltlme

IS 1ilti.lllfl, (f1111 r tTlII dmgnillourht',l,"

H~lIIl1!1 SllIlldled blld· 10 !III' CIllllmon IUlIglmgc,

.. \',,1.111 1511 dn1,1Z01llaudll'ri. ,wrl, ,Ill' do lOU '>flY 1111 our flImp?" TnillTlln mlilcd grHllh',

"Tmw WIl.illl. In lem II LIIIIflI r lin clo IIlI~r. SE1cll IllIg"I: 1 tllll h"H' {lIl' tIll: ,ake of II", -Ilillf muse llt'll 1111- drllll"" you, though I a }'l111 do noJ )',"unlknlClIIII whllt latH 11'lllpmt.'.1. rile ml Jmgoll III Ih. lI'llky IS l'lll n bug!!! If! 'Jl~ ( .. rvl.,' o( lhr ueru !:ingof thes,' I '1111/5. TII~ 1"'iI,s IJ Jlt:nwrfld {ilL la be im'~, l'lIt o,,~ J II )11~lj rlllllg! 'It' ~m!ioll mugu 1:11"11'11 ~\' tllr :r,1 It',l KlIIg.~

., Drdgoll IUllg/( ,. ,I Iud 11t·/lIl~1. Ius lIOICC l"l'l.'illlIIg IllS mti'rcrt. 1'011111111 snld,',f ,1_[l,III'.

THE DRAGONBLOOD UBTYPE

Races that have a strong affinity (0 dragons are of the dragonblood subtype, r"is method or claSSificatIOn, introduced in Roc;,"s of the Dragon, is referred to frequently in this bock] Spells, effects. powers, and abilities thataffed or target d ra gon s a I 5 0 a fJect d ra gon blood crea t L.I res. The subty pe qualifies a creature to use magic items normally only usable by dragons, and il qualifies the creature to take feats that have the subtype as a prerequlsrte.

The dragonblood subtype does not confer the dragor type or any traits associated with that pe. For instance, t does not give a creature frightful presence.

Dragons automatically qualify for any classes. prestlge classes, racial sub.stitution levels, reats, powers, or spells that require the dragon blood subtype. lf a creature acquires the dragon type, it loses the dragonblood subtype.

I, II, )'n, ~{lr rrrr, }.Jail' r nltlr,' Ihalluw. rOlllL' t(llhl5 rt'cllm tVIlll Ihe m'w kmg ImptV lin' lIIng,r of clr.lgolls.. Ami rill. IIrt' gam III lI!'cd lilY lid" IOI/i'ol II"IIt 1111'''' ..

1 n most D& D ca In pa ign , dragon are detach d from rhe re r of civilization. Thry live in dl ranr place nnd how lirrle regard or intere I for rhe c rnmunitle of humans and

rher riny reatur rh (inhabir"thcir"world. table excep-

tion exisr-e-rhe polym rph d ilver dragon char befriends humans, rhe rampagmg r>d dragon that pre)' on remote ulerncn . However, b~' and large. dragons in rhe D&D game keep mostly [0 them elves,

Dmgoll Ingle changes rhe wnr dragons arc used in a D D campaign by slIgge.srmg 11 51 ronger con nee-non between r.bem lind rhe vanou huma nerd race (hu man 5, dwarve elves, and

uch), Th is book pre uppo e a world in which [be dragons are acrively in red, ne In which dragons openly shere rh 'ir magical eel' r wuh human, and rhe orher core races. U Ing the det:lIlo; in rhl ook, you can:

• I?laya gnome sorcerer who ha learned ceremonial rituals from n brass dragtm, cn;lhling him 10 adopt dragonllk ch" rcct ertst ics.

• Allvenlun: in n kingdom ruled (or tyrannized) by dragons.

• Playa half-el r dragon master wbo has learned secret magic auras from a ilv r drag n covenant and won [he trust of a truSty drake companl n.

• Piny a halr-orc [ighter who has wearhered rhe ryrnnnv of a red dragon long mough [0 master some Dew dragon-relared fell I .

AI jl core, nmgl'" Iii 'If I all about what happens when "lesser" races fonn loose P3Ct or associaricns with dragon and learn the creatures' ,mciCnleCI'i~IS.

Dmgllll j\.t,llllr i nclud .. new Opl ion for characters who wi h to be more dragonllke, including a new standard character cia j level sub riuul n .rtiuals, urns, organizations. fear ami prestige clas es. 11 31 0 It advice CiJT running more dragon-bas d campaigns, draccni I carious, dragonblood mon ers, as' we II a a _ election of new d ragon-rhemed powers: spells [or arcane and divine C3 rer , lnvocanons Ior warlocks,

oulm Ids for meldshapers, a no psionic" power fur pions.

WHAT YOU NEED TO PLAY

DmgaJ I Mltgl r makes use of t he InfoI' marion m [he three D&n core rulebooks-c--Pinrer's HflIlfff,lJo/~ (PH), DWlg~ml Maslel'" GUllII' DMG), und Mon Irr 1'11111111 (MM). Ln addlnon, il refer(Q or draws upon rnarenal presented in several D&DsuppLemeats especially DrnCOII(IIII1COII and Rnrri of 'he Dmgou,

ILh ugh having of anv r nil of [he supplement referenced. herein will e nha nee 'all r enjoyment of Dmgou j,\Ingic, III y a re 1'0.1 srrlc tly IWCCS:l . In rna nr cases, the dera ils you need to make usc of a particular crea ru re or rule.&orn another

ource are provided in this book.

xcept in" few-rare situation ,dtagO' sarener heraes,

Thar Job is left so t: mortal races=-rbe advenrurers, soldiers, and champions who involve themselves in world-shaktng evernson a daily basis. In rrurh, even tb least powerful dragons hove greater concerns than me pctr:y quabbles and so-called quests of lesser races, And ret. mnnv characters show signs of draconic influence, PiIIricularl r in campaigns where dragons are prevalent, These characters irher have dIllCODlC nncesny or simpl feel the social and culmral.Influeece of d ragan in their lives.

Powerful creatures imhu . d ' v irh the magical energies that flow through rhe world, dragons can warp the fabric of realtry simply through their existence. Their innate magic; can twist and alter the W$.y nature takes irs course, and the mere presence of a dragon nearby can gram m:dinary humanoid children strange powers. Moreover, when dragons rake an acrive hand in me Iives of mortals, rhev ean actually shape-

th se changes.carefully altertng rhe destinies ofles er crea- n A ICES OF THE

runes in vays even.the mest powerful wizards canner, ~

Communities that have dragon overseers (or ovetlcrds) DRACONIC REALM

who meddle in the lives or their citizens produce heroes __ -:-~_~~...;;r,,;:~ __ ~:.;;J..~~_ ..... ~.u..;..,a, wirh the influence of dragons felt in nearly everv rich in draconic legacy. Ocher champions trace their ori-

aspecr of adveruurers'Ilves, it comes 3. 110 urprise gins 10 eons past when their ancestors crossed paths wuh

that dragons have altered ehe-morral rac themselves. migbty drakes. irrevocably changing rhetr lives and rhese

Through cultural, magical. and biological means. of then d cendanrs. This influence L not alW:I)TS proof of

dragons have created entirely new subraces and breeding between the races; dragons can simply shape the

socieries that ;ire unique and disrincr from rhe

cnlUire and belidS o,.....~~ cannier. Regardle ofrhe seeds ofdraconic Influence, many characters owe their unique abililie a nd knowledge. ro the great.creature . These mortals are fsr rnore than typital advenrur.ets, I hey c.arry theregal power of dragons with them wl1erever rbey roam.

Dragonbound heroes might relish or resent their.herimge. orne d.efi· dragons that- involve themselves in the lIVeS of mortals, while others eek them OUI or wisdom or arcane lore, till others feel me residual effeas of this legacy wuhour knowillg ir exists, believing [heir odd powers or characteristics rn be' jusr the wsyrlnags are. n of cour I characters whose ph stcn I appearance distingUishes them from .orhers of their race have a more difficult lime {gnming rhetr speoa I status, and mighrIace prejudice andscorn.

standard [IIC~S. The following new subraces an! suitable [01' any en rnpa lgn in which d ragons havefunda mcnra lly il.£Jec:ted we mortals of the world.

SILVERBROW HUMANS

Silver dragons relish humanoid fonn and enjoy manyofcbe same daily pi asures as humans, Long ago, communities of humans welcomed disguised silver dragons into dicir villages! 1"101 knowing Inc truih IIhoUI rhelr new neighbors, Tn these communities, which were often secluded nnd small, half-dragon eI, lldren became common as rhe drngon visitors married their human friends. The silver prcgenitors went [Q great lengrhs [0 hide rhei r child ren from the res! of the world, cid ng "curses" or "delormirles" a an exc usc [or !hei r physical eli Herences, Despite rhe occasional discovery. they managed to hide their hair-breed offspnng long enough to reach them La lake hu manoid form magica lly. These children in turn became members or the community, and thus followed generarlen after gener:tl ion wi[b me mixed blood of human and silver dragon.

Over rime, the oven draconic physical chnracrerisrics faded. Leaving human-looking children wirh silver dragon bloodlines. Eventually,. the dragons then,se]v{!$ departed these com munities.leavi ng be hind a mong d raconic heritage in mostly hu rna D descend a nl s. Because they exh lhlr one of [he more common physical signs of draconic nerirage-a silver streak or highlights in the bair-they come to be known as silverbrew htun:ms.

Otherwise, silverbrow humans are ldenricalto: he humans described lnrhe PlaJ~'s 1-Lmt1hool:. except as noted belmv_ -OQgonbJood Subtype: sih'erbw, v burna ns are of the dragonblood subtype (see page 4-r.

-Fealher fall (Sp): A silverbrow human can use f~a'J.la Jail once per day, plus one additiona 1 time per day for eve f}' 5 Hit Dice be has.

F;.-d;'",d d'[f',"1 <!fill nd drdt,ulI

Si/ve rbr« 111 'll/mil" aud ni'IJl!I' dragQII

-No Bonus kill Points: Silverbrew humans don'l have I he apnrude [or lea rnlng that sta ndard humans bave.

- Disgu i se ApI!! ude: Silverbrow humans have a 2 racial bonus on Disguise checks, and Disguise is always considered a class skill. Their CnCeSLQTs' need (0 guard their identities llg3inst those who Ieared or hated them bas become second nature to silverbrow humans,

DEEPWYRM DROW AN'D HALF-DROW OF FAERUN

Deep d ragons (described in Monsll'.I·~ of filmiu) are: n mong the mOST dangerous hunters in the Underdark, Thanks 10 their abi liry to assume humanoid form, rhey frequenrly inreract with other denizens of l.bese sha.dowy tunnels wh de POSI ng as d row .. In rhis guise, deep dragons explore dark elf com rnunit IC.S a nd forge powerfu I II Ii Ii ances, of len wil hou I rhe l1 row ren I izi ng the Fruth about thei r new partners.

In some cases, these relationships produce hnlf-dragon offspring, and these bloodlines have a \'~9y of m.anifesring themselves in later generarlon :IS deepwyrm drow, uch drow are typic a 1 h' sinuous in bui ld, with skin that has maroon or purple highlights.

Otherwise, excepI as noted below, deepwyrm drew are identical to the draw described In the fDnrtf'r Ml'lmllt/, and deepwynn hal f-draw are idenI icaj to the half-drew described in Races iIf fam1n.

-Oragonblood Subrype: Deepwyrm draw and half-drow nre of rhe d:ragonblood subrype (see page 4).

-Spell-L.ike Ablllries: 3/day-rlckd ))Jagic, l/daY-tlrsglU~ sclf The caster level for these effects is equal to the character level of the deepwyrm draw or half-drew.

-Deepwyrm draw lose the power 10 usc Jaeno: fire 35 a spell-like abiliTY.

-Deepwyrm drew and hall-drew gain a T-2 racial bonus on Bluff checks.

-Deepwynu half.dmw lose the standard +2 racial bonus on Diplomacy checks.

Fort JI/t)f'(/ t/f MId (TNH drt:[,iJl!

.A dt:tp 111'11,011 .lII11 ,,; d~l!P'lj'Jrm dre» t!/JflJfliJI dl •• lqpl!

Frreblcod dW:IrV<'S appear much rhe same 3S standard dwarves bur have dark, red-brown kin. 10 t are bald and have on! the faintest of beards; their dose proximiry [Q me flames

deep beneath their volcanic horne lentl 10 bu rn exec s hair 2\"1.\-".

Otherw; e, Eireblood dwarve are identical 10 rh dwarve described in the player's Hmltlbaol:, excepr as norf'd below, -Dragonbloodubtype; Fireblocd dwarves are of [he draganhlood subtype bee page 4).

-Dragon Dodge: Fireblccd dwarves gain a -+ dodge bonus to ArmorClas againsrcrearures of the dragon I pe.ln manory of their ance rors, iireblood dwarves train from an e:rrlyage [0 avoid surpris e auacks from I reacherous dragon . Anv rime a meblood d"''3rflo es his Dextertry bonus (if any) rOArmorCla • uch lIS when he l caught Ilar-Ieered, he loses this dodge bonus, roo.

-Resistance [Q Ftre 5: FiT blood dwarve h av a n exceptional tolerance for heat and lire. inheriwd from their enslaved forefathers.

-Eireblood d\ arves do not have [he randard dwarf +2 racial bonus on savingthrows against poison. The environmenr of rheir ance tors was free of such ubrle m"31lS of arrack, solireblood dwarves life no more re isrant re poison than other races.

-Hreblood dwarves do not have the randard dwarf's ++ dodge bonus (0 Armor cia against creatures or [be gianr type.

-DeepWYTI11 drow and half-draw 10 me stand~rd +2 racial bonus on Will saves against spells and spell-like

abiliries.

FIREBlOOD DWARVES

All dwarve bore into the earl b 10 make their homes, bur few dig a deep as the ancient Fireblood dan. Parriculad.y fond of using dormant volcanoe as rhe entrances [0 their homes.these dwarves foUowed volcanic rrails and runnels in search of greater access to [be world's depths. Unforrunarely, this led to a horrific encounter with a ne t of red dragons. Outraged at the Intrusion. the greedy drngons en laved t~e entire dan ol dwarves. Instead of mining gold and gems fOr the love ofbeaury and creation. (he dwarve now labored for the dragons.

Overtime, the dwarves of [he Pi reblood clan began to rake on certain aspects thot differentiated them £rom others of their kind. No one knows if thi was due ro interbreeding wirh dragons, narural muration, or magtcal e!]; cr. h resulr, however.Is an ol±shoQ[ of [he dwarf race singulariy adapted 10 higb cempereruees=-and 10 b:nrltng d ragonkind.

The Pireblood clan longag won its freedom. but hatred of red dragon (and by extensio n , ev i I dragons in genera [) sri II burns in their souls, Descendnnt or these dwarves inrermarried wiIh other dwsrffamilies, spreadingrhe bloodline across many clans Thus. n modern liT hi ad dwar can be born ro lIny dwarf parenrs,

FORESTLORD ELVES AND HALF-ELVES

uk rnosr syl"an races, ~I\" arc In tune with rhe natural world, and this auunemenr extend ro dragcnklnd as well, J n n ncienr rimes, cerraln If rribcs made pacts wir h pow rful green dragons, which in rum used their magic 10 imbue rhe elve!; wit h SITlmge new nbllhles. Though rhe lores: lord elves did n01 worship the e evil dragon. the two groups era ted peace accordsrhar remain in force to [his day, long afrer these wh Forged rhe ireaucs died.

Any descendant ;) forestlord l[{lncluding half-elves) can also b aferesrlord ·1, ev n if Ill: n ver agre d 10 rhe ancient pact , However, (Il [oresf]oTd rrairs are unpredicrable, and noonc is rver cerratn i[they will manif sr in :my given elf or half-elf child.

Foresrlord elves an: easily disci ngulshable from standard elve by their smooth green skin, similar [0 rhe color of 3 green dragon's scale. Most also have green hair, [hough it ranges from brown co white on cccsston. Orh rwise, exc pi as noted below, forestlord lves are idem kill to rb elve de ribed in (be pIll IllY' }hlllilhoo):. and feresilued hal r· el" are idenrical to the half-elve described in rhe plil)'t'!" HIWclbooJI.

-Dragonhlood ubrype: Fore tlord elves and half-elves lire or the dmgonblood subtype ( ee page 4).

- reewalk (Su): A foresrlord elf or half-elf can rransport herself between rrees in much (he same wav rher dryads and druids can. Once peT do>" a foresLlord elf COIl enter 0 tree by TOuching it a a move action; once inside rhe nee, she if randy transports to any other tree wuhin 6(1 feel. The foresrlord elfsppears in a square a.Jjaceru IO the second tree al the beginning of her next rum. When a fore rlers elf or half-elI reaches 5 Hit Dice, and for Every ') HD rhereafrer,

he gains ene adduicnal u e ofrhi nbillry per day,

Str..n~bullter gmm1r «nd r ~ pf'rr tl rag()11

-Class 'kllls: Hlde l n cia s kill ~ r feresdcrd elves and half-elves,

-. o bonus cn ssve :I ainsr nchanrmenr pells rcffc((.

A COSTly pan of rhe anciem pacts required [he elves [0 forgo [heir j 11 nnre resisrance 1"0 enchenrmems.

-E.=oresrlord elves cio nOI have proficiency with [he longword. rapier, longbow, or horrbow, They spend more lime communing with narure and Ie 5 time pracncing wuh the e rradirional weapons.

- oresrlord hill-elves hnv DO bonu on Diplonmcv or ather Infonmcion check. ooperadon comes less narurallv [0 the e characters.

-Fores! lord Pace Any fore dord elf or half-elfwho 3113Ck or ceb rwise O( r mprs to h: rm a gre n J r3gon los her treewalk abilhy (or U hours. During thartime, the characreralso rnkes a -I penalty on snack roll, caster level or manlfe fer level, and saving throws,

-favored Class: orcerer, A mulriclass foresrlord eli or half-elf's ercerer clas J e not count when determining whether she rakes an experience point penalty (see XP for Iuhlcla Characr rs, PH 60).Thi cia replaces the siand. ra ,If' favored class, wizard.

STONEHUNTER GNOMES

One of the few races considered [0 be faSI companions 0 an_ kind of dra kc, sronehunrer gnomes are "the favored people of copper dragons. Since rhe coppers-love or pranks, michief. riddles, a nrl pu zzlesfits in well witb "the gnomes' omloo]; on lire it comes as no surprise rhar the dragons would 3, socinre wuh the smaller race, The gnom who rerum this senumenr are known as stonehunrer ,a moniker derived from rhe Iacr rhar the TWO races frequently meet fO bum together, in facl, copper dragons often make their lairs beneaTh sronehunrer gnome villages, Over nerarions, [be gnome grow more dragonlike in appearance, while the dragons become

londer of I he mortals.

Climm.::,ski" baljlml, mId goM d,-,W'"

r nehunrer gnom es have very da rk -ki n I hat rake on a coppery heen in the sunlight, They build their homes in reck hills, close 10 the filVllred environment of their-dragon all ies, and are renowned fot their bunting skills and me .. x I' I'll vagance of ehei r p~1 rt ies ~ I1d cele brat ions.

Otherwise, srcnebunrer gnomes nre ldenrical ro rhe gnomes described in the P/III'l!l"r HnlldI'Clak, except as noted below.

-Or:lgonblood ubryp ronehunter gnomes are of rhe

dragonblo d ubrype (sec page 4).

-Huneer' Insight: As frequent hunring companions of gr at copp r dragons, tonehunrer gn m quickly d velep me skill necessary TO rrack down their pre. They have a +2 racial bonu orr Cllmb end urvival chec a 0 r 110 their upbring] ng.

- tenehu n rer gnol11l!. de nor have the 5(0 nda rd gnome's +2 sav i ng throw bonu s agni nsr illusions. nor do I hey add + I LO the Dilliculry Class of illusion spells til yeast. ronehunrer gnome car linJe for Illusions and last 'ad pend the majority of rbeir time honing rheir hunting skill .

-fa\' red Cla 5: Rang ·r. A mulricla onchu nter gnome'

rang r cla does not count whendetennining wherher he mk :10 experience point penalty (se rp for lulricl,lSS Characrers.Plf 60). This class replaces the srandard.gnnme's favored cla • hard.

GLfMMERSK1N HALFLfNGS

Gold dragons hate i..njllstice and foul play, but few things aggravate rh m more rhsn che tyranny of the I rang over rhe weak-or the small. When a gold dragon's territory includes or is near a haUling village. [he dragon quietly appoinrs irself the errlemenrs prorector, guarding ir from threats roo great for the halflings ill defeat. Seldom do the \'iLLagersle2ITI of the danger rhat n ver come to pas .and even rnor rarely do they di cover the true idemity of their guardian,

The dragon of len wa Iks among its charges, appearing as a traveler; <1 harmless animal. or 3 newly arrived balling seeking (0 . errle in the village. Though an)' erlous relariensh] p~ rhar result are shorr-l i ved (from me d ragons point of view), the d scendanrs of such couplings bear signs of draconic heritage tor many generadons.

Cllmmerskin halfltngs rypicallyliave a warm, golden sheen to rhei r complexion, and their eyes ine if ably hold rnetalljc Ilecks of gold. They common.ly display trait ofnobiliryand bravery, staoding up llg3Ln r threats of an}' nature.

Otherwi e,glimmetskin balilings are Identical to [he ha I rJ i ngs described in rhe pI nyr.r's Hlll1dbooh. excepr as noted below.

-Dmgonblood uhf rpe: Glimmer kin halflings are of [he dragonhlood subryp (see page 4).

-Touch of Luck: Once per Clay. a glimmerskin halfling can grant himselfor any ally within 30 [; et n +2 luck bonus on a single saving throw. Using this abilit 'is an immediate action nd must be announced before the r 11 is made.

-{:Jass Skills: Heal is a class skiJJ for ghmmerskin halOing.

-. 0 Move Silendy Bonus: Climmerskin halfling;; don't share rhesrandard halfling's penchant for stealth,

VILETOOTH UZARDFOLK

Ian} lizard foLk tribes forge alliance \vith black dragons be use the ' iha n i rniler habltars. ver genernri n • orne rribes come 10 worship rhese dragons, and this close relation hip ofien results in a mingling of the bloodline. The legacy of these dragons still lingers today. In orne cases, entire tribes hare this bloodline, while in 01 her (3 CS, it ID311Uests randomly among standard lizardfel k. Regardless. the e individual are known as vtleroorb lizard olk.

Vlleroorh llzardfolk are rhin or e en SCr:1\ n)' compared ro other of rh ir kind. They alway have patches of black scales, and s In have hides 0 pur ebony. vi! t olh lizardolk have large eves and frequ rul grow short, curved horns re embling tho of rheir draeeruc anc tor.

Otherwise, vilerooth lizard elk are identical 10 the lizardfolk d crib d in rhe MOils h'" MUlIlltll, except as noted below.

-+2 Ccnsururion: A vileroerh ltzardfolk is I 5S muscular than other llzerdfolk bur Inh Tits orne of black dragon's cunning. Thi ability score modtf r replac the standard lizardfelk bllity core mcdifie .

-Dragon blood Subtype: ViI rooth lizardfolk are of the dragonbloocl subrvpe (see page 4).

-Add Bire ( u): A vilerooth Iizardfolk's bite attack deals 106 POIl1I of acid. damage in addition 10 irs normal damage.

-WOller Brearhing (:Ex;: Vilernoth lizardfolk can breaehe underwater inddirureLy.

~Class kills: {ave Silenrl is a class kill for vilerooth lizardfolk.

-~o Hold Breath Special Qualiry: Vileroorh lizardfalk don't share [he lanrurd lizard folk' abilir '10 h It! i[ bream longer [han normal

SUNSCORCH HOBGOBLINS

Hobgoblins of len ally with powerful dragons. supplying the drake 'with treasure and sometimes a lair in exchange for 35 istance in banle. of aLI the chremaric dragons, blue dragons are the most common hobgoblin a Hies. Their territories ofren overlap, with me hobgoblinsserrling in hilly or broken land adjoining deserts controlled b r blue ragons, and both races recognize that alliances are more productive than rivalries, 1igbry blues of len "adopt" 3 n :ITb· tribe of hobgoblins, while stories rel] of tribes thar raise wyrmling blue dragon to adulthood over many genera I ion .

Although physical relationships between the two races are unusual, (h priests of I heu nscorch rribe of hobgoblins developed divine riruals that allowed them to rake all draconic characreristics. The original tribe has 10Ilg since disappeared, but I be traits created by these ritual li nger in the hobgoblin race. The birch of a sunscorch hobgoblin is con idered a p werful omen, (hough \ hether it b des great fortune or ill tidings depends on how rhrearened rhe tribe leaders fe I abour rhe new arrlvnl,

Sunscorch hobgoblins appear much like rheir fellows. except for rhei r bn lliant azu re eves. They display exceptional cunning and patience, but ofren share (he. vanuv of blue dragons. Tbey have a narural love of powerjwhen a unscorch

Vilt'lwfiJ ":;:;u ,-,l/~ Ik {",db",,!':' dragON

hebgobiln isn't leading:J wnrband or mbe, he Is likelv the voice of wisdom behind irs leader.

Otherwtse. sunscorch hobgoblins arc idenlic~1 to the hobgobl i ns described in me MOI'.rt,,'T i".lalllm[,e..·..:cepr as oared below.

- +1 Constinnion, +2 Wisdom: Sunscorch bobgoblins display exceptional i nSighla!ld 'iharc their fe I lows' toughness, but they aren't as agile as standard hobgoblins. These :miliry score mod i fiers replace the stu ndard hobgobl i n !lbi] irv score modiliers.

-Dragonblood Subtype: Sunscorch hobgoblins are of the dragonblcod subtype (sec page 'I-,.

-Sunscorch hobgoblins have a +2. racial bonus on Jlluff checks because of their natural ability to deceive Their enemies.

-Sllmcorch hobgoblins are inured LO rhe environmental hazards ohhe blue dragens' home. They have a +2 racial bonus 00 Fortitude saves [0 avoid no 11 lethal damage from heal (sec Hear Dangers, DMC 303).

FROSTBLOOD ORCS AND HALF-ORCS

Hailing from r he frigid north n I1d among the most savage of warders, [rosrblcod orcs rtace their origins (0 ba rbarian l.unrers who both rev~d and hunted white dragons, ln ancien! times, some primirive ore tribes considered whiee dragons [0 be the supreme prey in [he brural frosrfell of I lid r homeland, valued bigl11y due to the scarceness ofother bounry. When

scours sparred a whir(' dragon, the tribes' fiercest warriors garhered lOr hunting expedrrions rhar lasted for weeks (IT months :ll a time, a [rer which they would return heme With rhe dragon carcass-or wouldn't rerum at all Victorious warriors carried our rlruals In whlch rhey drank the blood of the whire dragon [bey killed, ;l process that somehow nllered their race over generatlorrs and imbued them wirh the essence of the vcry creatures they hunted. Some half-orc:s also display these traits.

Modern frost blood orcs sri II ha i 1 from the north bur have since joined the res! of civilization, if only as outlanders. They huve pale white skin and catlike eyes, wirh stringy whirl' or gray hair mar grcwsqmckly.

Otherwise, except as nored below, frostblood orcs (Ire identical to the orcs described in [be _\umster MmlUlll. and Irostblood half-orcs are rdenricel !O rhe half-orcs described in the. Player's Handbook.

-Dragonblood Subrype: Frostblood orcs and hall-ercs are of the dragonblood subtype (see page 4).

-Resistance re Cold 10: Because rhetrancesrorstngesred rbe blood of great while Jragcms, all Irostblood orcs and half-orcs are narurally resistant [0 damage from cold-based attacks.

=-Bndurance: Frosrblood orcs and half-orcs have Endurance as a bonus fear. If a frosrblood ore or h:!lf.orc would larer ga in EnduI":lI1ce :IS a bonus fea'l, hu C3n select any Ql her fea I for which.he qualifies.

-Vulnerability 10 Fire' Frosrblood orcs amI half-orcs share I be white dragon's vulnerabiliryte Ii re-based al racks,

DRACONIC CLASS FEATURES

Often, dragons affect nor only the races of r he world bUI aha how ndvencurers develop over rime, Barbarians in a dragonheavy region might nor behave me same woy as barbarians fro rn iJ real m wlrh fewer terrible wyrm n nd t he sa me goes or rnanv other ele e. This section provtdes alrernanve clas

feature for randard classes from the P"W!.')·' I-Itmrlbo I~ and other uree.

All rnauve clas r arur • replace cia feature. found in the origi no I cla de crlpncn, J I eu have I ready reached or p:1S ed the level at which you can rake [he feature, you can LISt' rhe ret 1"3 ini ng Opt ion descrlbed in Pin er' HmlilbODI: T 110 galn an alternative class learure in place of a tandard fearure gnlned 31 rhat level.

The formal for alrernarlve class features is ummarized below.

ALTERNATrVE CLASS FEATURE NAME

Ageneral descriprion or The abiltryand why y umighr wnnr to consider it.

Class: The class or classes whose member can selecr rh is class fcat u reo

Level: The level or levels at which you can select this c.lass Iea r u re. You can elect It fcan! re only at the i nd icared Ievelts), nor al a higher level. In some cases (such as rhe drakken [n m lli. reb feanrre), d i rferellT levels n re noted [or d ifferenr chsse .

pedal Requrremenr; Any special requirements VOlI must meet before selecting (he class fea.rure.lf the fearure has no special requirements, this enrry is absent,

Replaces: The a.bility you must sacrifice [0 gain The class feature.

Benefit: The game effects of rhe new 3hi Ilry,

ASPECT OF THE DRAGON

Most druids revere animals as emblems of the natural world, but a w con iner dragons even more deserving of [heir arrenuon. Tho e who fed this way show their respect by mimicking ph, sicalor mental aspect afdragonkind instead of taking the forms of lesser crearures,

Cla : Druid. Level: sr.h.

Replaces: [fyou select this class feature, you do nor ga i n wild shape (or any later improvements LO that class feature, except for the abiliry to wild shape inro an elemental),

Ben >.fit: You can rake on aspens of dragcnkind. Taking on one or more aspects is a swift acrion, a nd the effect lasrs for i hom or until Y u dl mls it (a free action}. The various aspec are described below.

At th level, you can have only one a p cr in effect ara tirne, At srh level. you can take on up to rwo aspects .imuJ.raneously. At L I rb level. you can rake on up 10 rhree aspens simulraneousl .... AI 15rh level, the limit increase 10 irs maximum of [om simultaneous aspects .. Each aspecr taken on rnunts as

n dailv USC of the ability ( •. below) . Multiple versions of

the same a ct don't stack.

At 5th lev I, you can use this ability once p rr da . You gain additional uses per clay at [he same tare rhar you would normally go i 11 uses of wild shape (from (WO per day ar 6[h level up [0 LX per day ae 18rh level).

You tire considered proficient with tiny n tU1':I1 arracks granted by the aspen, lind you retain all 'our special abilities lunle [he aspecrspedfic 11y replaces rbem, ueh as the claw of rh ' dragon aspect repla dng your own law arrack, if you have 11).

Bmllh of 111' Drll_ 011: You can reathe 3 3o·foo[ con of fir as 2 Standard ncrlon, The cone deal ld6 poin of damage per rwo druid level ,:I uccessful Reflex ave (DC LO ... 1/'!. your druid Ievel e your Con modifier) halves this damage. Each tim you br urhe, you musr IVllil Id round be-for \'OU can use this brent h weapon again.

Cllllll5 of 1111' Dnl all; You g~ ina +4 bonus [0 rrengrh, and

our han gr w claws that can be used a primarv natural attacks. Each claw deals a certain amount: 0 damage uds points' vou or' Medium, td ... If you are mall, and td if you are large} plus yOUT Strength modifier. These claws are treated a magic weapons for the purpo c 0 overcoming damage reduction.

Hmrl oj IIII' nmgon: You gain a +4 bonus to Can nrurian and .im.mnni I Y 10 paralysis.

Mind of the Drilgun; You gain :I ~-+ bonus to Wi dam, darkvision our to GU feet,low-l.ighr vision, and immunhv 10 sleep effects.

WIIIg of IIr(' D",1g01l: You grm draconic. wings [hat allow yon ro 6.y at your Land speed wim good maneuverabilny, You. can't By if you are wearing beavy armor or carrying a heavy load.

BREATHSTEALER

Rogues are among the best dragon bunters ill rhe \ .... orld, and iliey have- developed a special attack ro counter [he powerful ignarure abll i I}' oi these grear bea rs, t\ ny rogu • who e:"pecrs to face dragons is advised TO selerr this da - .fearure.

Clas : Rogue.

Level: IOlh, 13th, 16th, or 19rb. (You can choo ethls alternative class fearu.re at any of the given level )

Replace. : ir you select rhi cia feature. YOU do nOL gain the srandard rogue' special ability granted at that level

Benefit: I f you deliver a sneak mack gain I 3. dragon, YOllcan choose to sacrifice rwo or more dice ofexrra damage rhar you would normally deal 10 delay me creature's next use of irs brearh weapOD. The delay is a. number of rounds equal [0 1/2 rhe number of dice acri6ced. Lf the dragon is currentlv rechnrgmg irs breath weapon, this deb' replaces the normal recharge rime (u511aJ!' once every Id4 rounds) if it IS longer.

, Iulriple uses of this abiluy don't SUlek use only rhe longer deby. A drag n immune [0 extra damage from critical hits or sneak attacks is immune ro [his abiliry.

DRACONIC FIST

ronks who follow the \; av 0 the Draconic Fist eek ro harne s rheir inner J:, ju [as dra on harness rhei r innate magical ablliry. While you give up ver anliry in combar, the ability [0 ndd energy to you I' unarmed rrlkes mukcs [hem more porenr against a wide range of foe.

Class: Monk. lev I: ISL

R place : Ifyousel cr rhi elassfeerure.voa do nor gain the mndard monk's b nu fear at 1 r

level,

Benefit: When you . I CI tbi class eature, chao e on n rgy rype from among acid, cold, <.'1 crricity, or fire. As a swill action,

you can choose for your next unarmed ntrack made ln this round to deal lin extra ids poinrs 0' damage a . [he chosen ellerg~T Iype. Th is extra damage improve ro 2dG poinrs at

en lev I, nnd by anoth r rds pomr every five levels therea Frer. You can us rhi nbiliry 3. numb r of I lrn per day equal [0 yonr cbs level.

DRAGONSCALE HUSK

have proficiencv wuh anv kind of armor, 'au mu (10- "hal

proficiency in order [0, elect rhi cia earure,

Bene1ic You gain the exrraordinnr 'llbtlirr ro grow rhlck, scaly hide thar protects you like armor; The dragonscale husk resembles rhe scales of a dragon of your choice (sclcci d when you gain rhe class fearure). The husk requires: hour r row, bur rhi proce can take place at nighr while veu arc leeping,

Your scaled hid gra rs you a bonu ro our Armor cl. _ equalto Ii 1/3 your cia I v I in rh cla r lhat granted you h '3V)' arm r reficiencv (+7 bonu [0 AC lit rd level. + bonus (0 1\ 31 sth level, and 0 on, up LOoma:..imum..-12b nusro AC:\I Ilh levelJ.llliliple cI~ ses thee grant this PIO_fi·

cl nc)' srack for determining rhe

dragon calc husk' roral bonu .

Thi. bonu doesn'r ack wtrh any fear, racial mill, or I her special abillry that would grant au a b nu roArmor In',

In addirion, as you anaia highe!' I \'e15, yourhu kgranr you increasing resi lance ro add, cold. electricirv, and lire. You gain resistance 5 at rn 11.'\'-

el, resi lance 10 ar iorh level, re [stance 15 ar 15th level, and resistance 20 ar zorh level,

Your d agonscale hu k treated as medium armor furrhe pLlrpO e of dererminLng your speed and whether you

can lise classfearure or orher special. abilities. It allows a maximum Dexterity bonus 10 A rmor Class of 2 and has

an armor check perralrv of . You can sleep in vour husk wirhout penalty, You cannot wen any orher armor while y ur husk is pres nr.

Your husk isn't treated as armor for the purpose of being affected by spells or OTher abiJiti s. You can't grant it an en hancemenr bonu with III ngl( tlCSllllf nt, nor can you imbue lr with special properties, a YOll could 3 normal suir ·of urmor,

You can'T ra ke off your dragonscale husk, bur 'au can choose [Q shed iI. Doi ng [hi requ I re 10 minu res of concentration ;!nd resuhs in yoill' sloughing off a pile of scales rh.3L rumble ro du r if handled.

Any warrior knows [hal skill in barrie lsn'r enough; you must rna guard against the arta ks a your enernie . A well-forged uit of armor em mean the JiIference between life and death. bur a warrior whose very body i his armor has an immediate advantage Those who have rhe blood of dragons running in [heir vein can gain I his benefit,

class: Any standard class rhar gram proficiency in heavy armor, such a Ilgbter or paladin.

Level: tsr (unless rhe clas grams proficiency in heavv armor at a level other [han 1 r, in which case rhis earure can be raken only at rhsr level),

Special Requirement: You mUSL be of me dragonblood subtype (see page 4) [Q select rhis alternarive class feature. As long as you gain the dragonbloDd ubrype m rhe same level that you would gain he:1I'Y armor proficiency, you can

elecr til is cbs s feanrre, even if \'OU would norma II y choose class features before selecri ng the option rhar grams -ou [he subrype. For example, a tsr-level human :fighter who lakes Dragonrouched (see page I J IS one ofhls rst-levcl fears could also elect rhls class featur ,

R pla es: If you select this c1:lSS fearure, you Jo nor gam proficiency with any kind of armor. If 'ou would later gain some form ofarmorprolicicncy such a by mulrlclasslng or raking a Iear), },Oll can choose 3[ mar rime to gain thar proficiency, bu I you then I ose I h is class featu re. I r yotra lready

Embeor, "pprwtm' to a ileer dragDn. chfllmds brr lIt int» n cold attar!':

DRAKKEN FAMILIAR

A rcane spellcasters, even those who don'rclaim the blood 0 dragons a their own, ofren have n pccial ltnk wirh dragonkind. One manilestarirm of rhl link is the casrer s famili:u, which can take on draconic characrcrisrics,

Clas : H xblade (see Orrtf,lelc \t'(1rfJor). sorcerer. or wizard. level: 4rh (hexbk de) or 151 (sorcerer or wizard).

R place: If yOll electrhls cia. arure, your amiliar does

not gain all rb benefits normnlly accorded 1"0 a familiar. See below co dcrerm inc which n i[('rnolive benofirs It goi ns, and which rsndard benefits these replace,

Ben fit: Your f~m1113r is n drnkk n verslen r n normal a 11 imal (see rhe Ideba r on page .10n r r gIll n I he d ragonblood subtype and 311 rhe benefits of being a f:lmiliar, except as described blow.

When our familiar would normall gain the abiliry ro deliver rouch spell. il gains n breath we pon tn t ad, This breath is a 1 #-[oor cone ofnre. usable once p r hour, thar deals anum ber of poi nt of do m:lgl! equal rc 1 tl .. I wi cc U r class Ieve 1 levels of different classes I bat arc entitled (0 familia rs STJ.ck for rh i pu rpose), A 'uccl:~~ru 1 ReOe>: ave (10 1/2 your 10 tal class levels r or dererm 1 mng tn fa 111 illar's abilmes) halve rhe damage dealt.

When your amlliar would normallv 310 the ability to speak wtrh animal a it kind, ir instead gain the abiliry to speak wuh creature 0 the dragon type

DRAKKENSTEED MOUNT

Paladin who revere dragons crdracontc deirle • though few in number, ometimes summon drngen-descended beasts known as drakkensteeds (see page 113) [Q serve as their special mounts. Unlike a srandard warhor e, II nicorn, or other pecial mount used by paladins. dra kkenstecds are more than just ourstanding members of mundane race -t hey are nearly legendary beasts seen by few nnd mastered by even [ewer.

CIa : Paladin. level: 5th.

Replaces: If you elect rhis class feature. you do not gain [he randard paladin's pedal mount.

Benefit: YOti gain rhe service of a loyal drakkensreed, It Function in all ways :IS lIny orher pecla 1 mount gained by a paladin (including advancing its srarisrics, gaining special abilirie ,and 0 (00 h), except I hal II can't command animals.

fAVORED Of BAHAMUT/ FAVORED OFTIAMAT

Alrhough humanoid worshipers of draconic gods are UDll5U<l1. [heir numbers are growing. No one 1<no\\ whether these deities have taken an acrive hand III g!fdng lesser creatures w lrh divine blessings, or whe rher rhe ra nk of 'the fair.hli.Ll swell only b~· chance. Either way. those who Se["€! Baharnur or Tiarnar as divine emissaries ca 11 rnaui fest draconic abiliti and ore r us powers, much to (hoi! U rprise of rhe! r enemie.

class: Favored oul (5 COIll/lld!! DIVIllt).

Level: 3rd.

Special Requir In nt: Y u must be dcv red [0 either Bahamur or Tiamat to select ibis class feature.

Replaces: If you select this class [earnre. YQU do not gain rhe Weapon Focus rear wi.th you r de t I y' [;lvored weapon at 3rd level, and you do nor gain [he Wenpon pecializacion feat

with i'OU[ d i ty's favored weapon at I _I h level, II rrhermcre, othecclas feature gained ar larer I vel' cbnng .as described below,

Bendit: YOLt grow claws rhar denl damage uds points if you are Med ill m, ld4 if YOll nrc Smull. n nd J dB i r yOll nrc Large), As a full arreck, you can. make one primary natura] o rrack wir h each of YOli r rwo ex I rem i rie ,or YOIl C3 n rna ke one secondary natural arrack with one claw when attacking with a melee weapon. The claw arc rr arcd a magic weapons [or the purpose 0 overcorni ng dnmag . r UU lin.

In addition. you can choose a arc r r pell (rath r than a de ric spell as. our newly learned tsr-level pell.l . long a the spell remains on your list of pell known, you ca n rreat ir as being on )'OU cla spcll llsi or II purpo e .

You al 0 gain the Dragcnrouched f"':11 (page I ) a a bonus feal.

AI 11th level. you can learn one aJdnion.31 sorcerer spell as ifirwere a cleric spell. This spell can be one of your newly learned sth- or srh-lev I spells, or ou can lise our abiltry to replace an exi ring known spell wirh a new orcerer spell

Ar17rh level. in h:Jd ofgrowlng barllke or fe;llher d wing. you grow draconic wings that resemble tho eo your deirv, Ar10rh level, instead of gaining damage reduction LO! ilver or to/cold iron, you gain damage reduction lO/epic.

INSPIRE AWE

Though occasionally derided 115 Ih "weak ccu in" of the sorcerer, a bard can lap into a [ragmenr of the same draconic power that fuel orccrer magic. A bard who learns rhis sbilirv DO longer inspire courage in his allies, bur ins read creates fear in those who oppose him.

etas: Bard. Level: 1st.

Repla es: if ·ou select this da s feature, ou do nor gain inspire courage (or any [arer: improvements to char class Iearure),

Benefit A bard with 3 or more ra nks ina Perform skill can use song or poetics 10 insplr awe in hi enemies. rendering them sha ken. To be aIfecteJ. an enemy must be wfrhin 30 feer and be able 10 hear the bard perform. The effeu lasr for as long as [he enern • hears rbe ba rd perform and lor L reund thereafter. Each enemy can allempr a \Vill

ave co negate me effcc(~ rhe C i equal to th bani's Perfonn check result. Regardless of [be ucce s or failure of the ave, no creature can be affccrcd b in 'pin: awe more than once in OJ 24-hour period, Inspire awe is a mi nd-affecring fear effect,

AI rh level, [he range o( [his effect ex-tends to 60 feet.

AI Hrh level, tbe etTen lasrs for round afrer the enemy can no longer hear the bard perform.

'\120,h level any enemy who fails [0 ave becomes Friglrrened for 1 round, then shaken (or rhe remainder f rhe duration.

PHYNXKIN COMPANION

A druid O[ ranger who adventures ln region rich wirh draconic influence can gain an alrernarive anima j companion,

11 phynxkin (sec p:!g' II ), that erve him as loyall Il. any other animal companion would.

1 s: Dru iJ or rang 'r.

'Vel: l st (druid) or 4(h (ranger).

fie place : J f you 5(' lect rh is dB S (co [U re, yOI! give II p you r standard choice of unlrnal companion, and your animal cornpa nion does nor gain all b~ncJirs normally accord 'ci to it (see below)'

B n fit: all gain II phynxkin a an animal companion.

Treat it as an animal for rhe purpose of determining rhe effecr ofvcur sktlls.fcar I p II .nnd erher abtltrtes. \Vhen your phynxkin w ulJ nermall gain th devotion pedal qualiry, borh y u and me phynxkin in 'ceae gain imrnuntt (0 fear effeci but enlv whi] you are wuhtn 30 feel of each other

When y IIr I!ff Cliv(: druid l ... vel for determining. your

anima! companion' ablllrie reaches 7th. you can replace your animal companion with di re phvnxkin anima I companion ( CIl page Ll7), Domg this reduc vour effeCTive druid level ford rermining itsabililic bv six.

REBUKE DRAGONS

Though the destrucrion (or C rural) of undead is common to many divinely oriented characters. rhe deities also recognize rhe ancient power or the dragons 3S :I primal force. orne reward thei r followers wit h the abiliry ro instill such creatures with awe or command them 9S mmlons,

Class: Cleric or paladin.

Level: lSI (cleric) or <II h (paladin).

Replaces: If you select [his clas f('orure, you do nor gain [he ablliry [0 rum r r buke undead.

Benefi . You channel divine energy [Q rebuke (awe) or command (control! dragon . This abiliry fUDCOOns as an evil clerk rebuking undead,

Ir is more difficult to rebuke or command dragons that share YOLir moral or ethical benr. Any dragon thur share one align rnenr cnmpouenr with you is treated as havi ngturn resi ranee 2 again T thi Obi iiI}" Any IIragon that shares both alignmem componem with ou i treated as having rum re i rance ej ngnln t rhi abilitv

You GIn also u e thi abiliry to bolsrer a dragon againsran attempt b ' another cr arure (0 use irs own rebuke dragon abih[}' (til 'sarn~ way a n evil cleric can holst r undead again t turning), To bolster OJ dragon, sou must share at least one alignment component with the dragon,

An artempr ro rebuke dragons COUUI.S as an anempno rum or rebuke undead [or rhe pill'pO e of qualifYing for or actlverIng clivi ne fea (5, or for using other a biliries [hat req uire you to expend II usc of your rum or rebuke abillry,

SHAMANIC INVOCATION

Most dragon shamans channel the raw power of dragonkind rhrouah rh ir aura. nnd bream weapons. orne, thanks to a stronger spirltual link to their totem, learn a more advanced method of wielding draconic power: the invocations normally associured with drngonfire adepts (see pa.ge 24). Though rhey neverdispLay rhe range and skill

o dragon1rc adepts, rhe hamal) nJo' [he VCT ariliry of rhe Invocari n .

las; rngon ham:1I1 (~C PIlll'ds lIuntliloor, II). evelsLh.

Repla cs: 1 r you ·,,1 CI rh t. lnss rl.·3rurt', you rio net learn a new draconic aura III III level (ami can never know more rhan silt: draconic 3LJI'~S, 31 9lh level and higher).

Benefi e: You lea rn one of I he I .ISI draconic invocations (s e page 78) available I dragon Ii re adept, Using rhl Invocauon follows all the 5[ nJ3I'd ru le . appl i abl· [0 dragonfire adep except rhat you ign r any nrcan 'pel! failure chance. Your ca rer lev I. for [he hw auon I equal [0 rour dregon baman level minus four.

UNCANNY BRAVERY

Many barbarian tribes revere dragons, whl Ie others e (hem 35 akin 10 natural disaster . Regardle 5, orne barbarians learn reel them elve agatnst the bloodcurdling [ear rhm these great beasts can create in w ak-min ed rargers,

Thl abilityal e benefit r lie. wh rrv ro plunderdrag n h ard . Although lit v h pc 10 campier' rbe task without awakening th drag n, nh' the rrulv nrpid fail £0 plan for such a possibilit .

Class: Barbarian or rogue.

Level: Stll (barbarian) or Slh (rogue),

Replaces: If you select th i s class fearure, you do nor gain. improved uncanny dodge.

Benefit: You are immune to the frightful presence of dragons, au gnln Htl moral bonu on aving rhrow againsr all other IDDllli arfcar.

FEATS

The Iollowmg fears are suitable for any characters in campaigns thar f<murc significant draconic rhernes.

CEREMONY fEATS

A ceremony feal gran you the knowledge and training needed (0 compl '(c. ev 'r<ll specific ceremonle , Each fear uses [he Knowledge (relsgion, kill to gauge the depth of our srudy, As you gain more rank. in rhar skill. {he ceremonies available through the Ieat increase.

A creature can benefit rom one ceremon aI;1 rime. If you allempr :J second ceremony Oil rb .. same creature, rhe first ceremony's benefit immediately end, and rhe second ceremony's benefits ~,pply.

Each ceremony has a COS1 in time and resources, The ceremony consumes irs needed marerial when II ends (nor when the benefit ends), ir I he ceremony i disrupted, such as if an opponent attacks before you finish, [he rnarerial componen are nOI lost.

DrVINE FEATS

Divine feats are [he province of rbose who can rum orrebuke undead.Jn lead of ::II tempt ing (Q orfecr an undead creature. YOD expend a rum or rebuke undead arrempl 10 trigger me

benefice a di ine feal }'OU have. You can acrlvare one divine feat per round, rhough overlapping duration might allow you the benefits of more- rha 11 one divine feal ae a time. ACTivating a divine fear is a supernarural ability. requires a certain action or On amount of rime depending on rh fear, and does nOT provoke snacks of opportu nit y unless otherwise noted in eh ~'3[ description. Acrivael ng II dlvine fear is nor considered an arrack unless doing so would direcrly deal darnag 103 larger.

DRACONIC FEATS

Draconic eat debuted in Complete An:tllle as options for sorcerers ro gain abilirtes akin ro chose of their draconic ancestors. This book expands the range of draconic reats, while 2110\" .. ;ng other characters with draconic blood 1:0 qua.li1'y for some draconic feats (or for all such [eats, if they first select rhe Dragon touched fear).

DnlCOJ,k feal don't change a crearur Into something fundamentally dlfferecr, but they can grant or increase capabilitles. Th original draccntcf ar, Draconic Heritage, is reproduced below with minor changes that were introduced in Ram of the Dmgon.

fNITrATE fEATS

An iniriare feat shows thar II follower bas achieved dist:inrrion with his deiry, and therefore has gained access to additional spells and abilities. Typically, the kar grants a minor henent TO the character and allows him to add a number of-spells [0 his cleric spell Ilsr, (In me fear descriptions, a dagger [t] denotes new spells found in Dragon .Ma: ic.) Some initiate feats also allow [he addition of rhese spell [0 the pel! lisrs of other classes. If you have mere than one class Iisr that qualifies for rhis addition. you must choose only one spell list to which they will be added.

Any character of a class that must select a deiry and that uses the cleric spell lis! tor speUcasting can treat his level in that class as if it were a. cleric level for [he purpose of qualifying for an initiate :fear. For example, a favored SOUl (see Complete Divitze) who had chosen Bahamnr as his deiry and who had reached 3rd level could select me Iniriare of Bahamur teat. The character would rhen gain me benefit of the fear and would add die given spells to hi favored oul spell list, Since The favored soul casts from a limited list of spells known, he Still must add those spells to his pells known list a normal to cast rhern. If an initiate fear allows you ro add ki lls to yow- cleric class skillhsr, you can choose to add them ro me class skill list ofrhe class you used instead of cleric to qualify.

No character call have more than one initiate fc!3.t, since such a feat presumes a deep Ievel.of commlrmenr to a srngle deirv,

Among (he commonly known draconic deities. only Chronepsi does not offertlns benefit co his clerics (few that they are). Those knowledgeable about such dungs claim mat Chronepsis simply does not care enough abOUT his worshipers co gram rhem rhese powers.

FEAT DESCRIPTIONS

The fear in the following secrion are presented in alphabetical order and summarized by calegory in Table 1-1: ew Feats,

ARMOR OF SCA IS [CEREMONY]

You imbue a target with the protection of a dragon's hide.

Prereqn isite: Dragon blood subtype. Knowl dge (religion) + ranks.

Benefit: You gain access [0 ceremonies based on your ranks in Knowledge (religion). Each ceremony provide up to fou.r participants with 3 minor namral armor bonus. Ihe ceremony take 30 minutes and requires you (0 mark defen lve rune upanrhe arms and torso of each participanr with a h from a burned wooden shield of particular quality (5 . below). The effect of each ceremony lasts for 24 hours.

The natural armor bonus gained from This ceremony fear doesn't stack wtrh a crearure's existing natural armor bonus; use only me higher value.

\Vynulmg cnle (4 mnb): Each parricipanr gains a +1 narural, armor bonus, This ceremony requires me ashes from a wooden shield of any slze,

Atiult Scales (12 mnf~s): Each participant gains a +2 natural armor bonu . Thi ceremony requires the ashes from a mas[!:'r:work wooden shield of any size.

Wynn SCIlIes (18 mll!~s): Each parricipam gains a t 3 natural armor bonus. This ceremony requires die ashes Irom a +1 (or higher) lVooden shield of any size,

BLACK DRAGON LINEAGE [DRACONIC]

You have attuned yourself to YOlrr black dragon ancestry and can poison foes with your rouch,

Prerequisite: Draconic Heritage (blac ,sorcerer level 3m Benefit: As a standard action, you can convert an arcane spellslor into a dangerous poison that you deliver by lauch. AI any rime before rhe end or [he same turn in which you activate [hi ability, you can make a melee touch arrack as a swift action. The poison rendersrhe target fatigued and deals lds points of damage per: level of-the spell slor converted; 10 rounds later. rhe same effect repeats. Each rime, a SUCCe5SfulEortitude ave (DC 10 -r- the spell lot' level + 'our Cha modifier) negates The fatigue and halves the damage.

BLUE DRAGON LINEAGE [DRACONIC]

You have learned 10 harness the powers of your blue dragon ance-srry and can hun orbs of lighming,

Pre.requisite: Draconic Heritage (blue), SOrcerer leve13nl Benefit: As a standard action, rou on convert an arcane spell slot Into a number of orbs ofhghr:ning qual to the spell's level, which immediately fly toward the targets you designare. Each orb has a range of 30 feer and requires a ranged [Ouch arrackro hit. On a successful hIT. each orb deals a number of points of electricity damage equal to ld6 t YOUT Cha modifier. You can direct any number of orbs ar any targer wi.rhin range, all of them ar the same targer if desired.

A sorcerer ttnlcck; ber brass dragoJJ iJerilttgt:

BRASS DRAGON LINEAGE [DRACONIC]

You have unlocked rhe power of your brass dragon anc • ·try and can put foes m sleep with ease.

Prerequisite: Draconic Heritage (bmss), sorcerer level 3rd.

Benefit: As a full-round action, you can spend an arcane spell lot to cause a living creature wirhin 30 Eee[ to fall asleep for t round. A successful will save (DC 10 + me spell slot's level + yOllr Cha modifier) negates rhe effect. If rhe creature's fur Dice equals or exceeds three rimes the spell slot's level. me effect auromailcally fails.

BRONZE DRAGON LIN EAGE [DRACON1C]

You have rapped iura your bronze dragon blood ODd can channel arcane energy [0 repel foes.

Prerequisire: Draconic Herirage (bronze), sorcerer level 3rd..

Benefit: As a swift action au can spend an arcane spell

lot to force nearby enemies to move away from you. Elich opponent within 30 feet of you must begin irs next turn by moving at least 5 feel (1. square) away from you. The direction of movement doesn't matter, 35 long as ir takes the foe farther from you than ihe square in whicb tr started. Unless The enemy designates the movemenr as a 5-foOl step, [his

movement provoke attacks of opponunHY as normal A uccessful will save (DC 10 + the pell slot's level « your Cha mod i1ier) negates th i effecr, This is a mind-a ffecTiJJg

enchnnunenr (compulsion) effect.

COPPER DRAGON LINEAGE [DRACONIC]

You have learned [0 channel rhe power of your copper dragon aile try to hinder your en mi . mobiliry.

Pr requi ire: Draconic Heritage (copper). sorcerer level 3rd.

Benefit: .As a standard action. you can spend all arcane spell (ot to create a zo-foor-redtus burst of magical energy cenrered on you. All enemies i:n thar araa areslolVcd (as the sloll' pell) for a number of round equal [Q the level of the peU slor unless They succeed on a Fortitude

save C 10 the spell slot's levelyom Cha modifier).

DOUBLE DRACONIC AURA

You can project n .. 'o draconic auras simulraneously,

Prerequisite: Character le"d 12th, ability [Q project tWO dlllereru draconic auras,

Benefic You can projecn:wo draconic auras (see page 6) simultaneously. YOli must acricare or dismiss your draconic Juras separately,

DRACONIC ARMOR [DRACONIC]

You learn 10 block damage From succes ful artacks.Iessening the blows with spell energy.

Prerequisite: Draconic Heritage, sorcerer level Isr, Benefir: Whenever you cast an arcane spell. you gain damage reduction X/magic for 1 round (where X is equal to the level of the spell you JUSt cast), For example, after ca ring fireball, you would gain DR 3/magicfor 1 round.

DRACONIC AURA

You ca 11 lap i nto the raw power of dragons [0 creare.a var:iety of porenr auras around you.

Prerequisite: Character level srd,

Benefi:t: When you select this fear, choose a. draconic aura (see page 86). You can project rhis aura as a swift acuon, us benefit applies to you and ro all allies wirhin 30 feet, The bonus of yOUT draconic aura is +1. The aura remains iJJ effecr u ntil you dismiss It {a free actio ,YOll are rendered trnconscious or dead, OT you acnvare anomer draconic aura inirsplDce.

Special: [(YOu. are of [be dragonblood ubtype, the bonus of your draconic aura improves wirh YOUT class level. The aura grams a 2 bonu at 7th level, a +3 bonus at l.~th level, and a +4 bonus ar 20rh level.

You can select this real more ehau once. Each time you select it, you gain the abiliTY to project another aura of your choice (but net more than one aura nt a time).

DRACONIC HERJTAGE [DRACONIC]

YOl1 have a greater ccnnecnon with your draconic bloodline [han other or your kind.

Prerequisite: orcerer Ievel isr.

B nefit: You gain the dragooblood subtype. Choo e one kmd of dragon from (he list ill (he table below. ThL s is yOlU: draconic herirage, which cannot later be changed unless yO'!.1 undergo the Ri re of Draconic Affinit'y (see page 59 of Races of tl, e DrclgCl1). Half-dragons must chooserhe same dragon kind :J th Ir dragon par nr.

When you declare your draconic her) rage, you gain a bonus on aving throws againsT magic sleep and paraly i ffi crs, as well as on aves against spells and abilities with a de criptor that marche the corresponding energy TYPe. Thi bonus equal the number of draconic [ears you nave. In addition, you gain the correspond ing skill as a sorcerer class ski ll,

Dragon Kind Black

Blue

Brass Bronze Copper Gold

Green

Red

Silver

Whfte

skill Hide Listen

Gather Information Survival

Hide

Heal

Move Silently Intimidate Disguise Balance

Energy Type Acid

E I ectri city Fire Electricity Add

Fire

Add

Fire

Cold

Cold

Specdal: With your D 1'5 permission, you COD choose a draconic heritage associated with a kind of dragon not found in the }"Iontfcr lvIrtUUlli. For derails and mere options, see Draconic Heritage, page 102 of .R.lce5 of the Dmgoll.

DRACONTC KNOWLEDGE [DRACONIC]

Your draconic blood lers you. acces ancient draconic knowledge.

Prerequisite: Draconic Heritage, sorcerer level Lsr. Benefit: You gain a bonus Oll Knowledge checks equal to [he IlU mber of d racon ic feats yO\1 have, All Knowledge skills are class skills for ali your classes.

DRACONIC SENSES [DRACONIC]

You I draconic blood grams you great sen ory powers.

Prerequistte: Cha 11, dragonblood subtype.

Benefit: You gain low-light vision and a bonu on Listen, Search, and pot checks equal ro the number of draconic fents you have.

If you have three or more draconic fears, you al Q gein darkvlsron am IO 60 leer.

If you have four or mOTC draconic eat, you also gain blindsense our [0 20 Ieer,

DRACONIC VIGOR [DRACON1C]

You ga i n some of the vi rnlit}' of your draconic ancest ry when casting spells.

Prerequtstte: Draconic Herirage, sorcerer level 1st. Benefit: wbenever you casr an arcane spell, you heal a numb I of pcinr of damage qual to rh P II's lev I.

DRAGONFTRE ASSAULT [DRACONIC]

You can augment your most powerful melee attacks with draconic power,

'Prerequisite: Srr 13, Cha H, d.rogonbloodsubrype Power An:ack

Benefit: When you usc Power Anack to increase the damage dealt from you r arrack, you can choose [or the exrra damage (0 be of the lire rype instead of lrs normal rype. Make this choice for each arrack after ir is re Dived bur before damage i dealt. This Is a supernatural ability.

pedal: if you have the Draconic Heritage feat or if you are a half-dragon, the extra damage i of the energy rype (acid, cold, electricity, fire, or sonic) that ccrresponds ro your heritage OIYOllI draconic parent instead. if your feaL or your parent is not associated with one of these energy types, this fear has no effecdnf you.

ORAGONFlRE CHANNELING [DrVfNE, DRACONIC]

You channel draconic fire through your holy symbol 'Prerequisite: Cha II, dragon blood subtype abiliry ro turn or rebuke undead or elemencals,

Benefit. You can spend a rurn or rebuke undead arternpr or a ill rn or rebuke elemenrals attempt as a standard action to create a Is-foot cone of fire mar deals 1d6 POinTS of damage per 1. cleric levels (rn inimum tds poi:nrs). A successful Reflex save (DC 1Q -r t/2 vourcleric level +your Cha modifier) halves this damage. Half of this damage is fire, while the remainder is sacred damage (10 which resi ranee OT immunITy ro fire does nor apply).

If your e£fec rive cleric level for the purpose of ruming or rebuking is higher than your scrual cleric level (for lnstanee, if you are a paladin), use rhar value ins read.

Special: If you have rhe Draconic Heritage [eat or if you are a half-dragee, the extra damage is of [he energy type (acid, cold,e Iectriclry fire, or son ic) rhar corresponds to YOUl: herirage or )rour draconic parent instead. If your feaTm your parent is nor associated with one of these energy rypes, [hi s ffal has no cHeer for YOlL

DRAGON FIRE INSPIRATION [DRACONTC]

You can channel the power of your draconic ancestry into rhe arracks of your allies.

Prerequisite: Cba 11. dragonblcod subtype, bardlc rnusic,

TABLE 1-1: NEW FEATS Ceremony Feats Armor of Scales

Heart of Dragons

Slayer of Dragons

Words of Draconic Power

Divine Feat

Dragonfire Channeling

Draconic Feats

Draconic Heritage

Black Dragon Lineage 'Blue Dragon Lineage Brass Dragon Lineage Bronze Dragon Lineage Copper Dragon Lineage Draconic Armor Draconic: Knowledge Draconic VI_gar

Gold Dragon Lineage Green Dragon Lineage

Red Dragon Lineage Silver Dragon lineage White Dragon lineage

Prerequ isites

Dragonblood subtype,

Knowledge (religion) 4 ranks Dragonblood subtype, draconic feat, Knowledge (religion) 3 ranks Knowledge (religion) 4 ranks,

no dragonblood subtype, no draconic feats Knowledge (religion) 4 ranks,

Spea Language (Draconic)

Prerequ lsltes

Cha 11, dragonblood subtype, abiltty to tum/rebuke undead or elementals

Prerequisites Sorcerer level 1 st

Draconic Herita ge (black), so rcerer 3 rd Draconlc Heritage (blue), sorcerer lrd Draconic Heritage (brass), sorcerer 3rd Draconic Heritage (bronze), sorcerer 3rd Draconic Heritage (copper], sorcerer 3rd Draconic Heritage, sorcerer 1st Draconic Heritage, sorcerer 1st Draconic Heritage, sorcerer 1 st

Draconic Heritage (gold), sorcerer 3rd Draconic Herita~~ (gr~~n), sorcerer 3rd

Draconic Heritage (red), sorcerer 3rd Draconic Heritag~ (silver), sorcerer 3rd Draconic Heritage (white), sorcerer 3rd

B enefit:When you use your bardic mus ic to inspire courage. you can choose to imbue your allies with dragonfire. This choice is made when first activating the abil ity, and the choice applies ro all allies affected.

Each ally so inspired loses the STandard morale bonus on weapon attack rolls and damage rolls. Instead, he deals an extra 1d6 points of fire damage l tirh his weapons for eve ry point of morale bonus that your inspire courage ability would normally add to the arrack roll. for example, an 8th·level bard using chis a bilitywould add 2d6 points of fire- damage a his allies' armcks,

Special!f you have rhe Draconic Heritage feat or if you are a ha_lf-dragon, me extra damage is of the energy rype (acid, cold, ciectriciry, Jire, or onic) [bar corresponds m you r heriIageoryaur draconicparenr ins read. Ifyau!" earoryouT

Benefit

Grant natural AC bonus to allies

Imbue allies with draconic power

Protect allies against dragon attacks

Enhance allies' language-based abilities

Benefit

Spend turn/rebuke attempt to create cone of sacred fire

Benefit

Gain qragonblood subtype, class skill, bonus on saves Convert arcane spell slot into poisonous touch Convert arcane spell slot Into orbs ofhghtnlng Convert arcane spell slor into sleep eFfect

Spend arcane spell slot to repel enemies

Convert arcane spell slot into slow burst

Gain DR/magic when you cast arcane spells

Gain bonus on Knowledge skills; heat as class skills Heal damage when you cast arcane spells

Convert arcane spell slot into bonus on allies' saves Spend arcane spell slot to impose penalty on foe's ned will save

Convert arcane spell slot into cone of lingering fire Spend arcane spell slot to paralyze_adjacent foes Spend arcane spell slot to gain temporary hit points and resistance to cold

parem is not associated with one of these energy types, thi feat has (10 effect fO( you.

DRAGONFIRE STRIKE [DRACONfC]

You can call upon your innare draconic power to augmenr certain weapon attacks.

Prerequisite: Cha 11. dragonblood subtype, and one. of these- class features: sneak attack, sudden srrike, or skirmish.

Benefit: When you gain extra damage from a sneak attack, sudden strike, or skirmish, you can choose for the extra damage [Q be fire damage. If you apply [his effect, increase the extra damage dealt by ld6 points. Make this choice fOr each attack Ilftedris resolved bUT before damage is deah, This is a supernatural ability.

Special: If you have the Draconic Heritage fear or if you are a half-dragon, the extra damage is of the energy type (acid, cold, elecrricity, fire, or sonic) rhar corresponds 10 yOUt heritage oryour draconic parenr in stead. If yOUI feat or your parent is Dot associated with one of these energy rvpes, rhis fear has no effecr for you,

DRAGON SHAMANS AND DRACONIC HERITAGE

The dragon shaman is a standard class introduced In Player's Handbook II that reveres a particular kind of dragon. Whenever a dragon shaman selects a feat or other option whose effect depends on 11 character's draconic heritage (from the Draconic Heritage feat), treat hIs totem dragon as his heritage selection.

For example, if a dragon shaman who has chosen silver dragon as his totem selects the Dragonfire Assault feat, the extra damage dealt by the feat wouJd be cold damage, as appropriate for a character with Draconic Heritage (sillier).

DRAGONTOUCHED

You have a trace of draconic power, II resulr of dragons in your ancestry or a spiritual connection berween you and the forces of dragon kind.

Prerequisite: Cha 11

rABLE 1-1: NEW iFEATS (CONT.)

Drac.onic Feats Prerequisites

Draconic Senses Cha 11, dragonblood subtype

D ragonfire Assau It Str 13, Cna 11, dragonblood subtype, Power A tack

Dragonfire Channeling Cha 11, dragcnblend subtype, ability to turnjrebuke undead or elementals Dragonfire Inspiration Cha l'l, dragonblood subtype,

bardic music

Dragonfire Strike Cha 11 r dragonblood subtype,

sneak -attadls.udde.n stri,kelskirmish

Ceneral Feats

Double Draconic Aura

Prerequisites Character level 12th,

ability to project two draconic auras Character level lrd

Cha 11

Draconic Aura Dra gontouched

InitialeFeats

In itiate of Aasterlnla n Initiate of AstiJabor

! n It\ate of Bahamut

I ni tiate of Falazu re Initiate of Garyx Initiate of Hlal

Benefit

Gain keen senses similar to a dragon's

Deal extra damage from Power Attack as fire da.milge

Spend ~umlrebuke attempt to create tone of sacred fire

Add nre damage to your ames' attacks

DealexlTOli. damage OIlS fire damage

Benefit

Project two draconic auras simultaneously

Draconic aura grants bonus to you and allies within 30 feet Gain dragonblood subtype, other minor benefits

Benefit

lrnprcve cleric skill Jist and spell list Improve cleric skililisl and spell list Smite evil, imp.rove cleric spell list

Enhance jnfi;&r wounds, improve cleric spell llst Empower fire spell. Improve clerk spell list

Gain bonus on Escape Artist and grapple checks. ga.in extra_bardic music, improve cleric spell llst Gcain save- bonus ~gajnst d ragenbloaded effects, improve cleric spell list

Improve cleric skill list and spell list

Enhance cure wo!.mds, improve. clerk- spell list Deal exira damage to fearful foes"

improve cleric spell list

Pre re q u Istte s

Clerlclevel Jrd, dragonblood, deity Aasterinlan Cleric level 3rd, dragon blood, deity AstUabof Cleric.leveI3rd,. dragonbl.ood, deity Baharnut Cleric level 3td, dragonbloodl, deity Falazure deric level 5th, dragonblood, derty Garyx Cleric level Sth, dragonblood, deity Hlal

Initiate. oflo

Cleric level3rd, dragonblood, deity 10,

Initiate of Lendys Initiate ofTamarii Initiate of'Tlamat

Cleric level3rd, dragonblocd, deity ~endys Cleric leve13rd, dragonblood, deity Tamara Cieri c 'level 5th, drago nblcod, del ty Tiamat

Benefit: You gain the dragonblood subtype. You gain t hit point, a +1 bonus on Listen, Search, lind Spar checks, and a +1 bonus on saving throws against paralysis and sleep effects. In addirion, you can select draconic fetus as if you were a sorcerer of your character level.

GOLD DRAGON LINEAGE [DRACONIC]

You can harness the legacy of your gold dragon ancestry to pmteCi your allies.

prerequisite: Draconic Heritage (gold), sorcerer level 3rd.

Benefit: As a S\-vift action, you can spend an arcane- spell slot to create a lucky aura that prolectS your allies. All allies within 30 feer (including you) gain a luck bonus equal {Q the spell slot's level that "they ca n apply on anyone saving rb row as an immediate action. This bonus must be used within a number of rounds equal [0 your Charisma bonus (minimum 1 round), or iI: is lost, An affected ally need not remain within 30 Ieer of yOU!O use this bonus.

No character can have more [han one luck bonus [rom tlus fear aT:I rime. If [he fear is used a second rime while "[he firsr use is still active, the new durarion replaces rheprevious one unless [he character chooses to retain the previous duration (for instance, if it we:refram a higber~!evel spell slot).

GREEN DRAGON LINEAGE [DRACONIC]

Your link to your green dragon ancesrorsallows you ro weaken The wills of others.

PrerequiSite: Draconic Heritage (green), sorcerer level 3rd

Benefit: As a srandard action, you can spend an arcane spell star m impose a penalty all The nexr Will save made by one living creature within 30 feeL The penalty is equal [0 the spell sloe's level and Iasrs until the crearure arternpts a will save agalnsr an effect that is not harmless or until me end of your nI!X t turn, whichever GOmes firsr. Mulriple IISes of [his abiliry don't stack, This is a miml-i1ffecting enchaarmenr (compulsion).

HEART OF DRAGONS [CEREMONY]

You imbue your allies wirh draconic power,

Prerequisite: Dragonblood subrype, any draconic fe:n, Knowledge (religion) 3 ranks.

B.ene.6:t: You gain access to ceremonies based on your ranks in Knowledge (religion) .. Each ceremony allows you to imbue up to four participants with a tiny fraaion of draconic m igb r by chanting a liturgy invoking rhe power of dragons and sprinkling diamond dUSI over them. Each ceremony requires 10 rainures of time, and irseffeC[S lasf foT 14 hours.

Bload of Dmgfllu (3 rmIln): Each parriclpanr in rhe ceremony isrreared as having one more draconic fea[than he actually

bas or th purpose of deiermlnlng rh - wero his draconic fears, This ceremony require diamond dust worth 50 gpo

0111 of D1'IIgal15 ( 1'(111115): .Each participant in th ceremony gains the benefit of one draconic fear for which he meers the prereqi, isire. The b nefir doesn't allow a character [0 meet II ny other requirement or prerequistte (such as q ualiIylng for another fear). This ceremony require diamond dust worrh 500 gpo

NJTIATE OF AASTERJNJAN TNITTATE]

You live for the moment, reveling in new experiences without fear of consequence.

Prerequisite: Cleric level srd, dragonhlccd subtype, deiry Aasterlniarr.

Bene·fit: Add Bluff, Dlsgui se, Spea k Langu age, nnd Sleight ofHonc1 to YOUT list of cleric class skills.

tf you are a spellscale (see Rom of t"r Dmgoll), you nlso gain a +2 competence bonus on Bluff, Dlsgulse, and leigh I of Hand checks.

In addition, you add (be Iollowing spells to YOLlr cleric pelllisr,

1 st Expeditious Retreat: Your speed increases by 30 ft 2nd Soul of AnarchYi": You gain 5 on Escape Artist checks and grapple checks to avoid being grappled, your natural weapons are chaotic, and yOIJ are treated .BS belng chaotlc for adjudicating effects.

4th Invisibility, Greater: As inlli5ibilrty; but subje.ctcan attack and stay invisible.

6th Shadow Walk: Step into shadow to travel rapidly.

INITIATE OF ASTILABOR [INITIATE]

You bare your deuy' de ire [0 acqtrir and prerecttree lite, and she has recognized this by granting you all edge in achieving these goals,

Prerequisite: Cleric level 3rd, dragonbloorl su brype, deity Asrilabor.

Benefit: Add Disable Device. Open Lock. and Search to your list of cleric class skills.

In addition, you add the following spells La yOLLr cleric spell list.

1st Hoard Gullett: Gain a second stomach to store objects in, similar to a bog oflmlding.

2nd Knock: Open locked or magically sealed door.

3rd Nondetection"': Hides subject from divination and saying.

7th Sequester: Subject is invisible to sight and scrylng: render creature comatose,

fNTTrATE OF 8AHAMUT [INrnATE]

the Platinum Dragon has entrusted you with.great power in the battle against evil,

Prerequisite: Cleric Ievel srd, dragonhlocd subtype, deity Bahamur,

Benefit: Once per day, you can smite evil (as me paladin class fearure. PH ++), 'usi ng you r cleric level as YOUT palad in

1 vel. L r you have the abili ty to m j te evilfrom another cla . your clericlevels and levels in that class srack Ior the purpo e of determining the extra damage deah by your srrure evil 3bili[y.

rf yOll are a dragonborn ( ee RnCl!f oj tlac Dmgoll), you can instead smite evil rwlce per day.

In add inon, you add rhe follOWing pells ro your cleric spell list.

lst Feather Fall: Objects or creatures ran slowly.

3rd Wingblasti'= Create wings that can transform into a gUSt of wind or obscuring mist.

5th Lord of the Sky'j': Gain night and one use of lightning bolt; slow airborne creatures.

7th Aspect of the Platinum Dragon'i': Take the form of an aspect or Bahamut.

INITrATE OF FALAZURE [JN1TIATE]

Your celebration of death and d coy ha opened up new maglcal secrets involving [he living and undead.

Prerequisite: Cleric level 3rd, dragon blood sub pe, deity Fa lazure,

Benen:r: When you cast on inflirl spell on an undead creature, )'OU add the spell's level to [he damage healed by the spell.

In addirlon, you. add the following spells [Q your cleric spell list.

1 st Rot of Agest: Cloud of rotting debris sickens or nauseates one creature, provides concealment for others,

3rd Vampiric Touch: Touch deals ld6 damage per 2 levels; caster gains damage as hp,

5th Waves of Fatigue: Several targets become fatigued. 7th Waves of Exhaustion: Several targets become exhausted.

IN rTIATE OF GARYX [INITIATE]

You channel the cleansing lire of destruction, as wielded by Y0ll[ deity.

Prerequistte: Cleric level ~th. dragonblood ubrype, derry Garyx.

Benefit: Once per day, you can apply me effect of the Empower pellmeramagic fellnoany fire spell you casrwirbour adjusting the spell's level or casting rime. The maximum Ie .... el of spell that you can affect with this ability is equal ro one-third YOUI caster level.

In addition, you add The following spells 1:0 your cleric spelilist.

2nd Flaming Sphere: Create rolling ball of fire that deals 2d6 damage and Lasts 1 round/level.

4th Ferocity of Sanguine Rage'i': Gain bonus on melee damage rolls and one use of true strike.

6th Dragonshape, Lesserjt Take the form of a Large red dragon.

7th Haze of Smoldering Stone'i': Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a GO·foot cone.

INITIATE OF HLAL [INITIATE]

Fuele by fatrh in your derry, your audacity and bravery rrul knov no bou nds,

I? rereq utstre: Cleric level Sth, d ragonblood su brype, deiry Hl~l.

Benefit: Three times per day, you con add your caster level ns J b nus on any E cop Artis! check or any grapple check made 10 avoid or escape a grapple. You rnu t choos [0 u e this :Jbilh before you roll the check.

Lf vou have th bardic music cla caurre, you can u I! your bardic music ne additional rime p r day.

in addlnon, YOlL add the £ U \ving pel! [ your cl 'dc spcll ltst.

2nd Tasha's Hideous laughter: Subjeclloses actions for 1 round/level.

3rd Dragonshape, leastl: Take the form of a pseudodragon. 6th Heroism, Creater: Gain +4 bonus on attack rolls, saves, skill cheeks: immunIty to fear, temporary hp.

8th Mind of the labyrinth'.': Confuse enemies who try [0 affect your mind; dominate one such attacker.

INITIATE OF 10 [INITIATE]

Your deify ba entrusted you with [be responsibility of rending [0 dra onklnd.

Prerequisite: Cleric level3rcl, d-ragonblood subtype, deity 10,

Benefic! Vou gain a +1 competence bonus anSHVE against effect created by dragons and crea II res of me dragonblood subrvpe, Thi i ncludes spills, spell-l i ke abilities, supern3l LIral ahilirie or any other effecr with a saving throw DC (l f you have the draconic or balr-drag n template. this bonus improve to' ,)

You can rrear your cleric level as sorcerer level for rhe pu rpo e of quali.fying for dracon ic feats.

In addition, you add the following spells ro your cleric spell IL~r.

, st Detect Dragonbloodl': De teet d ra gons and d ragonblood creatures within 60 ft.

2nd Dr'agoneye Rune'j': Create an Invisible draconic mark on an objec or creature,

2nd Magic ofthe Dragonheartj': Enhance he benefits of your draconic feats.

7th Kiss of Draconic Defiance'i': Hinder nearby spellcasters; counter one spell automatlcally,

fNITIATE Of LENDYS [INITIATE]

Your dedication [0 justice gran I YOLL the abiliryro feITe [ell [ and punish wrongdoers

Prerequi ite: Cleric lel1el3rd. dragonblood subtype. deity Lend .

Benefic: Add Cather Information am! ense Morive r )'OU r list of cleric class skil1s. You gain a I competence bonus on Cather I nrormation and Sense 1 Iotlve checks.

In addition, you add the following spells TO your cleric spell h L

2nd Oeteel Thoughts: Allows "listening" 10 surface thoughts.

2nd Soul ofOrder-j": Gain +2 on Will saves to resist enchamrnerus, your natural weapons: are lawful. and you are treated as being lawful for adjudicating effects. 4th Geas, L.esser: Commmand subject or 7 or fewer Hit Dice.

5th Hold Monster.; As hold peno». but any creature.

7th Justice oflhe W~rm King'i': Create a field of arcane force that deals 4d6 damage to melee attackers

INITIATE OF TAMARA [INITIATE]

You wield the [win powers of mercy and death in ervice to your drae nic patron.

Prerequisit ; Cleric level3rd. drngonhlooo subtype, deiry Tamara.

Benell!: \'I:'h n you cast ~ cnrc spel] on 3 good·aligned creature, -ou add (he spell's level 10 the damage healed. For example, if -ou CoN cure lIlolfeTaf~ lI'ouml, it ht1:11 [he tandard 2d .,. co rer level point of damage. plu an extra 2 points of damage,

In uddlrion. u add the following p II t your cleric spell list,

o Disrupt Undead: Oeal Idfi damage to undead.

, 51 chill Touch: One touch/leve.! deals ld6 damage and possibly 1 Str damage.

5th Undying Vigor ofthe Dragcnlcrds]: Heal yourself of5d6 or more points of damage.

6th Call of the Twilight Defenderv: Summon a twilight guardian to fight for you.

7th Sunbeam: Beam blinds and deals 4d6 damage.

INITIATE OF TIAMAT [INITIATE]

YOUT homage ro [he creator of evil dragonkind ha been rewarded with physical and mental pow!.'r.

Prerequ i tre: Cleric level srb, d ragonblood subtype, deity T!aJD:J.r.

Benefit: Add Inri midare L" your I i I of cleric class skills. When ou make 3 melee arrack against :I creature that is shaken. frightened. or panicked, you dell I an extra ld6 palms of damage.

IT addition, 'ou add the ful!owing spells [Q your cleric spell list,

15t Charm Person: Make one person your friend.

4th Curse of the Elemental l.ordsj': Bestow a curse on enemies, making them more susceptible to your energy damage.

5th Dominate Person: Control humanoid telepathically. 7th Glorious Master of the Elements'i': Channel acid, cold. electricity, or fire damage into ranged touch attacks. 8th Aspect ofthe Chromatic Dragon'i'; Take the form of an aspect of Tiarnat.

RED DRAGON LINEAGE [DRACONIC]

Thefiery blood 0 red dragons flLDS with in your veins, a llowing mu [0 product' llarnes from rhin air.

Prerequisite: Draconic Heritage (redi. sorcerer level 300.

Benefit: As :I srandnrd action. vou em :spend an arcane spell slot to crea U~ (I t 5-foor cone-shaped bu rsr of fire. Thi:; effecr deals lclS polms of fire damage per level of the spell. A successful Re.flex save (DC 10 -I- me spell slot's level+ your ella modifier) bnlves rhe tbmo.ge.Any chnrneter who [ails the save also takes anorhar ida poims of fire dnrnage per speJJ level in the following round as the flames eominue to burn. This e..\."T1"\1 damage on be avoided In the same manner 2.5 can the exrra damage from alchemist's fire (r.1 128).

fLVER DRAGON LINEAGE DRACONIC]

You lire the descendant of silver d rngons ond CUll. harness your ancestors' power to paralyze your oppom:mlS.

PTecequisite: Draconlc Heritage ('iilver), sorcerer level 3rd.

Bellefit: As :I srandsrd acrion, you can convert an arcane spell slor irue a paralyzing blast. All aUjacenlcncmies are paralyzed for 1 round. A successful Porneude save (DC 10 + rhe spell slors level your Cha modi ncr) m.:gm ·s I heeifecr.

SLAYER Of DRAGONS [CEREMONY]

You protect your allies from the ravages rhe}' are sun: tl} filet! while hunting dragons.

Prerequisite: Knowledge (religion) 4 ranks, must not be of the dragonbloodsubrvpe, must not have ilny draconic fears,

Benefit: You gain access to ceremonies bnsed on your ranks in Knowledge (religion). Each ceremony allows you 10 provide up to five allies ''lith defenses against dragons. Each ceTemony takes I rnimrte and requi res il rorch prepared wirh special herbs and incenses worth 0. certain minimum gold piece value (see below). Ail parrici pants stand ina circle rad nginwnn:l D ndlOgel her hold the torch. The effect oreach ccremony lasts for 24 hours,

Stml.d Togdhcl' (~ mil lis): You draw fort h the cou rage of.a I! rhe would-be hu nrers so rhm nil fll'ight share fl. \'(/ hen facing 11 cresrurethar bas frighrful presence, each pnrrlctpa nr can treat hls Hit Dice ([or the purpose of determinl l'lg rhe [rightful presence's effecriveness) as I higher for each other participant in. the ceremony who Is within 60 feet of him. Ibis rfrual requires special herbs and incenses worth 20 gpo

Sh1l1d Apilrl (8 nmJu): You cbanra Ilranv offreedorn, snuSing the torch ill warer ai me end of [he ceremony. All pa rtieipan IS gain 3 +2 bonus all 3VC~ ngainsr brearh wespens ns long as ar least one other p~ rricipa rtf in the ceremony is w itll In 6e feet bm not in the erea of the same breath weapon. This nrua] requires speclal herb. and incenses worth LOU gpo

Sumd Alene (13 nlll'~s): You-charn a ltrany of devotion as each participant pa ses a h311d over lh\! torch flame. Lf a[;my rime duringtbe nexr z+ houl's,any parrfcipant is reduced [Q -lor fewer hit poirus by rhe attack, breath weapon, spell, or other abiliTY of a dragon, aLI other participams gain a +2 morale bOllus on attack rolls and dcrnsge rolls aguinst dragons, as well as on saving rh rows egainsr the attacks cfdragens. These bonuses last for the next 10 rounds or until [he wounded character is restored 10 0 or more- hh points, whichever cernes first, If;'3:[ least haIr of rhe participants in rhe rirual bave been

defeated in this rnanner.t he bonus increases [0 -t 5. This ritual requires pedal herbs and incenses worth -00 gpo

WHITE DRAGON LINEAGE [DRACONIC]

Your-veins run with the savage blood ofwhtte dragons, allowlng vou to whip ),oll(sdtlnto;) ragclike state,

Prerequtsfte: Draconic Herimge !white), sorcerer level JrJ

Benefit: As a swift acrlon, you can spend an arcane spell sle: [tJ enter :1 stare similnr [0 Ihal of a barbarian's r::Igc. You g~in Temporary hit poinrs and resistance to cold equ31 10 5 X the spell's level. Un like rng .rhis stare doesn't I'lo!"! rict you from caRring 5 pells or performing aD}' other actions, though YOLI can't acrivarerhe ability again wh.il.e il is already 3.CI1ve. The e[fecl lasts for a number Ilf roundsequal 10 I of your Charrsma beaus.

WORDS OF DRACONIC POWER [CEREMONY]

YoU! op i oro the great rrad II. ion of d raconlc magic 10 enhance I he words of your allies.

Prerequisite;. Knowledge (religion, 4- ranks, Speak LangtL~ge (Draconic).

Benefit: You gain access to ceremonies based on your ranks inK now 1 edge (religion). Each ,ceremony requires 5 m inures, bur (hel r forms vary as described beJow. Earn ceremony can aJfecl up {Q six individuals, and lhe effects lasr for 24 hours.

Audell! Tmlgl!e(-i !i1111;s): Ustnga rlnderrwig, you bum dragon ru Des 00[0 a piece ofbread (one per parncrpent) and place it 011 the p:micipanr's tongue, thereby sharing }'OIJ r knowledge of me ancienr language of dragons .. Each participant gal ns the ahility 10 speak and understand [he Drsccnic language.

r'otent \Word, (8 m:uk:s): You write mystic iricantarions on .8 flnsk of alchemist's fire (one per participam), rnaking ir safe to consume. Each parriciparu then drinks rhe contents of the fins k. W hen a parncipanr Cam a la nguage-dependenr spell, b is easter kvells increased by 1. Parriclparus also ga.i n a I bonus on saves against La nguage-dependenr spells.

Mmnr syUl'lblL's (14 rankd: You scribe a single draconic rune on a pearl worth ar leasr 1,000 gp (one per participa Ill), which is consumed by the parrlclpnnt. AI any one rime during the next 24 haul'S, the parricipam can choose to acnvare the ceremony's power as an unmedtetc action. This hns one of twa effects, chosen by rhe participant.

• If rhe characrer is bei ng su bjected ro a pOll'er w{lrd spell, he call I real his current hit poi nts as twice their aCI ual nurnber for [he pu rpose of dererm i [ling the eff~n of the spell For example, a character wilb 5S b.iI polnrs who acrlvared [his a biJ i r~' in response 10 a power wlll'd kill spell wou Id be unaffecreci by the spell (since he would effectively have t LO hi! poinrs),

I f I he character is capable of casling a pOUler IImy.l spe II (Lh::tr is'. he either has such a spell prepa red, or be knows one ana bas a spell s lor available to cast ir), he can C3St rhal jlOlI'lr 1I'{I ... 1 spell with no addhional acrton requlred. Doing this expends [he prepared spell or spell slor as normal.

/.' Cl

J..."'TlOWn ro in pice fear a'i1d T"T'rdI~

IIU'JI""' o ,,,'r L11ey roam, omltrartng their enemies, subjugating me residents of their domain, and making-even the most sra [wan advennrrers quake ar the IDougb:t of fighting them. However, dragons sometimes inspire someth.ing else: ambitiDn. Certain brave :md foolhard}' people hold them up as models, asplring to become mote dragonlik. expanding rbeir own philosophies a.nd thoughts [0 encompass the frightening and amazing world ofdragonklnd, To a dragon aspirant, a dragonisarolemodel ro b studied and ernularad,

ome dragon aspirants uc friends or allies with dragons al ready, hese lucky few need not go fa rio lind tbcit sou ree of inspirariun; they have tcady access ro the knowledge, wisdom, and prncrtces ofdrngons. Others are nor so fOTtu.asre and must embark upon quests to seek an audience wiID II benevolent urngon. orne dragon usplrant ar conrenr ro srudy dragons from afar, learnmg through bJstoty and the firsthand aCCOlinTS of others, Regard less of how the aspirants come mposses knowiedge ofdragons, these rare adventurers apply wbarrhey learn to rhsir own lives.

A dragon aspirant usually has n profession or course of srudv before adopting 3. dmconle philosophy; wizards, soldier , thieves, lind rehgtous leaders might rake an interest

ll1axagpJlS as a'means affurtheriQg O\VD .ca:reers.1.b1L

dragcnespiram, bccommgPlore dr;tgoJllik will help'her do what she al[eaay does-only beuer.

• For a soldter, dragons represent (he epitome of-combill prowess, and so the more ambitious seldler-srudles £0- ... fight like a dragon.

• Joraspellcasrer, dragons represent the highest known futm ofinruirive-tnagic. and so the more powerful caster rudies rocbannel magic Like 11 dragon.

• Tor a cleric or pa ladin, dragons represent proof rhar the deities can create beings of m3gni&cem polvcr heyondthose of their angelic hosts, and 0 to model oneself after adrngon is to aspire La be like Ihe greatest of all creations.

Regar-dle:ssof 11 charncrer's roJe in the world, dragons represent somerhmg greerer rban she could achieve by being merely humanoid. This chapter presents a !'lew standard class, the dragonfire adept, who channels draconic poww:s in :1 manner imllar to thewarlock (&om Co-mplcre ATClHlC). Following rhis are seven new prestige classes fm: {hose who asp] re to be more like me legendary crearures,

"1'lllltwe 110 need ofsrclls. kill IIlnrm • arfaith [0 llcIL'ilt YOII. At Illy bccl~ 1111d cnll are 'the most powerful forces lhe LUOl·/d hns cell-the f/1lJJ1e 1111d. fu,1' oj t1mgom!"

-T3tiona, a dragonfire adepr

Whether [hey are bold champions defending rh weak and downrrodden.ormercile raiders seeklng mtght and riches, dragonf re adepts are Imposing 6gure$ who command the magicofdragon.kind. Able to call upon a dragon's .fiery breath and augme nt them elves wlrh spell-like a hi Ii des, d rngonfi re adepts have access [0 powers normally beyond the reach of humanoids.

Dragonfire adepr have DO arcane or divine magic, nor are they masters of martinl prOWeSS. I nsread, they draw upon n dlrect Ilnk with the nature of draconic existence, infusing their oul wirh rh row magic of dragon. The most obvi us incarnation of this link is their breath weapon, but a they gain experience, dragon fire adepts learn powerfu I invocation that allow hem to access differene draconic abilities. CUllning, hearty, and learned, dragonfire adepts can be warleaders or sages with equal ease,

A dragonfire adept is a student devoted ro understanding the ways of dragons and emulating them. Evil dragoafire adepts are cruel ryrn.ms who impose their will on others, seeking TO control land, build srrongholds, and amass vast treasures. Good dragon:fire adepts are champions of justice and freedom, using rbeirpowers [0 aid others, IJk· II rorcerer, a dragonfire adeprgains new poweTS automatically as she rises i.n level, rapping ever deeper into the draconic: m3gic in her soul Unlike a sorcerer, however, II dragonfire adeptmanifests rhis magic nor in the form of spell ! but as invocarions that emulate dracnnlc powers.

MAKING A DRAGONFTRE ADEPT

A dragonfire adept is a Ilexible character, able ro provide support in combat and aid her allies directly or indirectly, While she lacks the capacity of 0 6ghtcror wizard for dealing damage, she is more resistanr [0 magical effecrs and can use her abilities ro make her comrades more effecrive.

AbUities: Consnrudon is critical ro a dragonfi:re adept; it mak her more re ilienr and affects how well rargers can resist ber breath weapon attacks. Charisma, her second most important ability, impacts the effecrtvenes of her invocations.

of course, Dexrerity is useful for aay chamcter in combar, but this is esp cially rrue [or II dragonfire ad pt. h lacks skill with heavy armor, and her magic focuses on offense OVer d nse. Worse. II dragonfir lid pt has Iimired range with her breath weapon attacks. forcing her to move closer ro combnr than II typiclll arcane spelleaster, A high 0 xrerlry helps mldgatc these various defensive drawbacks.

Races: Most dragonfire adept ar humans, lves, or balfelves. since the study ofdragonkind is not unlike the STUdy of a rcane magic. A surprising nu m ber ofhaJf.orcs II I 0 become dragon fi re adepts, seeking elrher to find a place for themselves or ro create one rhrough force. Dwarves are rarel drogonfire adepn becaus 0 their ancient enmity with dragonkl.nd. Mo r hslfllngs and gnomes lack the burning drive needed to rake this class.

Alignment: A dragonfire adept can be of any al ignmenr, though her choice has :I strong impact on which dragons she can associate with. Dragonfue adepts often act similarly to dragons of the arne alignmenr; for example, chaotic evil adepts are rapacious banters of rreasure and power, and lawful good adepts are noble defenders of Ii: selected group or rerritory. Alignment can a lso influence a d:ragonfue adept's choice of aEfi nity when taking the Draconic Heritage feal (see page 17), though no game rule restricts rhis choice, For example, a lawful good d ragonfi re adept can select red dragons when raking this rea r,

Neutral dragonfire adepts are rare, bur evil, good. 1 a1.vfu 1, and chaotic representatives are equally common. The urge to delve inro The mysteries of d-raconic energies comes more easllyrothose who have st1:ong beliefs and wisb [0 actively pursue Them.

Starting Gold: ld4XlO (50 gp). Starting Age: A paladin (PH 109).

CLASS FEATURES

All of the following are class features of the dragonfire adept_

DRAGONflRE ADEPTS AND PRESTIGE CLASSES

Dragonfire adepts benefit in a speclfk way from prestige classes that have a level advancement benefit of U+ level of existing arcane spellcasting rlass" or "+1 level of existing spellcastlng class." A dragonfire adept taking levels in such a prestige dass does not gain any other benefits of that level increase, but she does gain an increased caster- level when using her lnvocations and increased damage with her breath weapon. Levels of prestige classes that provide +1 level of spellcastlng effectively stack with the dragonfire adept's level to determIne her breath

weapon damage and save DC She also gains new invocations at each prestige class level as though she had risen a level in the dragonflre adept class.

A dragonfire adept canrrot qualify for prestige classes (or other game options) with spellcastmg level requirements, because she never actually learns to cast spells, However, prestige classes with caster level requirements are allowed-her caster level for her Invocations fulfills this requirement, Her spell-like abilities do meet requirements for specific spell knowledge if they mimic the required spell.

TABLE 2-1: THE DRACONFlRE ADEPT HlT DIE: 08
Base Draconic
Attack Fort Ref Will Invocations
level Bonus Save Save Save Special Known
1st +0 +2. TO +2 Breath weapon 1d6, Dragontouched, least invocations 1
2nd +1 +3 +0 +3 Breath effect, scales +2 ,
3rd ... 1 +3 +1 +3 Breath weapoh 2d6 2-
4th 2 +4 1 4 Dragonkin 2
5th +2 +4 +1 4 Breath weapon 3d6, breath effect 2
6th 3 +5 ;-2 +5 Damage (eduction 2/maglc, lesser invocations 3
7th 3 +5 2. +S Breath weapon 4d6 3
8th 4 +6 -2 +6 Scales +3 4
9th 4 +6 3 6 B~ath weapon 5d6 4
10th +5 +7 +3 " 7 Breath weapon range doubles. breath effect
11 th +5 +7 +3 +7 Breath weapon 6d6, grezter invocations 5
12th +5/ 1 +8 4 8 Breath effect 5
13th 6} 1 +8 +8 Scales 4 6
14th 7/ 2 ;-9 4 +9 Breath weapon 7d6 6
15th 7/-.·2 +9 5 9 Breath efrect 6
16th +8/ 3 10 +5 ... 10 Damage reduction S/maglc, dark Invocations 7
17th 8/+3 10 5 +10 Breath weapon ad6 7
18th 9/~ +11 6 ... 11 Scales +5 a
19th +9/ 4 +11 +6 +11 Immunities 8
20th 10/ 5 +12 6 12 Breath weapon 9d6, breath effed 8
Class Skills 14 + Int modifier per level, x4 at 1st level): Appraise, Bluff. Climb. Concentration, Craft. Decipher Script.
Diplomacy, lnurmdate, Jump, Knoliledge (all skills, taken indiVidually). Listen, Search, SenSE Motive. Speak Language,
Spellcraft, Spot. Use Magic Device. Weapon and Armor Proficiency: Dragonfire adepts are prcficlem wuh simple weapons, but no twit h a rmor or h tclds, LiJ((' arcane spellcasters, a dragonfire adept wearing armor or LI ing 0 hield incurs a chance of arcane spell failure (all invocation have somatic components).

Invo arion : A dragonhre adept has a repertoire of arrack I defenses, and other abiliries known a . draconic invocations, which allow her refocus the drac eie energv rhat ufluses her soul. A dragonfire adept can use any invocation she knows at will.

A drngonhre adept'S invocations are spell-like abil ities: usl I1g an invocation is therefore a standard action rharprovokes attacks of opportunity. To avoid provoking lien attacks, a dragonfire adept can use an invocation defensively by making a successfu I Concenrrauon check. An tnvocarion can be disrupted, Just as n spell can be ruined during casrtng, [fa dragonfire adepr is hit by IUl 31n! k while uwoldng, she i . eruirled ID a Concenrrarlon check to successfully use the invocation, JUST as a spellcasrer would be. Her invccartcn are subject to spell res! ranee un less an invocation'. description specifically states otherwise. A drugonfire adept's caster level with her lnvocarions is equal to her cb 5 level. he can dismiss an ' i nvocation as a srandard action, JUSt as a wizard can disrni :I "PeU

if an invocation allows a saving rh row, irs DC is lO -s- the equivalent ell level + the dragonfire adepr' Cha modifier. Since pen-like abilities are 1101 rpclls, a dmgonlire adept canner benefit from the Spell Focus fear or from draconic feat rhar I t her convert or spend an arcane spell slot to produce some other effect, She can, however, benefit from the Abili I y ocus fear (~L\l 303 , as well as from fear rhn [ emulate meramagic effects for spell-like abilities.

The four grades of draconic invocarioas, in order oftheiT relative power, re least. lesser, grearen D nd duck. AUf-level dragonfire adept begins withknowledge of one least invocaricn.galnlng ace (O more lnvocarlon and high r grades as be artain levels. AT any level when 3 dragonfire adept learns a new invocnion, she can also replace an invccarion she mead)' know with another invocation of the same or lower grade. ee Draconic Invocation , below, for a list of available invocations.

Unlike other spell-like abiliries, draconic invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency, above-

Finally.just Il ke warlocks (see COIllJ,Jelt: Arrllll!'), dragonfire adepts can qualifv for some prestige cia e usual ly intended for spellcasr r. or details. see the Dragon fire Adepts and Prestige Classe Idebar on page ~4,

Bream We. pan ( u): At isr level. you gain a breath weapon that Quean use ar wil] as a standard acrion.Eachrimeyouuse your breath W lip n, you can choose wh .[ her i( fa kes rhe form of a is-foOl cone or a 30-[oar line. Thi breath weapon deals ! ds points of Ii re damage, a successf u I Re nex ave (DC 10 ... 1/2 yourcla level ... your Con modifier) halves rhe damage. As vou gain level • your breath wcap n' damage increases. as shown on Table 2-L.

tOO are immune [0 rhe effeo of your own breath weapon (burner [0 other bresrh weapons rbarproduce imilar effects. even those of [her d ragonfire adept ).

At IOtb level. YOUf cone-shaped breath weapon's fange doubles [Q 30 Ieer, and vour line-shaped bream weapons range double. (060 fect.

TABLE 2-2: DRACONFIRE ADEPT BREATH EFFECTS

Minimum level 2nd

2nd

2nd

5th

5th

5th

5th

10th

10th

10th

10th

15th

15th

15th

15th

Breath Effect Frost Breath Lightning Breath Sickening Breath Acid Breath Shaped Breath Slow Breath Weakening Breath Cloud Breath Enduring Breath Sleep Breath Thunder Breath

Discorporating Breath of Bahamut Force Breath

Paralyzing Breath

Fivefold Breath of Tiarnat

Benefit

Cone-shaped breath weapon deals cold damage Line-shaped breath weapon deals electricity damage Cone-shaped breath weapon sickens creatures Breath weapon deals acid damage

Create safe zones In your breath weapon's area Cone-shaped breath weapon slows creatures

Cone-shaped breath weapon imposes -6 penalty to Strength Breath weapon can take form of20-roo~ radius cloud

Breath weapon deals damage over 2 rounds

Cone-shaped breath weapon puts weak creatures to sleep Cone-shaped breath weapon deals sonic damage

t.lne-shaped breath weapon deals double damage. disintegrates creatures l.lne-shaped breath weapon deals force damage

Cone-shaped breath weapon paralyzes creatures for 1 round

Breathe five different breath weapons slmultaneously

Dragontouch 0: Ar 1St 1 V I. YOLl galn Dragont Uc11 d (see page 18) as a bonus feat

Breath Effect: Ar:2 nc1, 5m, 10th, izrh, 15rh, and 20th level. you can elect one of the breath e -ects in Table 2-2: Dragonfire Adept Breath Effects for which you meet the minimum level prerequisite. These breath effects can alter your breath weapon's damage rype or area, or apply a condition co rnrgets in place of damage. Each rime you use you r breath weapon, you can choose to apply anyone breath effect tharyou know. The chosen effect either replaces the normal fire damage dealr by your breath weapon or replaces the standard area of your breach weapon. Some effecis can be applied onl~ to n cone-she ped breath weapon, and ochers only to a li ne-shaped breath weapon. You can't apply more than one breath dIeCI to your brearh weapon unless rhe effect specificall~ stares otherwise. Also, you can'r apply we same brearb effect LO vour breath weapon In two consecutive rounds (though YOLI ~ll can use your norma I fire bream weapon every round).

Seepage 77 in Chapter 3: Draconic Magic fOT full descripnons of the breath effec ts,

Scales (Ex): At 2nd level, YOM skin becomes thick and .. caly, granting you :I +2 bonus to your natural armor, The scales ca n 'be of any color or metallic hue: they are often (but not always) of a draconic hue that marches yow: outlook 3 nd alignment. This bonus improves to +3 or 8th level, to +4 at 13[h level, and to +5 at 18th level

If you already have 1I natural armor bonus, use the higher of the 1WO values.

Dragonkin (Ex): At 4th level. you gain a ++ competence bonus on Diplomacy checks made to influence the artirude of dragons or creature 0 f th e d ragonblood ubrype (see page 4). You are treated 35 a dragon for [he purpose ofderennining whether flighcfu.l presence can affect you.

Damage Reduction (Ex): Ar sth Ievel, you galn damage reduction 2/magic. _I\[ 16th level, [his improves to damage reduction 5/magic.

Immunities (Ex): At 19[h level, you gain Immunity to paralysis and sleep.

DRACONIC INVOCATIONS

Each draconic invocation falls into one of four grades: lea r, les r, greater, or dark, Thes lnvocattons are briefly describ d below. See Chaprer 3: Draconic fagicfor full descriptions.

Least Invocations

Aquatic daptation: Brearhe and use breath weapon underwater; gain swim speed.

Begttiling Infl.uem:e: Gain bonus on Bluff, Diplomacy,

and Intimidate checks.

Breath of the Night~ Create 3 ,Fogdoud as me pel], Darkness: Create darlwess as rhe spell

Deafening Roar: Cone of sound deafens creatures. Draconic Knowledge: Gain bonu all Knowledge and

Spellcrafr checks.

. Endure Exposure: Use endure eiemeut5 as me spell; target gains immunity to your breath weapon.

Magic Insight: Derecr magical auras; identify magic items.

Scnlcling Gu t: Use gmt of Il'illd a rhe spell, an creature in area takes fire damage equal to your level

ee the Unseem Gain oar1..-visioDi gain. sec illL'isibililyas the spell.

Lesser Invocations

Charm: Cause a single creature to regard you 3S a friend. Draconic Plight: Sprout wings and By at good maneuverabiliry; fly longer overland.

Energy Resistance: Gain resistance lO [0 acid, cold,

electricity, rue, or-sonic damage.

Enthralling Voice: Enthrall nearby creature. Frightful Presence: Make nearby creatures shaken. Humanoid hape: Take me [arm of any humanoid

crearure,

Voidsense: Gain blindsense 30 feer,

Voracious Dispelling: Use aisjJellJlngic as me spell, deallng damage to creatures whose effects are dispelled.

Walk Unseen: Use invisibility (self only) as the spell.

Grea el Invo ations

ura f Flam: Aura deals lire damage to creature rhsr stri k yotl.

Baleful Ceas: A single creature becomes your servant, bur lowly tckens and dies.

Chilling ·og: Creat-e solid fog thar deal cold damage. Dey ur tagi: Use targeted gr~nl~r dupel 1I11lgl( with a TOuch and gain temporar: hit point ba ed on the level of the pel I u ces fuUy dispelled,

Draconic Toughness: Gail~ temporary hir points equal ro your level.

rruyingRoar: U cfem'il the sp lh crearure hakun by effect con'[ arrack you.

Wing rorm: Create powerful gu IS of wind with your invocarion-grarned wings.

Da rk I nvo catio n s

ra oni light, Creal r: Sprout wing and Oy ar perfect mnneuverabiliry;gain overland peed,

En 'rgy Immunity: Gain immunity I acid, cold.el rrtciry, li.rc, or onie damage.

Instill vuln ·abili ~ 1v1nJ<c target creature vuln T:abl" [Q specified energy type.

PeriJou. VeU: Use ueilas the spell: nnyonesucceeuingan Will save LO negare the illusion takes damage.

PLAYING A DRAGON FIRE ADEPT

You are a student of what is arguably the oldest and most powerful force any morral can manipulare-c-rhe fiery breath of dragon .. Remember the nobiliry and grace of the f r es you seck ro under rand, a nd act in aLL wa 5 as you would e.':l'cct a dragon 10 act You are fierce as a friend, terrible as a fI e. and confident in all actions. You see the value of treasure, bur refu e 10 be deli ned or slowed down b)< what you own. The only improvement worth ~'our time is self-imprevernenr, and YOLI ra ke J nv opporruni r)' !O test you rself 8ga inst rhc challenge of the world, You are steJdfasr in your goals. never allowing your quest for dragonlike powers to ecltp e Wh31 you want ro do with rhose powers. our goals are borh simple and grand, requiring-years or even a lifetime of work--eli m inating on' mire race of foes, ruling your own kingdom, founding your own school or communi • righting an ancient wrong, being acknowledged by true dragons as one of rhci r kind, and so on. Nothing less is worthy of your time.

Religion

Most likcl~·, you don'r pay much an nrion to religion, f, cusing more on dragons than deities. If you do have religious rendenci .voure draw 11 ro the s-ame gods as SOTe mrs: Wee las, Vecna, and Boccob. Dragon deities, including Baharnur and Tiarnat, are also popular choices, and you're willing ro worship ihem even in lands where few others do so.

OtherClas e

You value rudy, di ipline, and raw power. You g t along well with spellca [1!r5 f 311 kinds. especiall bard and druids, whom you see as delving into the essence of music or nature much as you del ve L nre I he essence efbrenrh wen pons. You're

imllarl lmpre d wirh the skill hewn by monks and figlmrs, who hnv devore d them clvc to mastering styles of combat and ell-improvement, In facI, you're teleranr of all cia ,ll long ~5 members of tho e cla es how you respect and have cornpanble alignments.

Combat

You are be r scrwd by hilring your ft IT r and keeping your j ranee from them. More re i lien! tha n a orcerer, you still lack the defensive pawel: of spellcasrer or the armor of lightc ,m~king you vulnerable (e peetally in melee). HO w "i!\'er. 'OlL need nor move close to a foe (Q deal damage, and you can arlcn catch mul lple larger in 11 breath weapon arrack. You:lr a heavy hirrer in your pari • but you depend on alli to ke p fI cs from closing with you or focusing 00

ou with ranged atracks,

you advance. you are well serv d to lnve r in breath effects and invocations that have an effect other than dealingdamage, If you can'r drep a foe in one or two attacks, you can use Sickeni ng Breath, Slow Breath, the fngh!flll pmma lnvoearion, or rhe I ike to make you r opponc nt le dangerous in a prolonged 6ghc.

Advancement

"You have spent vour li fe rrying ro learn rhe ecrers of a race older and more werful than your own. This interest in dragon i more (han academic-it ha been the motivating force for years a difficulrsrudy, practice, and experimenrarion, Perhaps a dragon's breath weapon once desrroyed your borne OT killed 3 loved one, and you vowed to gain control orth" power thai ruined your Life. Or perhaps a good dragon u ed irs breat h weapon LO eliminate all em ire horde rhar orberwise would have raided vour homeland. \Vharever the case,

ince the d y you first CL foot on tho path, you've worked ro master a magic thar is more primal than spells and more likel ro provide defense than training wirh hlcld and armor.

The invocations you choose srrongl hape your abilities.

YOIl are heavily invested in cornbar prowe a a resulr ofrhc confrontarional natu re oflneath weapons, bUl you have some 8e.x:ibiliry in how you develop vourpowc r. If Y01.I choose only oftenslve invocarions, you will have few defenses and limited versariliry be ond combat, bur you'll be devasraring even in siruarion when y ur breath weapon not a trong ractical choice. If you focus on other invocations, you wlll have more opuon outside a figbt bur you might have on Iy area arracks [hal could accidentally hun a friend, or you might lack the elemental damage r p needed to harm !I particular foe.

HUMAN DRAGONFrRE ADEPT STARTING PACKAGE

Weapons: Morningstar (td , cdr xz, Lb .• one-handed. bludgeoning and piercing).

Light crossbow (IdS, eri L 19-10 X2, r3 nge inc. SO ft. 4 1 b., piercing).

kill election: Pick a number of 'kills equal to 5 + Inc modifier,

Armor Check
Skill Ranks Ability Penalty
Appraise <I Int.
Bluff 4 Cha
Diplomacy 4 Cha
Intimidate 4 Cha
Knowledge (arcana) 4 Int
Knowleqge (nature) 4 Int
Kl'Jowledge (the planes) 4 Int
~nowledge (religion) 4 Int
spot 4 Wis Feat: Ability Focus (brearh weapon).

Bonus Feats: DragontouchedIclassj.Jmptoved Inldarive (rae ).

Gear: Backpack with warerskin, one day's trail rations, bedroll, sack. flint and sreel, quiver wirh 2Q bolts, hooded lantern, 3 pints of oil

Gold: Id4 gpo

DRAGONFfRE ADEPTS IN THE WORLD

"Tatil1l1!1 is e~dilRJ devoted, and lo_ynl. bllt duo', dJstr~rbi",g_ Ded iC1l11 IIg yourself wllole/H'llrlcd Iy to' LccolII lug sonrcOril1g bell cr, tJ,1l1 [ Imder,fU1ld_ Dedicrrling YOllndf fa becOtllillg somd/ring ,"I'1lmllln-II'l1f I don't."

-Ember, human men k

Dragonfire adepts allow players mrake the roles of dragons wtrhour eclipsing other characters. A dragonfire adept Gin serve as a wise sage, II heavy-hlrring source of mysric damage, or a crafty ally who confuses and weakens foes with rnvocadon and breath effects. Though its primary abilities are based on familiar game mechanics, this class gives players new options WirhOUI making other classes obsolete. £! a Iso brings dragons to the fore in a campaign, which gives players and Dungeon Masters alike new opporruniries,

Daily Life

Dragonfire adepts divide their time between practici ng the power of their breath weapon, undertaking study of their arcane invocations, and working to build a strong base of allies and mends. Good-aligned dragonfire adepts defend the weak and frightened, bringing rhepower of dragons TO the aid ofthose in need. Evil dragon fi re adepts chose after more treasure and more power, [lor caring who they harm inthe process. Dragonfire adepts of all alignDlents remain alert.Ior new source of draconic lore and Invesugate likely Ieads or promising instructors,

Notables

Dragcnlire adepts know rhey are con rnnrly Iruggling ro become more like a race orher rhan their own, and they revere ngures in hisror 'who accomplished this [0 an arnazlog degree. Among these notables, dragonfire adepts mosr commonly speak of Gaonoo DarkhearrandVoreleiFrilirips. Borb rose to rna t-el' the draconic arts 0 perfecrl • rhar they were accepted b rrue dragon as equals (hough not wirhour trials and setbacks.

Cannon was a Duman of draconic heritage, me blood of black dragons having mixed inro his family g neratlons earlier. Though born into the noble life, his avarice and wild r mper mad him an ourcasr, and he soughr r become more dragonlike to punish his community or purning h im. Be had no concern for good or evi J a nd wi II i ngly allied wlrh any creature rha [could help him accomplish h is goal. Though nor actively evil, Gannon could not be trusted ro ke p hi word or h nor any deal or agreement he tTUCk. He focused on rhe most damaging invocations and brearh effects, charging heedlessly into battle under the assumption that he could kill any foe before ir had a chance to seriously harm him. Cannon earned his place beside true dragons afrer defeating the gold dragon Aghuryr in single combat and raking irs lair as his own. He esrablished a small kingdom from Aghuryr's tower, slowly changing rhe surroundi ng terrirory into :l dread rna r h.

By contrast, Vorelei Frillrips bega n life poor and homeless on {he streets of OJ large elf ci[y, but she bad an innate sense of fair play and concern for those in trouble. Her bravery drew rhe artenrion of Caulirden, a silver dragon livmg tncogniro in the city. Caulir:den took her under his wing and raised her with his older children. Constantly urrounded by dragons. Vorelei learned their ways and assumed their powers as a means of helping the less fortunate. She was responsible for destroying the Circle of Fire, a vile school for evil wizards. and she gave her life defending a lOWll from a blackguard's army long enough for [he innocent [0 escape. Af[ r befell, a round I of good dragons buried her 11 one of their own, gra no I1g her ill death an honor she never asked for in life.

If dragonfire adepts are a new elememofyour campaign, the srortes of these norables might refer to legend from the ancient past or tales of dragonfue adepts on. other worlds. They could also exist a allegorie =-srortes officrtonal figures that all dragonfire adeprs use to explore their philo ophies and beliefs.

~PC Reactions

The reactions dragonhre adepts receive from communities are directly ned to how those cultures regard dragons and rhose who wish [0 emulate them, Residents who have SlLffered under me ravages of evil dragons are orren fearful of-or hostile to-s-anyonewho walks iuro town and llghrs a fi replace with a breath weapon, no matter her altgnmenr.In places where dragon lire seen as defenders, or at lea r neutral sages. dragonfire adepts are more likely ro be received as great manipulators of magic similar to sorcerers. Kingdoms in

wh icb dragonf r au pI are C mmon arc 0 ten more !l\'Vy in cbeir denting wi.th the class.

Race: DW31've nre exrrernclv ~ll~PIClOUS of dragonfirc adepts, viewing (hem as two-legged version of the greedy, treasure-loving monsters Ihut of[ n mid their settlements, They are especia l1y dell btf ul of dwarf d ragan R re adept • who are seen us trail 01'5 [0 their own race,

Other CIa se: orcerers are

drawn rrongl dragon Ii r

adept b cause [he two da ses shar a primal link ro dragonktnd. Monks, however, a re orten puzzled, bra nding dragonfir ndept as fool who seek ro become somct bing ,hal I at be r freaki h and at worsr mon rrou ,

DRAGONFIRE ADEPT LORE

Character wuh rank In Knowledg (ar ann) can re earch dragonfire adept [0 learn rn re about them, \Vh n 3 characr r ma ke :I kill check, read or paraphrase the ollowing, Including the information [rom lower DC .

DC 10: Dragonfi-re adepts are manipulames of arcane power who (OC"I 01\ breath weapon abilities.

DC 15: Dragnnhre adepts acres draconic magic nor through the mystic spells of orcerers but rhrough invocations [hat give them dragonllk power. Despite rhl srrong connecrion [0 magic.the are nOI spellcasrer .

DC 20: Dragonlire adepts can do things wrth breath weapons rhar even dragons can't march. allowing them to harm, hamper, or demoralise rot': with a range of line and cone effects.

DRAGONFTRE ADEPTS fN THE GAME

As. borromless sources 0 arcane damage. dragonlire adepts serve roles similar to those of sore rer and lighter, {hough they duplicate the abilities of nenher, The}' al conrribute ro overall pany support, as do bard and clerics. (hough rb is is nor rheir primary role. The clas should ulr players who dislike the bookkeeping thai comes with spellcasrers bur still wa nt ro expenrneru w h h area ne Opt ions and work with orhe r charactersto bring down particularly formidable foes,

Though the drngonfire :.IJo.:PI cla i nOI more powerful than other standard classes, it allows character to forge a clos connection to on ofth Ina [popular lerneru ofthe game-s-dragoas.Even if a dragonfire adept never faces other draconic foe. rh piny r gers to rall on dragonlike abilities o&en enough rn [eel important and special, The DM should make sure chat NPes occasionally react [0 II character who commands the breath weapon of 3 dragon with the respect and awe rhe player is likel}' to expect.

Gecerally, dragonfire Jt:pr aCI slmtlar] 10 dragons of the same alignment, but they of len di play the concerns and brase of their own race as well. An elf dragonfire adept can be found defending the fore ( home of h is ancestors, 01: 3 half-arc dragon ~ re adept li!ading ~ raidlng party into human rerritorie . Rother than devore I heir lives purely to the draconic. they add their desi re III pr vc I hd r dragon like nature on rop of more typical concern .

Adaptation

\,,(lith orne work, lr's po ibl to link dragonfire adepts [0 other PO\ erful mythic creatures inread, A.ny beast with a breath weapon and a tie to arcane magIC can replace the dragon. allowing for winter wolf adepts or si.m i lar \'0 ria I1t , The c13 can also be adapted to elemerual powers, rna '-

lng them closely related to genie or lern nral outsiders.

Sample En OUIl er

Dragonfire adept PC can rak the place of fighters or rrue dragon' in anv encounter. At first, the player character shou ld know rhern only as leaders and commanders, not rank-and-file nunkies or hirelings, If [he class becomes more commonplace in rhe campaign. the 0 I can begin adding them ro the background of larger group,

5: Tatlana Plameworrhy is a devoted champion of {he weak and downtrodden who acrivelv pursues evildoers, A strong believer in vengeance, he is rracking a band ofrnarauding raiders who po e a sdven: uc ,] n thi quest, she cornesupon the PCs, whom she suspect of being [he criminal he eek , Knowing that he i 3 better bluffer and diplomar than a judge of character; she rrie to draw [he pes inro a di cussion of their goal and recent activities. If rhey convince her of [heir innocence, he a ks their aid in hunting down [he group respon ible for [he crimes.

TATlANA FLAMEWORTHY CR 5

Female human dragon fire adept 5

LG Medium humanoid (human, dragonblood)

Init .,.1; Senses darkvision 60 fee, see inllisibility, Listen +2, Spot 10

Languages Common, Draconic

AC 15, touch 11, nat-footed 14

(+1 Dex, +2 natural, +2 bracers) hp 38 (5 HD)

Fort· 8, Ref 3, Will <5; 1 against paralysis and sleep effects

Speed 30 f . (6 squares)

Melee mwk morningstar 2 (ld8 1) Base A:tk +2; Grp -t- 3

SpecIal Actions breath weapon Invocations Known (Cl5th):

least (at will)-beguiling influence!" (bonuses alreacy added to skills), see the unseenI'

Breath Etfects Known (Cl 5th):

Lightning Brealht. Weakening areath"i"

Abilities Str 13, Dex 12, Con 16, Int 13, Wis 10, Cha 14 Feats Draconic Aura'i', Dragonfire Assault'], Dragontouched5'r, Power Attack

Skills Bluff 16, Concentration +11, Diplomacy +8>'" Intimidate 12, Knowledge (arcana) +7, Knowledge (dungeoneering) 3, Listen +2, Search +3, Sense Motive +6, Spot +10, Use Magic Device +10

* Tatiana has a 4 competence bonus on Diplomacy checks made to influence the attitude of dragons or creatures of the dragon blood subtype.

Possessions masterwork mernlngstar, bfDCUS of r;)fmor -2, cloak of resistance + J, wand of cure light wo~mds

(50 charges)

Breath Weapon (Su) At will; 30·foot line or 15·fool cone. 3d6 fire damage, DC 15 Renex halF; Or 30·foot line, 3d6 electridty damage, DC 15 Reflex half (Lightning Breath); or lS·foot cone, -6 penalty to Strength for4 rounds, DC lS Fortitude reduces duration to 2 rounds (Weakening Breath). Tatiana cannot use her Lightning Breath or Weakening Breath in 2 consecutive rounds, though she can continue to use her standard breath weapon.

Dragonkin (Ex) In addition to her Diplomacy skill bonus, Tatiana is treated as a dragon {or the purpose of determining whether frightful presence can affe!;t her.

DIAMOND DRAGON

"leI me show YOH [(little h'rd, I pld.cd np /rtlm ... a [rimd" ~Morvek Thar

Nor all draconic secrets are abOUT magic, In addition 10 the well-known chromatic and metallic true dragons, there ore the gem dragons. Clinging more closely TO neurraliry, these beasts of crystal and thought are masters of the powers or the mind, rather than of arcane forces. Much as sages believe rhe better-known dragon were the n:rsr ro harness arcane magic. psionic scholars drink me gem dragons were the first to unlockthevasr porenrtal ofrhemind.The boldest ofthem srudy the link between gem dragons and pslonics, learning ro tap into what they refer to a rhe "draconic psionic collecrive," They see themselves as drawing power from psionic dragon energy and call rhemselves diamond dragons, after the rarest of gem stones.

BECOMING A DIAMOND DRAGON

Diamond dragons normally arise from (be ranks of psions and wilders who seek a more martial path Ior their training. The physical rigors reqnired to understand how gem dragons think force pslons to bulk up considerably, whit the unconventional path of dragon-based psionics appeals 10 the wilders' Less disctpltned .nai ure, Fewer psycll1c wa rrtorswalk the path of the diamond dragon, lacking [be power points necessary to make best use of the abilities Learned. However, rhei r naturally combative power selection marches weU wi rh

dragon psionics, so tho c wirh a method of boo ring their poweT poi nrs make very effective diamond dragons.

ENTRY REQUIREMENTS

Alignment: Neutral good, neutral evil, lawful neutral, chaotic neutral, or neut.al.

Base Attack Bonus: +3.

Skills: Knowledge (arcana) 3 ranks. Languages: Draconic.

Special: Ability 10 manifest 3rd-level psionic powers.

CLASS FEATURES

Diamond d.ragons learn [0 channel the powers of dragons through rheir psionic, duplicaring rhe abillries and phy j. cal. features rhar true dragon- rake for granted. Doing thls requi res rhem [0 spend somewhar les e.nergy on u'll.dirionai psionic studies, rbough [hey continue to learn nondraconic psionic power only slighrly rnore slowly han their rradltional brethren, The payoff for this reduction in tandard psionic p wer is [he ability to fight, fiy, and even cow foe :J dragons do.

Manifesting: AT every level except Isr and erh, you gain new power points per day, access co new powers, and an increase iII manilesterlevel as if you had also attained a level in a manifesling class to which you belonged before adding [he presnge class level. Yon do not, however, gam any other benefit a character of that class would have gained.lf you had more than ODe manifesting class before becoming a diamond dragon, you musrdecide to \"\,hich class to add each levelforthe puqmse of determiriing-maximurn power Ievel, manifesrer level, and new power <Ieee .

Dragon Augmentation (E.~): Learningto think the way dragons thiuk is rnore 1:han a matter of mental [raining. Dragons are exrremely Iit crearures, and a psionic character tnusr begin 10 march rhar 6.mess as part of learning their mental habits. Ar tsr level, as a result of such srudy and physicalrrai.ning, YOli gain a +1 bonus to Srrengrh, Dexterity, or Constitution (YOUI choice), Once rhis choice is made, ir cannot be changed. At 5th level and again at torh level, you have me choice of increasing the same ability score by another H, or adding a +1 bonus to a differemphysical abiliry score.

Sleep/Paralysis Neutralization (Su): Srartingar tst level, you ore capable of overcoming magical sleep and paraly i effects by drawing on me mental POWeG of gem dragons. As an immediare action, when you would magically be pur TO sleep OT paralyzed, you can expend 1 power poiru TO neutralize the effect.

Channel Dragon Claws ( u): Starting at 2nd level, you can channel the power of the gem dragons to form claws made of psionic energy. They appear as shimmering, clear crysra 1 claws that form around your own lingers. M.arn.festing the claws rakes one standard action and J powerpolnr. The clax lasr for 1 rninure per manilester level and deal td6 points of slashing damage (assuming you are Medium) plus your Strength bonus. You can arrack with one claw as a standard

TABLE 2-3: iHE DIAMOND :DRACON
Base
Attack Fort Ref Will
Level Bonus Save Save Save
1st +0 +0 +2 +2
2nd +1 +0 +3 +3
3rd +2 ..,1 +3 +3
4th +3 +1 +4 +4
5th +3 +1 +4 +4
6th +4 +2 +5 +5
7th +5 +2 +5 +5
8th +6 +2 +6 +6
9th +6 +3 +6 +6
lOtn +7 +3 +7 +7 Special

Dragon augmentation,

51 eep/paralysis neutral lzatlon Channel dragon claws

Breath weapon Dragon augmentation Channel dragon wln.gs

Channel dragon tail

Dragon augmentation, frightful presence aura

HIT 01£:08

P·owers Known

+1 level of existing manifesting class +1 level of existing manlfes.ting class +1 level of existing manifesting class +lleve! of existing manifesting class

+1 level of existi ng ma.nifesting class ... 1 level of existing manifesting class +1 le ... el of existing manifesting class +1 level of existing manifesting class

Class Skills (2 + lnt modifier per level): Autohypnosis, Balance, Climb. Concentration, Craft, Jump, Knowledge (arcana), Knowledge (,psionics), Profession, Psicraft, Ride,. Search, Swim, Use Psionic Device.

acttcn or both clews us D full-round action. In addlrion, in any round in which you take a standard actlon [0 manifests psicnic power. you can make a single claw arrack as 3 swlfr action.

For every 2 additional power poinrs you spend IO manifest your dragon claws, you gaina +I enhancement bonus on a track rolls and damage rolls with The claws (maximum +5). You ell n spend a number of power points on this ability equa I TO OT less than your manilesrer level,

Breath Weapon (Su): AI 4th level, you can manifest n bream weapon arrack, similar to rhose af various dragons. Doing this COSTS 5 power points and deals cold. elecrriciry, Ere, or sonic damage (chosen at the time of manifesranon; see below for-derails); a successful Reflex save (DC io +dnss level "" your Int modifier) halves the damage . Each of the damage rypes acts slightly differendy, as detailed below.

Cold: This 30-foor-long, cone-shaped breath weapon deals sds pointS of cold damage and allows a.Fortirude save (nor a Reflex save) for halE damage,

EI echinty: ihis 60-foor-longJ.line-sh aped br-eath weapon deals 5d6 polnrs of electricity damage and adds 2. to the save DC.

Fire:: This 30-foot-long, cone-shaped breath weapon deals Sd8 points of fire damage.

SO)lle: This 3D-foot-long .. cone-shaped breath weapon dea I s 5d4 points of sonic damage and ignores objects' -hardness_

For every addirianal pm\'er POinT yol.l spend 011 your breath weapon, you deal an exrradie. of damage. You can spend a nnmbee of power points on this abilityequal toor less than your rnanifesrer level.

Channel Dragon Wiogs (Su): Smning HT 6rh level, you canIorm wings made ofpsionk energy, The wings fann without damaging or being hampered by any armor OT clothing worn, Manifesrmgthe wings casts 7 power POinIS, The wings g~anryou a fly speed of 30 feet wirll perfect maneuverahility :rnd last for j_ minute per manifester level. You cannot fly if you are carrying a heavy load. Flying wtth the wings takes 011lyas much concentrarfrm as walking, leaVing you Iree to fight OT manifest psionic powers.

For every 2 addinonal power points you spend, your fly speed increases by 5 feeL You can spend a nurnber ofpower points em this abi lity equa 1 to or less [han yOUI' mamfesrer level,

Channel Dragon Tail (Su): Scarring arsrh level, you can form II long dragon rail made of psionic energy. The [ail appears [Q be a shimmering, cleat, crystal appendage thal grows from ycur 0\'" n spi ne. Ma nifesting the tail cosrs 9 power points, and it laSTS for 1 minute per level The tail has twice l'om normal reach (thus, it has a reach of 10 feer if l'OU arelruman but 20feer if you are an ogre), and you can make a melee a ttllck With rt as II seandard action, dealing Ids points ofhludgeoning damage (assuming you are Med tum) plus 1-1/2 X yOUI' Strength bonus. If you also have dan'S from your channel dragon claws abilit}', you can arrack \I.rith the tail and both claws as a full-round acrion {treat me claws: 35, secondary narura I weapons for me purpose of your attack rolls}. Your psychic [ail can't make attacks of opportunity.

For every 2 addidonal power points you spend on your dragon tall, you gain a +t enhancemenr bonus on arrack rolls and damage rolls \Vim [he tail (max +5). Yo-u can spend a number of power points on th is ability equal [0 or less man yommanifeste, level.

Frightful Presence Ama (Su); At 10th level, you gain rhe abiliTy 10' project a frightful presence aura similar rothat of a dragon. Activati ng your frightful presence com 11 power points: once acuvared, it remains active for 5 rounds. The f righrf ul presence f uncrtons ina 50-foor rad ius. Any enemy w irhin this area musr make a wHi save (DC 10 + classlevel + your lnr modiher) or be shaken for [be remainder ofthe frighlful presence's durarion. Creatures whh fewer {han half your Hit Dice are frightened rather than shaken.

For everv additional powerpoinr )'OU spend 011 yoU[ frightful presence aura, the duration increases by I round. You can spend a number of power points on this ability equal ro or less man your rnanijesrer level.

PLAyrNG A DIAMOND DRAGON

You have learned to tap intO the energies of rhe minds of dragons, drawing forth pure PSiOOLC powers .har others cannot access. Much like a sorcerer with draconic fears or a dragonfire adepr, you have elevared yourself above others of yow: race, becoming more like a dragon [hall a humanoid, You're proud of this accomplish m nr, OJ nd ir shows. Knowing you're better able to survive a fight give y01.l the confidence ro be open abour your superlorir '. You don', need to be mug or overbearing, bur you do exude a quiet sense 0 . per 01131

artsfacrion and accomplishment.

You are berrer ablf! to engage in close combat [han typical psions or wilders, In addirton TO belcgmore physica.lly lit, you C3J1 e mpley yOll r channe led clawsor atll to st tike ut foes in melee without giving up psionic attacks. Your cone-

haped breath WC3P0l1 can catch numerous foes ill it ncar thefronc Line, while your line- baped breach weapon allow you (0 rrik ar n ml s who hold back. such as p lieu ter and masterminds.However, you lire nor as resllienr asa true fighn~rllndstil1 depend on armor or defensive psionic powers for safety. You should be ready 10 retreat (possibly b). flying away} if you run low on power points.

Advancement

There a re many waY5 to lind me path of the diamond dragon. Ycu rnighr have been d riven TO understand psionic dragons. naturally developing a closer understanding of [hem through study and mediation. You mlghr have actually met uch a creature, perhaps many years ago when you nrst learned psionics, and fo.und yourself rnoving toward a form that's more in keeping with that teacher. Or perhaps you simply had visions or dreams about using psionic energy in dragon form and followed them (0 create 0 [mining program thor made you what yon are today.

Now that you've begunro see real benefrtsfrom your study into dragon psionies, a long and clear course 0.[ srudy lies before you. You gain some draconic power at nearly every level and can ll.ugmenr your abilities with careful selection of your other psionic powers. You can become more d ragonlike and expand your mental STUdies long after you've mastered the secrets of this prestige class.

As a diamond dragon, you have greater freedom thancrher pSionic characters when selecting psionic powers, because you know mar as you progress through yaur new career, you'll automatically gain melee and ranged arrack powers and mobility, though all ut 3 COST i n power points. Whe.n selecting you.r ocher psionic power .Iocus on those that increase your defense, healing ability, or general urlliry, Since you'll bum through power points fasrer than most psionic characters, you would benefit from raking the Psionic Talent feat as many rimes as you can manage. In addition, your greater physical abiliries make Body Fuel an artracrive choice.

Resour es

AU diamond dragons share a ense oflcinship rhar binds them rogether, even if tIl y nd up on oppo ~[e sides of an issue. You can COLLn on poltre rreannenr [com diamond dragons who oppose you and warm hospitali[y [rom those who do not. Having taken rhe mande of being a dragon, you are expected co be self-sufficient, bur yOll could ask for a meal and a safe place to sleep without violating thar expectation. A few coil ges of diamond dragon xi t, welcoming all ~ he com to rbem in peace. Many of the e college have one or rwo gem dragons rhar teach lind maintain order. Ar rhese plac I you can attend classes or find a quiet place to mediate, but au cannot recruit armies ro march o£fra war.

DIAMOND DRAGONS IN THE WORLD

"I Ihol'lghl 1'e Jmtlllim-llefoll~ he lilt rm II'rth fhal blnslad ItIIl n IIri flew aff!"

- Tordek, dwarf lighter

Diamond dragon fit well in any game that includes both psionics and a higher concenrrarion of dragon _ Though based on psionic gem dragons, diamond dragons can operate even if neutral dragons are rior common in the campaign. A diamond dragon might have learned dracon ic powers from an ancient rome oHore, a senior diamond dragon, or a 1:3 re lone gem d ragan sitting atop a dlstanr mountain. Most members of this prestige class wander and [est their new a biljries against rhe threats of rhe world. making them excellent choice for adventurers.

Orqanization

Diamond dragons spend little time in the cloistered schools where psionics are taught. At a typi=l psinnics school, they are treated as venerated oursiders, asked to speak about rheir unique view of pslonics and their experiences as a draconic thinker, burrhey are nerexpecred ro STay for any great length of rbne, A diamond dragon who wishes ro remain III 1.1 particular school fur a few weeks or months could reach clas es or perform difficult chores in exchange fo.r 11. small cell and simple fare, bur [he character's radical path prevenrs him from arraining a position of power there.

Less commonly, a diamond dragon mighr esrabli h his own school upon retiremenr, creating a place rhar reaches only the draconic version nfpsfnnlcs.In these colleges, wandering diamond dragons and true gem dragons can Slay 35 tong as they wish, and STUdenTS handle all chores. The more draconic powers a diamond dragon can demonstrate, me greater authority he enJO)15.

NPC Reactions

Diamond dragons are roo rare for mosr groups ro have fanned any particular opinion abour [hem. lOST communities treat diamond dragons as [hey would any psionic characters-c-or as psychic warriors, if the community recognizes a differ-

ence between the manifesting classes. Sorcerers and dragonfire adepts ofeen see diamond dragons as

kl ndred spirirs, (hough rhis attitude does nor

3 utom a tic: ally lead roa friendly reaction. Gem dragoes are friendly toward diamond dragons,

whom they consider you ng~r cousins. should

D diamond dragon violnrea gem drogon's hospitality and goodwill, however, the creature's attitude becomes hostile very quickly.

DIAMOND DRAGON LORE

Characters with ranks in Knowledge (ps lonic:s) can research diamond dr;;golls ro learn more. about them. When a

chs meter rna kes 0 skill check .. read or paraphrase me following. includ ing the i ntormation from lower DCs.

DC 10: Diamond d mgonsare psionic characters with dragonlike ablllrles,

DC 15: Diamonddragons channel me power of psionic gem dragons, gaining claws, wings, tails, and simllar powers.

DC 20; By learning draconic

powers, psionic diamond dmgons grow physicaUy tougher and gain new arrack options-including a breath weapon.

DC 30: Characrers who achleve thts level of success can leam important derails about a specific notable diamond d ragon, the areas where he operates, and rhe ki nds of activities he undertakes.

Mesr diamond dragons travel constantly, making them difficult to nod. If a diamond dragon school operates in an area, ir's possible to set up a meeting with a junior faculty member in a day OJ" two, or a senior member in no less than '<l week It's rradiriona] (btl[ not mandarcry) TO bring gifrs ro . such a teacher [0 show respec r.

DIAMOND DRAGONS TN THE GAME

Because theyare wanderers, diamond dragons En well in campaigns where psionic characters are normaIq found only in far-offlands.. A single diamond dragon can exist without requiring a whole network of psionic characters to hove raughr and trained him. Ifgemd:ragons exist inthe campai.gn, tbey can became the source of ~1L diamond dragons, rraining a single srudenr every few cenruries.

Diamond dragons appeal to players who like pslons nntl wilders bur lind them roo fragile.. This prestige class: might not be rna nil! J en ough for players who like psych ic warrters, though some will enjoy it. The class is strongly rooted in the psionics system and 'requi res mote bookkeeping than a typical psionic character, so i r's best reserved for players who have experience with rhar kind of characrer,

Ada ptati an

If the campaign deesn'rinclude gem dragons, the Dungeon Master can easily transform diamond dragons into more genezk pslonlc characrers who use their mental powers [0 emulate dragnnlike Iearures, rather than channeling them. from 3. ccnceprualcollecrtve.In acarnpaigu with no psionics at all. the. Dl¥l could tum diamond dragons inrn an arcane prestige class, allowing them ro fuel their specia I.abilj ties by spontaneously saCrificing exisrtng spells rather than spending power points. Trea t a sacrificed spell as having a number of power pcinrsequal to twice its spelilevel minus 1. Thus, a diamond dragon could sacrifiCt" a 3 rd-level "Pel! to power his brea rh weapon class fearure .

Sample Encounter

Alrhough diamond dragons always have an alignmenr mat is at least partially neurra], .hey are nor 3 homogenous group. A neurral evil djamond dragon can be cruel and capricious, inflicting pain jusr far {he sadistic pleasure .il gives him.. A chaotic neurral diamond. dragon might act so .randomly as [Q seem insane. Good-aligned diamond dragons make fine allies and colleagues, though their need. to consramlyresr themselves can cause problems,

:E1. 8: Morvek Thar recently fOund [he path of theruamond dragon and still revels in his new abilities. To test himself. he bas set up a camp at a ford in a major river and challenges anyune wbo wishes to cross. He demands eiI:h.er payment of 100 gp per traveler, or 3. chance at single combat with one me.mber of the pliny. Mocvek simply wants to seewhar he can accomplish now, rhough he surrenders crretreats rather rhan face serious i.njury or defeat.

eR8

Male elan psion (kinetlclst) 6/diamond dragon 2 NE Medium aberration

Init +2; Senses Listen +0, Spot 0 Languages Abyssal. Common, Draconic

AC 2.2, touch 12, flat-roo ted 20

(+2 Dex. +6 armor, +4Jorce screen)

hp 51 (8 HD) (includes 20 from vigor); DR 5/- (inertial barrier)

Fort +3, Ref +7, Will +8; +4 when using the elan racial trait resistance

Speed 30 ft_ (6 squares)

Melee mwk shortspear +7 (1 d6+2) or Melee 2. claws +6 each (ld6+1)

Base Atk +4; Grp +6

Special Actions can make a single claw melee attack any round he takes a standard action to activate a psionic power

Power Points/Day: 72, S9 remaining; ?sion Pow-e-rs Knowl1 (ML 7th):

4th-empathic Jeedback, Inertial bQfner*

3rd-body adjustment, dispel psionics, energy wall (DC 16). touehsight

2nd-detect hosHle irltent, e/fsight, enzrgy adaptation (specified), energy missile (DC 15)

lst-catfall, control object, crysrol shard, force screen*, vigor"

.". Already manifested

Abilities Str 14, Dex 14, Can 13, In116, Wis 10, Cha 6 Feats Armor Proficiency (light) L Psionic Talent (x4)

Skills Balance +3, Climb +10, Concentration +12, Intimidate +8, Knowledge (arcana) +6, Knowledge (dungeoneering) +7, Knowledge (psionics) +8, Us en +0, Pslcraft +14, Spot +0

Possessions +7 mithra! breastplate. masterwork shorrspear, ring of climbing

Dragon Augmentation (Ex) Morvek has gained a +1 bon s to Strength (already included above).

Elan Racial Traits Morvek takes a -2 penalty to Charisma (alre<l.dy included above). As an aberration, he is not subject to spells or effects that affect humanoids only. In additio n, he has the followi ng aoi lities:

ResiS.to~l,e (Su) As an immediate action, Morvek can spend 1 power point to gain a +4 racial bonus on savlng throws until the beginning of his next action.

Resilience (Su) When Morvek is about to take damage, as an immediate action, he can reduce the damage by 2 points for every 1 power point he spends.

RepletiDn (Su) If Morvek spends 1 power point, he does not need to ear or drink for 24 hours.

Sleep/Paralysis Neutralization rSul Whenever Morvek would be magically put 0 sleep or paralyzed. he can spend 1 power polnt as an immediate action to neutralize the effect.

DRAGON DESCENDANT

"wll;.'!! yoll cross me, ·ou el'O l1Iycnllri! hL',itClgl? And Illy C1",cs~or war ItJlStoppilbl~ lymnls oj tfw shies:

-Lautbus Thulcher, dragon descendant

A secretive monastic order, dragon descendants tap inro the power of their draconic heritage to call on their ancestors in

tim of need. Then th fighr in synchcsis wlrh the spirit of a long-dead dragon that bol rer borb offense and defen e.

BECOMING A

DRAGON DESCENDANT

Almost all dragon descendanr are monks. wirh multiple chromatic dragons in their family tree. Bur rhey aren't necessarily evil, nor do rbey necessarily know all the details of th it anc sLry.

EN RV REQUIR.EMENTS

Skills: Concentration 8 ranks.

Feats: Combat Reflexes, Dragontouched or Draconic Heritage [any chromatic dragon), Improved Unarmed Strike.

Special: Stili mind class feature.

TABLE 2-4: TI-I E DRAGON DESCEN DANT

HIT DIE: 08

Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +2 +0 +2 Monk abilities.
rampaging ancestor
2nd -1-1 3 +0 +3 Ancestral lore
3rd +2 +3 +1 +3 Subtle ancestor
4th +3 +4 +1 4 Slippery mind
5th +3 +4 +1 +4- EldritclJ ancestor
6th +4 +S +2 +5 Rapid c:aUing
7th +5 +5 +2 +5 Enduring ancestor
8th +6 +6 +2 +6 Deiec; drogonblood
9th +6 +6 +3 +6 Ancient ancestor
10th +7 +7 +3 7 Double synthesis Class Skills (4 + lnt modifier per level): Balance, Climb, Concentration. Crnft, Diplomacy, Escape Artist, Hide. Jump, Knowledge (history), Knowledge (relIgion), Listen, Move Silently, Profession, Sense Motive. Spot, Swim, Tumble.

CLASS FEATURES

As you attain higher levels, you gain access to more of your ancestral heritage, culminadng in your abiliry IO call on [he spirits of rwo of our ancestors ar the same time.

Monk Abilities: Throughout your career as a dragon descendant, your dragon descendant level stack with your monk levels for determining your unarmed damage. Armor Class bonus, and unarmored speed bonus,

Ancestor: AI every odd-numbered level, you can rap inro the power of a sped he, notable a ncesrer d ragan [0 augmen [ your OWIl abil lries, When you call an a ncestor's spirir royou, yonr facia I features shift 1:0 become a com hi nation of your own face and tharof your ancesror; Calling an ancestcr.spirir is a sta ndard action.

Unril you reach 10rh level, you can have only one ancestor spirit active at a rime. When you call a nE\.V nne, the old one auromatlcally departs.

Rampagillg Anuslor: tarting at tst level, you GUJ call a dragon ancestor known.Ior Irs destructive rampages through the countryside. When yon call that ancestor's spirit, you

becom immune [0 ear and gain a +1 in lgh: nu on attack rolls and damage foil. At sth level the in ighc bonus incren es to 2, and ar 9th !c\.(!! II increases w~3. In adduion, yOUl' unarmed trikes are considered ro be magi and chaoticaligned lor the purpose or overcoming uamagc reduction.

S1!btl~ Auccstor: Sra rrJ ng at 3 I'd level, you esrublish II connecrlcn (0 an nnce '[01' dragon that was 3 puppet rna ter.wielding influence among til lesser races wi!]' subterfuge. When you call thm ance ror's spirir, you gain an in lghr bonus on HidechecksandMov oil nrlych rcks qual c yourdragon d sc ndanr cia 1 vel, and )' u don't t k th standard-5 penalryformo\'ingquicklywhileyoll neak aroun . You can also mak neak arrack a a rogue of our dragon de cendam level, deahng an extra :!d6 peinrs 0 damage WIth each successful sneak arrack (rhls stack: with any exisring sneak 31 lack or similar class fea rure you have),

.Eldnldl Amestor: rartlng at 5th level, YOLI can connect 10 an ance ror dragon thal was a powerful pellca ter, When you call on rhe eldrirch nncesror plrir, YOLI gain [he spellIlk abllirv 10 mit a ray wirh :J range f 60 r. it, hi rang d roueh arrack affect a single [:Irg r, allow no aving throw, and deals ids point of damage p r fWO d ragan de cendant class levels. The ray is the equivalent of II pell who e level is equal [0 one-half your dragon descendanr clas level <round down), The my i sub [ec t 10 spe II res lsta nee, and Ir deals half damage [0 objects.

.Erldurirlg AllCcs[or: Starting nt 71h level, yOLI connect [0 an ancestm dragon rhar survived Stich adversity ns arracks from other dragons, would-be dragonsla 'ers, and adventurers eek-

ing [0 raid its board. When you :III n rhi ance lor's plrit, you gain an insighr bonus on 53\' i ng rhrov qua I ro one-half your clas I vel. You also gain damage r ducuon X/cold iron. where X is equal [0 your dragon de cendaru class leve].

AI1(I~tlt AIlCCSIDI': rartlng 31 9rh level, you r ach nn antesror dragon known widely to sage and historians even today-on of the grent n ncien I d ragons or foJ k lore When you call on this ancestor's spirh, all can make: an arrack of opporrunh again I any foe who afh:mpi a mele attack againSt you, unril you have r ached lit limit of anacks of oppcrruniry I bv your Dext riry C re and the Combat Rtillexe fe r, Furihermore, ou gain an in ighl bonusto your Armor Cla s equal 10 one-half your dra on de cendam class level,

Ancestral lore: When you medirare, 'au. omei i me hear the whlspers of your a ncesrors, a nd if you conce nrrate hnrd enough. youcan briefly communicate with them and benefit from their draconic lore. Tlns contact funcllonsllke bardtc knowledge (PH 2 J. except rhar rou ubsrirute <I Concenrralion beck for the bardic knowl dg h k. tarring ar 2nd level, you can m ditare in rhi \\'a}' once per week,

Slippery Mind: Laning al rh lev ,I. I he pre cnee of an ancestor dragon's spirit can jar your mind free of magical effects rhar would otherwise conrrol or compel yOIl. For marc derails, ee the rogue class feature (PH 51).

Rapid Calling: By sth leve I; you have made suc h Ias: i ng connections [0 your ancestors that you're able 10 call rhem forrhrnore quickly. From now on, connecting 10 an ~nCeS[OT spirit takes only 3 swift action, DOl a standard action.

Detect Dragonblo d (p): tarring at 8rh level. all on derecr nearby dragons at Willi their blood seems co ing [0

you fai I1fly, See the dcr~(llil'l1gollbllJ()d ll, page 65.

Double Synthesis: Starting at 10rh level. your soul is such a welcome home For your ancesrors rhar you C:1n have rwo ancestor dragon spirits acrive ar the same lime, galnlng rhe full benefit of each.Ifycu call a third a ncesrcc, rhe splrir rhar has been with you the longest departs to make room for rhe newcomer.

your monk like maneuv TlIbiHty, i. makes IOU an elu ive fe.

o Choose the enduring ancestor when you're trying to OCCUP)' a monster's full at enrion while your allies do omethlng ,be.

• Call we ancien! ancestor in clirnacric fighrs [Q the death wirh il major enemy.

Advan emem

Iosr dragon descendanrs.learn the

n e sary medirarive rechniqu from a dragon or from members of the Fir r scroll As you gain more levels ill rhis class, 'ir t croll researchers m ighr ask for your help, On [he other hand, a chromatic dragon mighr rempryoll with power and an 0 I lia nee. bringing you face to face with the TI11th abour your herirag -I here are p w rful cvlldo r in yourpaSL

After you've learned how (0 connect with yaul: ancestor spirits. advancing a a dragon descendanr is mostly a rna rter of solirary practice and meditation. Once you enter the class, your instructors nave no umber insighr 10 provide, and the

can't prevent your advancement even if you spurn. them. Ar every oddnumbered level, you become abl

LAYING A DRAGON ESCENDANT

You know rhar you are partOr a long line of dragoas, even ii the derai I

of your genc~logy or' revealed only gnll:lually, and [hat berirage

is imporrnrrr ro vou. Whenever you ca lJ an a ncestor spirit [Q

hare ycur seul, rhar ccnnecnon de pens.

The scholars ofrhe first croll (seepage 141) share manvof your values, such as an interest in the power of dragon bloodline and rue pon"ncy of draconic magic. Tbey teach [he meditation techniques mar open your soul ro your ancestors. like-

w ise some dragons know rhes techniques and can teach them to srudents, Certain dragons go so far as to watch rh ill human, relative from a distance, revealing die true "fam.ily hisrory" when me character reaches adulrhood. Thus, it's not uncommon for a dragon descendant to learn me rechnrques of me class but grow horrified by the evil acts of the dragons rhar reach them. Fortunately, once a dragon de cendant learns the meditation techniques, he. subsequenciy needs only sollrary practice. The pam ro ancestral enlightenme.m doesn't require constam studywith dragons OI the First Scroll,

ill connect ro a new

Lantluu Thlllcher, ancestor dragon spirir.

,; Jragl1Jl dl!scendnlJl Tbefirsr rime you do so is during an ex-

tended meditation nor unlike a seance. You conver e with your ancestor, and thereafter mar same ancestor spirit will renrrn whenever you call. orne dragon descendant- rev I in the connection with their ancestry and treat rue spin as friends. Others hold them at a serene distance, and a few smile as they force the evildoer of rbe pasrro make amends byusingthe.ir power fOT good.

\'Vhen you gain access ro a new ancesrer, take some rime [Q think about who that dragon was in life, It's more inreresting [Q plead, "Aid me, oh Kur+YlIb of the' Howling MOl.lmains" rhan ro simply say "1 call my rampaging ancestor,"

Combat

The most important choice you make in combat is which ancestor spirit yoo want,

• The rampaging ancestor is always II s.olid choice in melee: no one looks askance ar bonuses on arrark rolls and damage rolls.

o The subtle ancestor is useful when infiltrating lind attackIngwtth surprise, but tr's less.helpful if your foe5 are aware of you .

• The eldrlrch ancestor has onl one benefit, but it's tl big one: a ranged arrack no monk can match. Combined with

Resources

Because dragon descendanrs are solitary in nature, individuals provide little if anything in the way of resources for ODe another. Unless you are affiliated wirh an oraanizaticn such as the First Scroll (see below), it is likely [hat the only resources you have access co are rhose rhar you procure for yourselL

DRAGON DESCENDANT IN THE WORLD

"J dOli" !molt' wl'l'r,' II~ Irarm:ci lIIth Illculhll !lrt51~chll"11l" . IIIL' J,,1Vl't1,., 111110US quality l'v.·IIClirr ,all urfp1'l',"

-Hol'U Desh, master of the !(nife'O,Ii·Wind school

Dragon Je .cendanr engage in the so me rigorous phYSIC 11 and menlo I exerci es thar monks do. pln they pend rime in medltarlen ommuning with their nc tor, A dragon de 'cenu:lnt i alma talways sharing plrir-space with a longdeud ancestor •. 0 it's common [or him to make hi (uncal reference rhm other members of his party don't uncle lind.

orne dragon descendants change pcrsenaltries-e-nr 1 :I. r 10 a degrcc-d pending all whlch ancestor piol they're currently hosnng.

Orqanizr tinn

Dragon dc. ndants have no Iermal organization ol their own, A human monk known only as Br rher Denka W:1S rhe first dragon d . .ndnnr amol11::\ mernbe of til Flr r crol], more than 4 0 years ago. He taughr rhe technique to JOl. IlS of dlsciplcs b ,fore being summoned (0 meet wtrh rhe group's upper hierarchy, afreI which he wa never seen again,

Tod~)', m:1n}' dragon descendant remain affiliered with the first croll, raking directions from the group's leaders. Orhen erve migbry dragons as trusted Iieurenanrs, In Iacr, a human dragon descendant who has risen tn the cop of the Shadow's £iangs cabal (see page I +0 net ually s bares n n :I nces[Or with rh group's secret master. Vaerarrux,

NPC Reaction

Chromatic dragons how great respect [0 dragon descendants becau e [hey have a special connection to their own bloodline and heritage. Thus, chromatic dragons have an inirial arrirude oUrlendly toward any dragon descendant who is no! overtly hostile or is nor known to be working against rhar dragon's particular machinations.

.few others know about dragon descendants and so have no preconceprlonsabour rhem, However, hi ronan -charaeu'l'5 with -s or more ranks in Knowledge (hisroryl-c-are Iascmated wirh the Idea of conver ing with long-dead ance tors, and a

ragon de cendanr who demon rreres this ability gains a +2 circumstance bonus on socia I tnreractions with tlrern,

DRAGON DESCENDANT LORE

Characters with ranks in Knowledge (arcana) am research dragon descendants [0 learn more abeut rhem, when:.J character make. a kill check, read or paraphrase the foUowlDg, including the information From I wer Dt.s.

DC 10: orne people wlrh llc'ng n blood in rheir farnily LCCC can speak [0 their dead dragon ancestors through.meditation. The 're called dragon descendants.

DC 15: Dragon descendants can call an ancestor dragon spirit inro fbl:ir bodies. Wb~n rbey do. they rake on orne of

rh ahiline 0 rhar anc tor.Includtng figluln rle •• tealth,

and magic

DC 20: The mop po,,'erful ;1 urn 011 de cendant, the more differ ru ancestor spirirs he can call-but on1l-' one at ~ nrne,

DC 25: A group known as the First croll can teach the fee hniq ue nece 'SO I'V ro become 3 d [Q 'on de cendant,

DC 30: Characters who achieve rhis level of success can learn import. m dct:lIls abcur n p in notable dragon de cendanr. rh area where he opernf ,and the kinds of acnvnie h underrakcs.

DRAGON DESCENDANTS IN THE GAME

AIIi~r, dragon de cendanrs appear 10 be tmilar ro monk . Other characters usually don'rnorice a dIfference until the . ran changing rhei r abili!i s andapp arance n [hey shift Jnee lor prrir .

Dragon de (end. nrs i nvite plny rs to m ke inrerestlng raencal choice by picking rh best an e ror spirit for giveD siruarion The cia should appeal ro players who lilre family hisrory to be an Irnporrant p:m of their characters' backgrounds. And because dragon de cendanrs are ronnecred (0 evil dragons. the class makes a great option for players who likerheir cha racters to have a sinister past but heave a lso vowed to reform.

Adaptation

As wrirren, the dragon descendant is a 1 a-level prestige class. Bur if you have player who is fasdn31 db, [hi option. consider exrending the class rather than forcing a less inreresring choice: I probably back [0 m nk) after lO[h level. offer new ance ter spirirs ar ev~ry odd-numbered level. a oJ cap the extend d version of the c lass by grn nring rhe dou ble synmesis ahility at rhe highcst level,

Ii rhe norton or an evi] heritage doe n'r work for your game. it' easy to Imagine metallic dragons having dragon descendants, Thi adaprarion require nothing more than ch:1Dging the rampaging ancestnr La a cru ading ancestor instead.

Sample Encounter

A good encount 'r with a dragon d secndanr keeps players guessing a the ]\.'1lC shifts abilities 10 handle changing tactical situation. The more rimes he calls a new ancestor and exh ibns I he attendant physical and ahi Inl' ch;mges. [he more inreresnng the encounter, Perhaps the PC come imo COnner wirh.a dragon descendanrrhrough [heir dealings with the Flrsr croll, or maybe [heir que I for ancient lore leads them rca (runge bUI knowledgeable vlllager who i rhougbr to be cursed because of his frequent personality shifts and incessant muttenng .

EL 12: Laurhus Thulcher is a dragon descendanr urrerly IOy3~ to rb green cragon Tranchaminax becau e ir [llughr him m mp iruo r he power of his ancesrrv, As :1 war orphan.

he knew nothing of hl heritage umll Tranchaminax hewed him how to reach his ancestor spirirs, ow he perform assassinat ions on behal of hi rna rer an ornerlmes leads small groups of the drngon's minions.

LAUTH US THUlCHER CR 10

Male human monk 5/dragon descendant 5

lE Medium humaneid (dragonblood)

Init .... 4; Senses lis en 2. Spot +2

languages Common

AC 21, touch 18. flat-footed 17; Dodge. Mobility

( 4 Dex. +1 Wis, 2 class, +3 bracers, 1 amulel) hp 57 (10 HD)

Immune normal disease

Resist evasion, slippery mind (second Will save against enchantments)

fort 10. Ref +9. Will +9 ( 11 against enchantments); +1 against paralysis and sleep

Speed 60 ft. (12 squares)

Melee unarmed +11/+6 (1dlO+2) or

unarmed +10/+10/+5 (ldlO+2) with nurry of blows or Ranged shuriken 10 (ld2 2) or

shurlken +9/+9/ 4 (1 d2 2) with flurry or blows Base Atk +6; Crp +8

Atk Options Combat Reflexes, Stunning Fist, ki strike (magic). rampaging ancestor. subtle ancestor. eldrnch ancestor

Combat Gear pOficm OJhllfolsm, porion oj (;Un: 5e"01l5 wOlmds

Abilities Str 14. Dell: 111, Con 14, In 10, Wis 12, Cha 11

SQ purity or body, slow fall 20 ft .. ancestral lore

Feats Combat RenexesB, Dodge, Dragornouched, Mobility, Improved Unarmed StrikeB, Spring A lack. Stunning FlstU, Weapon Finesse, Weapon Focus (unarmed strike)

Skills Balance +11. Concentration -r- 15, Hide +17, Jump ZO,

listen 2. Move Silently 17, Se3(ch 1. Spot +2. Tumb~e+21

Possessions combat gea r plus 10 sh uri ken • g/ollcs oj Dexterity 2, bracer« of armor +3. amulet of natural ormor + 1

Rampaging Ancestor (Ex) immune to fear, 2 on attack rolls and damage rolls

Subtle Ancestor (Ex) +5 on H ide and Move Silently checks, sneak attack +2d6

Eldritch Ancestor (Sp) 60-ft. ray, ranged touch attack, Id6 damage

Ancestral lore see prestige class descripticn

TRANCHAMINAX CR '1

LE large young adult green dragon (air)

[nit +0; Senses blindsense 60 fr., darkvision 120 ft., low.light vision (4 x human); listen +19, Spot +17

Aura frightful presence (150 ft., DC 25)

Languages Common. Draconic, Infernal, Sylvan

AC 2.5, touch 9, flat-footed 25

(-1 size, +16 natural)

hp 178 (17 HD): DR 5/magic

Immune acid. magic sleep effects. paralysis SR19

Fort ... -14. Ref+10. Will +12

Speed 40 ft. (8 squares), Fly 150 ft. (poor). swim 40 ft. Melee bite +22 (2d6 6/19-20) and

2daws +18 (ldS+3/19-20) and

2 wings +17 (ld6 3) and

tail slap +17 (1d8--9)

Space 10ft.: Reach 5 ft. (10 ft. \lith bite) Base Atk 17; Grp +27

Special Actions breath weapon Sorcerer Spells Known (Cl3rd):

1st (6/day)-mogic missile, shield. mage armor

o (6/day)-arctlne mark. delecl magic. ghost sound, mag!" htlnd, resisLonce

Abllilies Sir 23, Dex 10, Con 19. Inl14. Wis 15. Cha 1 SQ water breathing

feats Cleave, Flyby Attack, Improved Critical (bite).

Improved Crj ·cal. (claw), Power Attack. Weapon Focus (claw)

Skills Bluff 12, Concentration 14, Dlplomac.y· 6, HIde 16, Intimidate +19, Know! dge (arcana) "C"1. Knowledge (history) +7, Usten 19, Move Silently+1S. Search 17, Sense Motive 17, Spellcraft +10, Spat +17, Swim 21

Frightful Prcesence (Ex) Trancharninax can Inspire terror by charging. attacking, or nying overhead. Creatures within 150 reet of the dragon that have 16 HD or fewer must attempt a DC 20 Will save Success Indicates that the target IS immune 10 Tranchamlnax's frightful presenc.e fer 24 hours. On a failure, creatures with 4 or fewer H D become panicked for 4d6 rounds. Those wilh 5 or more HD become shaken for 4d6 rounds.

Breath Weapon (SuI Once every ld4 rounds. 40 ft. cone, 1 Od6 acid, Rene): DC 22 hal£

DRAGON LORD

"rill' rill'll! 'rembles wh~I\'lll'Ilgllm Irrnrl.lt't file laml :;hllll.ll'rnllllJ' lA'ry sleps, mId let a/lwlto dnn' In}' gllze fall undEr Illy Ili1dow.

- 1.1 t 'r Chorkel, hal f-or d gon lord

A Jr. gon lord is the general ar rhe head of an army, [he emperor ar the helm of an empire, or me warleader who dominare a bartlefield. H I arns much [Tom dragon, modeling hi philosophy and strategies after IDe powerful creature wirh grear success, Dragon lords srrike fear into rhe heart of 1111 who cross their pat hand II e briLlianr comba [ tact ics (hal mirror rhose ofthe true dragons. In. many legends. a dragon lord !s the spirir of a dead dragon reborn into a dl!fereru bod .slowly awakening over rime and coming co realize WI.' p wer of ilSLOrmer elf,

BECOM1NG A DRAGON LORD

F r ihc most part. only characr r with a dominarlng pre - ence on the battlefield become dragon lords. Fighter and marshals (see ~Jlnillhrres Hllmfbool~) are 'me most common characrcrs who lake this prc tigc class, rhough clerics and paladins dedicared (Q deities 0 war or dragon gods sometimes be orne dragon lord due to exc prional circumstance .Sirmla rly Orne especially ferocious or savage barbaria ns become dragon lords, modeling [heir mbarrecrics afrer the in tinetive bruraliry of ITUe dragons. On rare occasions, hexblades lind arnurai (see C0I111,ld., \ tlITIIlI") rake This pre rige clas , l 0, bur their philo ophies ofren conflict with tho e of we rypical dragon lord.

ENTRY REQUIREMENTS
Base Att.ack Bonus: 6.
Skills: Intimidate 9 ranks.
TABLE 2-.5: THE DRAGON LORD HIT DIE: 010
Base Draconic
Attack Fort R.ef Will Auras
level Bonus Salle Save Save Special Known
15+ +1 +2 +0 +0 Draconic aura +1 1
2nd 2 3 +0 +0 Reckless devotion l/day 1
3rd +3 3 +1 +1 Divide and conquer 1
4th 4 +4 +1 +1 Dragon leadership 2
5th 5 4 1 1 Draconic aura 2 2
6th 6 +5 2 2 Reckless devohon 2/day 2
7th 7 +5 ~1 +2 3
8th a 6 2 +2 Crushing defeat 3
9th +9 +6 +3 +3 Draconic aura 3 3
10th +10 1·7 3 +3 Reckless devotion 3/day 4 Class Skills (2 + Int modifier per lellel): Climb, Craft, Handle Animal, Intimidate, Jump, Ride, Sense Motive, Swim.

CLASS FEATURES

Dragon 10 an! ma ters of barrlefield warfare who have studied [he ractlcs and abilities of dragon and emulate thelr philosophies. Like other warlords. dragon lord LL e fear and lnrlmldarton to demoralize rheir enernie • while ar I h same time inspiring zealous devotionin their followers.

Draconic Aura; You knew rhar the image and presence of a dragon can boosr or destroy me morale of troops. an effecr you study and build into vour srraregies. Ar J r level, you gain the abiliry to project a single draconic aura chosen from tho e pre enred on page !r6.

At rho rh.und loch level, vou can add anomer drac nic aura [0 the list of those you can project.

\\: hen you reach rh level, [he bonus granted b • bOlh 0 your auras lncrea es [0 +2. At c rh level, The bonu granred by all rhre or your aura: lncreas to +3. The aura gamed III LOth level gran lS:I "'3 bonus, just a tbe other three au ras you gained earlier.

Reckle Devotion ( u]: When soldiers learn I hal :I dra n fight on rh -rr ide, th>y have rat r lncenriv (0 rruggle valiantly again I the enemv=-whea vic lOry eems

red, all want hare of t h glory. tartin ar 2nd le . I. you learn to inspire rru kind of zeal in your followee • granting them a temporary boost in rhcir combat abilities driven by Ianadcal devorton. Once per Jay, you can selecr 3 number of allies equal to your Charisma modi6er (minimum I) [0 gain rhebenefir of litis abtl [I y. Ihe chose n a llies ga 1.1) 5 temporary hit point. a +1 merale bonus on melee arrack rolls and melee damage rolls, and 3 I mOl1llc b nus 01"1 aves. Any charncr r who i your cohort or follower (as per the Leader hip feal) gams tWIC the n rmal b n fil (t temporary hu p mrs ami a -:! ' on ). All b nefi IS last for :1 nu m ber of rou nd equa Ito yourclas level At srh level, }'OU can use rhi abilirv rwice per dOlY, and at LOth level, you can use Ir three times per day.

Divide and Conque (Ex): Beginning ar 3rd level, you gain the ability to fight even when assaulted from dif[en~m sides. ruming II d isad vantage inro a CUD ni ng srraregv, J lUI [ a dragons canfighr off oes when swarmed hy lash i.ng OUl in all directions, Y01.llearn to use your foes' distance ro your advantage. Whenever you are flanked by two or more creatures, you gain a bonus on melee damage rolls against each Ila nker

q ual [0 1/ _ ~'OU r d rag, n lord cia 1 'V ·1 rrou nded up). If ou canr be flanked (such a iJ you have the improved uncann dodge class Ienrure.. you still gain rhe benehl 0 Ihis abilil}' when opponents occupy Ilanking po inons around you.

Dragon Lead r 11 lp ( ): Sr:a rri ng :11 41 h levc I, you add 2 (0 your Leadership score for rbe purpose of 011 racring a cohort With rhe dragonbl ou 'lIbr),pe.}..[o t dragon lords prefer the Dragon Cohort fe3( (see DmCOnOl1llCOIi to (he Leadership fear.but tht b n'hfJppli quallv w ll ro any ·I.!atoroth r benefit thai gram you II cohort.

Cru hing D fC~1( (Ex): La rti ng • I rh level, y II gnin rh ability [0 demoralize yom enemi b· d ·,ding with them harshly, ensuring thnr rhey know your power JUSt as lesser being know the po\\'er of (rue dragon '. Whe.neve.r you lay or incapacirare an oppone n t (by reducing hi m (O -t or fewer hit pnlnrsj, you can make an Inumldate check as 0 free acrlon to demoralize a number aHa qual to vour Charisrna modifier (minimum 1) wuhin (,0 eertsee [he Imimlciatc skill PH 76). This abiliry is D mind-3( cring fear effect.

PLAYING A DRAGON LORD

Like the dragons rhat roam [he land. you are the master of ill you surve-y. There i no fOrTR5S yOll ea 11 nor capture, no hold YOll cannot defend, no arm)' you cannot overrun and no enemy you canner face down. You know thar sH3regy is the larger pan or victory In bartle, arul as a result you turn your mind toward The tactical side of command. Yet your mentors arid heroes are not generals and com-

manders of old. bur rather the dragon that live in the world here and now. The greatesr srrategy of all is ro rom your enemv not with your

word

bUI with your pr ence, [u r a a dngon fhc verhead, call mg panicked mas _e 10 n e, a roo do you ride UlIO ban le with confident .mil. av gery. dri"lng your en -ml

t n before you.

Th is ph i.losopby a lso appl les 10 life beyond I he b:1I II .

FtdJ. Whee faced with a cball nge,),ou know il is best [0 proceed with confidence and a sol id trates •. H lYing the rlghr [001 for rbe job i :I lgnlficanz parr of ucc ,and y u're willing to lake what. u n ed [0 accompli h vour In k. Lethose you rake fr rn ar wtlhna 50 be it; If not, it i

r n nc rn. Though y uti m. nd dtscipltne from tho

wh . erve you, rh notion that local lav ... rs and oth 'r rnvial rnnt tcrs IJPply [0 you is lnuahable, A dragon does 1101 :I k before it rakes IT!!:! ure for 11 hoard, and vou arc a dragon among mortals.

Some would call you lawle s.even criminal :11 nmes. bur

uch un nhghrened les er beings fail mrealize that vou make (he Lows. B}' your d cree are actions raken • just :IS :I dragon bends I it command all rho e who [ive in irs domain. Thi L the natural wily of things; rhc tr nge r er til rule for the weaker LO follow. The dragon i nor meek before the sh epherd, and. you are nor In ek b faTe those who lack rhe will and knowledge to challenge ou. The few being whom IOU consider your equal-c-nnrnelj, fellowad"entllr'r and other warlords-are afforded [he re,,--pen and admirarion rhar one dragon mighlgive ro anomer. loyalry is a virtue rhat you expect from tho e who serve you, but your 10 airy is ea r or:.d on Iy by those who prove rhemse Ives you r equ3 I in bravery, cunning, or power.

A Jroll.Dn far.1 !IIT':"jo t!J .. Ji{f if bJ5 J(Ju~: miliTATJ t;OTI!llt~r;

:ombat

If you can win a battle wirhour nring tl single i1n~~w~r ~ ading n single charge, so much the berrer, t r you C.'l n tn.tUDld:HC :J rOl' imo flee[ngor accepr rhe surrender of an inferior fore . 1 he vicrorv I' weeter, When combat is unavoidable and the fa li b cha llenge au, our Iavcrtre srra Icgy is to how them Ih'loli 0 thetr mlstnke by delivering upon rh m arncrciless defeat. Ever rrike could be a killing blow, and YOLl rarely hold back, even if there might be value I nkeeplng OJ foe alive. You rake prisoner if doi ng so is of no extra d ifneulry, bur y011 h3\'1.' lillie lime [or gam s-if mklng an enemy alive is even a srnall htndrance, you dispatch him Instead,

Vou rnnke frequem lise of your intlmidatlng demeanor,

heu ring t:pi thets :J nd eu rses :I[ VOLI r foe :1 • ou cleave

I h rough I hem. You r 11 a I i nOI unly TO defearan en 'm~' hue nl 0 to demoralize hi allies. giving you a grearer cha nee of uccess, However, i r i nrimidation is n I po tbie and 'our acti n

nly further enrag YOUT opponents, vou Foeu on impl), defeating them. AFrer all, when your foes cannot be routed, wh y band ! hern a n ad vantage by Stoking their fury?

Advancement

The first time you nw a dragon On the wing. wirh dozens of commoners fleeing before ir like a lidlll wave through the srrecrs, VOl! knew there was a smarter path ro viercry than imple barrlefield tactics.From thot poirn on, you studied rhc wa)' rhar dragons fight, borh. againsr lesser bel ngs ami Olga I nSI one anomer, in the hope of one dar harnessing rheir awesome presence,

Now you have accomplished your goal and becom_e more than a mere military com mander- -ou are a sell-styled \\Ia dord, }'our mere will a command to orher . You have ser yourself up as a dragon among mortals. a dorninanr force that bend others [0 your wlshe . ~lor over. your cominucd srudv of dragonkind ba breughr you grear ucces on rhe bartlefiekl, purring yOLlr name on the Up of oil rho e who have seen our skill in war.

As II dragon lord. you should always purchase the maximum number of ranks in you t Intitnidare skill to rake uti mlvnnroge of your special abllirie . Feats thai enhance rhe Indmldare skill are also valua ble.as are magic items or spells I hut improve your Charisma score. Addirionally, Standard combat fe31:S [hal ler you dispense with foe mor ... quickly nllow you to demoralize e~1!n more opponent -

Resource;

The world 15 vours or the taking. Your follower, provide aid and assistance. as well as brute force. whenever you call upon them. I n e ence, ou are me leader of our own rganlzarion. If youhave proven yourself on the field ofbarrle, you might Ii nd entire ciries r nation Willing r serve y ur needs our of respect, .... ar, or both, Few will dare to stand ill your parh, a [lowing -ou ro reach our and take whatever you wi h.

DRAGON LORDS rN THE WORLD

"Tht'R 15110 more fcar: atilt' SIght on 1111: hallle.iidd IllIm (l drllgon brmgmg II might 10 beilr all rour for, e . 'I'll r S nil' hOIlI.' I'd: to IH11"11~SS such .mff/allS I1n'lImJ, lIud llSlng lhis Imow',·d t dg,llII sl tlh'IT ,'111'11111." mellu' I',(fon' I1l1d glorl'."

-Bors. dwarf war priest

A Dungeon ta rer might 1I1d it challenging r fit a dragon lord Into a campaign. especial I one with good-aligned player characters, Though the dr:Jgon Ion:! could 1!3 <il)' be a buJly or n thug, he might a lobe a famous mi I i[aryeommnnder who is revered and feared even bv hi~ own people. imilar!y, dragon lords see kmg ro do good m 19ln be crusader who consider it their right (or even their dUI yl to u e rhei r strength II a mean

oferadlcaring evil. Though a dragon lord i forceful and mtirnidanng, the character pia rer ulrtmatelydc ide whether he use his power [or good or ilL

Organization

Like rhe dragons rhey model rhemelve aft r, dragon lord are figuratively at the mp of [he food chain. hey act! rhe

commanders and leaders, [he warlord and warmongers, who call the shors and determine

courses a acrion . .Each dragon lord. is the rnasrer of his own domain. and if two of [hem come inro contact with one another, sparks Hyman! ofren rhan nor. When rheir Circles of i nfluence overlap, rhey· da h frequeerly, with pain and death me usual re ult,

As leaders, dragon lords are srric I, demand i ng !ora 11)' and obedience.from their followers. ince most dragon lords are milirarv commanders-whether on a grand scale. such as the leadercI an armv, or on a small scale, such a the head of an adventuring parrY-mey requi re grear di cipline in rheir [ollowe~ and allie .makl I1g [are exception ooly for ellow adventurers who have proven Themselves rrusrworth '.

NPC Reaction

Dragon lords an feared and revered nearlyeverywhere Lhe~' go. They demand respect even when in hostile territory. meaning rbar lawful enemies: are more inclined (0 be impl}' unfriend I~' roward [hem. However, rhe oilier side of this coin I that in uppo dly friendly rown and cine .a dragon lord frequentlv is unwelcome. and people who would ~rm.l!l1v b mendly toward a group of PC might be indtfferene, or in extreme cas unfriendly, toward a partv thai contains 3 dragon lord.

Dragon lord [ust have a way of gainin repurarlons as bullies and rhugs, Among militaries or mercenary bands, however. a dragon lord's demand [or re peer usually our\ ... -eighs his abilirv to command fear, and as uch an • dragon lord traveling among a and of. ldier an expect a more friendl· welcome. Even when meeting with opposing

commanders or visiting an enemy encampment under a flag ofrruce, a dragon lord's reputation can turn hosuliry [Q indlf£ ence=-a sign that enemy soldiers resp cr his accomplishments.

DRAGON LORD LORE

Characters with rank' in Knowledge (local) C3n re earch dragon lords to learn more abour rhem, When 11 character make 3. skill check. read or paraphrase tbe followi ng, including the informarion from lower Des.

DC 10: Dragon lords are warlords who model their ncrtcs after those used by dragons.

DC 15: Dragon lord adh re ro a pb llo ophy thal dcfearll1g enemies wirhour combat is just as desirable as overcoming [hem 011 [he n.eld of battle,

DC 20: Dragon lords have such a presence in combat that they can drive of[ vet ran soldier simply by intimidating them, and a favorite tactic is ro urredy crush II oe before demoralizing irs allies.

DC 30: Characters wbo achieve this lewl of success can learn important details about a specific notable dragon lord, rhe reas where he operates, and the kinds of activities he undertakes.

Dragon lords are not hard to locate, especially since their names and deeds are on me tongue of almosr everyone who meet them. Ending a dragon lord is usually as simple as inquiring ar military encampments or wirh mercenary bands, es p cia l1y those w irh a repu ration for 0 errunaiag a n opposing force and sending enemies fleeing.

DRAGON LORDS IN THE GAME

A dragon lor-d can be a chaH~ging inclusion in a goodaligned campaign. but such a character should fir nanrrally in games mar feature a more ambiguous view of the nature of good and evil. Players who wish [Q be party leaders or command their own forces will likely find [his pr ·tig clas appealing, especially since dragon lords are usually wrecking balls who can smash foe and end other enemies packing. MOST dragon lords have little difftculry accepting ower adventurers as equals (except for those who s by from challenges or flee in fear), so they iaregrare well inro diverse parties though sometimes they clash with paladins for rhe same reason they clash with other dragon lords.

Adaptation

Dragon lords need very little adaptation to fit into other campaign models. If the world does [lor have dragons in abundance, just change [he philosophy of this prestige class so [rut it's based on defeating enemies without necessarily resorting to violence. Replace the draconic aura bonus fears with simple fighter bonus fea-tsl0 give [he characters prowess in combat without relying on dragons or draconic abilities.

Sample Encounter

A dragon lord makes a great foe bur a d ifficuir ally, especially when a conlllcr of [nt rest arises between one and the rest of the advenru ring parry.

El 9: The half-ore dragon lord Iaster Chorkellelllh a band of mercenaries known as the Whire Talon. His rroupe remains camped oursid a major sertlernenr wbUe quarterrna rers purchase upplies, bur me idle time makes Chorkel and his compatriot I' srl ss, At nighl. rh y engage in raids on outlying buildings, staging hit-and-run attacks against hapless citizens in a cruel game designed (0 cow [heir rargets into submission. One night, Ghorkel undertake a raid by himself, seeking to capture a young human woman be encountered on a previous outing, Brutish and driven by desire, Chorkel stages his raid just a rhe adventuring parry approaches, giving them ample time to in te rvene and send the bully back [0 his camp without hi prize.

MASTER CHORKEL CR 9

Male half-ore fighter 6/dragon lord 3

NE Large humanoid

Inrt +0; Senses darkvislon 60 ft., Listen -1, Spot-1 Aura draconic aura (presence)

Languages Common, Orc

AC 20, touch 10, Ilat-fceted 20 (armor +10)

Resist 25% chance to negate extra damage from sneak attack or critical hit

hp 67 (9 HD)

Fort +9, Ref+3, will +4

Speed 20 ft, (4 squares)

Melee +1 greotsword +15/+10 (2d6+5fl9-20) or Melee dagger+13/+B (ld4+4J19-20J

Base Atk +9; Grp +13

Atk Options Cleave, Combat Reflexes. Mounted Combat, Power Attack

Special Actions reckless devotion, divide and conquer

Abilities 5tr 18, De:x 10. Con 12, Int 8, Wis 8, Cha 14

Feats Cleave. Combat Reflexes, Iron Will, Leadership, Mounted Combat, Power Attack. Skill Focus (tn 'midate), Weapon Focus (greatsword)

Skills Intimidate +14*, listen -1, Ride +3, Spot-l

';l: Ghorkel has a +1 bonus on Intimidate checks when he projects his draconic aura.

Possessions +2 full plate of ligh t fortification, 1 greuts-word. dagger, heavy warhorse

Draconic Aura (Presence) As a swift action, Ghorkel can project an aura that grants him and all allies within 30 feet a +l bonus on Bluff, Diplomacy, and Intimidate checks. The aura remains in effect until' he dismisses it (as a free action) or until he is killed or rendered unconscious. See page 86 for details on draconic auras.

Reckless Devotion (Su) Once per day, Chorkel can inspire two allies, granting them 5 temporary hit points, a +1 bonus on melee attack and melee damage rolls, and a -;-1 bonus on saves. Cohorts or followers of Ghorkel gain double the normal benefits, All benefits last for J rounds.

Divide and Conquer (Ex) Whenever Ghorkel is flanked by two or more creatures, he gains a +2 bonus on damage rolls against each Ranker.

HAND OFTHE WINGED MASTERS

progre sian, buca spellrhiefwho is willing (0 acrifice furure spellca ring abililY caneaslly qualify.

"By the orderofthf CoM/Hi! ofWyrms, and {Ol' theil'grcafergloYy, CLASS FEATURES yo II 111l1!1 d II.'!"

-Myonith Drakeblade

Dragons ofren need expert servanrs ro be their eyes, ears, and hands in humanoid celery, A hand of the winged masters bas d dicated his life to tbe service of a single dragon or to a group of dragon unit d in a cornmon cau . A dragon mast r becomes the polidcal and spiritual leader for the hands. gaining their roral lcyalry, rhi service rise above obedience to country, church, family, or friend. Usually, the hands act as "pies lind informants, but when needed, they can also be saboteurs and killers.

ENTRY REQUIREMENTS Base Attack Bonus: +4.

Skills: Bluff 4 ranks, Hide.<l ranks. Move Silently <I ranks, I<nowledge (arcana) 4 ranks, Sense Motive 4 ranks. Languages: Draconic.

Feats: Dragontouched.

Special: Sneak attack, sudden strike, or skirmish +2d6.

TABLE 2-6:

THE HAND OF THE WINGED MASTERS

HIT DIE: D8

Base
Attack Fort Ref Will
level Bonus Save Save Save Special
'[st +0 +0 +2 -+2 Draconic Senses
2nd +1 +0 +3 +3 Special attack +ld6
3rd +2 +1 +3 ;-3 Dragonflre Strike
4th +3 1 +4 +4
5th +3 +1 +4 +4 Special attack +2cl6
6th +4- +2 +-5 +5
7th +S +2 +5 +5 Master's gift
8th t6 +2 +6 +6 Special attack +3d6
9tn +6 +3 +6 -+6 Improved dragonflre
strike
lOth +7 3 +7 +7 True stealth Class Skills (6 + Int modifler per level): Appraise,

Balance, Bluff. Climb. craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide. Intimidate, Jump, Knowledge (arcana), Knowledge (local). Listen. Move Silently. Open lock, Profession. Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Rope.

BECOMING A

HAND OF THE WINGED MASTERS

Since hands of me winged masters primariJy serve as spies a nd informants, rhis prestige class is mo r applicable to rogues and mulnclass rogues (such as rogue/rangers and rogue/ lighters), In campaigns using the ninja. COUt, and spellthief classes (see Complete Advwt!lrer), ninjas and scouts ar e equally common members of this prestige class. 'pellthicves are less likely ro enter this class, since it offers no arcane spell

As agenrsof greardragons, bands ofthe winged masters coastantly Strive ro accomplish their assigned missions and train ro be more effective rools. They learn to move about unnoticed, trike from the shadows, and work wirh other servant 0 their masters,

Draconic e.nses: Ar rsr level, you gai n Draconic Senses (see pag 17) a a bonus feat, even if you don'T meet its prerequi ite. if you already have Draconic enses, you can instead take any other draconic [eat for which you meet the prerequisite.

p cial ttnck (E.'(): Ar 2nd level, 5Lh level, and Slh level. your sneak attack. skirmish, or sudden strike llbiliry deals an extra Id6 points of damage. If you bave more than one of the e abilities, you can improve anyone abiliry of your choice (choo e each rime you gain [hi benefit),

Dragonfire trike: At 3rd level, you gain Dragonfire

trike ~ ee page 1 ) as a bonus feat, even if you don'r.meet its prerequisire.If you already have Dragonfire trike, you can instead take an other draconic feat for which you do meet the llrereq uisite,

Master's Gift: (Su): Starting at 7tb level. you are so atnmed to the arcane powers of your dragon master that beneficial arcane spells have an improved effect on you. Any arcane spell thar is.harmless (those rbar include the. word "harmless" in their avingthrow entry) has Twice me standard duration when cast on you. If the spell is cas e an multiple targets, the duration is doubled only for you.

Improved Dragonfire trike (Su): At seh level. you gain the ability to deal extra damage when using your Drsgonfire Strike fear. Whenever YOll choose [0 convert your sneak arrack, skirmish, or sudden strike damage [0 energy damage byusing clUs fear, you can add an extra 1 POLD[ of damage per die Jailed . For example, if you have sneak snack +6d6, you would deal6d6+b points of Ere damage with you r Dragonhre Strike feat.

True Stealth (Ex): At inrh level, you gain a heightened awarene of [he difliculries involved with concealing youe presence from advanced senses. This ability helps 'ali lea-rn to avoid even rh keenest senses. If you rake a -10 penalry on Hide or Move Silemly checks (as appropriare), you can use these skills [0 conceal you rsel f room scent, rremorsense, hliridsense, and hlirrdsight. Creatures using those sensory abilities must make :m opposed Lisren or Spor check [0

notice you.

PLAYING A

HAND Of THE WINGED MASTERS

You are a humanoid servant [or one or more dragon masters rhardesire [0 influence rhe world indirectly. As courier, spy, guardian, warrior, and (ifneed be) assassin, you funher rb.e cause of yOUT overlords. Since your missions often require

Combat

OLl ar more alert rban rnosr rogue and no less able [Q rake advantage of :1 disrracred foe. If possible. }'OU should slri ke early in combat, wlule your opponent is sull flat-footed. Afrer rhar, your Job i rc ourmaneuver foes, picking off the weak and (if n ed d) delivering II powerful blow to a flanked major combatant.Never ullow ourself ro be ur offfrom a peedy exir, and alway remain aware of your environment. \VhUe your allies focus on hirtlng an enemy. make sure TO keep an eye on alcoves, corners, and shadowy passages from which a new foe-or some other opportumry-e-rnight appear.

Advancemem

A a hand of the winged master. you must demonstrate grear loyalry to a superior and a willingness to bend or break laws in service (0 fbal superior. Nothing ls more important than carrying our your m ission, and you are willing to be[ray or trick others i f needed. This dedication and moral arnbiguiry brought you to the attention of a

secrer cabal and convinced them to recruit you. When you Ii Dally learned the idenril)' of their ulrimare leader, you saw the benefit of belonging ro an organization run by a cream re far older, stronger, 11 nd wiser man you will ever be.

You are now a crusted agent of me dragon masters rhar rule your cabal, Acting an yOUT own, IOU follow orders loyally-witham: ignoring

opporruniries to further the cabal's goals-and. maintain 3 cover story to ensure you are never linked to the group. Nor }'et a leader, you remain an e>rperr agent and t rouble shooter, sent to accomplish difficult missions that others have failed [Q complete.

As a spy. you should purcha e as many ranks in the lis[errand Spar skills as YOllcalL Not only does this make you berrer able 1.0 [crrer, out information, bur ir also makes you more Ii ke1y to acr ina surprise 'rou nd (and deal sneak arrack damagel.Hlde and iov ilently are rhe nexr t w o mosr imporranr skills for you. A.fter that, choose skills that will help you fu 1 fin you r assigned ill issions and main rain your cover srory, which might paint YOll a nothing more [han a common rhref or greedy advenrurer,

ecrecy, it's best to pUT forth a simple cover story or demonstrare an obvious purpose a a not to raise suspicions. You mighr pose as ncthing mcre taan a sneak and treasure hunter, but In rrurh, you belong to a vast network and could be called on at any rnomenr ro carry 001 coven duties.

Most hands of-che wi nged masters workfor a cabal of some kind such as the Shadow's Fang ( ee page 144). These cabals can provide minora i lance wirh rraining cover stories, and delivering messages to and from your dragon masters. However, rh ~y wi II not expend valuable resources to solve your problems. By me time you enter this prestige class, the cabal expects you [0 exrricare yourself from most trouble on your own. Only if you haJ something of great value for [he dragon masters would [he cabal risk itself for yOUT sake.

Resources

If you absolurely must have someth ing ro accomplish a mission, such as :J. map or a description of a target. your cabal "provides lr, Beyond thaI, you are expected to lake care of ycu.!O\vn ne ds. In major cities, the cabal can arrange for you to buy tllegal marenals (such as thieves' reels and poisons) sufely, but at your own e>.:pel'1se. The group is nor in ensitive to your financial.needs, however, and might give you leads on legirimare epporrunlrles for job or treasure, thus ensuring that you acquire the funds yD11 will need to pull 0[[ future secret mis ion.

HANDS OF THE WINGED MASTERS TN THE WORLD

r'Mynnilh IS (I gr~l1t tmpjinder-1I'1IIy, dCI',Cl; ~mrl t1epmdcl!l!e. r }1I.>1 urlSh he U'olddtl" wllnder off so of len, • omel!l11es 11 t(lkC5 hvo or tlm.'i? tia)' 10 fiild 111111 [OI'aIlCII' lIIiS5ioll."

-Regdar. Fighter

Ahand ofrbe winged rna rers need a cabal from which to rake orders, and one or more worthwhile dragon rulers to work for. These need not be particularly complicated (the DM can U5e The Fir t croll or the Shadow's Fangs; see Chapter 5), bur mey hculd.match the character's intere t '. Achaotic good SCOU[ should be approached by a group working rnward the com men good, while a lawfu I evil ni nja is more I i.kely to serve a dragon rhar believes the worldmusr be conquered a nd remade in 0 more orde:rly manner.

A cabal presents an. easy way ro Inreresr rhe characrer in an advenrur .A nore from rhe ergarazarion reque nng iaforraation abour a particular dungeon or ordering the assassination of a cerra in evil wizard pushes [he hand. and his compan ions, into adventure as easily as do commands from a paladin's or cleric's uperiors,

Organization

A dragon-led cabal can organize itself in numerous ecrer ways. Typically, a hand of the winged masters .knows only a few other agents and leaders, ensuring thar he can't leak much to the group's enemies if he is captured. The hand is iaughr pas word and secret signs [0 identify other members of the cabal, but if group leaden; suspecrrharthe informariou has been compromised, they quickly change these codes and signals. Normally, a hand works without direrr aid [rom the cabal, receiving orders through a secrer merlrod of communication (perhaps from a barmaid ar a favored tavern) find reponing his resulrs ro D differentagelH. Again, if these arrangements are comprorn ised, a new cabal member makes herselfknownro the hand and institures a new ser ofconracr procedures.

N PC Reactions

As long as a hand keeps his cover story imacr, others treat him as if he is exactly what he claims [Q be. lost hand pose as adventurers who happen In be ex-pert locksmiths, which gives

rh m a veneer of legitimacy but oren provokes usptcicn from guards and nobles. However, if a hand's role as a spy for dragon is eli covered, pracucally everyon immediately consider hi m a threat, and thereafter he receives an indi£. ferenr reaetlon 31 best.

HANDS OF THE WINGED MASTERS LORE

haracrers with ranks in Knowledge (bistory) can research hands of the wing d masters [0 learn more about them, When 3 ch meter make a skill check. r ad or parsphra e the Iollowing Inchiding rhe information from lowerDCs.

DC 10: Hand of rhe wlnged rna t rare agents for ecrerive dragons.

DC is: Each hand receives order from a ecrer cabal and rarely knows more tho D one. or two other members.

DC 20: Hand are alert rbey benefit from arcane spells more than most. and they act as spies, assassins, or couriers for rheir dragon overlords.

Finding a handof tbe winged master i difficulrarbesL A DC 10 Gather In ormation check reveal- where ro drop off a request for 1I meeting. Afrer rhar, rhe player characters musr wair to see if a hand shows up or makes contact. Only if rhe pes have some urgent business will the cabal e."pose even a junior member of lrs organization.

HANDS OF THE WINGED MASTERS IN THE GAME

"Before introducing hands of rhe winged masters imo a campaign world. the Dhl should decide why one or more dragons would need a cabal of spies, and [hen consider the nature of the group. The Shadow's fangs (see page H4) ar one example of a cabal, bur it's possible for a group ro serve a council of dragons, or even drakes of good alignment rhar wa nt to keep thei r involvement in humanoid affairs as clande tine as po ible. Once you have a simple idea for the cabal,inrroduceit to the players and see if rhey're inrerested in wmki ng more closely with rhe secretive group.

Ahand of the winged masters appeals most to players who .like rogues. secrets, and ongoing plots. The cla. is built ro let a PC carry our coven missions and serve hidden agendas while still .having reasons to go on adventures with the rest of the parry. Players who enjoy rhe idea of medieval spies in a £aruasy setting should find me class intriguing.

Adaptation

Hands of the winged masters are less closely tied [0 dragons than most of the other prestige classe in thi chapter. They could easily be rra nsformed inro bodyguards for arcane spellcaster .courier servinga deity oft-ravel, or simply adva need spi . Their cia features would remain the arne, but the OM would need to restructure rhe group (hey work fOL

Sample Encounter

Because villains often wanr to keep [heir schemes ecrer, they are more likely than gcod-intenrioned dragons to employ hands of the winged masters. The simplesr way to inrrcduce a hand TO the pes is ro make rhern [he focus of a missioll for the cabal. Ahand might spy on "the characters or tty to gain their confidence by posing as a traveler or barkeeper. for a

more confrontational enccunrer;a band could have orders to sreal an lmporranr object from rhe player characters, forcing them [0 deal wlrh him directly

a 15: Iyn:nith Drakeblad i a loyal servant of the Shadow's Fangs, and one or rh ir most crusted spies and assassins. He bas been direcred by hi masters [0 retrieve 311 item held by one of the pes (perhaps a recently IlCql.1 ired spelibook or a magic irem that has not yet: been idenrified). If possible, Myrmitb sneaks into the characters' camp when they are OUI in the wild; otherwise, he tries to catch [he owner of rhe item

alone. n any case, whlle Myrrnirb fight as hard as he must to acquire the object, he won't 'kill a PC unless he is forced to do so 0 accomplish hi mi ion. rf h 1(110W' h 's ~ lng ro engage ln comber, Myrmith activates his rillgafblml:ll1g.

MVRMITH DRAKEBLADE CR 15

Male human rogue S/fighter l/hand of the winged masters 9 N Medium humanoid

Init +9; Senses darkvision 60 ft., low-light vision, Usten 18, Spot +21

Languages Common, Draconic

AC 22, touch 14, flat-footed 19; Dodge, Mobility, uncanny dodge

(+3 Dex, +7 armor, +1 deflection, .,1 natural) Miss Chance 50% (ring aJblinking)

hp 83 (15 HD)

Fort 7, Ref +15, Will 7; +1 against paralysis and sleep

Speed 30 ft. (6 squares)

Melee+J keen fopier+l 6/+1 1 (1 d6-1/1 5-20) Base Atk +10; Grp T9

Atk Options sneak attack +,6d6 (normal damage) or +6d6+6 (fire damage)

Combat Gear 6 potions oJ cure serious wounds, potion offlv, potion of nondetecuon

Abilities Str S, Dex 20, Con 13, lnt 12, WIS 10, Cha 1<1

Feats Alertness, Dodge, Draconic SensesB.!., Dragonfire StrikeSt. Dragcntouched'], Improved Initiative, Mobil:ty, Spring Attack, Weapon FInesse, Weapon Focus (rapier)

Skills Balance s-l S, Bluff+6. Climb-i-S, Gather Information +14, Hide +21, Jump +4, Knowledge (arcana) +5, Listen +18, Move Silently +21, Open Lock +9, Search +9, Sense Motive +18, Sleight of Hand 9, Spot 21, Swim +1, Tumble +21

Possessions combat gear plus +Z mithral breastplate, +1 keen rapier, amulet of natura! armor 1, gloves of Dtderily +2, ring ofb/inking. ring oJprotection -rl, 1,400 gp

Master's Gift (Su) Any arcane spell that is harmless has double the normal duration when cast on Myrmlth.

PACT-BOUND ADEPT

"lei go (If 'ow' ndes, )'0111' nll/lIll, uri rour fDTmlllllj, 1111 Id Iht' ItUlgu ]lalllEu the drngons do."

~Rorhan, pact-bound adept

Pact-bound adepts are orcerers who have learned ro rranscend (heir beliefs abour spells and magic and embrace arcane power as dragons do. Tbey foeu rhelr innate connection [0 magic, b coming mor like dragons in the way rhey cast spells. A pact-bound adept opens her elf to the raw magical energy ihar flow jusr out of reach of other humanold casters and becomes a conduit for thar power.

tesr peer-bound adept con perform incredible [eal of rnagical prowess, growing beyond the bounds of what some sp licasiers con ider pos ible and moving ineo the realm of dragon sorcery.

BECOMING A PACT-BOUND ADEPT

Pact-bound adepts are rypi all, or erers who hav mbraced their draconic ancesn-y and wanr TO learn more about how dragons cast spells. Knowing that rh ir own spellcasting ability comes from the draconic bloodin their veins, rhese sorcerers want ro unlock within themselves the same connecrion to magic that all dragons possess. Pact-bound adepts seek am powerful dragons and bond WIth Them, learning under their iurelage the path [0 greater skill in (he arcane arts. Each adept is closely allied with at least one dragon and uses the gifts bestowed by her draconic instructors to open herself IIlOI:C fill Iy to magic.

ENTRY REQUIREMENTS

Skills: Knowledge (arcana) 9 ranks, Spellcraft 9 ranks. Feats: Draconic Heritage,

Spellcasting: Must be able to cast 3rd-level arcane spells. Special: Must have an active dragon pact (see page 87) with a dragon.

CLASS FEATU RES

Pact-bound adeprs shift [heir spellcastlng sryle 10 march that of dragons, allowing Them to cast spells by instinct rather [han with hand gestures and vocal sounds. Additionally, they Learn to temper their own magical abiliry, making them more powerful spellcasrers and lerring them accept magical boons from dragons more easily.

Spellcasting: Al each levelother than tsr and 4th, you gain new spells per day and an increase in caster level (and spells known, ifapplicable) asifyou had also arramed a level in an arcane spellcasri ng class to wh icb you belonged before adding the prestige class level. You do nor.Eowever, gain any ocher benefit a character of that class would have gained, 1 f you had more Thall one arcane spellcasring class before becoming a pacr-beund adepr, you musr decide [0 which class to add each level for the pnrpose of dererrninrng spells per day, C3.STer Level, and spells known.

TABLE 2-7: THE PACT·Bou,N'D ADEPT
Base
Attack Fort Rer Will
Level Bonus Save save Save Special
Tst +0' +0 +2 +2 Improved pact +1
2.nd +1 +0 +3 +3 Dragoncast
3rd +1 +1 +3 +3 Eschew Materials
4th +2 +1 +4 +4 Improved pact +2
5th +2 +1 +4 +4 Bonus dragonpa.ct HIT Du:: 04

Spellcasting

+' level of e'Xisting arcane spellcasting class +1 level of ex.isting arcane spellcas:ting class

Class: Skills (2 + Intmodlfle.r per level}: Concentration, Craft, Diplomaq, Knowledge (arcana), Profession, Spelleraf!.

+1 level of ex.isting arcane spellcasting class

Imptoved Pact (5u): You learn [0 alter the magic rhsr flows through you so rhar you can gain greater benefits by "''Oy of vou r d ragonpacr. At tst level, YOUT cas ter level with spell-like abi I i ties from yoltr drcgorrpac l Improves by one.La add irien, at 1St level choose a single dragonpscr char you currently have; you g.a in spell-like abilities as, if you had sacri ficed 8 spell one level higher man rhe acrual spell sacrificed.

For example, a pact-bound adept who bas sacrificed a 3rd· level spell as parr of the flames of crimson wrath dragonpacr wall lu gil in rh ree aal!Y uses of bUrlImg hllfuls and two daily uses of proteniorl from energy (fire), as if she had sacrificed a 4th·level spell.

At 4th level, your caster level with dragonpaer spell-like abilities improves by another one, and the spell-like abilities from your chosen dragonpacr improve as if you had sacrificed a spell TWO levels higher than the actual spell sacrificed.

Each time you enter intn anew dragonpacr, you can choose ro apply [his benefit TO (he new dragonpacr in place of the previous dragonpacr.

Dr-agoncast (Su): Starring at lnrllevel, YOli become able to channel magical energy in m uch me same way [bar dragons do. Three times per day, you can cast any arcane spell (of a level equal to or less than }'our class level) .:IS though it were affected by both the Silent Spell and Scill Spell metamagic fents, removing the need for anyverbal and somatic compo· nents. Neither the casting rime of the spell nor the spell's Ieve 1 chs nges for th is casting.

Eschew Materials: AT 3rd level, you gain Eschew Materia l.s as a bonus reit. If you already have this feat, you can choose a ny other feat for wb ich yOIl meet {he prerequ isite.

Bonus Dragonpact: At 5th Level, you gain rhe abthry to enrer into a second dragonpacr. The scecond dragonpacr can be with. me same dragon or anorher dragon, even of another kind. You can't enter into the Same dragonpac[ twice.

PLAYING A PACT-BOUND ADEPT

Th ough other spellcasrers rety on hand gestures, powerful words, and complex formulas derived from years of research, you knOW rhat the purest and most powerful form of spe 11- casting is that used by true dragons. Tower-bound wlzards might spend }'ears researching a single spe ll, while you could spend mere days in [he presenceofa dragon and achieve me same result. You can conjure up spells of incredible power before anyone else knows yotl haW! even starred, Other casters, both divine and arcane, seem clumsy and slow ro you,

because they have ha nd tcappedchernselves with huma noid concepts, rules. and sciences. You cnlrivare insriacr and inruirion, learning to listen to your inner connectien to magic. You have felt the pu ri ry of d ta con lc spellcasdng and hope rhat, some day, everyone can share i.n this knowledge. If other spellcasrers would just SF-Op long enough to heed the wisdom of dragons, they roo would see an easier way. one une ncu m bered by physical form. You know that you a re rruly in me minoriry~mosr spellcasrers are roo frightened or stubborn [0 change. In il way, you feel pity for Them, while III the same time hoping they will learn to reach wimin themselves for answers.

Not everyone thinks !:hat dragons are as benevolenr as you believe rhem [0 be. Certainly, evil dragcns exist, as do evil humans, evil elves. evil dwarves, and evil members of any other race. Unfortunately, in your viewpoint, many people see all dragons as- a threat, which keeps them from opening thetr eyes enough ro learn from megreaI creatures, Despite any display ofpower you manifest, some will always choose to remain blind. For now, you seek to pwve that your "VlIy-rhe way ofthe dragons-vis better by going our.into the \vorld and doing things thai: no other spellcasrercan, If ochers will nnt hear the truth, youmu.sdet them see lr wirh Their own eyes, all the while. gaining knowledge for yourself With each passing day, your power grows because you are willing TO embrace your draconic heraage. You spend hams deep in meditation, looking inward TO lind a scronger connection to t.he arcane and to better understand how dragons insrtncrivel~, rap. inro this source.

Combat

unaIrnid to wade into bartle, you rely on your natural abililies for defense. Since you can cast some spells withOUI having to speak or move, you have Ilnl e [{'ar of being grappled, especially when II well-placed spell call free you from ant rapment. Unlike your more dmld fellow spe] least· ers, you enter combat boldly, knowing that me ble.ssi[!g5 of dragenktnd give you an advantage over those who rely on traditional spellcasting.

Offensive spells, yourgreatest strength, come to you as naturally as breathing. Since you can use your abilities [0 penetrate we staunchesr magical defenses, allies look [0 you fa. help. When spells cast by others might be rebuffed, your spells ca n pll nch rhrough, purring the respoosibihryon you 10 bring down a dangerous foe ..

Advancement

Your firSt steps toward becoming a peer-bound aclepr were those you took inre A dragon's lair, Afler learniug thllt the legendary beasts could gram great power, you dedicated yourse If to ~. pa rh ehat 0 J lows you [0 study under the wisest dragon. sorcerers. Your enrry inro a dragoapact IlHtrked the beginni ng of your jOllrney and un locked Ihll firsl of muny new abilities rhar other casters can em Iy drenm about

AS.3 peer-bound adepr, you consranrly seek new ways fa Hlp into the source of magic. Since you have accepted your draconic herttage, you spend your days attempting to srrengrhen that connection and learning IO cast spells i.nsrincliveiy. As your knowledge grows, you can cssr spells w lrhour worrying about simplistic humanoid spellcasring concepts.

Now rhar you have increased yO'llt natural aprlrude fO[ spellcasring, you can focuson EXpanding YOll.[ raw magical knowledge. Meramagtc feats shou ld make up a Ia rge portion of your [COt choices, giving you new options when caSting spells and. cornpensaring for.a slighrly reduced overall spelleasel ng power level. Add irione tty, draconic rentS 1'1'011 ide exnn abdities when casting spel Is; those [har provide extra bene,fits each time a spell is cas [ allow you to gain the maximum e flec l from every spell

Res a urces

Very few other individuals see me world as you do. Fellow pact-bound adepts are few and Ear be [ween, a nd most orner sorcerers and wizards chink that dealing wirh dragons is asking for trouble. Most divine spallcasrers consider you to be a hereric, leaving you very few places toturn. No official organl zarion extsrs TO provide you with a id or resou rces, bur most pact-bound adepts have crossed paths with at least one or twa others like themselves.

Despite these diffic ulties, YOll. do have one group on yOUL side: friendly true dragons. They rarely act direc uy or. your behalf, but most view you as a srudenr seeking enlightenment, and they eagerly provide you wun knowledge. Given their long lives and knowledge of (he paST, friendly dragoas are especially helpfu t when you need information of almost lilly kind, Addlrionally, friend Iy dragons are much more I ikely to enter into dragonpacrs with you due 10 all increased level of rrusr, On rare occasions, these dragons will provide monetary assistance,

PACT-BOUND ADEPTS rN THE WORLD

"Thc5~ fW'crtio; l'reach the bh15l1hemy that dragolls rrre tile wny hI Irue ell~ighlellU1.enl, but do HoI he foaled. Only tIle deities grant JI1 irlldes, 11.0 111 niter what t hese m-wllrd adepts dit.lm. Thr)' have ha rlercd then- very !tIlIlStLUI!lY jar a tasle of po wer, but ill /lIe elld fhey 1ta(J~ damned !heln.leJ've> by hlfllillg II way fn"11 rl1egud, nml prostrating Iheumll'fs before these covdcms br.llsts.~

-pbarsis rhe Pious, Inquisitor

Pacr-bou ad adepts are easily inregrared Iruo any serring where sorcererscan be found. Tn essence, n pact-bound adepr is a sorcerer who has folIo\'\'ed a slightly differcnrparh. Rather than focusing on learning many new spe Us of higher levels, II pact-bound adept seeks [0 make rhe most of the spelleasti Itg abiliry she already possesses. However, the local pu blic ardrude Toward dragons qUickly comes to be associated with [he character as well. If a community receives aid from a bcncvclcnr siJVeT dragon, a pact-bound adepr might be considered an :I mbassador between the people and dragon k i nd. If. on rhe OTher hAnd, a dry is constantly terrorized by :I violen r red dragon. a pact-bound adept migbt be seen as one who consorrs wkh theenerny and could face prejudice or v lolence, In many \>r.lf$. pacr-bou nd adepts 6.r into the world in muchthe same way as dragons do.

Orqaniza ion

A pact-bound adept usually fmds a role in an adventurtng parry or other organlzarlon rhar allows her rimero explore her spelbS1ingabiliry freely. Since no organization sp~ciftclIll}' caters to pact-bound adeprs, many find themselves Indrastica.lly l!j fferent circumstances from those of rheir comrades, Some join organizations rharwork with or fordrngons, using [his association to bring themselves closer to the crearures. For example, a pact-bound adept might join a. church that reveres the dragon deities, working 35 au acoi}",e to make contact with dragon worshipers of those gods. Alternatively. a pace-bound adept might seek out a college of wizardry rhar has a standi ng agreemEnt wit h a drllgon to share knowledge, working as a re'iearcber or aide whde spending rime gerring acquainted wirh rhe drake.

Withjn the ranks of pact-bon nd adepts, prestige and inflae nce is measured by the depth of their devotion to draconic magic. The most highly revered are those who have forged dragonpacts with a number of dragons, especially if the dragons are of different varieties. A widely (Taveled panbound adept with numerous dragonpacts and abililles is thought [Q be living her best possihle.life. When fWD or man: pact-bound adeprs come ineo conflicr, rhey usually defer m the one with agrearer knowledge of draconic spellcasring, relying on her 'wisdom and experiences ro provide II reasonahle solution.

NPC Reactions

Clerics, paladins, and orherspellcasrers who specialize in divine magic ofren view pact-bound adeprs as heretics and blasphe mer'> who have pur T heirfairh in false dentes (dragons) acnd forsaken the righreous parh in favor of idolauy. This viewpoint rends [Q make religious characters unfriendly or hostile TOward pacr-boundadeprs, rhough rhe more rolerant religions are usually indifferent. Similarlgcharaeters who live in communhies terrorized by evil dragons are likel}' unfriendly to .... '3rd pact-bound adepts, fearing [hem to be collaborators OUI ro saborage local defenses against the monsters. \'Vhe mer or nOI this is rrue is immaterial to these

people-they suuply view any who associate with dragons as potential enemies.

On we otherhand, communities that beneh[ from the pTe5~ ence of it good-a l.igned dragon are usually friendly or helpful to a pact-bound adepr, Add iJ:l on ally, most good dragons (and some neutral and evil dragons) are at l·easrindi.fferenr toward a pacr-bou nd adept. Unless the characrer directly interferes w lrh the dragon's plans, a dragon usually rrears her as a neurra 1 third parIY, neither friend nor foe. sparing her from its wrath when others would certainly be slain,

PACT-BOUND ADEPT LORE

Characters with ranks in Knowledge (local) can research pact-bound adepts ro learn more about them, ''When a character makes a skill check, read or paraphrase the following, Including the Informatlen from lower Des.

DC 10: Pan-bound adepts are sorcerers who make rreaties with dragons TO gain advanced powers.

DC 15: Pan-bound adepts claim thar dragons. call teach methods of spellcasring milt require less efforr and yield greater resulrs,

DC 20: Pact-bound adepts use a combination of arcane 5 pells and spell-like abilities. some of which aren't uormally available to sorcerers.

DC 30: Characters who achieve this level Dr success can learn important deu ils about a specific notable pact-bound adept, the areas where she operates, and the kindsof acrivldes she undertakes.

locating a pacr-bou nd adept Is 3: rn atrer aflearning where dragons reside In the vicinity. Usually, pact-bound adepts

make their homes close ro dragon lairs or in areas where dragon sighting;; ate common. In some cases, they can be found by aski ng local sorcerers and wizards abOUT those who fraternize with dragons.

PACT-BOUND ADEPTS rN THE GAME

The pact-bound adepr is 3. great alrerrrartve for spellcasrers who wish ro e.. ... rplore the dragonpact magic system. Any campaign that makes use of the dragenpact rules would be a perfect fir fur this class .. Though a pact-bound adept falls behind a standard sorcerer in spellcasnng, this loss is Offif'f by the more pmenr benefits gained from [he adepr's dragonpacr,

Players looking for a new rake on sorcerer spelleasring should consider playing a pacr-boundadepr, Since me class fen-TUTes cater to rhe dragonpacr mag k sysrem ,311Y player who wishes to have her character eneer into a magical agreemem should consider the pact-bound adeptas a mea ns of gaining additional benefits over sorcerers who enter into dragonpacrs more casually,

Adaptation

You could adapt this class to allow characters other than sorcerers to dabble with the dregonpacr magic s','""Sfe.m. for example, a f.,vored soul or warrnage might use this class to qualify for dragonpaces as if he were a sorcerer; in place of the dragon pact requi remenr for enrry, you miglrr require me Dragontouched feaL

Sample Encoun er

Pact-bound adepts ofren go on long pilgrimages to seek out dragons for rheir wisdom. A uch, an advenrurlng party mighr encounter 3 pact-bound adept in irs travels, perhaps [U nning lnro one when both are I nvesrlga r lng the Lair of a dragon (m.ougb perhaps for different purposes),

EL 1Q: Roman, a pact-bound adept, rraveled Ior neurly six months to reach the lair of II powerful dragon, seeking ro forg 3 new dragcnpacr and learn [rom ir teachings. Rothan is derermined co meet and befriend the dragon (regardless of rh dragon's actual alignment), bur .h is caurlous to av id allY rrsps [he creeturemighthave lefrfor in terlopers.If the ptayers mean [0 harm orslayrhe dragon, Roman is iniriallyunfriendly or hose le toward them (s ince The}' could ruin her plans). Bu t if they on Iy want to speakwirh [he dragon, Rothan is indiffe rent er fri ndly and offers to help rhem navigate the lair,

ROTHAN CR10

Female human sorcerer 6/pact.bound adept 4

CG Medium humanoid (dragonblood)

Init +2; Senses Listen +', Spot +1

Languages Common, Draconic

AC 18, touch 14, flat-footed 16

(+2 Oex, +4 armor. +2 deflection) hp 31 (10 HD)

Fort ], Ref +8, will +1 a: +2 against sleep. paralysis, and el ect ri city

Speed 30 ft. (6 squares)

Melee masterwork longs pear +S (1d8-1) Reach 10 feet (with longspear)

Base Atk +5; Grp +4

Special Actions Blue Dragon l.lneage'[, dragoncasr]' 3/day Sorcerer Spells Known (Cl 8th; ld20+10 to overcome 51i;

arcane spell failure chance 10%): 4th (3/dayJ-greoter invisibility

3rd (6fday)-lIghtning bolt (DC 17), wingh/artt (DC 17) 2nd (7{day)-eagle's splendor, invisibility, sG-orching rar

1 s r (71d ay)-compreh end languages, feather fa 1/, identify, magic missile, sleep (DC 15)

o (6/day)-arcane mark, daze (DC 14), detect magic.J1rm (DC 14). light, mage hand, read magjc, resirtrml:e Spell-Like Abilities (CL 10th; 1 dZO-"12 to overcome SR): 3/day-protecHon from energy (electricity). shocking grasp (+4 melee touch)

2/day~'Q/I lightning (DC 17)

Abilities Str 8, Dex 14, Con 10, lnt IO, Wi'> 12, Cha18 Feats Blue Dragon Lineager, Draconic Heritage [bluer], Empower Spell. Eschew Ma erlals", Extend Spell, Spell Penetration

Skills Co n centralion +10, Di p(omacy +9, K nowled ge (a reana) +1 a, Listen +1, SpellcraFt +12, Spot +1

Possessions +2 leather armor, ring of protection +2, masterwork longs pear, travel Journal, bedroll, blanket

Blue Dragon Lineage expend spell slotto create one orb of lightning per spell level; range 30ft., +7 ranged touch, ld6+4 electricity

Dragoncast (Su) Three times per day. Rothan can cast a spell of up to 4th level as though It were affected by the Silent Spell and Still Spell metamagic feats, removing the need for verbal al1d somatic components.

SWIfT WING

"1 5111111 StVUp Mille ynrw ins, evil, flmi 1l",keant!SS, find Stlltl'll Y(lU P'OIll the ulOrW wilh them!"

-Orielle 81adeworrhy, Swifr \Ving of Pelor

Many churches use analogy and allegory [0 describe rhe rrairs of their deltie • as well as the proper arrirude their faithful should maintain. It's nor unusual for these ana 10- gles to compare crusading gods and their clertcs to elements of dragonkind. After all, dragon are formidable creature c n ide red by many [0 b ymbols of del..fic power. In a few churches, the use of allegory becomes so strong that certain worshipers actually begin to refer ro the church lrselfas 0 holy dragon, and ID themselves as pans of thaT dragon. S\'\..ur wing are church SerV3n1S who see I bernselves as [he f~sl-moving, hard-hlrdng crusaders ohhei:r god's cadre of worshipers.

BECOMING A SW1FT WING

Mo l commonly, cleric of marrlal deiries take the swift wing prestige class, though a few paladins are drawn to ir as well, Characters of rhls sort relish the rhoughr of using The power of a dragon toward the goals and efforts of a religious cause. They believe their gradual assumption of draconic powers represems an acceptance of their new path by their deirles, and often see the more rraditiona] members ofrheir church as hidebound and stubborn. Since these traditionalists won't apply force as quickly and decisively as swifr wings consider necessary, members of this class use their augmented powel to OpeTale withour rhe suppon of their church organization.

ENTRY REQUIREMENTS Base Attack Bonus: +3. Languages: Draconlc..

Spell.casting: Ability to cast 3rd-level divine spelts, Special: Ability to turn undead.

CLASS FEATURES

",,4 wings lose some spelleasting abiliry in rerum for gaining dragonlike po,ver . Their new abilities make rbem more versatile without removing their power ro heal allies and damage undead. &, they rise in level, they also become more resilienr and mobile, able to resisr many arracks and move more qu ickly to support teammates.

Weapon Pr0:6.ciency: You gain proficiency with you.r derry's favored weapon.

pellca:sting: Ar every level except 151 and 5th. you gain new spells per day and an increase in caster level (and spells known, if applicable) a if you had also gained a level in a divine spellcasring class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class wonld .have gained. Ifyouhad more than one divine spellcasrmg class before becoming a swift wing, you must decide to which class to add each level

TABLE 2-8: THE SWIFT WING HIT DIE: 08
Base
Attack Fort Ref will
Level Bonus Save Save Save Special Spellcasting
1st +0 +2 +2 +0 Dragon affinity! Dragon domain
2nd +1 +3 +3 +0 Draconic Senses +1 I eve] of existing divine spellcas tlng class
3rd +2 +3 +~ +1 Breath ofHfe +1 level of existing divine spelkasting class
4th +3 +4 +4 +1 Energy resistance 1 level or existing divine spel1castlng class
5th +3 +4 +4 :1-1 Wings
6th +4 +5 +5 +2 +1 level of existing divine spellcasting dass
7th +5 +5 +5 +2 Damage reduction 5/magic 1 level of existing divine spellcasting class
8th 6 +6 +6 +2 1 level of existing divine spellcasting class
9th +6 6 +6 +3 Energy immunity ... 1 level of existing divine spellcasting class
10th 7 +7 +7 +3 Dracon1c surge 1 level of existing divine spellcasting class Class Skills (4 + lnt modifier per level): Appraise, Sluff, Concentration. Diplomacy, Gather Information, Heal, Intimidate, knowledge (arcana), Knowledge (religion), Knowledge (the planes), Listen, Spellcraft. Spot.

for the purpose of determining spells per day, casrer level, and pells known,

Dragon Affinity (Ex): Your concepT of yourself a part of a holy dragon that erve your church draws lIpon a mystic link [Q a particular kind of dragon you consider nffiliared with your deiry, At tst level, selecr enc ktnd ofdragon (such as gold or red) rhar has an align men r within one step of your deity's alignment Your affinity [or this kind of dragon grants you a +5 circumstance bonus on Bluff. Diplomacy, Gather Information, and Sense Motive checks made regarding dragons of rhis va riety.

Dragon Domain: At tst level, you gain me granted power and spell access of the Dragon domain. If your :pellcasting doesn'r normally allow domain access, you C3n add the spells of the D ragan domain TO rbe spell I is r of your divine spellcasting class.

The Dragon domain appears in DrnCOHomicon and sp~rt C01'l1~ndium. Its granted power allows you to add BLuff and Intimidate [0 your list of divine spellcasting class skills. and its domain spells are (in ascending order of level) magic fang, mist c11ergy; greater magic fang, voire of the dmgoll (see Druce- 110m [[on or pel! COlllp!mdlUm), tnit' ieeing. sitllleshiJ1, dragon ally (see Dmcol'1omiI:on or Spell Compendil!11'l), '!HISS mggcstian. and dOlliinate mOlirlclO.

Draconic Senses: At 2nd level. you gain Draconic.Senses (seepage l7J a 11 bonus fear, even if YOll don'tmeer [he prereq· uisite, If you already have this fear, you can selecr anyorher draconic fear for which you meer the prerequ isite.

Breath of Life (Sti): AI_ 3rd level) you gain the abiliry TO channel positive energy into a breath weapon. As a standard action, you can spend one use of your tum undead ability to create a 3D-foot-long, cone-shaped breath weapon. The breath weapon deals ldG points of damage per level to undead; :1 succe sful Reflex save (DC 10 + class level + Cha modifier) halves this damage, Living creatures within The area of the breach weapon are instead healed of'l point of damage per leve],

Energy Resistance (Ex): At 4th level. your link to the dragon variety you hove affi.niry with grows ro gram you energy resistance .. Choose one energy TYPe (acid. cold, elec-

mary, nre, Or sonic) that your affiJjated dragon kind either is immune to, resi 10m to, or deal as damage wtrh ;) breath weapon. You gain resistance 20 to thai energy rype. If your chosen dragon varlet has no energy immunity. energy re j lance, or energy breath weapon, you gain re istance to -fire 10.

Wwgs ( u): At 5th level. you gain the ability to prour and dtsmi - wings as a free action. The wing are supernatural effects, growing rhrough clothing and armor wirhour damaging them. The wings march the appearance of the wings of rhe dragon variery you have affi.niry wirh.

wi:th the wi ngs. you can fly at a speed equal to rom land speed with good maneuverabilirw You can fly in light, medium, or heavy armor, but nor when carrying a heavy load. Flying with the wings rakes only as much concennarion as walking leaving you free to GlST spells. make ranged artacks, or lake other acrions,

Ar 10th Level. YOUT fry speed Increases ro rwice your base land speed.

This ability COUDts as having a H~' speed when qualifying [or fears such as Flyby Arrack (M}';f 303) and Wingover (J'v1Nf 30 ).

Damage Reduction (Sn): At 7th level, your link TO draconic energies gives you a hide as rough as a dragon's. [hough you look no different. You gain damage reduction 5!Iilllgic.

Energy Immunity (Su): Ar scb Ie el our link [0 draconic energy i 0 complere [hat you gain immuniry TO the energy type you leered for resistance ar 4rh level,

Draconic Surge (Ex): At lot.h level, you become filled with draconic energy, mak i ng you pbysica 11y and mentaJly more dragonhke, You gain a +1 bonus ro Strength, Dexteriry, or Con rirurion your choice), and a +1 bonus (0 Intelligence, WlSdom, or Charisma (your choice). Once you have assigned the e bonuses [Q TWO abiliry scores, They cannor be changed. Often, rhe draconic urge i accompanied by a slight physical change in your appearance-for example. your eyes might become more dragonUke, or your hair mighr change color La march the hue of the dragon variery you have affinity with,

PLAYING A SWI T WING

You are more lhnn JLlSI another ervanr of your god. As part of a holy dragon, vou can find vour J ity's foes whh keen senses, run rhem down with swift speed, and destroy them with puri (ying force. All hOlla,h you might ~pel'ld more rlme supporting your allies rhan striking down Foes directly, you do it [rom I hI.' [rnnt of CVt'l"')' bnr rle. You hove powcr~ beyond rho e of ryplca! priests, and you are dedicated to using rhern ro fun her your church' goals. au might nor appear ro be 3 dragon, but Spiri(Uill1y you hav adopred [hur role as much as 'our rcliglou \'0 ali n,

Perhaps your churcb can iders you a blessed champion, granted powers b· your d ilY 3' 3 SIgn of sp cial F.l\'or. fn rlus case, church 1 aJcrs call on you ro undertake especially da ngerous mission tho r 01 hers have failed [0 carIj' am. They expect yOll 10 be sel r- u (ficlcnl, Ink i ng on any threat wuhaur rhe assi lance of common church members. Alrernartvely, your upcriors rrugh: vi!!w )'OU with SUsplClon. Alrhough

au feel [".ar you are a dragon in service ro a highe. calling. I her' in rhe chur h dent un ler: rand why a divine agent i drawn to such an arcane nnbcl, In this case, your church can rantl te 1 you, wa r 'of our true intentions and unwilling [0 extend )'OU the bene6rof the douhr, BU[ 110 marrer whar your relarlonshlp wlrh your church, YOll are largely cur off fram its a id-s-and that's fine. You have learned to depend on YOllTsel f Am] some Close allies, and you don't need the help of orher church members 10 carry OUt your deity's goals.

Combat

As a swi [t-wing. your place is In the forefruntofany can Aict. bur you rnusr use your ruperior en cs and mobility fa keep yourself from bei ngcur of[ or overrun.If YOll were a fIUI'-t-line hghrer before becoming a w] Ir wing, you need [Q remember that you're not qu ill' as rough as a full-fledged palad in. If you came (0 rhis class as Q cleric, your basic funcrion remains unchanged-heal and aid youe allies. harm undead, and support the primarv ccmbarnnt . You can do this while fiying, even in heavy armor, and you 11m\' have the defenses ro survive longer if vou draw enemy nre. Don', stand in one place and let yourseJ gel bogged down. Ramer, you are mosr effecrive when you ch e vour [urgers carelull " felling wounded foes, he-aling comrade near death. and casting spells to STrike ar enemie beyond hammer's reach.

Advancement

YOll SCI fOOl 011 I he p~lh oflhe swifr wing rhe firsr rime you heard an elder of your church describe the faithful as 2 holy dragon In YOllr deifY's scrvic '. 10'l of rhe people listening heard nothing more than an analogy of the power of Iairh, bur 10 yeLl, II de sp r truth had been revealed. The gods had servants it) the rorm of archon and other celesrials-c-why nOI dragons, to ? I or all dragon would be appropriarc, bur (he image of one parri ular rype of dragon acring as a mortal warrior fur your derry stuck in vour head. You began 10 see every ecclesiastical role u par: of the draconic whole of the

chu rch, with pa ladms as claws. divine magic :IS :I cI ansing br 3th weapon, and yourself a wi r wing who brings the power r (he church 10 ns fo',.

You soughr OUI lore about dragon , studied examples of prLCSI~ und drngens working togerher, and imnglned yourself as a mighlY, draconic assisranr of )'011T god. ill rime, you realized thaI your filith in rim role wa well placed. '{our aIfinilY [or dragon' grew, and YOLi began [0 receive nor just uivinl' magic Irom your deily, bur glr~ of Jrngonlik pow r as well,

At first, these chon es ecrncd minor. \'('hile YOLl had ecce . ro a ew new spelL and could pot things l'oU once would have overlooked. there W:JS lirrle rc er 'OU :lparr. BUI as 'ou have grown arid advanced, you've learned thar you rrul)' are di ffcrenr. Lisllm a nd pOI n fl.' cia s kills for you, a 1I0,ving you to increese \'0111' keen en t! to be [he march of anyone in your group. You cveruuallv gain a natural Ay speed as well, allowing y U [0 Ink H>'b AlI3 k .'-tAl 303Jand tmilar Aighr-augmenringfeaf .

Re our es

You've stepped outside the rrnduional role of an ng~m ofrhe church, embracing as -rnbo] generally asscciared WITh arcane

pellcnsrers. Even j r you r detl V ha. ric ro dntgom or arcane magic, orhers in your church are unsure how [0 as i you~ YOUT fll i rh sets rou npa rt from fellow clerics and paladins, and you m usr be prepared for the ali I ude that choice brings. You can forge dose alliances ro prolect your bark.bur [IS far as others of your faith are concerned, y u're on your own.

SWTFT WINGS TN THE WORLD

"1 C<1flllOt rondoill' !Ill' lilt, fl'rdnI UlJI (lJ (I Sdl'i'TdrllgPlIl'l-1i reJlrt' entolil'r oJ II., light of relOf. r .'/S(I rall'r ol'gtli l'lgl'lIllS! 11.1' ~ffrdlVel1f$5 of Ulrl1lber~ (lj our (Ollgn'gaI i(l!! II'ho b,,/It,1'r t/fnt il1terpTetatiol!.~

-I.'[chlle Phelan, High Priest of Pelor

"tift wings are eru aders driven !O .. eek our and elirnl nare enemies of their church. , or conrenr ro sir and wail for reports about Ii e I filll~r in t rh m. [bey scour me world looking for wrongs to rigju, ru long as a swift-wing has We

lighresr clu that an enemv ofher deiry I' acriv ... or rbefaithful of her religion are in trouble, she wilJ bring her force [0 fight wherever she can do the mosr good.

Orqanizarion

The relationship bet ween a will wing and the official hierarch of her church is strained at bcsr, Because she STill commands [he divine powers granted by her derry, a SWIft wing .-ightfuUydaim to be following rhe reners ofherfairh, However, her unorthodox eI i - trucrure makes ir.hard for typical priests to comprehend her. in many cases, a swift wing is rreared like a 10 se CD Mon. allow d I nght for rhe church bm nor accepted as a member of its inner circle.

Excluded from the normal nuihoruy structure of her orgn.ni.zauon, a swifl wing is more likely [han many clerics

to seek lit her own allies, She I<I'Ow 511 ha t h -r elf apart from her fellow priests and is willing to work wirh alhes thar others of h r erd r might lind que rtonable, \Viti wing wont compecrnise her principles, bur she giv friends and co 11' rades t b b Ill.! Ii I of the dOLI b[ us long 3S t hl'Y hel p bring down the adversaries ofherdeiry, With noforrea! placein her own organization, she must learn 10 make one in whatever group wlll have her,

A 'wif[ wing srtll fills rh " le she pia -ed bef re following her radical parh Haitb. j[ previously a paladin, she rernarns a devout warr lor a t the fore Iron r of barrle. If be W:;IS a clerk. she rerenln n supporting charncrer who can hold h r own rn 3 fight. WI I wing' have forceful per onalit ies and can provide lea d er hip to group lacking purpose or direcnen, However, [or swift wlngs who are not part)' leader, the most important goal is 10 accompli h each mi sion 0 as not (0 underrn i ne rhe authority of rheir commander.

toward wiII wings, offend d [hat marta I dare to n hon the draconic energi . that flow through rn world, Their anger o en cau ~ I hem to auack wiEt wing Ii I-if [hey can idenruy rhe upstarts, of course.

• ddldonn Ily. :lny foe (hal would fear a good cleric or paladin is no tile toward il swift wing. Demon, devils. cultist, and evil monsters nil see WI [ wings a strong hrears thar must be elirnimired. Untlcad in p rricular have good rea on to loathe an ' character with a breath weapon rhal tudes positive energy.

N PC Reactions

SWJFT WTNG LORE

Cbaracr r wirh ranks in Knowledge rarcanar or Knowledge (re Iig ion) (a n

researc h sw I fr wings TO Iearn more about them, Whffi a character makes a 'kill check, read or paraphrase rhe following. Including the informauon Irom lower DCs,

DC 10: A swift wing is iii divine spellcasrer who has rnken on aspects of d ragonkind.

DC 15: Though rarely trusted bv her senior priesrs, a \ iii wing is a dedicated foe of her deirv's enemie and uses snpernarural

dragon like abi Ii ties

tn find and destroy them,

DC 20: A swifl wing bas reduced :lCCC~ to di\'inc spells bur, gains keen senses, the power at" fI ighl, a breath weapon rhar give ff positive energy. and re i ranee similar [0 that of II dragon.

Finding a swifrwing operating in a given area requires talking to local; church officials are unlikely to help [hose who seek one of their blad sheep. d. DC 15 Gather In formarion check r veals the deratl of any wlft wing known b} local.nobles, commoners, or brigands.

Among members of her \\'11 faITh.:I 'wifl wing rarely receives m re than an indiff; renr welcome at hr!;l, though her actions

can ea rn her gre;uer A swift :.. ing is /r-t 0/ rlJ( i!' .. ils l:=- church ~f'PLSi!'~ respect once: others

gel 10 know her. Typi-

cal divine agents remain condescending OT suspicious. but powerful gocd-altgn d wizard, sorcerers, and dragons are friendly to swih wings, seeing [hem as open-minded. Common Iolk are oft n friendl· toward wlf[ wing, moved by their natural drive o nd their unwillingness [Q IN bureaucracy obstruct their queST ro make th world bel rer place,

Bvil spellcasrer of any- son arc unfriendly toward swift wing. vie\yiug rhern as hybrid threats thor ar [00 dangerous to risk leaving alive. Evil dragons are openl}. hostile

HEGAME

A swift wing requires no exten lve organizauon or church [0 UppOl"r her. An~' cleric or paladin who meers the entry requirements C3.[I choose 10 allow rhis somewhat radical path, knowing rhar she Is puuing herself apart rmrn rile rradiriona I ranks of her religion. All she needs Is a gentle push, perhaps from II lone older wifr wing or a prayer book or sermon [hal compares rhe :lgems ofherdeiry LO the might of a dragon. From [b re, rhe 'wifr wing must find brown place. holst red b ber drac nic powers and cerrnin knowl-

elge ofh ,I" god's upp rr

wift wings are elf-confident characters who ignore the llmlrarlons of their church hierarchies in favor of gerring things done, A pia 'er looking for a character who e chews extensive ll rniratioas or support ne rworks m igllT enjoy a swi ft wing's 111 dependence. The P~ tige class should n lso appeul [0 players who want [0 make their clerics more Inreresring,

experirncnt wlth draconic power. or try a character similnr £0 3 paladin but with dill rent abiltries,

Adaptation

Because (hi prestige clas r quires rhar an eruraru have [he ability ro rum (rather than rebuke) undead, the swilt wing is designed for good characters over evil ones, (hough n neutral cleric could conceivably qua I if) •. To make swift wln~ into draconic agems of evil instead, rhe DM can s.impl~' change the requirement ro allow characters who can rebuke undead.

uch evil swift-wings mighr be favored humanoid agents of Tiamar or members of a church com rolled by an evil dragon. In.an.Eaaaao» campaign, the wifrwmg class could be linked in some manner to dragonmarks, retaining ch", drncomc connection bur ahering it to better nnhar world.

Sample Encounter

Player chu I1IC rers usually encounter a swifl wi ng while she is engaging in a dangerous task alone or looking for allies [Q undertake such a task. f cour 1', ifrbe sdv nrurers have a repuratlon (deserved or otherwise) lUI spreading evil or destruction, she might hunt them down (0 dcmnnd lin explanation for their actions. A group thar can.reasonably claim to have been mischaractenz d a evil avoids irnrnediare attack, burthe 'wifr wing openly tags along with them fora time to ensure that rheir actions match Their words. A swif wing is not nfrn_id to ta ke Rgroup 0 adventurers to task if they _prove cruel or hazardous 10 [be com mu nines They vislr.

EL '10: Orielle Bladeworrhy, II s\vift wing ofr ·Ior, is ackiug clown 3. group of evil raiders she suspects of being in league with shadow dragon '. he has been hunt ing rhem for weeks, but lacking the Track fear, she ha ] iTT]!' choice but [0 fly in circles above the site of one of their assault until h spors somerhing. Frustrated, sh e realizes she needs help to bring the ratders to b:ty-help she hope rhe PC can provide, once she sees them. below her.

ORIELLE BlADEWORTHY Female human cleric 5/swift wing 5 LG Medium humanoid

Init +1; Senses low-light vision. listen 5. Spo 9 Languages Common, Draconic

CR 10

AC 21,touch 12, nat·foote·d 20

{ 1 Dex, +9 armor 1 deflection) hp 54 (10 HO)

Resist fire 20

Fort +9, Ref +6, Will 8

Speed 20 ft. (4 squares) in full plate. base 30 fL; ny 40 ft.

(good)

Melee 1 morningsfor+8/+3 (ld8 1) BaseAtk+6/+1;Grp 6

Special Actions breath of life, feat of strength l/day. greatN turning l/day. spontaneous casting (cur!: spells), tvrn undead 9/day (+2, 2d6+7, level 5)

Combat Gear wand of cure liglll wounds (50 charges) Cleric Spells Prepared (Cl8th):

4 th-divine power, freedom of movement fire shit:/dD 3rd-dispel mag";, Invlsibili,y purge, prayer, prOfltcl ,On from energy. scaring /igh (+7 ranged touch) 2nd-a/igflwt:QPOn, bll/l'S 5lrengthll• hold person (DC 1 S). resist energy, silence (DC 15)

1st-bless. command (DC 14), detect evi! (2), enlarge perrono (DC 14), protection from evil

O-dctect magic (3), guidance, resistance (l)

D: Domain spell. Deily: Pelor. Domains: Dragon, Strength, Sun

Abilil.ies Str 10, De)( 12, Con 13, Int 10, Wis 17. Cha 14

Feats Draconic 5ensesB.i·, Extra Turning. Improved Counterspell, Quick Draw, Weapon Focus (morningstar)

Skills Concentration +14, Diplomacy 4 (+9 with gold dragons), Knowledge (arcana) +5, Knowledge (religion) +10, Knowledge (the planes) -4, Listen +5. Spellcraf ~9, Spot +9

Possessiens combat gear plus 1 full plate, +1 morningstar. ring of protection I, periapt afWisdom +2. elemental gl!m (fire), divine scrolls of remove blindmm/deafness, remove CLJrs~, remove disease, and neutralize poison

8 reath of Life (Su) As a standard action, a rjelle can spend a turn undead a1temp to create a breath weapon (30·fool cone) that deals Sd6 points of damage [0 undead (Rene DC 17 half), Uving creatures caught in the breath weapon are instead neared for 5 points of damage.

Feat of Strength (Su) As a free action, Orielle can grant herself a +5 enhancement bonus to Strength for 1 round.

Dragon Affinity (Ex) Her affinity For gold dragons grants Orielle a +S drc.umstance bonus on Bluff. Diplomacy. Gather Information. and Sense Motive checks made regarding dragons or that variety.

Wings (SuJ Orielle can grow and dismiss wings as a Free action. She can fly in light, medium, or heavy armor, but not when carrying a heavy load. She can charge, make double moves, or run white flying. Flying takes only as much concentration as walking, rreell1g her to cast spells, make r.mged attacks, or take other actions.

WYRMWIZARD

"Eve,,. dmgon is JjJ,e II libmry [LI)) of boolls so ohllheil' lilies have been forgotten . .! [osl UJould pay dearly fa I' rl dW'1ce to plunder men 11 I'CSOllrCC, bid oilly IllIwe lhe Iley to the libmry doors."

-Doran Smut, wyrm wizard of [he Free City

Wynn wizards are spellcasters who learn new spells nor through research and experlmenrarion but rather by tapplng into the vast wealth of arcaue knowledge posse ed by dragons. like many other wizards, wyrm wizards spend II great oeo 1 of rime perfecting their spellcasting techniques, though mosr of rhejr spells are based on the teachings of friendly dragons. A wyrm wizard and his dragon mentor mighr spend weeks or months in seclusion, discussing {he finer pcints of spell manipulation or exploring new concepts. Unlike many others who interact with dragons, wyrm wizard al 0 aCI as comrad [0 spellcasring dragons, providing insighr Into magic that the creature might not otherwise possess.

BECOMING A WYRM WIZARD

Generally! only wizards become wyrm wizards because of their dedicarion ro the udy of magic. OTher arcane casters explore more dynamiC and instinctive spellcasnng rechniq ues ins read of condncting' method teal research. Wizards of a uy specialty follow this path, rhcugh divlners-c-rhenks ro their love oflearning-are slightly more common than others,

ENTRY REQUIREMENTS

Skills: Knowledge (arcana) 9 ranks, Spellcraft 9 ranks. Languages: Draconic.

Feats: Any meta magic feat,

Spelkasting: Ability to prepare and cast Ist-level arcane spells.

CLASS FEATURES

Wynn wizards are exceptionally good at understanding the basics of spellcasting and magic. Thanks to the insight of draconic mentors. wynn wiza rds carl craft whole new pells

based on complex magical rheorie and unravel the inner workings of any spell in rhe blink of an eye. Their esrensive research, per ormed side by side with dragons, gives them a wealth ofknowledge regarding arcane magic.

pellcasting: Ar every level 01 her than znd, 4rh, and 6(h, you gain new spells per day and an increase in caster level (a nd pelts known, if applicabl ) a if you had al 0 gain d a level in an arcane speilcasring clss co which you belonged before adding rhe presrige cln level. You do not, however, gain any other benefit a character of that class would have gained. If you bad more Than one arcane spelicastiag class before becoming II wyrm wizard, you must decide 10 which da 5 ro add each level for the purpose of determining spell per day, caster level, and spells known.

Knowledge of the Wyrm (Ex): You spend :I great den! of time exploring rhe depths of a dragon's magical knowledge, givi ng you a distincr advantage over spellcasrers who do not have the benefit of draconic tutelage, ratting III 1 r level, h, spending at least 1 hour doing nothing but performing r earch, you can add your clas level a an in ighr bonus on Knowledge (a.rc:ma) checks made for the next: B hours. You need not consult with a dragon ro gain This in iglu, though if you do, the insight bonus improves by 2.

r ~th level, you also gain [his bonus on Spellcrafr checks, forthe same duration.

Spell Research (Ex): One of the greatest advantages that you gain from consulting draconic lore is the a biliry TO unlock magical. ecrers forhidden ro other wizards. Starting ar 2nd level, elect one spell from any class's spell list (including divine spells), of a level equa I to or lower than [be highest-level arcane spell you can prepare and cast- YOll can add rhis spell to yeur arcane spellcasting class spell list as a spell of the same level; all orher a peers of the spell remain unchanged. Ar every even-numbered level rhereafrer, you gain me knowledge and use of one additional spell in rhis manner,

Draconic Di covery (E.''i:): Ar 3rd level, you make startling discoveries into the nature of magic [hanks to the unique insight of your dragonmemors. elect any arcane pell of up

TABLE 2-9: THE WVRM WIZARD HIT DIE: 04
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special SpeJlcasting
1st +0 +0 +0 +2 I<nowledge of the wyrm +1 level of existing arcane spell casting class
2nd +1 +0 +0 +3 Spell research
3rd +1 +l +1 J Draconic discovery (2nd) +1 level of existJng arcane spellcasting class
4th +2 +1 .1 Spell research
5th +2 +1 +1 +4 Knowledge of the wyrm +1 level of exlsting arcane spellcasting class
6th ..-3 +2 .2 +S Draconic discovery (4th), spell research
7th +3 +2 +2 +5 Convert counterspell +1 level of existing arcane spellcasting class
8th +4 +2 +2 +6 Spell research I level of existing arcane spellcastlng class
9th +4 +3 +3 +6 Draconic discovery (6th) +1 level ofexisting arcane spellcastmg class
10th +5 +3 +3 +7 Break spell resistance, spell research -I- 1 level of existing arcane spellcasting class Class Skills (4 + lnt modifier per level): Concentration, Craft, Decipher Script, Kno~ ledge (any, taken individually), Profession, Spellcrafr.

ro 2nd level [hat you ~ rc eapable of pre pa ri ng:J m.l castlng, and anyone metamzgic fea (you know with a maximum spell slor adjusrmenr of IOllr . Once per d3Y, you can apply (he! effect of [hal mcrarnaglc fe3t (0 thechcsen spell wirheur adjusmlg the spell slot of the- pel! or preparing It Llhcnd of time.

At 6t.b level. you can select a secondarcane spell (of up to 4Lh level) 10 gain this benefic choosing either the sa me or a different rneramngle feat thar you know). At 9th .evel, you tan select a rhlrd nrcane spell (of up ro 6rh level) rogain rhts benefit, again selecring either the same or a Jifferem mer:Jm.3gic feat Ih31 you know,

Convert Coumerspell (Su); Starting at 710 level, you can lden ri fy the components Ofllll i ncom i ng spel] i nsm nraneously and convert stored arcane energy inro:l cou urerspell. You can lose any prepa red spell of 3id level or higher in order 10 casr rlirpr/ mlISI( a 3. ccunrerspell, or you can lost' any prepare-d spell of srh level or higher in order (0 casr gT"€lrter dlspd 11111;5IC 353 counrerspe] [. This abilir} does not allow ),01.1 ro convert spells or general use Inro dnpd Ilmgl' and only :l pplies ro ccunrcrspe! ll l1g. The norma I niles [or cnsring a counrerspell srtll apply,

Break. Spell Resistance (Su): AT lOin level, you gain greae insight into the way creatures naturally resisr magic by sru.dying (he mJgical defenses of dragons. Wbcneveryou succeed on a caster level check m overcome a target's spell resistance, you C3n lose a prepared spell 3S a free acrion to negate thetarget's spell resisrance, The larger loses irs spell resistance for a number of rounds equal to the level of the spell you expended.

PLAYING A WYRM WIZARD

You have always known thar magic holds more promise .han your mind could imagine. SOIDe mysteries of I he rnu lrlverse are beyond human comprehension, bur this f~c! does nOT Stop you from u·ying to puzzle them om, maktng ellery attempt to explore the gre31 secrets of magic. Unlike some who cloister rhemse'lvcs in rowers or spend every hOUI" with (heir nose buried ina book, you prefer to seek out otherswho have followed your same pam .. Dragons. tnagical creatures of legend and potent spellcasrers, all' your preferred source of knowledge. and no other will suffice. As such, y~u have llrrle regard for establishedcemers of learn i ng-colleges. churches, wlza rd academ ies-and you see no need to offer [he deference and respect mat they seem to expecr.Lodeed, you are skeptical or ony arcane knowledge Ibm does not come directly from a dragon unless rou see it wirh vour own eyes.

You ofre n (lee' prejudice and anger from r hose wbo do, nor share ycur be liefs, and as such you become defensive wlren others question the ~'llI!t1ity of your research. Addition~lly, your ability to rna ke a.o.03.zing discoveries in eon] unction with your dragon allies h;1S given ynugrcat confiJcI1ce [0 see beyond me accepted ru les and find wisdom elsewhere. Above all. rou belie\'(' rh~( dragons hold. du~ kl'Y to new knowledge

:mt.1 advancemenr of nlagic~l abilities, and your best course or act ion is ro befriend :3 nd learn from them,

Combat

uk· mosr spellcasicrs, your strengths lie nor in your :IbililY LO barge into combes, but in your ralems thai allowyourc SI ri ke r rom a distance. Fu rr h errn ore, thanks 10 you r ~JWI need undersrarrdmg of magic gleaned from wany hours whh dragon rnemors, vou have an uncanny knack ror unr:l\lclillg spells cast by others, As such, you ofrenhold yourstrengrh in (('serve,. chOOSing 10 re~cl only when oilier spel lcasrers anempi 10 CISI spells or their cwn. When YOllare not faced wilh such n rh rea I, you prefer ro cas! spells rhar have been srrengl hened by your research. relying on tbem co provide a significant adva nrage over the sranda rd spells of your enemy,

.Advancement

You started learning magic in rhe lnu:lilional ways-Ihrough STudy and experirnentarlon. _ oon, however, you discovered rhat rhereare greareravcnucs 10 knowledge Ihan book. and self-teaching. Under the tutelage of dragons, you began re tcu rn more abour bow magic works, and soon you were able re ilppl~' rheirinstina and e. x perience to )TOuro .. vnmagical5TUd- 11.'5. You seek thecounsel ofdragcn menmrs [0 solve arcane mysteries and explore rour I alenrs, relying on their msighr 3S 01 herwizards rely on rnusty IOIDes a nd aging i nsrrucrors, To you, rhe world of magic is embodied in a Iiving, br'eo.rhing bei ng, known ro most as n dragon bur m you as a reacher,

As a wy rm wizard, you benefi [ gre-ady From reats !Illd ahilities rhar improve your power ro overcome magical defenses, such. as I he- Spell Penetration l"e.:ll_ Addlrionally, any thing lhal grams you extra spells {such as magic irems tharjncrease your Iruelligencel helps to compensaTe for your slower acquisirion of new spells.

Resources

D ragens ore your greatest a nd prima ry resource. By befriending and studying under true dragons, you can learn much about howmagicworks, Additionally. dragons often provide youwirh knowledge or items. I har can prove invaluable wh ile advenruri ng. Moreover. any dragon rhar am as yOtiTmemox 1 1_kel)· becomes protective or YOLI. scrueri rnes coming to your drrcnse if you are rh rearened, Though you canner rely on this protecriou every time you're in a dlfficnlr siruarlen, havi ng a dragon back your actions on occasion is a powerful adva nrage, cspecmlly when veu are facing down:l superior fot!

WYRM WIZA.RDS IN THE WORLD

"0111 YOIII"It>neallr tTUS! !he HIm'" oJI.1I.1mgan? SlIrdycrClJlul"cs tliAt m rOllc/I\lCIlWl til rut 11150 lillilrd flUlllW lor~, 11m/,I ~~~ IUS filrfdclll~li 1.11(11 tile l' Ll'lluld all.olll Illl'rCllllllUJIt) scress 10 mch closely gtrlll~itd Iwtlll'lcclgt. Aftc r nil. IS J 1(1/ ·I~I d.1 tIItJri,l/lI'i.:Iml tl JlCIt<'nlltll !hi.,/o/ ,I dmgon':> .pdl 'will1f?~

-K~iJ3. wizard ofthe HiJdt!.n Mask

o that. ODe Ih'Y return to a place wh TIl the)· can rejoin

then dragon mentors, they have a full account of aIllThing rhar happened to rhem, Thi allows them ro consult their dragon reachers regarding anything strange mar m igh I IuI"C hap pencd on the [ou rney, a practice mOST. wynn wizards see as absolutely necessary given (he great WIsdom of older drngon .

Character with ranks m Knowledge (arcanajcan research wyrm wizardsroIearn more ab III them, When a character ma k a skill check, read or paraphrase [he following. Including [he information from lower Des.

DC 10: Wyrm wizards are arcane scholars who use The knowledge of dragons for [heir research.

Wyrm wizard choo e living creatur :1 their urce of knowledge rather [han books or relic, meaning [hat their I arnlng proce 'i farmoredynam!c than that a [he typlc;!1 spellca ner, nlike rnost characters, a IVyrm wizard does not slrnplv stop by a IOC'31 library 1.0 rt!sl!3t'ch magical ma: rers.u m.l instead must seck out a friend I)' dragon [0 get (be most fro m his srudie ,A II result, wyrm wizards remain in area close 10 everal friendly dragons. ensuring rhar rhey are never far from Ihl.' oure of their knowledge. orne ar reluctant to srra • ro far from rhetr base of

p rarions, Ihotlgh adv nruring wynn wizurd do travel in order ro seek UlII [he differ-

em perspectives of different tvpes of drugens,

NPC R actions

Orqaruzat ion

A wynn wizard highly prize rh knowledge and wlsd m of dragons, often eeking [he besr way 10 tngranate .hirnself into dragon society. A such, some wy OIl wiza rds I lve a mong dragon for long periods of'rtme, acrlng as both stu-

den and parmers in arcane re earch, On [he other hand, group of wvrm wizards will, from ume to time. Invite ~ particular dragon to live omong rhcrn in order to fucilitate greater resenrch, In mallY case , wyrm wizards acrually organize in much the same way char dragon do. wirh older and more learned wynn wizards at the tOP of rhe power srrucrure 31,d new. you nger wynn wizards at the bottom, Natural spellcastlng aptitude has llttle to do with

a WYDD wizard's "position in the hierarchy. Ince rnosr wynn wizards respecr onlythose who have truly unlocked rhe ecret of d ragan magic.

Most wyrm wizards spend [he bulk of heir free rime engaged

in di ell i n and debate wilh dragon over rhe nature uf magic and the Intricacies of spellca (i ng_ While rravel.ing or advemuring, wyrm wizards rake every po sible moment to record the progress of their jou rnev in 10. book or on scrolls

'D"r;z1I StaUI "~I::"-": :l,i=.n,.d

p'flluler th:, ""lilt' IW"7l'/("lgf if an 1:1TI(t'tlltl J,.,'g0Tl

Though bOI h kinds of characrer nudy ar ane magic. wyrm wizard are nOL usual! welcomed b more traditional wizards and magical re earcher . Their choice TO seek OUi alrernmlve merheds of learn i ng i considered offenswe br some and dangerous by other , meaning rhar mo tlrtulili nal wizards and academic will be iD.dif. ferenr ar bet or unfrie.ndl·

at worsr, orne see wynn wizard 11. double agents who serve dragons, Intentionally allowingrheir minds [0 be poisoned in the name of seeking greater power.

Dragons regard wyrm wizards with a variety of semimems. and while good dragons m ighr be helpfuJ. many evil dragons are unfriendly or hostile, Ofren, evil dragon ee wynn wtzanis:l lesser beings OUl to plunder the secrets of dragonkind wirhour earning them. I n such cases, a normally rrusring wy= wizard might nnd him eli in a SITl.Iarion chat turns dangerous quickl.

WYRM WrZARD LORE

DC 15: Mo I\\' -rm wizard are capabJ r alrering their spells iII a way mal no other wizard can, turning the dragons' j nrurtive kJ1Qwledge of magic rnro wizard pell principles.

DC 20: \Vyrm wtznrds can cou nrer rhc spells of ether casters due [Q lhei r U nderstanding of magic. A [so, through [heir consultation with dragon, wyrm wlzards can puzzle our arcane knowledge (bar other wizards cannot,

DC 30: Charael rs who achiev rhis level of suce 5 can Jearn imponanr dera j Is about a speci lie norable wyrm wizard, th areas wher h p rat .and [h kinds f ctivirie h undertakes.

Wynn wizards rue less common than stnndard wizards bur

rill can be found anywhere spellca rers congregate. However, adventurers our to locate one sbould nor waste their time looki ng around colleges of wizardry or vasr libraries. Instead, tbey should seek our the nearest dragon's lair.

WYRM WIZARD rN THE GAME

Wyrm wizards work In any campaign that features opporruniries for research or quests for knowledge. Though their versatility a spellcasrer make them useful in adventnring siruations, ... vyrm wizards truly shine when they have lime ra conduct research be, ween adventures, Add i rlonally, a "'yem wizard's amazing discoveries can compensate for a Jack of nlrernsrtve spellcasctng in a parrv wirhour a diverse cadre of casters. Though 3 wyrm wizard loses some of Ills more powerful spells, he sri II conrribures in a variety of ways, forgoing a focus an arcane spells in excha nge for greater urillry in the camp ign.

Adaptation

In campaigns where conferring with dragons is not comm 011 (or mighr be raboo), Simply revise the wyfm wizard class 50 il galnskaowledge [l"Om mother source, Since a wyrm wizard's class features stem from his ability to sift rbrough [he knowledge of ancient magical creatures, rry subsrinrting another long-lived race wirh namral spellcasring abilities,

uch as elves, cell' nals, or infernals. Regard.le s, adapting the class in [his way requires lmle more man altering irs background and should not Involve Significant changes to game mechanics.

Sample Encounter

Wyrm wiznrds are d iffe rent from ot her wlza rds in rha rrhey prize the wisdom of d ragons and will SLOp at nothing m attain a higher level of arcane undemanding.

EL 10: A wynn wizard named Doran rom has rraveled in search of:l particular dragon to quesrlon abour some magical research, While roppingar 3 vtllage along the way, he ran into some trouble. Doran carelessly rnenrioned that he sought II dragon to learn from, rousing the ire of a local magistrate whose wife was killed by a dragon years ago. After

rh magistrare had Doran i m T1 soned, the w rm wizard had a m"ssage senr OUt 0 ering a reward [0 anyone who could nvi nc the maglstrar to r I lise him and allow him (0 go on his way.

DOR.AN STOUT

Male human wizard 6/wyrm wiz rd <I NC Medium humanoid

Init 5: Senses Listen 2. SpOt 2

Languages Common, Dr conic, Dwarven, Elven

CR 10

AC 16, touch 13, flat-footed 15

(+l Dcll., +3 armor, 1 deflection, 1 insight) hp 27 (10 HD)

Fort -3, Ref.i.4, Will +11

Speed 30 ft. (6 squares)

Melee mwk dagger +5 (1 d4-1) Base Atk +5; Crp Jj

Combat Gear scroll offirllbal/, scroll of lightning bolr Wizard Spells Prepared (Cl8th: 1d20+10 to overcome SR;

arcane spell failure 5%):

<lth-dimensioll door.Jreedom afmovement, ice storm 3rd-Clo!re serious wounds (DC 17), dispel magic. fireball

(DC 17), lightning bolt (DC 17)

2nd-invisibility, knock, scorching ruy (+6 ranged touch), web (DC 16)

lst-foathufall, magic missile (2), roy oj enJeeblement (.6 ranged touch), sleep (DC 15)

O-detect magic (2), light, read magic

Abilities Str 8, Dex 12, Can 10, Int 18, Wis 14, Cha 10 SQ knowledge ofLhe wyrm. spell research. draconic discovery

Feats Combat Casting, Craft Wondrous Item!, Empower Spell, Improved Counterspell, Improved Initiative, Scribe Scroll", Spell Penetration

Skills Appraise +7. Concentration 13, Decipher Script 12, Diplomacy +6. Gather Information ~2. Knowledge (arcana) +17, Knowledge (history) .,.8, Knowledge (the planes) +10, Usten +2. Sense Motive +6. Spellcraft 17, Spet+2

Possessions combat gear plus 2 padded armor, masterwork da gger, ring of protection + I', dusty rose loun stone, backpack. bedroll, quill and ink, small mirror, spellbook, spell component pouch, travel [ournal

Spellbook spells prepared plus O-all; 1st-alarm. charm person, comprehend /angtlages. e)(pediJiou5 relreot identify. mage armor, shield; 2nd-darkness, flaming sphere. fog cloud, see inIlGibi/ity, shatter, spiderdimb; 3rd-blinlc, explosive runeli,f/y, hone, hold person, pmleclionJrom energy. suggestion; 4th-enervation. stoneskin

Knowledge of the Wyrm By spending at least 1 hour doing nothing but research, Doran can add +4 to Knowledge (arcana) checks he makes for the next 8 hours,

Spe'll Resean::.h Doran can cast cure serious wounds and Ire.edam of movement as arcane spells,

Draconic Discovery Once per day, Doran can empower a scorching ray spell without changing its level or preparing it ahead of time.

_ e I han :m;y other creatures, dragons are in ~maJely tied to the primal forcesof magic. Even the greatest urcam ts only scratch the surface of whar a dragon cando in thararena:. Whar it acbievueffonl~ssly whh magic would take m:my l'neaa+14kDmefHt} a'iasta-ln essence. dragom are created from~a blend of magic anu the mosl basic el merits, bon ned power[ullyto the magical wodd. [ust as an jpdividrelJ :wagic irem or locale might be a focal point for magical energies. dragons are focal poirus for rhe £10\\ ohnagic-living, breathing conduits between ir raw pprency and the re t of rhewocld.

Therefore. It' no surpri e rhat dragon' inspire a wide range of magical rraditrcns, Wberher the spells. _wwers, invccarton , and other oprlons in rht chaprerrepresenr mona1 arremprs to mimic the Innate talents of dragons or ate mdrtions created and laughl by drngons IS lrnmatertal, Stholars agree thar many spells aml rnagicalabllitles indeed origfnared WIth draconic lore, though most have been diliited over the years to rhe point where the are mere shadows of the magic wtelded by dragonkmd. However. some.students of magic dedicate thelr lives to learning new way' ro ernulara the III resome powers of dragcns+-somerimes, way that even rhe dragons nev r imagined.

Tlris-chaprer opens with a"'V:rriery o~

Us that owe some fragment 0 [heir idenriry

to the migbty dra~. whetbf!r as creator, wielder, or inspirsfion, N'eXi, it presents new dragon-ehemed options for pstonic aracrers ~p.s1Dnic. powers), dragonfire ade:p~ (breath effects and J:Imxatious , wacloc:ks (invecations), inca rnurn-wieldi ng mekl:shapers (sonlmelds • -and leaders who boostthe talents of [he ir a tlies [rna rshllls :I nd dragon 'ham~ . from ~limafn:Tzs- Hmtdbrok an 21111''''' Handbo Ii JJ. respeenvdy). "Further, i[ describes (b e n e or A bardalon, II great dragon who once threatened all of realir and now lUsts in a realm b y.on lire and death, available!

be summoned arrd ball ntt by marta Is.

ihe chapter concludes witl two new vsrems of hames 'Ilg tbe magic 0' dragons. First, draconic auras "Il1Imv characters' ro projccr :1 semblance of draconlc power that benefits them elves and their allies. econd, dragonpacrs provtd characters with a means by which to forge 3 mysricnl bargain with

a powerful dragon, gaming spell-like abilirie in rr:u:l~for gold and n small sliver ofrheir own arcane ralenr,

NEW SPELLS

The following new spel I are uitable fcruse in nny carnpaign whe re I he in QU{!l1Ct' of d rngons 1I nd draconic creaiu re is felr acres the world.

Characters gol nan ex [l'1I benefit by learn: ng some of these spells, as noted in (he ,. Speci al" eru ry a frer II spell's desert plion .. his b ncfit applies 10 nrry charncrer who has II list or spells known, such as a bard, sorcerer, warmage {see COlli pl~ II' AI'Tdr.\.'} or (:lVor-d s 1.11 (se Co 1111'''' It' DlVllle), bur nor ro cbaracrers who prepare pelt from n clas List or a speUbook, such tI a cl ric r wiz rd. II ippll 3 long a. [he ell recoin on th character's Ii r of kn wn pellsIf she later remove the spell ([or example, if:1 orcer r swaps if foranorher pell of the same level). she lose (he benefit, [00.

r r J spe U allows you to C~SI a dl rfe-rent spe II as pan of i r

effect {such as lord "f lilt' sill', page 69), rrear [he extra spell as a normal version of rhar sp 11 (includi ng spell level, save Dif· ficulry Class. and 311 other effect 1 except as described. For example. even rhough lord of Ih~ ,~~., is a -th-level pell, rhe Ilgllhllllg boll that -ou ca n C:I 1:1 part of irs t'ffea is rreared

a 3rd-level spell. a normal for light mng ball.

orne spells: allow you [ acrifice an addlrlonalsorcerer pell slot ro augment [he effect of the spell. In me class spell lists, these augmenrable spells are denoted by a superscript A 1t the end of tbe spell's name. Sponrsneons casters orher than sorcerer . who lea rn one of th > e pd Is ca n sacrifice nonsorcere I' spell slors, as long as rhe slor sacrificed is of the sa me kind as (he spell being casr, For example. tI cleric OT rovored soul who lea rI1S mGl'll aftlte enligillencd 0111 (page 70) con sacri:lice favored

oul orclerl sp II sl t r augmenr rhar spe l.

Finally. some 0 th new spells are intended [or sorcerers only, or for sorcerer a nd members oforher clas es but not wizards. However. these are few in number; most of the spells available [0 sorcerers are also available [Q wizards.

DUAL-SCHOOL SPELLS

Dual-school spells. which appeared for rhe firsT lime in Pltlyds Hl1lldbllOl; II. have effeCtS that encompass tWO di tinct

chools of magtc, In

all cases, treat these s pe lis as if rhey belonged [0 both schools

l rnu l rn n eou ly. E ffecrs rhar prevent spellcasrer Irom accessi ng one sc hool or a dual-school spell pre-

venrall access to rhar spell. Fer example,

a pedal! I wizard cannot I 'lIrn :t dual-seh 0159 II i either of we spell's schools is one of his prohibired school. Benefi thar 3pply to a s ho I f rnuglc do n I SI:1ck with each oth r even if the spellcaster ca n apply them 10 borh schools of magic. For example, ifa pel len ier hn [be pel! Focus fear Iorcirher school, itappliesro the dua l-schoel spell normally. However, lfh tokes the Spell Focus rent for burh of 1I dual-schoel pell' as ociaied schools, he rill add only I to (he Dlfficuh • Cia of aves made again t the dual- chool spell.

THE POLYMORPH U

CHOOL

pill L r's HIIIlnhoDJ. IJ also Introduced rhe pol~rmorph sub choaL A pell of (his ub chool (111~o referred [0:1 :I pol rnorpb spell) changes I he rarger' form rrom one shape ro another; Unless srnred otherwise in rhe pells descrlpricn, rhe l:lrget of a olyrnorph spell 1:1 kc on a II [he ella racrensncs a nd special obilili· oral1 average member of rhe new form in place of'Ir own. except as follows:

• The rarger retain if own ali nmenr (and persenaliry; wirhln the limit ef rhe new form'· ability core).

• The rarger retains i own hit point .

• The rarger is treated a having its normal Hit Dice for the purpose of adjudicating effens based onHir Dice, such as the sleef' spell, though it us • rhe new fotm's base arrack bonus, base save bonuses, and aU orber statistics derived [Tom Hit Dice.

• The target retains the abiliry ro understand any languages ir u nderstands ill irs normal form. I f the new fonn i nOTmally capable of rpeech, the larger retains [he abiliry [0 speak these language a. w II. If the new [arm is capable

TIJ/! jimer,,/ ~r a dragon attract:

ofwriting in ome mannerjeven a primitive manner. such as drawing in the din with a paw), the ra rget can write in the languages ir understands.

I n ell orher ways, rhc target's standard game rausncs are effectively replaced by those of [he new form. The target lose all the pedal obiJ iries oHrs norrnal form, including its class features, even if the new form would normally be able ro u e rho e class feartlrES_

L[ the new form's size i diffcrerttrrom the target' normal size, its new space must hare as much of [he original form's space a po ibl, squeezing into rhe available space tf necessa I-Y (see queezing, PH 48). TI insufftci nr space exists for the new arm, the spell fails.

Any gea r worn or carried by r herarget melds in (.0 the new form a nJ becomes neofuncrlonal, When the [Il rget reverts to trs normal form, any objects char were melded into the new form r appear-in the sam location 011 it bouy rh y previously occupied and are functional once 3gain.Any new items rhsr w re worn by the new form Fall off and land ar rhe target's feer.

The spellca er can Freely designarethe new foml'sminor physical qualirie (such as hili color and skin color) and significant physical qualities (such as heighr, weighr, and gender), within the normal ranges for a creature of that kind, The target of a polymorphspell is effectively ca mouf\agedas a creature of its new form, and it gains a +10 bonus 011 Disguise checks if it uses this abilhy to create a disgui e,

If me target of II polymorph spell i lain or rendered unconscious, the spell ends. Any parr of the body mar is separated from rbe whole remains polymorphed until the effecr ends.

Incorporeal creatures, gaseous creature, and creature of the plant type are immune ro polymorph spells. A creanrre of the sbapechanger subtype (such as a lycanthrope or doppelganger) can revert m its narural form as a standard action.

NEW ASSASSIN SPELL 4th Level

Ferocfry of angtrineRage: Gain bonus on melee damage rolls and one u e of 11'1"· II'ilu.

NEW BA RD SPELLS

Znd Level

SOl1l of Anarchy: Gain . ..-5 on Escape Artist checks and grapple checks ro avoid bei ng grappled. your natural weapons are chaotic-aligned, and you are treated as being chaotic-aligned for adj udicating effects_

3rd Level

Adoration of the Frightful: Make fearful creatures friend I ~r to you.

Vision of the Omniscient Eye: Gain +10 bonus on Spar checks, Immuntry to being dazzled orblindecl, and one use of faerie Ji reo

NEW BLACKGUARD SPELL 2nd Level

oul of hadow: lllJlirl spells cast b or on you have greater effect.

NEW CLERIC SPELLS

3rd Level

doration ofth rightful: lake C arful cr atures friendly [0 you,

ouI of Light: Healing spells cast b or on you have greater effect.

Sonlof hadow. In.nlClll'ollnds spells cast by or on you have greater effecc,

Vision of the Om:niscientEye: Gain ... 10 bonus on Sper checks. rmrnuniry to being dazzled or blinded, and one use of .fa erie fil"~.

4'[h Level

MarkofrheEnlight ned oul": p II gain the good descriptor and deal extra damage ro evil creatures, Touch of the Blackened Soul": pell gain The evil descriptor and dea] extra damage to good creatures.

6th Level

Eyes of the Oracle: Gain +2 bonus [0 AC and on Rellex 53\'eS; ready one extra anion.

NEW DRUID SPELLS

1st Level

path of Frost: Create a frozen path on the ground mat slows movement and deals cold damage,

Rot of Ages: Cloud of rotting debris sickens or nauseates one crea ru re, provides concea I menr (or orhers.

2nd Level

Primal Hunter: Gain a +5 bonus on Climb, Jump, and Swim checks.

3rd Level

primal Instinct: Gain a +5 bonus on initiative checks and urvival check .

Vi ion of the Omniscient Eye: Gain +10 bonus OD Spot checks, immunity ro being dazzled or blinded, and one use. of farrir _fin'.

W.ingblast: Create wings [hac can ernnsfcrm into II gus! oJ lIfmd or ObSCltnllgllHIT,

'" reath of Flames: Flames around you deal ids damage TO adjacent foes; your melee arracks deal=rds fire damage.

4Th Level

Passage of the h:ifti.n_g Sands: Become a wirlingsand doud; gain one use of gurtofwlrl"{_

Primal eases: Gain Iow-llghr vi iOD and a i"S bonus 00 Listen and Spot checks.

Call of the Twilight Defendee. Summon a rwilighr guardian to fight for you.

Primal Speed: Gain a +5 bonus on Reflex saves and a +10- fL bonus [0 sp ed.

7th Level

Haze of Smoldering Stone: olea n ic stones dea I 4ci6 bludgeoning and Sd6 fire damage in II GO-fr. cone.

EW HEXBLADE SPELLS

Adoration of the rightful: lake fearfu I creature friendly to you.

Trance of the Verdant Domain: Fasci ns re a sing Ie foe for 3 rounds, and make rerger vuln rable to you mindaffecting abiliues.

NEW PALADIN SPELLS

lst Level

Soul of Order: Gain +2 on will saves [0 resist enchantments, your natural weapons are lawful-aligned, and you are [Teared .3S being law-nil-aligned for adjudicating effects.

2nd Level

Soul of Light: Heal ing spells cast by or on you have greater effect

NEW RANGER SPELLS

fSI Level

Prim al Hunter: Gain a +5 bonus on Climb, Jump, and Swim checks.

2nd Level

Primal Instinct: Gain a + bonus on inirlarive check and Survival checks.

3rd Level

Primal Senses: Gal n Low-light vision and 3 +5 bonus ill) Listen a nd Spar checks,

4th Level

Primal Speed: Gain a +5 bonus on Reflex saves II nd a +lQ·ft. bonus (Q peed.

NEW SHUGENjA SPELLS

3rd Level

Air Wingblast: Create wings that can transform inro a

gmt Df ll'md or obmmng mi;!.

5th evel

Air ord of the S],,-y: Gain £lighr and one use of

lighllll1lg bolti slow airborne creatures.

NEW SORCERER/WIZARD SPELLS

lst Level

Conj Ro [ of Ages: Cloud of TOtti ng debris sickens or nauseates one creature, provides concealment [or others.

Div Detee Dragcnblood: Detect dragons and

dragonblood d creatures within 60 [L

Necro Rot of Ages: Cloud of rorring debris sickens or nauseates one creature, provides concealment for others.

Trans Hamel GnBet: Ga ina s cond sromach to store objects in, similar to a bag [If IloIding.

Path of Fro t: Creme Q frozen parh on [he grou nd mar slows movement and deals cold damage.

211d Level

Tram Magic of the Dragonheart Enhance the benefit of your draconic feats. orrerer spell onl)'.

Prim.al Hunter: Gain a +5 bonus on Climb, Jump, and Swim checks. DI'CCrCr spell Oll/Y.

Soul of Anarchy: Gain +5 on.Escape Arrisr checks and grapple checks 10 avoid bel ng grappled, your natural weapons are chaotic-aligneri, and yOli are rreared as being chaodc-aligned for adjudicating effects.

Soul of Order: Gain +2 on will saves [0 resist enchantments, your natural weapons are lawfulaligned. and you are treated as: being lawfu 1- aligned [or adjudicating effeCls.

Univ Dragoneye Rune: Create an invisible draconic mark on an object or creature.

3rd Level

Div ision of the Omniscient Eye.: Gain +~o bonus

on Spot checks, i.mmuniry to being dazzl d or blinded, and. one use of faerie }ire.

Ferocity of Sanguine Rage: Gain bonus on melee dOl mage tolls and one use of 1m!? sitiue.

Ench Adoration of the Frightful: Iake fearful creatures friendly royou.

Evor Vision of the Omniscient Eye; Gain + 0 bonus 01\ SpOI checks, immu n lry to being dazzled or bl i nded, a nd one USE of faerie fire.

Wingblast: Create wings that can rransform inro a g1ls [ of wfl1d 01: obsCilring JI1lsl

Wreath of Flames: Flames around YOLL deal tds damage to adjacent foes; YOllr melee arracks deal +:. d6.1ire damage.

Trans Ferocity of Sanguine Rage: Gain bonus on melee damage rolls and one use of true rtrifre.

Least Dragonshape: Ta ke the form of a pseudodragon.

Primal In tinct: Gain a + bonus on initiative checks and Survival checks. ol'w'cr 5pell Dilly.

Wingbla t: Create wings !I'lRr can transform inro a gusf of wind or obscudl1g mist.

4[h Level

Can) Fire trtde Exhalation: Deal sds poi nLS of fire damage in 30·[r. cone, and teleport anywhere within rhe area.

Bnch Trance 0 the Verd3..1lt Domain: Fascinate 3 ingle foe fo,[, 3 rounds, and make target vulnerable co your mind-aE'ceting abilities, Evoc Firestride Exhalation: Deal Sd6 points of fire damage in 30-foot cone, and relepcrt anywhere wtrhin rbe area.

Pas. age of the Shifting ands: Become 0 swirling sand cloud; g;lin a ne use or gust of 1\'1110.

Necro Cur e of he Elementa I Lord A: Besrow 0 curse on enemies. making them more susceptible 1'0 your energy damage.

Trans Mark of the.Enlightened oul'~: pell ga in [he good descripror and deal extra damage to evil creatures.

Passage of the Shifting Sands: Become 3 swirling sand cloud; gain one use of g!lsl of ll'iml.

Primal Senses: Gain low-light vision and a +5 bonus on Llsren and Spor checks. SCtn:crer spdl 0111),.

Touch of the Blackened ouI"': pells gain the evil descriptor and deal extra damage to good creatures.

5-[11 level

Con] Undyin.g Vigor of the Dragonlords": Hea L yourself of sd 6 or more points of damage.

D rce reJ' speJ I 0 nl y.

Evoc Lord of the Sky: Gain flighr and one use of Ilgl1 tiling bolt; slow airborne creatures.

Trans Form. of the Desert Hunter: Take the form of a dragonne,

Lord of the Sky: Gain llighr and one use of lightning boit; slow airborne creatures.

6th Level

Conj call of the Twilight Defender: umruon a twilight guardia n to fight for you.

Div Eyes of the Oracle: Gain ,..2 bonus to AC and on

Reflex saves; ready one extraacrinn,

Evoc Haze ofSll1Olderi:ngStone: Volcanlc stones deal 4d6 bludgeoning and 8d6 fire damage in a 60- foot cone.

Trans Lesser Dragonshape: Take [he form of a Large red dragon.

Primal Speed: Gain a +5 bonus on Reflex saves and a t tu-fr, bonus to speed. -orcere-rspell anN.

7th Level

Abj Justice of the Wynn King": Creare a field of

arcan focce that deal 4<16 damage to melee arrackers.

Ki of Draconic Defiance: Hinder nearby spellcasrersj counter one spell aueomatical Iy.

Evoc Glorious Master of the Blem nt : Channel acid, cold, elecrriciry, or lire damage inro ranged [ouch srtacks .

Trans A pect of the Plari.n.um.Dragon: Take (he fOI'm of an aspect of Bahamut. errerer spell only.

Univ Arcane pel.lsw:ge.: Reduce rhe casting Time of your arcane spells.

8th Level

Ench Mind of the Labyrinth: Confuse enemie who rry to affect your mind; do"'mlll~ one such attacker.

Tran Aspe t of the Chromatic Dragon: Take [be form of an aspect of Tiemar .• omrer spcn 0111),.

9 h Level

Evoc. Bur t of Glacial Wrath: Freeze nearby creatures, turning them imo solid blocks of ice.

Trans Burst of Glacial Wrath: Freeze nearby creaurres, turning them lnto,solid blocks of ice.

NEWWU JEN SPELLS 2nd Level

AlJ Dragoneye Rune: Create an invisible draconic

mark on an object or creature.

3rd Level

Fire Wreath of Flames: Flames around you dealld6 damage (0 adjacent foesiYou[ melee anacks deal +iU6 fire damage.

4th Level

Fire Pirestrtde Exhalarton: Deal Bds pcints offue damage in. 3o-fL cone, and releporr anywhere within rhe area.

6th Level

AU Eyes of the Oracle: Gain +2 bonu to AC and on

Reflex saves; ready one extra action.

Fire Haze of Smoldering Stone: Vole a nic srones deal

+d6 bludgeoning and sdG lire damage in a GO-ft. cone.

7th Level

Ail Arcane pell u:rge: Reduce rbe ca ring rime of

your arcane spells,

Channel the Dragon: Gain breath weapon and resistance or damage reduction, depending on }'Our fa\'ored elemerrr,

· SPELL

DESCRIPTIONS

The spells herein are presented in alphaberical order, with rhe exceprion of those whose names begin with "lesser" (see Order of Pres nraricn, PH 181).

DORATION OF THE RIGHTFUL

Encha nrmenr (Charm) [Mind-Affecting)

Level: Bard 3, cleric 3, hexblade _,

sorcerer/wizard .3 Components; V

Casting Time: 1 standard acrien Range: 60f[.

Area: 60-&. radius emanauon,

eenr red on y u Duration: J rninure/! vel SavingThrow: Willnegares Spell Resistance: Yes

A thulld~I'omr[jmbl~ edl0CS from Withitl YOH, LVIl,11 ill g: ave r co wed (1'C ntlfu5 1111 tf _forcillg them til ,J iiiII' yo II resprd.

Upon casting this spell, you radiate a magical aura rna! causes fearful crearures to shy away from nanning you. While this spell is in effect, any creature wirhin the spell's area that is shaken, fnghrened, orpanicked has its ardrude toward you shifted La friend 1'1 (see Influencing hrpC Arrirudes, PH 72). This effect ends fur a given crearure II me fear effect is removed, or if you or an ally attacks the creature or otherwise takes any hosrile acrroward ir,

prcinl: A character who learns rhis spell gains a +1 competence bonus on Diplomacy checks.

ARCANE SPELLSU RGE

Universal

Level Sorcerer/wizard 7, wu jen 7

(all) Components: V, S

Casting Time: 1 standard action Rarige: Personal

Target: You

Duration: round/Ievel

G'·Ci'1l (lllil I'c1JoUl spclI'b fI ' of! "OW' bod' run IfgJlt brme pick Ir~l Irfirnglooscdebris lUul Sl\11I'ling I1rrlllml'lilth II jnlllt hOll'I.

This spell peeds til flow of magic rh rough you, hastening yau r spellcssring abiliry. Cnsling rim 5 for arcane spells a re led uced as follows:

Normal Casting Time

1 standard action 1 full round

2-10 rounds

New

Casting Time 1 swift action

, standard action 1 round less than normal

ArWI r ~ ~lroJJm I'gc h ns no effect on any spe 11 "vi t h a casting time of grearer than I minure ora cnsring rim oor lisred on the table.

YOLI can', cho [0 ignore rhis erfeclj

that is, you canr opr ro cast a spell using its normal ca tLng rime. Thus, if all your spells normally have casringrimes of 1 standard action, they take 1 swift action Instead, and because you can't tak:! more [han one swift action in a found, you won't be able ro cast multiple spells per round whLe under [he effect of arCrlne spell!LlI'gc. (II you .have available spells with casting rimes of 1 full round, you are slillllb"; to co more than one of those spells per round. However, a sorcerer or other spomaneolls arcane caster could cast a rneramagic spell (as a sranda rd action) and a nennalspell (as a sw i£r action) in the same round.

This spell doesn'r stack with any other effea that reduces a spell's casting rime.

Special: Jfyou are of the. dragonblood subtype (see page 4), you can cast this spell as a swifr action.

ASPECT OF THE

CH R.OMATfC DRAGON

T ransrnuration (Polymorph) [Evil] Level: Sorcerer B

Components: \~ I Evil

Casting Time: 1 swift action Range: Personal

Target: You

Duration; L round/level (D)

YOul' bOlly beCDlIll'S pow"ljlllly mllSdril [IS 1l1lrJtiwlilrea swle,s colier your fled!.

f01l1' drntol1lc heads spl'Oul from 'our shoulders.

You take the form of an aspect of Tinmnt (sec png.e [to). You gain 100 temporary hit points, wh icb disappear at [he eod of rhe spell's durarion. For details, ee The Polymorph Subschool on page 60.

El'l I: Only evil-aligned characters can cas t this spell.

ASPECT OF THE PLATINUM DRAGON

Ttansrnurarion (Polymorph) {Good) Level: Sorcerer 7

Components: V, S, Good

Ca ting Time: 1 swier acrlon Range; Personal

Target: You

Duration: 1 round/level (D)

Your body eXJlmws III ruE while gl111lling n sJle~11 of plaHlllml scales Rnd mighl)' dl11l1S Cllld teeth. A pair of great llIings sprallfs from )'tllfr bncJ:.

ou Take the form of an aspect of Bahamm (see page 108). You gain 110 temporary hir poinrs, which di appear at, the end of the spell's duration. Far details. ee The Polymorph ubschool on page. 60. (If you don'T have access [0 DrnWlIO:l1l1WI1, replace the aspen's Ternpest Breath feat with Grear Cleave.)

Good: Only good-aligned characters can cast thjs spell.

BURST OF GLACIAL WRATH

Evocarioa/Transmuration [Cold) Level: Sorcerer/wizard 9 Componen s: V,S

Casting Time: 1 standard action Range: 30 feer

Area: Cone-shaped bursr Duration: Instantaneous Saving Throw: Fortirude half

pell Resistance: Yes

,-\ Ill.ick buildup ofi,)' bill£, fJlerg)' LeIffL'red all )lOUT ill111d rapidJy becDmes 1111 £'1l0n1lOIlS b1lbble of frost 1110i 11'll.dm oirt Ollfr flu land.5{!l!'i!, freeling 11!1 in ;151Ial".

You create a bur r f icy f!l1ergy rha: flash-freezes any creatures wit bin the spell's area. Th spell deal ld6 points of cold damage peT caster level (maxirnurn 2 ~d6 points). AllY llving creature reduced TO -uor fewer hit points is not killed, bur instead rurned to solid ice (sImilar [0 fl.:sh to stone, bur wirb ice instead of stone). Effecrively, The spell can't reduce a creature's bit points below -9, A uccessfu 1 Fornrude save halves rh damage.

A creature turned to solid ice by this spell gains bardaes 10 as well as Immuniry to cold and elecrnciry, However, rt also galns vulnerability [0 fire, and any frozen creature reduced to-10 or fewer hit point b lire damage immedlar ly melt (and dies). Once this occur ,the cr arur can be brcughr back (0 HFi 0111y with a mll'!lrle. true rmtl'Yechon, or wish spell.

Special: A character who learns This spell gains resistance to cold 5, which stacks with any other resistance [Q cold 11e already possesses ..

CALL OF THE TWIL1GHT DEfENDER

Conjuration (Surnrnontng) Level; Druid 6, oTce:rer/wizard 6 Components: V

Casring Time: 1 fu L1 round Range: Close (2Sfr. + 5 fr./21evels) Effect: One nVilight guardian Duration: 1 round/level

Saving Throw: None

Spell Resistance: No

The verygrnund erupts ill {I sfwWe1'ofstonc tlllt1 lini, Il(COlllpnnl.,a, by 11 HI1IJI nrrdLl]!. Stn nding in tIle CI'111er of t.he damaged gl'Olmd is C1 cnmtUl'e of ~t(lllf, wood, rmd pl,nnt pilrts wl'mb!rng the rrgnl form of a gililrrliull dmgun.

This spell summons one rwilighr guardian (see page 1:!1) ro IighL for you. The s-pell functions like a SllmmOI1 nature's nllyspell, burwlth one exceprien.Arany time, a summoned -p.-v:ilight guardian can sacrifice it elIby simply touching you (2 standard action); the twilight guardian is immediately desrrcyed, and YOUgail13 number oflut points equal [0

L/2 the twilight guardian's remaining hit polnrs before irs sacrifice.

pwnl: A character who learn rhi spell gains a + I competence bonu on Knowledge (nature) ch ck .

CHANNEL THE DRAGON

'[ran mutadon Level: 1.;" u jen 7 Call) Component : V,

Casting Time: full round Range: Per anal

Target: You

Durarion: 1. round/level

You [re! Ihl' might}' force at dementa! llIyrms flood yem!' SPirit 11I1a reJl1[orri YOUl' bod}'- rour flesh "(1yd~rIS, and yow' oye gleam.

few crearure represent both the my ric and [he elemental more than dragons, You tllp i nro the spiritual might ofthese magrri ficenr creatures ro gain a breath weapon and a defensive abiliry based on your favored elemenr (and the dragon variety channeled by the spell), ee th table below for details.

The breath weapon rakes [he form of 1I is-foot cone-shaped burst. Using the breath weapon requires II standard action, and each time you breathe. you must wait Id4 rounds before breathing again. Spell resistance does not apply against me breath weapon's effect.

Element (Dragon) Earth (copper)

Fire (red)

Breath Defensive

Weapon Ability

Slow, DR SI

ld6 rounds adamantine (Will negates)

7d6 fire Resistance to

(Ref half) fire 30

Paralysis, DR5/

1 round adamantine

(WiJl negates)

7d6 cold Resistance to

(Ref half) cold 30

7d6 acid Resistance to

(Refhalf) add 30

M~tal (silver)

Water (white) Wood (green)

CURSE OFTHE ELEMENTAL LORDS

_ ecrornancy

Level: orcerer/wtzard Cnrnporierrts: V, 5

Casting lme: 1 wiftacdon R ge: ~ 1edium

(100fl. JO r./level) Target.: One crearure/+ levels Duration: 24 hours

Savin g Throw: Wilt negates pell Resistance: Ye

ChostlrrttrngD ofdcmwtl'll bells! .ny {rom YOlir ()uf'stretduo anll, lrihng JOI!~ (1110 pine-ill!! 0 shndoLl')' emst upon fhcllI,

This spell places 3 curse On the targets, malting [hem more susceptible [0 your magical attack. When you east this spell, select acid. cold, elecrriclrp; or fiJle; any creature affected by the spell takes an extra tds points of damage From an)' of your spells that deal damage of rhar energy ryp ,The xrra darn ge isn'[ added ro other effecrs, such as a weepcns JTam ing special abuhy, nor does itapplym damage de411t by other characters.

As pan of rhe casting of This spell, you can sacrifice one additionalsorcerer spell slm of up (0 9th level; doing this increases [he extra damage from the spell by 1 point per levelofrhe sarrificed dOL For example, if you pend a-kh-level spell slor m cast curse of tlte elemmfal lords and a srh-level spell lOT [0 augment lr, the resulting curse adds 1 d6~6 points of damage to the damage taken b - rargers of your spells of the chosen energy type. Cum' of rhe eJemclllallonis: can't be dispelled, bur itcan be removed by any effect rharwould remove a curse,

Spenal: If you are of the d ragonhlood subtype (see page 4), the exrra damage from [his spell also applies co your breath weapon (assuming that ir deals the appropriate type of damage).

DETECT DRAGONBLOOD

Divinarion

Levee Sorcerer/wizard l Components: V. S

Casrtng Time: 1 standard acrion Range:60fL

Area: Cone-shaped emanation Duration: Concerurarton up to LO

min./level (D) Saving Throw: None Spell Resistance: No

DETECT DRACONBLOOO

Creature

Dragonblood subtype (HO) Dragon type (HD)

Faint

10 or lower 2 or lower

------- AUra Power* ------Moderate Strong

11-25 26-50

3-8 9-20

Overwhelming S1 or higher 21 or higher

This spell funcnons like detid euil except [hat you defect [be auras of creatures of the dragon type or [he dragonblood subtype (see page 4). The amounr of inform a rion revealed d pends on how long you tudv a particular area or subject.

lsi RQlllld: Presenc or ab ence of dragon blood ed creatures,

2nd ROUlltl: Number of dragonblooded In the area, and we power of th most porenr aura,

3m ROLmd: The power and location of each aura. If an aura i outside our line of sight, you learn irs direcnon but not its exact location. If an aura i within your lineal sight, yon can make a Knowledge (arcana) check (DC to + target'S ED) to determine whether [he aura is of the dragon rype or rhe dragonblood subtype.

AIlYU Power. The power of a dragonblooded creature's aura depend on irs Hit Dice and rhe srrengrhoflrs connecrion to dragons; see the accompanying table.If a creature's aura falls Into more wan one category, the spell indicates the stronger of the rwo,

DRAGON EYE RUNE

Universal

Level: Sorcerer/wizard 2, wu jen 2

(all)

Components: V, S

Casting Time: 1 standard action Range: Touch

Effect: One personal rune or mark,

all of which must lit within L sq . .ft.

Duration: Permanent Saving Throw: None Spell Resistance: No

A brightly glOWing sigil appears brieJl)~ burning [IS though brallderl into th!! swfae/! before Jading tv invlsibili/ y.

This spell allows you to brand a pedal .1 mUle nw rh onto an obj ccr or creature, denoting thar if is under you rwarchful eye. The mark inscribed is' unique to

your casring of [his spell; no tWO casters create the same mark. I[ otherwise fLlnctions JUSt as arw 11 I! nUl.rk, with two exceprlons.

BrST, you can rrear the marked objeCT r crea ru re as fn mi He r fOI" the purpos of any divination ( crying) spell.

econd, three times per day you can {as a >I'Iift action) detect the direction and dtsrnnce of the marked object or creature [rom you. If the creature is dead OJ'" on anerher plane, you gain no knowledge tom [his function.

pedal: I fyou arc of th drngonblood subtype (sec page 4), any object or creature with a dmgone.ye rune gains a +2 bonus on saves again r divination (scrying) spells or effects cast by other dragcnblooded creatures ..

DRAGONSHAPE, LEAST

Transrnurarion (Polymorph.) Level: Sorcerer/wizard '3 Corrrporrerrts: V; S

Casting Time: 1 swifr acuon Range: Personal

Target: You

Duration: L round/level (D)

YtllITblldyshrilllnfn the sizell_flliltlusewt, Ifi; r~d·brlllVlI scales l'e)llnrc your lIormnl s~itl lind YOlfr fingers turn into sharp dmlls. A $111110115 bnrbcd fa,I grows from the bllse cif yOUT 51Jil1C, flnd fwe Leathery willgs bm>i {111m YOllr bald~.

You rake the form of a Tiny pseudodragon (MM 210), For derails, see The Polymorph Subschool on page 60.

DRAGONSHAPE, LESSER

Transm urarion (Polymorph) Level: Sorcerer/wizard 6 Components: V. '

Casting Time: 1 swift action Range: Personal

Target: You

Duration: 1 round/level (D)

(lU Jeel a fin' burning Jec~1 WI 1111 " you.

Crimson scales qUid,ly g1'01\I ouer )'Ollr bod},,1T Jlllirofg)"~alll'illg sprOlll5il'om YOUI' shoulders, mal HII? SCI!!!! afmlfur fills the mr 115 YOII ! musftll' IJI 111/0 a clmgoJl.

You take the torm of a Large young red dragon {see below}. You gain 60 I mpornry hit poinrs, which disappear at the end of the spell's duration. For de [ails, ee The Pol morpb ub chool on page 60.

YOUNC RED DRAGON

CR 7

Init +0; Senses blind sense 60 ft., darkvlslon 120 ft., low-light vlston [4 x human), Listen +17, Spot +-17 Languages Draconic

AC 21, touch 9, nat-rooted 21 (-1 size, +'2 natural)

hp as normal form (+60 temporary hpj Immune fire, magic sleep effects, paralysis

Fort +11, Ref +8, Will +9 Weakness vulnerability to cold

Speed 40 ft. (8 squares), ny 150 It, (poor): Flyby Attack, Hover

Melee bite +20 (2d8+7) and 2 claws +14 (ld8+3) and 2 wings +14 nd6+3) and ail slap +14 (ld8+10)

Space 10 ft.; Reach 5 ft. (10 ft. with

bite)

Base Atk +13; Grp +24

Atk Options Power Attack

Special Actions breath lVeapon, Hover

Abilities Str 25, Dex la, Con 17, Int 12,

Wls i 3, ena 12

Feats Flyby Attack, Hover, Improved Natural Attack (bite), Power Attack, Weapon Focus (bite)

ski11s Appraise +17, Bluff +17, Diplomacy +5, Intimidate +19, Listen +17, Sea rch +17. Sense Motive +17, Spot +17, Survival +1 (+3 following tracks)

Breath Weapon (SuJ Once Every 1 d4 rounds, 40-ft. cone,6dlO fire; Reflex DC 19 half

EYES OF THE ORACLE

Divination

Level: Cleric 6, sorcererjwizard 6,

wu jen 6 (all) Components: ,S, M

Casting Time: i Standard action Range: Personal

Target: Yon

Duration: 1 round/level or until expended

Vnguc:, tnm lutenl Irat/aw. of yom' body's form move jllst Ollt of )llIC with )lour oum 111011011. ,,1 VI ildc sign IIHII }1lU exislll1 two pi nCB5 III h me.

YO" can see laro [he future, slightly 3l1.L icipari ng your cpponenrs' next moves. You gain a +2 Insight bonus to Armor Cia and a +2 insight bonus on Reflex aves.

Additionally, at rh nd of yourrurn, YOLl can r ady a single standard acrion regardless of the number of actions taken this turn. Thus, you COJ"! move at your movement rare, make a single nrtack.and then at the end of your turn ready an action to cast a single spell with 3 casting lime of one tandard acricn, This behaves as a readied action in all oth r ways, including the change in 'our initiative. If you take [he readied action, the spell's effect ends immediately,

Spwll1~ If you are ofrhe dragonblood subtype (see page +), your bonus 1:0 Armor Class and on Reflex saves improves to ..1.3.

FEROCITY OF SANGUINE RAGE

Transmuranon/Drvtuation

Level: Assassin 4, sorcerer/wizard 3 Components: v, S

Casting Time: 1 standard acrion Range: Per anal

Target.: You

Duration: 1 round/level or until expended

Blood seems to pcur from youI' eyes as an Irnglllar red glow whirls IlYl'JwlIl l'oU chaDtically.

This spell imbues you wirh a supernatural £erociry, giving you an edge in melee combat. You gain a morale bOL11.1s on your melee damage rolls (with weapons cr narural artacks) equal-to 1/2 YOUT caster level This has no impact on your abillt to cast spells or perform other actions.

furthermore, while this spell Is active, you can activate a true strike effect (as [be spell) on youtselI as a standardaction. This effecr lasts for rhe

normal duration a [he Inli: stnl:e pell (a single arrack), after which the entire sp Il's durarion ends.

pecial: If you are of thedragonblood subtype ( ee page 4), you cast this spell ar +1 caster level.

flRESTRIDE EXHALATION

Conjuration (Teleporrauonl/ Evocation [Fire]

Level. Sorcerer/wiza rd 4, wu jen 4

(fir£') Componenrs: V, S

Casting Time: l sra ndard QC rien Range: 30 ft.; see text

Area: Cone-shaped bursn see rexr Duration: l nstantaneous

aving Throw: Reflex half pell Re i ranee: e

\ViHl 11 word nnd 11 gestllre, yolt fill your lung$wilh Sll'lriing, bUnlillgl'1lergy: Then, with n I11lgI11)' fxhalnticlII. 'rot{ flam! Ih~ space before yOl-l wi1h a powerflll rene at fire. As til e last I,V isl's Q f til 0.'1])' le((v~ YOIU lips, your body becomes part of tho.' breath lveavon, allawing)'tIIl to flaH' Ihrall h sparr amI refvrm JUlIY bodyllllytl'lure LVrtkmthr br~lltJl'511rfa.

You breathe forth a cone of fire rhar deals Sd6 points of .fire damage. A suecessful.Reflex save halves this damage, and spell resisra nee applies.

"\'(fhen you cast this spell, you have the option of becoming part of rhe brearh weapon and teleporting lnsrantly ro any unoccupied space within the breath weapon's area. Your entire body need not fir within me breath's area, as long as your new space shares ar least 1 square wirhthe breath weapon's area, You bring along an)' gear worn or carried (up to you,mo.rimum load). You can't bring along other creatures except for your funiliar. You must make [his decision when casting the spell, befoI:e ;my other effects of the breath weapon are resolved (such as saves, spell resistance and so fan h). You aren't damaged by the spell' e fecr when you appear wirhin irs: area"

FORM OFTHE DESERT HUNTER

Transrnuraticn (Polymorph) Level: Sorcerer/wizard 5 Component : V,

Casring Ttme: 1 swift action Range: Per onal

Target: You

Dura ion: 1 round/l vel (D)

Bmss sral£ gtlllll fro", YOllr flcdl il 11 lilirk trIl1l1i'SUITOUllaS )'Ourfnu. You r arms 11 lid legs beCDIm IlOllICrfidly !lauded 11111'1 grow sharp c1all's !IS )'IJ 111' body /11111,11;:$ ot/£ r 10 becolll quadl1!JIl?dnl, ami n sml1/1 pair o[baliike lI/jl1~ 5:p)'outs {rom yottr shollltltr blades.

You take rh form of a dragon.ne (M .. M 89). You gain 30 remporary hir points, which disappear at (h end of the spell's durarion, For detail, see The Polymorph Subschool on page 60.

GLORIOUS MASTER OF THE ELEMENTS

Evocation [Acld, Cold, Elecrriciry,

Fire}

Level: orcerer/wizard 7 Cornponerits: None

Castmg Time: 1 standard action Range. eu fr,

Target: One creature Duration: 5 rounds Saving Throw: one Spell Resistance: Yes

A sUl"g~ of area II e Imergy explode. from your fingertips, sending white, red and yellow jol!sl11IlCLllgOldward.

This spell allows you ro channel the awesome energy ofrheprimal elernenrs. For the duration of the spell, you can, as a standard action, make a ranged [Ouch :I rrack against any targerwtrhin 60 feel. II successfnl, you deal fds poi.ms of energy damage per TWO caster levels (maximum lod6} Before making rile arrack, select [he energy TYpe from among acid, cold. electricity, and Iire,

Additionally, each time you successfully make an arrack on a target using This spell, yon gain, a cnmulartve +2 bonus on the damage roll [or each subsequent arrack on the same target,

This bonus is cumulative only for rhe duration of the spell and applies only TO damage dealt by this sp ll.

ptcinJ: IfYOll are of rbe dragonblood su brype (see page 4-), you r ranged reuch attacks from rhis spell instead dealld8 poims of damage per two caster level (maximum iods),

HAZE OF SMOLDERING STONE

Evocarlon [Fire]

1. el: Druid 7, sorcerer/wizard 6,

wu jen 6 (fire) Components: V,

Casting Time: L standard ac-tion Range: 60 Fr.

Area: Cone-shaped burst Duration: Insranraneou

avingTbrow: Re8.e· half Spell Resistance: Yes

Glowing embers :IiIJirl Ilrtlund your b[)dy, Ihm fly Olilultlrd 1011llnlllld nenrb}' foc{ liti!h SEaring vDlctlnir rod1.

This spell projects hundreds of tiny, burning volcanic rocks outward from your body, dealing 4d6 points of bludgeoning damage and

ds points of fire damage.

,,~tilll: chnracrer who learns this spell gains resistance ro lire 3. which stocks with llny rher resistance ro Ire he already posse ses:

HOARD GULLET

Transmuratlon

.Leve]: Sorcerer/wizard I Camp n nt: v,

Casting Time: 1 standard action Range; Pe 11~ 1

Target: You

Durati n: I hour/lev I

:fou move n III' haud.1 tn yo II r IJ11'IlIrl, chnllllllg ill inn' lIIurmUI'S as you Imer an imngi"l1rr Jinr from yo II I' 1011'1')' jnrv ilDWII to you r I1bdamen.

ou gnln a magical second stomach, which can be u 'ed to transport objects securely. You can a Ed}, wallow and transport any object youcould normally swallow (includ ing items at least three size categories smaller than you). The capacity of your honrd gllilel is 100 pounds anc/or 10 cuhic.Ieet per caster level (up to a maximum of t,OOO pounds

and 100 cubic feet). You can't remove individual irerns from your hoard gulle~, bur as afullround action, you can expel Its entire conrents .in to

our quare. lr otherwise function 3 a bag ofhol,iing{DMG248).

I the end of the p 11' duration, anyrhing still in your second stomach is immedfately and instarnly brought up. fall_i_ng [Q me ground next to you. You can't have more than one ho(ml gull~1 active at one Lime; casting chi spell befor i! duration end the duration of the previous ca ling. For example, if a 7rh-level sorcerer with 2 hour left on his hOllrd glll1<1 cas rhe spell again, the spell's duration re c [07 hours,

Dragons often use this spellto transpan their treasure hoards safely, bur ir is equall useful [Q those who would loot such hoards.

JUSTICE OF THE WYRM KING

Abjuration [Force] Level: orcerer/wizard 7 Components: V, S

Casting Time: 1 5\· v i£[ action Range: Personal

Target: You

Duration: 5 rounds

Eline of 11Tilficmt reHow light blld Olltward from )'0111' body, gllling the IInprt'ssiDIl tlurl yDII (lrt' covered ill glonrillt;!" 5pil~t's.

You create a field of arcane force around your body ill ar deals retaliatory damage

If you casr hnze of -moldering

done again bJore the end of 'our nexr rum, the second casring deals 5d6 points ofbludgeoning damage and 10d6 poin rs of fire damage.

to • ur attacker . wh.il~ this spell I' active, any creature rriking you with a nonrea h melee weapon take +t16 point of damage.

As pn r r of r he CIS! ing of th is spell, if you lire 3 sorcerer you can sacrifice one addnlonal ercerer spell slot of up (0 9 rh level. lh' Increases the damage dealr by 2 pint for everv level oi rhe sacrlfic d lot or xarnple, if you use a 7th-level spell lor ro GISt ]Ilslrrr of tlw It'IIl'1II 1:lI1g ond acrihce Il 5rh·! v I spell lor 1'0 augment lt, you deal-td6+ I 0 points 0 dcrnage to y011r attackers.

Krss OF

DRACON IC DEfiANCE

Abjurnt! n

Level: 'orccrer/wizard 7 Comp nenr : V

Casting Time: 'I randard action Range: 0 fl.

Area: 40-fl.-radius emanation c .. nrered on you

Duration: Concentrarion + 1 round or u nt i I expended

Saving Throw: Forti rude negates; s e rcxr

Spell Re Isrance: Yes; see rexr

A rill ,I I'l1(iJanl m.'rg)' Sj_llfills 0111 !mll. rour body, sha1il!ring

III ~ nlll!!IWI ~ ncr IL'S of athas,

Fir~trrrJ~ ~.):hR'af;tm fpo,_" 6- ,'1~1 J " Ih iffi·n;hoe cap,Jbilif; amI 1IJO"JI!m!!nf to ifJ caster

T1u p II pr jeer magical int r erence from 'our bod}'. making ir more dlffieuir for orhers toea I pells wlrhin irs area, A nv enemv anemptlng to C;lST ~ spell within t hI: arcn of a /;ISS ofdmrmllc dcfimlre must succeed on a Forrltude

avtng throw; failure mean the pell is lost (asU cast) but has no ee(eeL Anv cr arure thar ucce sfl.llly save again I rh i pili lrn rnune to irs e 'feer for -+ hours rhen after. Check spell re i tanc thefir I urne a rearure arrempr ro ast a spell within rhc area.

Purrhermorc, well this pel] i. active. you can aurornaticallv couarer a sIngle pell 01 5 t h I 'vel or lower a per the COLIn rerspe ll acriom as an im med lace action, as I ng:J th caster t w if h I n the area of rhe b llf ,Iraconic JI'(liIUC&:. Doing 0 lrnrn diarely end rh duration DC thi pell, You do nor expend any of your own spell 101- [Q counter rhe other spell and need not make a

pellcrah check 10 identify h rrhougb you can choose to do 50 to ensure I ha r it's nOT higher rhan Sth Ievel),

LORD OFTHE SKY

Evecarion/Trar; muratlon [.Electtici I '1

Level: Shugenja (air), orcerer/ wizard 5

Components: V,

asting Tim : I _ ra ndard acrion Range: Personal

Targer:You

Dnrecion, I minute/level

A SII'II'llIIg cloud of hillel: II ItS I slrrrounris you, shot thrnu Ii 11'1,11 tlolls of lIghtning nita COVl'rlllg )'011 III p[llwr,fullllngic.

By casting [hi pell, you become more formidable in aerial comboT, allowing you 10 deal with airbome enernie mor easily. You can flY:lI a speed of 40 feet with good rnaneuv rability (or 30 reel if you wear m dium or heavv armor, or carry a medium or heavy load). If you already have a fly speed of -W fuel

or greater, your a, eed rmprcve

by ID feer, and your rna rrenverabiliry improves to good (ll nless i["s alreadv better than rhar),

wrhil· o!rbo ne, ou can uSC:J wl[r action each round ro lire n boh of magic. I lightning as [I ranged touch arrack ogni I'ISt an}' orh r airborne target wirhin 60 [eel. Thi armckdenls I pclnt ofelectrtctry dnmage per caster level (m nximurn 20 poi rus) :llld reduces rhe target's fly speed to 1/2 normal for the du rarion 0 th spell. Th i speed reducLion d a n'r SUlek, s attn dng th arne rOlIger mulriple rim yields no extra reduction in ny speed (but continues [0 deal damage),

FUrl herrnore, while this p 11 is arrive, you can activate one /lghlllll1g lICh (as I he pel I) 3S a Silmon rd nel ion. Dol ng so ends rhe duration of lord oJ Ihe sk". and ifyouelo nOI hovl,> 0 narural n\, peed. you drift [0 the ground as per the fl spell

'l,o!cIIlI:lry u ar (til dragonblcod

ubrvpe (Soc pag ),lhL pel! granr you a Ay speed of 60 feet (or 40 if encumbered as described above). Dragonblooded casters who already have a fly speed of 60 feel or greater Instead gain a +10-foor impravemenr 10 [heir By speed.

MAGIC OFTHE DRAGONHEART

Tran rnuratlon Level: orcerer 1 Componen : V, -

Casting Time: 1 standard action Range: PeLSol1.3.1

Target: You

Duraticn: I hour! level

YOII ml{ )fOUr own "(lIII~ a ),011 cI.'lId, 'OilY Jim al 'Our Side, AI1 nurn of bright o:ncrgy FO!'Jlls r.Jund \'Oil, (lak rmg into I!lf shape oj a lrantluuu! .lmgml abolle rOllrill'I'I(/.

This spell grnn[s you a variery of benefits rela [cd [0 you r d rncnn ic fellls. If you have no draconic fears, Ibis spell has nomect.

While this spell is active, you are considered ( have IWO m re draconic feat than normal for the purpose of d ierminlng the ben fit of y ur amconic fears. For example, j you have rhe Draconic Heritage [eM (, Of page 17), you would gain a +2 bonu to the

specified ave for rh dura: ion of rhj spell, over and above the bonus already granted by tha: feQI.

In addition, [or the purpose of determining the benefit of u draconlc fe:H, treat magic of HIe dmgoll/1,~!ll'l us if its spelllevel equaled 1/2 your cnsr r lcvcl. Forexample, an 8th-level sorcerer Ihal bas rhe Draconic Flighr feal (C01l11111'1(" Arcane 77) would gain a fly speed of 40 feer afrer casting this spell, as i fit were a +th-l'vel pelt.

Finally, ougain acornperence bonu equal [0 1/2 your (3 r r level (m:ncimum +10) on skill checks made wirh the class skill granred by OUI" Drnconic Heritage fe2[ (if you have rbe feal).

MARKOFTHE ENLIGHTEN ED SOU L

Transmutanon [Good]

Level: CLeric 4, sorcerer/wizard Componenrs: V, S

Casting Time: 1 swift action Range: Personal

Target: Yuu

Duration: 3 rounds or u:nril ended

Your 11Ilnd~ glow softly, IT if i!lmrIJlIllt.:d from lufJhm by a bright light.

Ibis spell aads a touch of good [0 your magic, granting you special porency against your evil-aligned enern ies, Your spells gain [he good descrlpror, Any spell you GI.SI: of3rd level or lower deals +50"u damage- [0 evil-aligned creatures.

As pan of the casting of this spell, you en n sacrifice one orcerer spell slot of 5tb ro 9£hleve1: doing this increases The maximum level of pell afleered by marl: oj the mlighltncd soul to the level of rhe sacri ficed slor mi nus 1. For example,ifyoll spend n +th-leveJ spel I slorro cast rhe spell.and a 7lb-level spell slot to augment it. you would deal exira damage [Q evil-aligned creattrres with spells of 6ID level or lower.

spedal: A. good-aligned caster of rhe dragcnblood ulxype can hoose r end rhis spell's durationby activating protellioll from cvi! (as (be spell, biu targeting Itself) as :I swill action. Trus effect lasts for the normal dumrlon of protiIdwn from wi!.

MIND OFTHE LABYRINTH

Ench:uum 111 (Compulsion) rM i nd-Affecting 1

L vel:. are 'rer/wizard 8 omponents: V. S

a tingTim : I standard action Range: Personal

Target: au

Duration: I hour/level or until e.pended

A \'(111 rlIJ5r your lTc'S 10 !TIm' slrts. 1'1 blo1r1~ mIll m.t or l'IIt'rgy 11(1tJ1 [.roll/Ill rlJllr hM'/. lUdWIg III IIgll t .lIIrl llu stnl r IIlll1lh of ol/rm.

You (WI:SI }'our rmnd [0 become 3 magical labyrtnrh, bewildering unsusP' 1 i nlt pellca rer . If n n enemy ca ( a miJ,d·aff CI i ng spell or abilfryr char target -ou, the enemy become (011- jrmlJ for 1 round, disorienred by me mazelikc confines of your consciou - ness. (Thl ronfll51O!! occurs whether or nor the spell successfully affects you.) A successf ul Will save tDe 18 + vour Inr modifier} negates [his effecr and renders [hal (01.' immune to chis ca. ring of the spell,

Furtherrn re, while lIIilld oj Iltt labyrinlh is acrive, you can use an immediate action to activate a rlonu- 1101 .. l'crsan effect (as rhe spell. excepr Innl the durarion is 1 hour on one humanoid who caSIS a mind-affecting sp II on au. Doing so ends the duration of IIIl11rl oJthelabynnth, though the .-101111111'11.- p r 1111 effecr lasrs for 1 hour thereafter,

• pt'Clal: character who learns this pell gain a +1 competence bonus on Blufr check .

PASSAGE OF THE SHIFTING SANDS

Tran mutarion/Evocarion [AirJ Le el: Druid 4. orcerer/wlzard 4 omponents: V, -

Ca ting Time: L standard action Range: Personal

arg et: ou

Duration: 1 rnimrrej'level (D) or until expended

Ar. ill wi,uf !JlrnflJ in the desert, spIlT'rt'd !iR bj' dreg,;" mng:c

'Oll tulfr/, bCld sparkles /lS color fade'from yO~1r farlll. A stiff breeze pid~ lip lIS- yau Waap!!' mtD tlwHlClJlds ofptJlildes oJ SIma, sell 1 ]lyrng on !rIC lVon11 Wind.

You and all your belongings become a fiying cloud of sand, swlrling and formli"'sS yet retaining YOtu consciousness. You lose your normal shape and become a sand cloud, laking up me same space ou do in your normal form. YOLL can fly ar a speed of 40 feet (perfect maneuverabiliry), bur you Iose any other movement rates you had in

your normal Conn. Trear rhis orherwise as gll-Cllll' form (PH 23+).

If }'Oll end yOLU movement in the same space as another crearnre, That creature is blinded for 1 round (Fortirude negares), Spell resistance does DOT apply against this enec[_

Furthermore, while rhi spell is active, you can acrivare a gmt of wind effect (as the spell) as a swift action. Doing so ends me duration of passage of Ihe sh~rlirlg sa,1ds.

Specird: A blue dragon capable of casting 6m-level sorcerer spells can cast this spell as 3 swifr action.

PATH OF FROST

Transmuration [Cold)

Le el: Druid l, sorcerer/wizard Components: VI S

Casring Tlme: 1 standard acrion; see rexr

Range: 30 fr.

Area: One S-Cooe square per level (maximum 5), b >ginning adjacent WYOUL space (5)

Duration; I round/Ie I

Saving Throw: Reflex negate Spell Resistance: 0

A va th IVa y of solin ice m cas 1110 tl g groulld fl'om your ful, cl't'almg n frozet! slrip fhal gill!:5 off Wisp! of mois1I1n?

This spell creates a pathway or area of slippery ic on the ground . .Emering an affecled square COSTS 2 squares of movemenr; a creature can avoid this hindrance by succeeding on a DC 10 Balance check. Ifrhe creature fails the save by 5 or more, ir not only spends 2 squares of movement ro enter the affected square, but It also fal.ls prone in that square.

In addition, any creature rhar srarrs irs rum in an affected square or rhas enters an affecred square rakes 1 pow of cold damage, If a creature enters more than one affected square 011 tts U1IIl, it rakes damage for each square.

This spell can be cast only on solid ground and has no efte·cr when GIS [ on the su rface of water or orher liquids,

If you cast path offrust again before rhe duration of The first spell ends, any squares within the area of both castings deal.z points of cold damage. More than [WO overlapping areas don't srack,

Special: A white dragon capable of casting 3rd--leve1 sorcerer spells call cast this spell as a swift action.

PR1MAL HUNTER

Transmutation

Level: Druid 2, ranger 1 sorcerer 2 Components: V,

Casting Time:. I standard action Range; Personal

Target: You

Duration: 24 hours

Your !!lusch, npplc wllh till' Im'lIIon' of IlIlC1:.tml s-h'l'nglh, Ii'll IIIg/(lI' qllld: IcliDU.

Thi pell causes your boJy 10 recall the slrengl h or your fOTI'bcaJ's, henrken ing hack ro n lime when your ance: tors con [andy srruggled fer survival. You gnln Il +5 competence bonus On eli mb, Jump, and wirn checks,

I f ~lI'llIJHf Jlllllkt 15 :tCI [Vi: on you or [he same rlrne as pnnrn! III Imel, prrmal SCII '. or IWlII1111 )J'~ul, ou gain un zan ny dodge (as the ba rbarian cla [e:nure). If all four or I hese pells ill' ;Jclive on au at rbe same time. you galn improved uncanny dodge (n~ I he barbarian class fearur ; your barbarian level for lilt: purpo e of being nank~d rqual -our ca rer level).

pmal: Tf)'oll are of rhc dragonbl ad ubr "'PC (see page .), 'aLI can cast rhi spell as a SWI fr acnon.

PRIMAL INSTINCT

T rsnsmu tarion

Level: Druid 3, ranger 2, sorcerer 3 Components: V,

Ca ting Time: ISla ndn rd action Range: Personal

Target: You

Duran n: 24 hours

Rmg ofbhIL"-LVIHI~ clurg)' tr,lL','1 [mill )'0111' ,fuet to \IOlIr JU.'nd lllld bMI: agfllll, vl1lri hmg Ilft~r L'unrcl utg YOIl III 111l'I r glow,

Tb i ipi! II call uron rhe r3W natural forces within you to gram rhe basic Instincts possessed b~,}, ur II nee tors. You gain a ~5 competence bonus on inittarlve and urvival check'.

If pmllfll In Illul I a rive on 'OU:II the same time a. prlllwlllZll1lt'r. prUlhll swscr, or pnuml ~J1f~d. you gab, uncanny dodge (as Tbe barbarian class fearure).lf all four or Lhes.: spells n re acrtve on you ar rhe same rime, you gain improved uncanny dodge (3 (be bnrbarlun doss feature; your barbarian level for (he purp "ofb'illgflank'dequtll v ur ca rer level).

Spl'tlnl: If y u nr f the dra onbl od ubrype (see page 4). you also gain a .,.5 cempetenc bonus on 'l ny one kind of Knowledge check, chosen when you

ca r pl'imnllllsllllct, and u arc [T ared as mined in rhar skill.

PRIMAL SENSES

Transmuradon

Level: Druid 4, ranger 3, sorcerer 4- Component : V,

Casring Time: 1 standard action Range: ? rsonul

arget: You Duration: 24 hour

Tnmslllwll. mlliln· ere! appt'l1r (IV,:!" runr OI\!Il, flllYlll,!l bngltlly for 11 ntO"I~llt bc/orr! /ll!illlg to 11I1I'sib iI 11)"

This spell calls upon rhe primal forces Qf creation 0 grant you the senses of your prt mirfve ance tor . You gain lowIightvision and !I comp renee bonus on Li [en and por checks.

If 1]";lI1al SeI!SCS is acrive on you in the same ti:me as primallmntrr, pmnnl Imlmcl., or pl'imal spl'clI. you gain uncanny dodge (as the barbarian class feature). If ~U four of! hese sp I1s are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature, your barbarian level for the pu rpose ofbeing Banked equals your caster level),

Sperirr!: If you are ofrhe dragonblood subrype [see page 4-), you also gain blindsense our to 10 feet.

PRIMAL SPEED

Transmurarinn

Level: Druid 6, ranger -1-. sorcerer 6 Components: \ I -

Casting Time: j standard action Range: Personal

Target: You

Duration: 14- hour

i\ SIHIIt'C)' of s.~l1rlu Jhrl of[ )"miT dltmlllt'l"'), ('15Wdlllg to file groulld ilIti'l rlillglllg 10 1'0 ur 11 rill n HIll egs.

This spell draws upon rhe natural reflc..xes of bun ters and prey, giving you the abillry rc reacr to danger as more ptimlrivc beings might. You gain :I +5 resistance bonus on Reflex saves and a + lo-Foor enhancement bonus to ~1I your speeds.

I prm III I 11II."J is aenve on you III rh arne rim as primal hUIlIi'!l; primal III 1111 I, r Jlmlll,l 51.''' ~, 'OU gain uncanny dodge (as rhe barbarian class rca III rc),]. n 11 fou r of I hese spell are ncrlve on you Dr [he some rime, you gai n Improved uncanny dodge (as ll1 barbarian class feature; your barbarian I iv I or rh pu rpose of being flanked

quais our ca ter level).

-I'l'cl(Il: if YOllar;.> of rhe dragonblood 'ubtyp ( I.' page +), you can ca r this plio an immediate acrion,

ROT OF AGES

Ccnjurarlen (Creation)/. ecremaney level: Druid I. orcerer/wizard I omponent : V.

ting Time: 1 5 tandard action: ee

I XI

Range: do (25 fr, + - fr./21evd ) Tug t: n creature

Duration: 2 rounds

aving Irrow: forrirude partial pell Resistance: No

A clourl of rolling pllml and a III HI 01 tlJlrl-rer sw,rls II/I {rom "II~ gmulltl [irolllin 'Our lorgel. ('ucoIIJpassmg if III 11 whirlwind of lit'fCI}r,

Thi spell encompasse s your target in a cloud of coning debris. The target is sickened for 2 rounds. Furthermore, all ether creatures are treated as having concealment againsr rhe target, A succe sful Forrirude ave negates the sickness, bur not the concealment. Nonliving creatures an: unaffected bv [he SIckness effeCL

I' ltving rearure already under the e feCI 0 1"01 af ages ilia! £til a save agal n I a ecend cast iug of the spell i nauseated (rather than sickened) for 35 long as both effecn; lasr (and then sickened for the remsmder of the second spell's durartom,

-perm I: black dragon capable of

rasri ng 3rd-level sorcerer spells can :J I I h is P II n . a wi r acricn,

SOUL Of ANARCHY

Tran murarion [Chaortc]

Level: Bard 2. sorcererjwizard :'1 Components: \" S

Cascing ime: I tandard action Range: Personal

arger: You

Duration: 1 hour

A wrenl!! ofcrarldillg ~llerg}'~ncf)'dfS your Lody, Iwi, ling mndly 11J'OWII1 YOII b<1or~ Sitl11itlg il1to )'ow' skm ill an unsettling [miliou_

This spell Infuse your body with energy drawn from the primal forces of chaos. You gain a +5 competence bonus on ope Artist checks, a well on grapple checks to resist or escape a grapple. Your natural "\'capon are [rea led 3S chaotic-aligned for the purpose of overcoming damage reducnen:

Regardless of your normal alignment, you are can ide red chaotic-aligned for rh purpose of effectS mat rely on a l Ignment (such as protectio1l from (h1l05 or elmo Ili1l1uner).

If SO III of Iward!), and 5[1111 of !lght are active on you anne same time, you gain damage reduction 3/evil or lawful. If soul of 1IIlIIl'dlY and soul oJ ~hl1,tlow are active on you atthe same rime, you gain damage reduction 3/good or lawful.

50ul of tll1arcily counters and dispels SDul a/order, and. ic versa,

Spwal: A chaotic-aligned dragon capable of ca ring 4tb-Level sorcerer spells can cast this spell as a swiftaction.

SOUL OF LIGHT

Trnnsmuration [Good] Lev 1: Cleric 3, paladin 2 Co:mponerus: V, S

Casting Time: 1 standard action Range: Personal

Target: You

Duration: L hour

Brig!!l. dMr light sprouts from your body, tjlliddy f!nrmg befol'c fndillg to il faint

IlIlIft.'pIIIH'_ -

Thi spell infuses your body with energy drawn from the Positive Energy plane, making ir easier [0 repair injulies. Whenever you cast or are the rarger of a conjuration (healing) spell, yml can choose for the spell TO heal a number of extra points of damage equal

to twice the spell's level. If such a pell heals ar lea { 10 points 0 damage, ir also removes the [a igued condition from rhe rarger (or reduces ex haustion 10 fatigue).

If snul oJ hglll and soul a/anarchy are active on ou ar the same rime, YOIl gnln damage reduction 3/evU or L.1w ul. If SOil! of Ii gIrt and so1l1 Df Clni~r3re active on

Oll at rhe sa me time, you gain da mage r ducrion 3/chaonc OT vil,

0111 aflight counters and dlsp Is aliI of sJltldOlv. and vice versa.

pl!cit1l: J\ good-aligned dragon capable of casting 5Th-level orcerer spells can cast [his spell 3S !l swift action.

SOUL OF SHADOW

Transmumrion [Evil]

Level: Blackguard 2. cleric 3 Components: V,

Cnsting Time: 1 srandard acrion Range: Personal

arget: You Duration: 1 hour

Flt-d~s of darkness wlllylill yo III' eves, nnd your shadolll WIIS to W0ll' and llIrilhr!, edwlIlg dCll'hncS5 wlth"l YOII.

SOUL Of ORDER

Transmutation [tawfull

L vel: Paladi n I, ercerer/wlzard 2 Components: V, S CastingIime: 1 standard action Range: Personal

Target: You

Duration: 1 hour

This spell infuses your body with energy drawn from [he Negative Energy PLane. whenever you COSt or arc the target of an inJlict spell, you can choose for me spell to deale number of extra pointS of damage equal to twice the spell' level. (Onl}, lind ad ell r r 'pically chao e for such spell 00 "deal" extra damage to them.) If you cast uch a spell thar deals ar leasr 10 points a damage to any one larger, ir also removes die fatigued condition £rom you (or reduces exhansnon mfarigue).

If 5!Jul of slmduw and sou:! of !1Ium:llY are active on rou at the same time, you gain damage reduction 3/good or lawfuL If soul of ,hadol!' and soul of orael- are active on you ar rhe arne rime, you gain damage reduction 3/chaotic OI: good_

oul of shndow counters and dispels soul of Ught, and vice versa.

S~lcclal: An evil-aligned dragon capable of casting 5th-level sorcerer spells can cast [his spell a II wift action.

A slri:llI111ering field of silVIT imergy f1mv5 lip your boJr }-rOIt! yo III' frrt to yOIlT 1r~l1d, grvmg yOUT Sr.lll a metallIC sheen.

This spell infuses your body with energy drawn from rhe primal forces of law. You gain a +::! morale bonus on Will saves made to resist enchantmenr effects, '{our narnral weapons are treated as lawful-aligned for The purpose of overcom i ng damage reduc don, Regardless of yom normal alignment, you are considered lawful-aligned [or the purpose of effects that rely on alignment (such as l'rnl.:'dloll from law or order'5 u-mth],

If -oul of ord.:r and soul of Iigllt are active on you at the same time, you gain damage reduction 3/chaodc or evil, If SOld of 0 rrier and soul of slmd"w are active on yo u ar the same rime, you galn damage reduction 3/cbaoric or good,

all! of onier eounrer and dl pel soul of IUwnhy. and vice versa.

penni: A lawful-ali ned dragon capable of casrtng 4th-b'd sorcerer spells con cast this spell as Q. swift action.

TOUCH OFTHE BLACKEN ED SOU L

Transmuratinn [Evil]

I.evel: Cleric +, sorcerer/wiz-ard 4- Components: VI

Casting Time: t swifr action Range: Personal

Target: You

Duration: 3 rounds or umil ended

Iuky blnrl~ rl1ergy /lOll'S ncross l'Olll' hody. dril1pillg 1'0 the ground lind hissiJlg willi rerruptfen cVeJ'}'ll'flCIT itln'tld,.

This spell adds a taint of evil to your magic, granting rou special potency against your good-aligned enemies.

Your spells gain the 'vii descriptor. An ' spell you case 0 3rd Ie el or lower d 111 +509'; dan1:lgc 10 good-aligned creatures.

As parr of the COSli ng of r11 is spell, if you area scrrerer you Clln sacrifice one sorcerer spell slot of 5th to srh level; doing this incr 35!' rhe maximum level of spells affecred b 101lch ollie blnd.cllrd soul to th lev I 0 the sacrlficed slot rninu L For xample, if you

pend 0. 4th-level lor to ce t the pel] and a 5rh-level spell lor (0 augment It, yOll would deal "Ira damage to goodaligned crearures wuh spells of 4th level ec lower.

p~ci II I: An evil- a li g ned caster of th e drngonblood subrvpe can chao e ro end this spell's duraricn by activating prDI~clioli fmln go d (n. the pell, bu: targeting itsel a n wifr acnon. This effect lasts for the normal durarion of protedwn .from gat)~t

TRANCE OF THE VERDANT DOMAIN

Enchantment (Compulsion)

[Mind-Affccti ng]

Level Hexblsde 3, sorcerer/wizard ,~ Components: V,

Cast:ingIilne: 1 standard action Range; 30 ft.

arge.t: One creature Duration: Instamaneou avingTl1.Jlow: Will negates pell.Resistance: Yes

A llolo of grem-golrl light surroun.i_ }'O!l, nnd Ihi!lI .malus oulumtl illta tile lIluliI of a llea.r"b" fo('..

You project an instanraneous 5urge of mental energy rhnr overwhelm a weak-minded Ice. The ta [get stops and STares blankly. fmcml1t~d for :J rounds. Ln addition, any erearure onder the eU-eq of this spell rakes a -2 penalty on saves against mind-a ([ening effect you create.

'pielal: A green drr gon capable of casting 6th-level otcerer spells can en [ [his spell US:I swift action.

UNDYING VIGOR OF THE DRAGONLORDS

Conjuration (H aJing) lev : ercerer Components; V

Cnsring Time: 1 Ful'lroul1d Ro ngc: PerSOJ1n I

Target: YOll

un tion: Tn taman all

Agollll'lI rayofrighrm'l" (reml litl'grDllnd l!IfIJi:.,I!J you. bn!lllng YOII III 11 (olullIH cif hrlllilig ifhrmil1lllioll Ifwl dllJlu. wilh yel/olV Jlcch

I his spell coaverrs arcane spell energy i nro pure dracen it: Ii fe energy, guiding it to repair damage to your body. You immediately heal Sds p inrs ofd.amage. As parI rhe cn [ingl rlhissp lI,you can sacrifice one orcerer pell slo of up to rh level' doing rh i Increases the healing by ld6 points per level of the sacrificed slor, For example, a Lorn-level sorcerer who spent two St h-level spell slors (one [0 cast [he spell and anomer ro enhance it) would heallOdt.poims of'dnmage.

I'his spell does not chan nel positive energy as divine heal i ng . pells do, so Ir unctions the arne [or undead spellcasters as" ir does for living casters.

SI'C"CrIlI: Ifycu are of the dragonblood subtype (see page 4), this spell heals an e)onr~ I point of damage per die rolled.

v {SIGN OF THE OMNISCIENT EYE

Divination/Evocarion [Light] Level: Ban:l3 cleric ,druid 3, sorcerer/wizard 3 omponents: V,

Casting Time: l standard action Range: Per onal

Target: You

Duration: l minutejlt>wl

Your eyes bntJlI f1nsh wilh bnlluurllighl, Opl'IIlIlg )lOUT 1l1rrrtl 10 WCOllllltlSS .. very Dujl·r!llearby.

You gnin great vi ion, allowing you 10 see eve ryching in the surrou nding area dearly. You gain a -10 insigh t bonus on

por che k and unmunny [0 being dazzled or blinded (if 'au ar alreadv dazzled or blinded, }'OU can ee normally [or the duration of the spell).

Additionally, if you COSt Ihl while under the effect of sec rm:mrb.fil)" Irlle 5t'CWg. or 3ny other spell rhat 3110\V5 you to ee tnvlsible creatures, you can acnvare a {tlcril? nT( effect (as [he III on an' invi ible creatur or object wit hi n 60 feet as a S\ .... iIr acu n, oing rln nd the duration of VISIon 0 till' oUlmscil nlt'yc; the [nerie fir,' e fecr last ror I mlnur .

pl.'(illl: A character who learns chis spell gains a' 1 competence bonus on pat checks,

WINGBLAST

Ev carton lAlrl(fransmUl:lIion

L. vel: Druid 3. shuge.nja 3 (air)

orcerer/wizard 3 Components: V, S

Ca ting Irne: 1 standard acricn Range: See [en

Effect: ee text

Duration; l round/level (D) or until expend d: see (CA"T

Saving Throw: None or fortitude negates; see texr

pell Re . tanee: No or Ye ; see text

}til:)' Wlllg; vI mist farm nl ,'Our' mle:s, bCllring \'On aloft At yaur cOIltlnnnd, "re II'lIlgs I mm[ortll 11110 11 grelll blrl.i I of lIIIIU! or 11 dOluJ offog,

When you ca t this spell, large \V ings of mi -r emblingt:hoseofa dra on of your choice-form OIl your back. You can fly at a speed eqU:J1 ro your base land speed (maximum 60 feec) with good maneuverabilr . You C3n fly if carrying a medium or heavy load or wearing medium or heavy armor;

As a swiEr action, YOLI can choose ro rransform the wings j nto one of the IWO e[[~ct· gl\1en below. In t'uher C35£:, doing this Immediately ends [he spell' durarion (I you are Hying when rhi OCC1I r , you fall).

so-focr-long line-shaped gu r of evere wind (as: me gml of WI nO spell; ;) Formudc ave negare the effect and spell resistance applies),

A 20·[00r-radius cloud offog center d on you (as the ob clIl"fng mist spell; no save or spell reslsrance applies), The cloud created lasts for minute.

WREATH OF FLAMES

Bvocarlon [Fire]

Level: Druid 3, sorcerer/wizard 3, WLI jell 3 (lire)

Components: v.

Casting Time: L standard action Range: P rson .. J

Target: You

Duration: I round/level

A bill'si oJ wJllle-hol j11'e srlrlllgS' mlo c,'(is' lellce nyolll1d yOl!, swirlillg lIud tWlrhng dnllg~rollsly.

NEW POWERS

This spell surrounds you with whitehot flames. AI [he end of each of YOUT [Urns any enemy adjacent (0 ou or sharing your space takes Id6 poinrs of fi re damage. You r melee arrack dee I an extra Id6 pointS of rue damage.

Special: A red dragon capable of casring 5th-level sorcerer pells can cast this spell as a win action.

The e new powers are intended Iormanifesters (see E.'(pllm/~d P,ion ICS Hlllldbooh) who seekro access the powers of dragons or expect co face draconic enemies. Many of their po\yers are related to rbe abilities of the gem dragons (see MOll.5ttr Jvfnllllol J I), whicl, are innately psionic.

In rhe power Jist that follows, powers marked with a superscript A are capable of b ing augmented.

2nd Level

Amewy t Bur : Deal 2d6 force damage in 20-fl,-radius spread.

4th Level

Gemstone Brearlr': Gain breath weapon usable each round based on chosen gem dragon.

5th Level

Cry tal Body: Your body becomes living crystal.

NEW PSION/WTLDER POWERS

lst Level

Channel the Psychic DragonA: Cain bonus on skill checks and resistance based on.chosen gem dragon.

NEW PSYCHIC WARRIOR POWER

lSI Level

Channel the Psychic Dragon"': Ga in bonus On skill checks and resi ranee based on cho en gem dragon.

POWER DESCRIPTIONS

The psionic powers described below are presented in alphah tical order.

AMETHYST BURST

Metacreativity (Creation) [Force] Level: Psion/wilder 2

Display: Auditory and material Mani£estinglim.e: 1 STandard

action

Range: Close (_5 fro + 5 fr./2 levels) Area: lO-fr_-radius burst Durarion: Instnruaneous

Saving Throw: Reflex half Power Resistance: No

Power Points: 3

You form 11 mole of psionic energy ill yallr chest, wrapping lalfs of L1'Y,ta!lint' ertoplasHlI1I'Dlllld It. When thi'rryrttll is ItlygC enough, etr let it b-unt Jorlh from }'al~r rkest alltl fil' lowl1rd YOllr cm:l11ies.

Upon manifesting this power, you propel 3 violet crystalline pellet our to a chosen point, where it explodes

with concussive force. The explosion deals 2d6 poinrs of damage [Q every creature hir,

Augment: For every _ additional power points you spend, this power's damage increases by Id6 palms, and the power's save DC increases by 1.

CHANNEL THE PSYCHIC DRAGON

Psychoraetabollsm

Level: Psion/wllder 1, psychic

warrior L Display: Audirory

Manifesting Time: t swift action Range: Personal

Target: You

Duration: t _minute/level (D) Power Pcrints: 1

III yOllr 1I1111d'5 eye, you picture a dmgoll mnd .. of gcmlSlOTlt. YOII pour p ionic ctlt'I-g'J mro HIlS image, comtantly refinIng Its every dc!nll. Till'll rOll nlloH/ rhe ,mage to fll clefrom r1mr mind. feeling the energy yOll plH!red Il1ft) il Sc'tll mill your own body.

Upon mani~ STing rhi power. your body gains abilities drawn from the collective subconscious of crystal dragons (Malate,· Ml111Uill II 81). You gain a +5 comperence bonus on Diplomacy check, and resistance [Q cold 5.

Augment: If you spend an additional 2 power POinTS, you ins read draw upon the powers of sapphire dragons (MolIsteT Millmal 1] 84)_ In read of gaining .he abiltnes nored.above, you gain a +5 competence bonus on CLimb checks and resistance LO elecaidty 10.

If 'au spend an additional 4 power points, you instead draw upon the abilities of amethyst dragons (MolISm' )"'IntJIwl 11 79). Instead of gaining the abilities noted abcve, you gain a +5 competence bODus on Balance and Escape Artisr checks, immunity to lIlilg1C mmilL" spells. and a +5 bonus on saves against spells and powers with. the force descriptor.

If you spend an additional 6 power points. ou insread dras upon the :lbiliLies of emerald dragons Monster ~'danuaI U 82). lnsreed of gaining the abllldes nored above, you gain a +5 competence

bonuson BluITnnd ens Iortve ch ks and resistance 10 sonic _0.

t YOIl spend 3 n add it i nn I power points, you instead draw upon the abUiti '5 of topaz drngons (Mllmlrr ""allllni 11 8S).lnsread of gaining the abillnes not d above, you sun n + [0 comp r nee bonus on Intirnldare and wirn ch ck and r Isrnnce to cold 30. YOll al ognin the abillry to breathe water tn if under the effecr of a 1I'1l1 .. r ~n:tlIJII"g spell).

Ieracrearivlry (Creanon)

L vel: Psion/wilder 5

Di :pby: Auditory Manifesringlime: t rnndard

action Range: Personal Targ t: au

Duration: 1 round/level (0) Power Points: 13

lOU "l!llllllIt" )'our IlcllI'l pumplllg blood IJlfOIJgh yo II I' tfOl/;'.I/INl slOWing, 111m 10 )I[li I1g, n nd Ji'1I11ly ! I trJ I ins ill/a 11 cui dfl1lll(JIld. YOll riHlHl1d ClltTgy 11110 JllIlt ill 1111'1 lllld. Jrcllllg fl wol 5/11l1cI' us 'lJllrbotiy 111m 10 cI~l1I; hem! IT sIal.

Upon manHesting this power. you, body (Urns into living cry tal, \ ... hich grail! you the foUowlng resistance and abilities.

• You gain damage reduction 5/ adamantine.

• \ou gain immunity (0 blindness, critical hits, ahiliry SCOrl'.' damage J af ne ,Jisen 'C drownt ng, elecrrlciry. poison, stunning, Jeep and

araly i eflecr and 311 pel! or attacks char affect 'our physrology 0, respiration (because -ou have no phy iology or respiration while r)'sItll body is in effecr).

• You rake only half dnmnge from add, cold and sonic snacks.

• Your unnrrned attacl S d a / sla bing damage equal to a shari sword sized or ycu Itd- polnr for Smnll characters or Ld6 for Medium characters), and Y Ll nr con idered armed wh n making unarmed ana k .

You a 1 so ga in the follow ing vulnerabilities and condidons:

all become vu lnerabl I all special attack rba r af eel crysta II i ne creatures.

• You cannot drink (n nd thus can't II se porlonsl or play wind lnsrrumenrs.

• Your weigh r i ncreases by a fae Cor of five, causing I'OU to sink in water IIIII! a stone. Howev "YOLI could survive the cru hingpr sSLIr and lack cfalr ttl the bottom o[ the ce 1l-3l least unril the duration f Cl'y 1111 VOlly expire .

GEMSTONE BREATH

Psychokinesis

Level: Pstcn/wilder +

Display: Auditorv ManifestingTim.e.: 1 wift acrion Range: 30 ft. or 60 t.

Area: Cone-shaped burst or [ineshaped burst; see text Duration: 1 round/level or until

expended Saving'Ihrow: See rexr Power Re isrance: Yes Power Points: 7

Yall cl1Cumd mental pOlVer mln your IllIIgS. fcclillg il Sl.l'il{ Ulld m liole tl~ youlmll,[orm t/lr mr 11 ~1rle JOIi lulo II Pllwo!lJlI1 p_,iOIll[ [f)rr~. rlrllggllllg to bani fortI! j1U/lI YOI/r !ill~.

Up n rnani ringrhispow r.yougain a breath weapon similar 10 rhar of :I crvstn I dra ton (, 1011 tcr Mn II 1111 1 11 J)-a 30'(OOl cone ofbriUianI lighT rbar deals 2d6 pOint· of damage ana blinds each creature within irs area for 1 round, A

uccesslu I Rcn('x rave ha IVI! the damage and negat I he blinding effecr,

You can LIS rhi breath weapon.

U randard acrton, bur you can', use ir in C n. curlv rounds. nee you have LI d I he br arb weapon a number of rime qual [0 I 2 )'Our manifesrer level. I he power I expended.

Angmerrc I r 'Oll spend an additional :' power pctrn , you instead gain a breath weapon imi!ar ro rhar of a sapphire J g n (Mansln- f11111111/ If 41. and rh save DC increases by 1. This br arh weapon rakes (he fonn of a 30-

001 con rhar deal -kif> poims of sonic damage and renders each creartrre

wit bin its area shaken for 1 round.

A succe sful Reflex save halve rhe damage, and a successful will save negates The shaken effecr.

I you spend an addirional-t power

poi fit ,yOlI in read gain :I bream weapon imilar 10 thar of an amethyst dragon ( fousler rnlllla' II 79), and me save DC in rea es by 2. This bremh weapon takes the fonn of :l60-foo{ line rhar deals 6d6 point of damage The brearh w apon is a force effecl. A successful Reflex save halves rhe damage.

If you spend an addhional6 power point . you instead gain a breath weapon 'j m i tar LO rhar ofan emerald dragon ( ICllukr ."'allllal n 82). and the ave DC increase by 3 This breath weapon rake rhe form of a 30-foor cone char deals db poin of SOUlC damage and deafens each creature within me area Cor 1 m i nure, A uecessful Reflex save halves the damage. and a successful Fort ltude saw,' negates me deafness,

If you spend an additional S power pouus, you uistead gam a breath weapon unilar ro that of a lapaz dragon ( (1111 h'!' 101111111 LI 5'. and the ave DC i ncrea es b +. This breath weapon rake 11)( form of a 30-[Oot cone rhar dehydrate living creatures within the area. dealing tods points of damage, A ucces fitl Rene>: save halves the damage.

DRAGONFIRE ADEPT BREATH EfFECTS

The breath effects available to dragonfire adepts (see page 24) 31' de crib d below. Each descriprton starts with [he minimum level at which the brea.th effect can. be selecred,

ACID BREATH

MinimlUl1 Level: th

Your breath weapon deals add damage in read of fire darna e.

CLOUD BREATH

Minimum Level: lath

Your breath weapon rakes rhe form of a 20-fom-radius spread centered on you, You can choo e to apply Ilny one other breath effect tha: you know 10 che ame breath weapon, as long as it can he applied to a cone-shaped breath weapon. For example, you could create a cloud of cold (wirh Frosr Breath) or sle p (with Sleep Breath), but not a cloud of lighrrung or force.

D1SCORPORATING BREATH Of BAHAMUT

Minimum Level: 15th

Your breath weapon loses irs normal energy rype and becomes a blne-wh ite line of pli re energy. Th is brea th effect dot! bles the number of dic~ of damage normally dealt by your breath weapon (for example, from 7d6 to 14d6). In addition, any creature that is reduced to 0 or fewer hit points by the bream weapon is disintegrated (as The disintegrafe spell). A sucres ful Fortitude save halves rhe damage dee It. nuke dis-[lttt~g;'!1te, this brearh effect has no effect on objects, even these made offorce,

When you use Discorporanng Breath of Bahamur, you also rake <I number of points of damage eq ual to twice your cl3SS level, which can't be lessened by damage reduction or aoy similar benefit. A non-good dragonfire adept instead rakes damage equal to fom times her class level.

You can apply this breath effect only to a line-shaped breath weapon. You must have a non-evil allgnmen t to learn or use this invocation.

ENDURTNG BREATH

Mirrimum.Level: 10th

Your breath weapon deals damage over 2 consecurive rounds. Whe.n you use £ndming Bream, the target rakes the normal amount of damage &om your breath weapon, In the next round, the same target takes half rhar amounr of damage. For example, ;) creature that lakes 22 points of damage from Y0lLr breath weapon's inlrial use rakes 11 more points of damage in the next round. A creature thar Eakes no damage from the inirial use (whether because of evasion, resisrance, immunity, or any other reason) also takes no

damage in the next round. 0 say allow d against this

damage.

FIVEFOLD BREATH OF TIAMAT

MtnimumLc\leiI5[h

a full-round acelon, you create five differem breath weapons stmulrauecu sly: a cene of add, cone of cold, a cone of Ere, a line of add, and a line of electrici '. Each bream weapon deals darnag equal [0 our normal br eib weapon damage, and each one allows a Refle.'X ave ro.halvc the damage dealt,

When you use this breath effect, you also rake a number of point of damage qual to twic your cia level, which can'r be lessened by damage reduction Or any imilar benefit. A non-evil drsgonfire adeprinsread takes damage equal co four times her elnss level. n addition, you can't use :my bream weapon i.n the round following rbe one in which you apply this breath effeci.

You must have 3 non-good aUgnmenr [0 learn or use rhis invocation.

FORCE BREATH

Mfnlrnnm Level: 15th

Your breath weapon becomes 1'l torce effect:. 1 rs damage has 110 energy rype. but ir a Ifecrs tncorpcreal creatures normally. You can apply thi breath effect only [0 a line-shaped breath "\vea:pOD,

FROST BREATH

Mi.nirnn.m Level: znd

Your breath "weapon deals cold damage instead of File damage. You canapply this breath effecronly ro a cone-shaped breath weapon.

LIGHTNING BREATH

Minimum Level: 2nd

Your breath weapon deals electricity damage instead of fire damage. lOU can apply this breath e:ffecr only TO a line-shaped breath weapon.

PARALYZING BREATH

lI1inimu:mLevel: 15th

Rather than dealing damage, yourbreath weapon paralyzes all creatures in irs area for 1 round. A successful forrirude save negates this effect.

You can apply this bream effect only to a cone-shaped breath weapon.

SHAPED BREATH

MjnimumLevel: srh

You can choose ro leave up to + squares within The area of Yotlr breath weapon unaffected by the breath weapon. Effectively, you create one or more small "safe zones" within

the ar a ofyouT breath weapon (typically to prcvcnt it fl'om affecting allies). These unaffected squares need not be adj scent to one another.

You can choose to apply anyone orher breath eifecl that you know 10 the arne br arh weapon.

SICKENING BREATH

Minimum Level: 2nd

Rarh· r than dealing damage, :our breath weapon sicken all creatures in irs area for 2 rounds. A successful Fortitude ave r duces the duration to J. round.

au can apply this breath Ilect only to a cone-shaped br am weapon.

LEEP BREATH

:Minimum Level: 10th

Rather than dealing damage, your brearh weapon purs all living creatures in its area to leep for 1 round. Any creatur rhar makes a succe ful Will !IV i in read exhnus d for 1 round. Any creature whos Hit Dice xceeds your class level is unaffected by this breach weapon.

You can apply this breath effect ooly to a cone-shaped breath weapon.

SLOW BREATH

Minimum Level 5rh

Rather than dealing damage. your breath weapon lows all creatures in irs area for 2 rounds. A successful Fortirude save reduces the duration to 1 round. A dOLlIed cream! ca n take a single move action or standard action each tum, but nor both (nor can ir lake full-round actions). Add rtiona 11y, it takes a -1 penalty ro irs Armor Class and on its a ttac k rolls and Reflex saves. A slowea creature moves at half its norma I speed (round down to me next 5-foor increment), which affecrs the creature's jumping distance as normaliordecreased speed.

Multiple uses of rhis breath effecr on me same creature don't stack; U5e only the longer duration. Slow Bread: suppre 51" any }lIu"f.e effect on creatures in irs areafor the duration of the sLot'" effect.

You can apply this breath effect only to a cone-shaped breath weapon,

THUNDER BREATH

Minimum: I.evel: 10th

Your breath weapon deals sonic damage instead of ElTe da mage. A successful Fortitude save halves the damage. '{OLI can apply this breath effect oniy to a cone-shaped breath weapon.

WEAKENING BREATH

Minimum Level: 5th

Rather than dealing damage, your breath weapon imposes a -6 penaLIl' to the Strength scores of all creatures i.L1 the area

for I~ rounds. A successful fortitude save reduces the duration to 2 rounds,

You can apply [his breath effect only to 3 cone- hoped breath weapon.

DRACONIC INVOCATIONS

The invocations available to dragonfire adepts (see page 24) are described in thi ecrion. The format fOT invocation descriptions is given below, followed by [be li t of invocations available 1'0 dragonfire adepts.

orne: The first line of every invocation description i header that gives the name b wh ich rhe invocation is generlilly known,

Grade.: The second line gives the grade of the invocation.

D ragonG re adcprs co 11 choose tnvocaricns from fou r grades, depending on their clas level: least, lesser, greater, and da rk. Table 2-t:ihe Dragonfire Ade r(p(lge 25) shows when rb }' gain access to each grade.

l.evelEquivalent: On the same line as rhe grade is a pell level equivalent which affects the Difficulty Class of the saving throw to resist rhe invocsrion, Concenrration checks made in concert with the invocation, and interactions with other spells and abilities, uch as a globe ofjmmhzi!ml»lfty.

Descriprlve Text: The function and effect of the invocation is given in one or more paragraphs of descriprtve text following ail the particulars mentioned above.

LEAST INVOCATfONS

Aquatic Adaptation: Breathe and use breath weapon underwater; gain swim speed.

Beguili.ugInflnence: Gain bonus on Bluff, Diplomac •

and Inrirnidare checks.

Breath of the N"JEht: Create a Jog d(}lld as me spell. Darkness: Create d(ll'kll~SS as the spell

Deafening Roar: Cone of sound deafens creatures. Draconic Knowledge: Gain bonu on Knowledge and

Spellc:rafr checks.

Endure Exposure: U e endun' lII~rtllmts as the spell; rarger gains immu.niry ro your breath weapon.

MagiC Insight: Derecr magical auras; identify magic items.

Scalding Gust: Use gmt of wind an-he spell; any creature in area rakes fire damage equal to your level.

See the Unseen: Gain darkvision; gain see invisibility as the spell.

LESSER fNVOCATIONS

Charm: Cause a single creature LO regard you as a friend. Draconic Flight: Sprout wings and fly at good maneuverability; fly longer overland.

Energy Resistance: Gain resistance 10 to acid. cold. electricity, fire, or sonic damage.

Enthralling Voice: Make nearby creatures fllsClllITted. Frightfnll'resence: Make nearby creatures shaken,

fumanoid hape: Take the form 0 an humanoid creature.

Void en. e: G3in blindsense O'Ll[ TO 30 feet.

Voracious Dispcllin.g: Use dispel magIc as the spell dealing damage co creatures whose effects are dispelled, walk Unseen: Use III vIsibili ty (self only) as the spe U.

GREATER INVOCATIONS

ura of ,.lame: AUf:! d 31 M.l'C damage to creatures mat strike you.

Bal ful G a : A ingl creaiur becom your rvant, bur slowly sickens and dies.

Chilling Fog: Create sa/Iii fog that deals cold damage. Devour Magic: Use rargered greatH dispel magl{ with a touch and gain tempornry hir points based on rhe level of spells uccessf ully dispelled..

Drscon ic Toughness: Gail' tempera ry hit poi nrs equa I to your level,

Terrifying Roar: Use fellras the spell' creature haken by ef CI can't attack you.

Wingstorm: Create powerful gusrs of wind with your lnvccadon-gra met:!. wings.

DARK INVOCATIONS

Draconic Flight, GIeater: Sprout wings and fly ill: perfect maneuverabiliry; gain overland speed.

Energy Im:munity: Gain immuniry to acid, cold, elecrriciry, rue, or sonic damage.

Instill Vulnerability: Make target creature vulnerable to chosen energy rype.

"Perilous Veil: Use veil as rhe spell: anyone succeeding on '\ ill ave [0 negate rhe illusion rakes damage.

INVOCATION DESCRIPTIONS

The invocations described below are presented in alphabetical order.

AQUATIC ADAPTATION

Least. znd

When you use this invocation. you gain the abiliry to brearhe underwater, You also gain aswim speed equal m yo lU: base land speed. Your breath weapon functions normally underwater regardless of its effen. TIlt! invocation's effect lasts 24 hours.

AURA OF fLAME

Greater; 6th

You become wreathed in an aura of orange fire, which give off light equivalent m a torch, Any creature striking you wirh.a rrarural weapon or a nonreach melee weapon rakes a number of poinrs of fire damage equal to your ell srer level. If The arcacker has spell resistance, it applies TO this effe·cr_

BA LEFU L G EAS

Greater; 6th

Youplace a magical command on a living creature (0 carry our a service orro refrain from an action or course ofacrivi_ry. a you de ir . Tbe creature's Hit Dice must he no more than your class level. Twen ry-four hours oftet the target becomes aff; Ci d by [his invocation. if rakes Idol poinrs of trengrh damage; this damage repeats every 24 hour thereafrer. If the target's trengrh is reduced ro 0, the invocation itnmedlarely ends. Creatures immune LO Srrengrh damage in read rake 2d+ poinrs of damage v ry 24 hours,

This invocatloa otherwise function a the gl'.(IS/qlh:it spell (PH 134).

BEGUfLiNG INFLUENCE

Least; 2nd

'lou cnn invoke rhlsabiliry ro beguile and bewitch your foes. You gain a +6 bonus on Bluff, Diplomacy, and Innmldare checks for 24 hours.

BREATH OFTHE NIGHT

Least; 1st

A misry cloud of fog spreads in a :lO·fOOI radius around you. as the spell Jog cloud (PH 232). The fog does not block line of sight, but all crearures in the fog have concealment. A moderate wind or any lire larger than a torch immediately dispel e the foe: Otherwise. the fog disperses on irs own a rer Lrninute.

CHARM

lesser; 4th

You can beguile a creature within 60 feet. The creature must succeed on it Will save OT instantly regard you as its comrade.This is it language- dependent ability. Other than these-differences, this ability works as the charm mOllsterspell (PH 209). You can never have more [han one target d!a1'1lled at a time wirh this ability. If a second creature is channen. you lose your hold on rhe first creature.

CHILLING fOG

Greater; 6th

You create a cold magical fog, as rhe solid Jog-spell (PH 281).

Each creature within the area rakes 2d6 points of cold damage ar rbe starr of its rum. You can have only one chilling fog ill place ar a rime; creating a second chilling fug aummatically dismisses any dllUmgfogyou previously created.

DARKNESS

least; 2nd

You can create magical darkness, as the tflll'lm~s spell (PH 2161

DEAFENING ROAR

Leas; znd

You till r a loud r 01' dllll 11J1 a 3o·foot cone. All creatures within rh is nrea that full a Ferrirude save become deafened for I hour,

DEVOUR MAGIC

tearer: 6,th

You can d llv r a targeted grcllll'l'l/l I d mllgldPI-12_3'nvilh your (Ouch. gaining - rernporurv htr poinrs for each spell level di pelled, For example, if vou succ .. lilly d is-pel a 1111111 ofirr, yougam 20 temporary hir points, These (empOI:llr~' hlr polnrs fade;) rer 1 minute JnJ r.l nor lack wuh orh r rernporary h if pOI n IS. tr you devou r a newell, you can replace rhe old rempornry hit POInt \.\lIlh the hil poims gaineJ from rhe more recent s-pell. rill! r ening me duration. You cannot devour your owr, Invoennon '

DRACONfC FLIGHT

Le er: 3cd

Wh nyu use rhi inv calion. au sprout spectra] wing re cmbling rhose of a dragon. ou can fly 31 II speed equal to your land speed with good maneuverabtliry for 24 beers Your wings allow you ro cover overland distances with great endurance: you gai n a +4 bonus on Constitution checks made LO avoid nonlethal damage from 3 forced march.

DRACONIC FLIGHT GREATER

Dark; 7th

As dmwIlICfltgilI, except rhar your fly speed is 30 feet faster than rour land speed, and your maneuverabtlirv is perfect.

DRACONIC KNOWLEDGE

Least; 2nd

Tbi iuvccarlon gives you ace (0 the great ancestral

memories of dragonkind. You gain a T6 bonus on Knowledge and pellcrafr check for a period of 2+ hours, and such check are created as [hough you are [Tamed even if youhave no ranks in [he kill.

DRACONfC TOUGHNESS

Greate.f; 5th

You gai n remporary hil points equa I to your caster level.

These hi r pain rs last for 24 hot! r or until YOLl \lSC [he invocanon agnin (in which case !lny remainingremporary hir pninrs are replaced b the new value),

ENDURE EXPOSURE

L a t; 31'd

\'(firb n touch, you gram 11 creature (or yourself) rhe ablliry 10 withstand hor or cold environments as if affecred by

Lh l'"Jllrt'dnncII' "pel! (I'J r L .). In ddiuon, rh target is immune ro an cITe I of your breath weapon. This iavocat i n's effect lasrs r 24 hours,

ENERGY rMMUNITY

Dark; 8th

You gain immun!ry ro schl.cold, l'ICClricil vfire.or onic damage for 24- hours. Chao rh energy type when YOli use rh invocation. If you 1I c rhts invocation again while {he fim durarlon is nil acnve, the new irnmunrry replace [he 01 lone.

ENERGY RESI TANCE

Le ser: 3rd

You gai n resi ra nee 10 10 ~c!d, (old, elecmcn y, lire, or erne damage for 2+ hour. Cboo e the energy rype when you u e (he invocarion. J you use rhl invocanon again while the first duration is still acuvc, me new resistance replace rhe old on ,

ENTHRALLING VOICE

Lesser; 6th

Your speech cause all enernie within a +o-foot rsdiu of you who fail II. \Vill save 10 become fcUCIlI11 Ii'd_ To bee affecrcd, targets must have Hit Dice 'qua I to or less (han you r ca rer level and must be able to hear you, bur you need not share o COIDmon lnnguag . Affected ,:trgcI r main fil CIliated for ;IS long as you continue to peak and concentrate on me ei:Tecr (up to a rnaxlrnurn of I round per level), plus ~ round therea rer,

Even aftr'r the ffrct end, any creature mar failed irs wtll save regards you in a berter light than it did previou Iy. I£5 atrirude to you is adjusted one rep reward friendly (see lnfh .. encing 1 PC Auhudcs, PH 72) or rhe ne,Xl:':-I< hours. Multiple uses of this invocnrion do nor further adjust rhe arrirude,

Thi i a mind-affecring e[~ ct.

FRIGHTFUL PRESENCE

Le ser; 3rd

In an round in which ou auack or use your breath weapon, you call use rhis invocation as a !>\\'ift action. An, enemies with in 30 feet of you who ail a \X'ill save become shaken f0110 minutes. Thi is a rntnd-affecnng fear effecr, IJngo115 II nd 01 hercreai u re i mm u ne re rhe frigh rfu I presence of dragons are likewise immune ro this invocation,

HUMANOID SHAPE

Les er: 3rd

You can assume any humanoid form, as [he change shape 'P cia) II iliry ( 'f J 06). Y u can t main in rhe form for lip (024 hours or until you take a tandard action to assume a new fOIm or return rn your natural form.

INSTILL VULNERABILITY

Dark; 7th

You imbue a single creature within 30 feet wirh vulnerabilirv [0 a particular rype of energy {acid, cold, electricity, Ere, or sonlc).AsuccessfulEorrimde save negares [he effect; creatures rhar have immunity to the chosen energy lYpe auromarically succeed on me saving throw to resist this effect,

The vulnerability lasts for 24 hours or until you use rhe invocation on me creature a second time, in which case me first effecr ends and me new vu 1 nerability and duration ta ke effect.

MAGTC TNSIGHT

Least; 2nd

You can use dcted magic as the .spell. (PH 219). While me invocation is active, you can end the effect as a Iull-round action [Q determine all properties ofa single touched irem (as the Identify spell, PH 243, but '."lith 110 componenrs required).

PERILOUS vrn,

Dark; 7th

You instantly change [he appearance of one or more subj ecrs, as the lIeil spell (PH 298). Any creature thatsucceeds all II Will save to disbelieve (and rhus see through) the glarner cakes Sd6 points of damage, Spell resistance applies against this secondary effect.

SCALDING GUST

Least; 2nd

You create a strong blasr of wind (as the gust at U'lIId spell, .PH 238 except that rhe du ration is instantaneous). Any crealure within he effect takes 1 POinT offire damage per caster level, regardless ofwheiher it succeeds on [he Fortitude save (0 avoid me gust,

SEE THE UNSEEN

least; 2nd

You granr yourself great powers of vision, allowing you ro see invisible creatures and objects, as the see Invisibility spel J (PH 175). You a lso gain darkvision out [Q 60 Ieet for 24 hours.

TERRIFYING ROAR

Greater, 5th

You urrer a powerfu I roar that fills a 30cfoot cone. All crearures within rhe area whose Hit Dice are equa l ro or les rha 11 your caster level become panicked for 1 round, Any creature that succeeds on a will save is shaken for 1 round instead, during which time it cannot make a melee or ranged arrack against you, nor target you with a spell or other effect.

This is a mind-affecting fear effect,

VOIDSENSE

les er: 4th

You sharpen yOlll: hearing and sight, gaining blindsense our 10 30 feet faT 24 hall [5.

VORACIOUS DISPELLING

Lesser; 4th

You can use dispel magic as the spel I CPR _23). An: creature wirh an active spe II effect dispelled by this invocation rakes 1 point of damage per level of the spell effect (no ave).

WALK UNSEEN

Lessen znd

Yon gain the abiliry to fade hom view, You C3n use invisibilif), (self only) as the spell (PH 245), excepr that the durarion is 24 hours.

WINGSTORM

Greater; 5th

You musr.have enher dmmnicJlight or greeter dmwnic fligll! active in order 10 use [his invocarion.

Yorrr spectral wings create a storm ofwinds around you, pnshing away and knockiug down nearby crearures. All creat ures within 20 feer of you are pushed away u mil they are at least 25 feet away and then knocked prone. A successf ul Fortitude save negates me effect; creatures more than one size category larger man fOU are immune. If an affecred creature encounters an obstacle, (such as a wall or another creature), horh it: and the obstacle each rake 2d6 'poinrs of damage (as if rhey had fa !len 20 feet).

WARLOCK INVOCATIONS

Because the powers of warlocks (see Compl~t.e Arralle) are tied rorheir dark nature, they're usually incompatible with draconic magic, However, warlocks living in 0. world where dragons are more active learn to rune their powers rowan! the destruction of such foes. These new invocations are intended for u e by warlocks who expect to face dragons (or imilady formidable spellcasting opponenrs) in combat.

DETERIORATING BLAST

Lesser; 4th; Eldritch Essence

This eldnrch essence invocation allow rou to change-your ddrrtrh blast i nrc 3 deferiDrating [.ll'Ist. Any crearure Struck by a dcteriuroting blnsfrnusr succeed 011 a Forrmrde save or have its damage reduction lowered by 5 for 1 minure, Lf therarger bas more than one rype of damage reduction, this effect applies to all of them. Mulriple uses of [his essence don t stack instead, me new duration replaces the old one.

DRAGONWARD

Greater; 6th

Using this invocation makes YOli resistant to the artacks and special abilities of dragons for 14- hours, You gain the following benefirs, which appl). against anycrearure or rhe dragon type or the dragonblood subtype (see page 4):

• Immunity [Q frighcful presencE.

• Damage reduction 5/- again t narural weapons (this stacks with similar damage redncrion you might already have, such as from barbarian Ievels),

• Resistance 20 against any acid, cold, elecrriciry, fire, 01· sonic damage dealr by a breath weapon.

READ SEIZU RE

Iesser;4th

You speak a word rhnr sends wracking pain Through the limbs ofa single targercrearure \\"ilhin60 feer. Though these seizures are nor powerful enough 10 immobilize the creature, they do reduce all of iTS speeds b 1/2 (round fracricns up [0 [he nearest 5-foot increment), The target also cakes a -5 penalty on attacks made against creatures more than 5 feet away from it (or agalnsc creatures outside its own space, for creatures with a natural reach of 0 feet). This e£fec[ lasts for 3 rounds; a successful Fortitude S3\'e negates me effect.

ELDRITCH G1AIVE

Least; 2nd; Blast Shape

Your eldrirch blast rakes on physical substance. appearing similar to a glaive. As a fun-round acrion, you can m:;ke a ingle rnelee rouch arrackas if wielding a reach weapon.Ifyou hit, your target is affected a if truck by your eldrlrch blast (including any eldrirch essence applied to the blast). Unlike hiacouslJlow (Complt'tc Menne 134), you cannot combine YOUL" ddntdl glnillr with damage from a held weapon.

Fnrthermnre, until The starr of your next turn, you also threaten nearby squares as if wielding a Teach weapon, and you can make attacks ofoppomrnirywirh your elrlritdl glnille. These are melee touch arracks,

If your base auack bonus is +6 or higher. V011 can (as part of the full-round acrion) make as many arrarks with )'our eldritch gln [lie as your base attack bonus allows, For example, a 12th-level warlock could arrack twice. once wim a base arrack bonus of +6, and again with a base arrack bonus of H.

ELDRfTCH LINE

Oreater: 5th; Blast Shape

This blast shape invocation allows you ro invoke your e1dnlch bln~t as a GO-romune.An er,ln~cJl lille deals rhe normal eldntdt blast damage 10 all targets within the area. Th is is not a ray arrack, so ir requires no ranged Touch attack. Any crearure ln [he line can arrempt II Rca x save for half damage.

IGNORE THE PYRE

Iesser;+th

When you use this invocation, you gain remarkable resilience to anyone energyrype (add, cold, electricity, fire, or sonic). For 24 hours, you gain resistance equal roY-OUT Invocation caster level against the energy type of your choice. II you use [his invocation a second ri me before the dw;atioll of the [U·ST expires, the Dew resistance and duration replace the old one.

IMPENETRABLE BARRrER

Dark; 7th

You can conjure II 11'011 af foyce as the Spell (PH 29S) with this invocation. The wallis black and blocks sighrof all kind. You can only have one impt'lletmhle b<l)"Tier in effecr at a rime. rf you use the invocation iI second rime before me duration of the first expires. the previous wall disappears. II your barrier is destroyed (such as by a l'Od of mnuHation, a s},hl'Te oJ Rllllalilnlioll, a dIS;IIllgl"ote spell, or a !!ornellhfllllrn'sdisjll1lcfion spell), you lake idro points of damage.

PENETRATING BLAST

Greater; sth; Eldrirch Essence

Th is eldrjtch essence invocation allows you TO change your eldrikh bIas! inro a penerm I iug bind. A pt!Hdrn trng blast gains a +4 bonus OD caster level checks made to penemue a target's spell resistance, Acrearure affected by a rrmtrllting blast mUST

ucceed on a will save or have irs spell resistance lowered b 5 for 1 minute, Multiple uses of rhis essence don't stack; instead, the new duration replaces the old one.

WETGHTY UTTERANCE

Lesser; 4th

You speak 19: word of the Dark Speech (BOOR uf vrlr. Darltuess 47), causi ng one flying creature [0 be forced downward suddenly. You can affect a single [arger creature within 60 feet. The target must make a Will save or fulls feer per caster level A creature rhar isforced to the ground as a resulr of this invocation rakes 106 point of damage per 10 feel rra eled and cannot Ely again for 1 round.

DRACONIC SOULMELDS

The soul enErgy of dragonkind burns more brrghtlyrhan in perhaps- any other kind of creature. Hlstertcally, even the most skilled meldshapers (see J.fngIf of IIlWTllllm) have found themselves Incapable of channeling pure draconic

oul energy. A rare few characters, though, rap into rheirown draconic .heritage ill shape incarnum composed entire] of roe souls of dragonktnd,

These new draconic sculmelds are Intended for use by meldshapers who seek m access the powers of dragons or expect to face draconic enemies. They foUow me normal

format and rules for soulrnelds, with one exception: Only characters ofrhe dragonblood subtype can shap 3 oulmeld wirh the draconic descriptor. The source of [he meldshaper's draconic hlood-e-whether his race, a remplare, a class fearnre, ora feat-doe n'r matter. Draconic lncurnurn care only that the .meldshaper shares some small bit of definable heritage with the dragons of old.

CLAWS Of THE WYRM

Descriptors: Draconic Classes: oulborn, roterni r Chalrra; Arms, hands (mtern) Saving Throw: one

A pair Dfdmgonlihr arlm, II'r .. alhcd III Mn~ .~n'. hlwH abovt" )'DUT own nnm IlTId IWIIII( ,'our tlclums. Til,' ITnll5 hlw~ 101lg. ~jlllrp Inlous ofaruklln light.

This oulmeld drav on the most ba it: of draconic arrack form • grand ng you claws [hal deal damage f 1<16 points if you are Medium. 1M lfyou are Small, or rd if ou are Large, plus your rrengrh modifier. You can auack wirh one claw as a standard action orwirb both claw a a [ull-reurul acrion (using your full base a! rack bonus). [f you II heady have claw snacks, use either your normal claw damage or rhe damage given for this sculmeld, whichever is higher.

Essentia: For every point of essentia invested in yomdaws Df the wyn" , you gain II", L enhancement bonus on attack rolls and damage rolls made with the claw .

Chakra Bind (Arm')

Thr d mgolll1nm 5t'Hle onlo }'OUT fo rl'1I rill 5. rllOugh 11r~ d<1W$ remtllll IOD>Efmm ),OIlY hllnds. The fir~ oflhe nrlllS IS urluccd, bul lliFY glow willi II aull mntJ' llgh!.

The threar range of your clnll'S o{lh~ !I!yrlll doubles (10 19-20). This benefit doe no! stack with any orh reff~cl rha: improv rhe threat range of your claw attacks.

Chakra Bind (Hands)

TI1e dmgon cIaII' bmd 10 yOllr 11111 IIi , Irnglh"llIlIg "n,i gTDwmg senal.ed spinrs.

The damage dea 11 by your claLl's oflhe JII\'rll'I improves by one step (from Id6 to Ids, if you are Medium), If yOIl already have claw a era cks, lise either your normal claw damage or rhe damage given for this bind, whichever is higher.

Chakra Bind (Totem)

TJle dmgun ,mIlS became man: flesh/ike c!IId fIIlilTltllcd. gnJll'mg up [owam 'ow' back lIllfllinbng UOtll '0111- hOllldel" bI0l1t'5. Hani. hl'lglrt cali"' prl!l1d Olley yOllr should~r , Uppl'!" dlc!'I, I1l1li IIpI"" Mms.

You gain it climb speed equal ro 1 _ your base land speed (rounded up ro the neare t 5·foOI increment),

DRAGON MANTLE

Descriptors: Draconic

Classes: Soulborn, toterrrisr Chalrra: Heart, shoulders (rorern]

avi.ngThrow: None

Inrnrnuin fonll5lrfllllY"pl'ltr;; of crmor IIml r,'sallblr bIIII: dmgun~ Illd . The plait'> hOI't'r abOI'" your b.ul, ,ulIl sholll,la •• h.ll'lIIg en l1!most H·mgllke 'lJ'peamJl(~

You draw on the incarnum of the mighne I dragons ro increase your resilience. IOU gain a +2 enhancemenr bonus on Fcnirude saves.

Essenria: You gain resistance 10 acid. electricirv, re.and cold equal ro 3 x me numberofpoinrs of e senna invested in this soulmeld. If you alread ' have re iran e to any of these energy type from another cure . il rack wirb rhe resistance granted by this chakra bind.

Chakra Bind (Hearl)

T1u: blue drngnullldr plm.: IlTIII{!)' (USC511'Jth your r01'50, IJTt11gorlllil1g your .'11 fire bod)' wil Ii dr'Trotl if ,'II rrgy.

You gain fastheali fig equal to the IlU mber of poi nrs of essenria invested in this soulrneld. This (asl healing Iuncrions only " .... hen you are at or below half your ull normal hit points,

Chakra Bind (Shoulders)

The blue dmgonJlldc plo",c armor fils IIgl,II"o I our sholll.krs '1IIri nms dOWIi }llUl' bark (mel 11(1"055 your Uppt'" nrms,

You gain damage reduction X/magic, where X equals rh(' number of poinrs of essentia you have Invested in ~'ollr dragon lIIaidre.

As long as at lea t I palm of e senria is invesred m [his soulmeld yom narural arracks overcome damage reduction a if they were magic weapon .

Chakra Bind (Totem)

Lmg. dmcOIu( wrng$ sproul (rom Ihr ShOll/tiLT! of \,ollr bhll' .hagon/I idE plate nrmnr.

You can extend wings from this soulmeld fa gain the :lbilit)' lOlly:! shnrr distance (poor maneuverabl Lit)') 3S a move action, You can Hyup to 10 feedor each poinr of es entia you have invested in 'our am\!oll IlwHJI", though )'OU must begin und end each such move on a solid surface or you fall

DRAGON TAIL

D criptors: Draconic Classes: Incarnate, toremisr chakra: Feet, waist (rorem) Saving Throw; See [ext

11lC11n!ll1'n frJr1m n rowofdm.gon I!m~bme flaming inchc; from YOlfl' otVn spjn~. Ribs grow f),olll tlr~ tlt'l'1dml~, crei! ring 11 donlt that lJJllCtnis }'Illlr bi'ld~. rill' doaJ/ mntinues to grol,(J be~llJ1d YOll, extendIllg into Il loug dmgoll taiL

You form a draconic tail that can strike foes, dealing Ids poims ofbh.ldgeonirrgdamage -s- OUT Strength modifier, YOLI con make one attack per round with me mil as a standard action. The tail does not threaten a space, cannot be used to make arracks of opporruniry, and cannot be used if you are grappled.

.Essentia: For every point of essenria invested in your dragon roil, we rail's arrack gains a +1 enhancement bonus on arrack rolls and damage rolls.

Chakra Bind (feet)

rhe tail of tll'I" sOllfmeld graws broad amllill&..

The dragoll tllil provides you with a measure of srabtltry. You gain a +2 competence bonus on Balance and Swim checks, For each point of essentia invested in your dragon Itril, The bonus improves by 2.

Chakra Bind (Wai5t)

Thewrtebnw Ju¥!o )'Ourbadl, jhe rib5blt'lldiJlg IlIlo},OIH"OlVtl. The rml beenmes livaly Ilnd IIIW1Ia!e, ron,fl1l111r tWitching/rom side to Side.

The d rllgall tllil has reach as ifi t were a reach weapon sized for you, though it snll Call'[ be used ttl make attacks of opporrunity. us damage dealr increases [02ci6 poims + 1-"1/2:X your Strength bonus.

Chakra Bind (Torero)

The laa rnl~es 011 the npJ'cnrnl1cc of Jles-h and b01111 find bctOlIle ",orr agile and IIJ11I1Hlted.

As asrandard acrion, YOll can make a rail sweep. All creatures adjacentto yon automatically take damage as if they hac been struck by your dragan fair (Reflex half).

DRAGONFIRE MASK

Descriptors: Draconic, Ere Classes:Toterrti r

Chakra: Bmw, throat (totem) Saving Throw; See rexr

ItI{(InlUlTI JOrlm ~ dragoll hend ofdu!! blue jrre tllat wl1.'tlfb your IleIu] am! floab above your '-hOlilden. It stares strrugllt nhe.ln, its

expression unchanging. The ejes Ilnd llwuHI rifth!' dmgflll h~ad Ilr~ filII ofbrightllr,flid.erillgfirdhat shoots Dulfight

Dragons are renowned for their amazing visual acuity and unserrling presence, bur even more so for their devasraring breath weaporui. Tbis soulmeld combines ail three aspects into a single porenr mask. Totemisrs revel in rhe normal benefits They receive from This soulme1d and the effect irs appearance can have on The meek and fearful

You gain low-ligbr vision while this soulmeld is shaped. r[ you already hav low-light vision, ~'ou gain no additional benefir,

Bssenria: For every point of essentia invested in your dmgorrfin: III11Sfl, yetI gain a ;-2 competence bon LIS on por checks.

Chakra Bind (Brow)

Yam mvu eye~ flichn witll the same fiamr; thai!11Im lVilflill your dragon head.

You gain darkvision our to 60 feec(or your existing darkvision extends another 30 feet).

Chakra Bind (Throat)

A ,€eth ing ri ng of.fire encircles )'lnlr neck, n.mlwisps of 5tlloke occasionally bllrst fram (he dmgon herrd.

You gain We ability [0 emit a nery bream weapon as a standard action. The breath weapon i a 30-fo01 can [hat deal 2d6 points of lire damage + an extra Id6 poinrs of lire damage for every point of essenria Invested in your dragonfil"l' mask. Targets are allowed a Reilexsave for half damage. Afrerusing your breath weapon, YOll must wair Id4 rounds before you can use rr again.

Chakra Bind (Tcrera]

The dmgon head ~ewmfS a mIidllll1e lIH15R,fontli.ng a hollow shape j/Jnl completdy enclote.l YOllr IIMd at 11 dis1l1nc e. Firr still tmils fronl it5 eyes IUlll open mOlt Ill.

You can emanate an aura offrighrful presence once per round as a swi fr action. All creatures within 10 feet wirh fewer HiT Dice than you become shaken for 1 round, A successful Will save neg.3res the effect and renders me creature immune to [he Irighrful presence of this soulmeld for 24 hours. For e,'ery point ofessentia you have invested in your dragll11fire "1l1~k, the radius of the f.rightful presence i ncreases by 10 feet, and its duration increases by 1 round.

ELDER SPJRIT

Descriptors: Draconic Classes: Incarnare Chana: Crown, soul Saving Throw: None

A scrpcntnte dra.gon oJ blue ~n' coIls i" tire If IIUOl't' your JW1!I, twisting and IUldu!(I1ing in response to or~roU'llltlovemenls.

Any d ragonblooded crearure has a link, however tenuous. to rhe spiriL of a full-blooded dragon ance tor, This soulmeld calls on that.ancient link £0 bring forth a wisp of the dragon's soul. You gain s +4 lnsigbr bonus on Knowledge (a rcana), Knowledge (history), and Use Magic Device checks, and you can mak these checks unrrained.

Es entia: Every point of es entia you have inve ted t.n your ddenpfril increases the insight bonus by 2.

Chakra Bind (Crown)

rlri: ~{ragoll corls IlI'ound )'0111' fOrBh~GrI, its /Qci(JI e:qmSl"iol! matching your OlVll.

'YOLI are immune [0 frightful presence, sleep. and paralysis f£ cts as l! you wer a d ragan. You ga ina +4 insight bonus on Inrlmtdare ch ck jeachpointofes enria inve ted in your e1dersIJil-itincreases this bonus bv z.

Chakra Bind (Soul)

The drogal1 became.! n symbol on n IIt'mldlc delli"" of blue fire thrrt settles Imto J'om rnes+,

YOLI gain blindsense OUI to 5 feetperpoiru of essenria invested in your elder spirit

r\ a near god, however, Ashardalcn was a force ro b reckoned with, even in defeat. He hid on the Durer planes fot' millennia and, through complex machinations, managed to replace Ills heart with [hat or :I baler, becoming II creature of even g renter supernatu raj evi I. Renewed. the dragon made an as au It on the Bas rion of Souls in a n effort to destroyall Ilving creatures. There, Ashardolon faced 3 dtsranr descendant of the dr uld who had vanquished hi m once before and wa rruly killed.

till, hi death at the birthplace of all souls (combined wirh bis nearly deiRe status) allowed him to reslsr a permanent Testing place. His essence lacked the power 10 becom a true immortal, leavi ng hi m onl y the nebulous existence of a vestige.

aaifesterion: Asbardalon rears open the ground with his long black talons and hauls his massive body up [rom a flaming pir. The Ted dragon is wreathed in name and ha a burning bole where hi heart should be. He bellows in anger b fore rurnlng [Q me binder and demanding to know why he bas been disturbed.

Sign: A parch of skin over your hea rt is marked by a deep-hued crimson sigil of a curled red dragon.

Influence: You greatly hunger for vengeance against those who harm or slight you_ Ashardalon requires you [0 accept an: • opporruniry to srrike a foe who damages or insuhs you in preference over any other target

Granted Abilities: Ashardalon grants you some of the vast power be collected during his life as a dragon and a fiendish creature.

~A~lLlrd!lIOl't's Gre~d,: You gain a bonus on Appraise checks and Search checks equal to your binder level. You can also lceare objects near you, as rhe spell toUtle objeci (PH 249).

A5hn nlilio n's Presence: You can srri ke ~ ar into the hea rrs of your foes. This acts as the feu r spell (PH 229). except creatures immune ro a dragon's fearful presence are immune [Q this effect as well. Once you have used thi ability, you cannot use ir again for 5 rounds. when you me this ability, The aspect's sign shows through any armor or clothing you wear for J round, bu rning like a fiery bra nd (Though ir doesn't actually deal damage or [art a lire).

_-tillIlnlnlDiJ's Vi<>Dl~ Asbardalon grants you some of the vast resilience he enjoyed in life. When you bind this vestige. yon gain re.mpOI:ary bit poinrs equal [Q Twice yOUI' binder level. These temporary hit points last for up ro 24 hours.

.frmd's Heart: You share some of the defensive benehrs of the balor once bound ro Ashardalon's body. This effect grams you damage reduction lo/cold iron and resistance ro fire 30.

NEW VESTIGE

This new vestige is intended [or use by binders (see Tome of Magic) who seekro access the powers of dragons through Their special pacts . For rules on bindingrhe vestige ofAshardalOll, consult the pact magic rules presented in Tam.e of MllgiL

ASHARDAlON

PYRE OF THE UNBORN

A seeker of pure power and wealth, The fiendish red dragon Ashardalon was among the toughest creatures of his era. Having escaped death more. than once be grants binders some of his powers as a dragon and nend. as well as a portion of his greaT resilience.

Legend: Ashnrdalon was a red dragon of unusual greed and power. He soughr to conrrol a vast stretch of land, and ravaged tr in cruel hunts for food, sport, and power. Sa greil[ was Ashardalon's power that many cults grew [0 revere him as a deiry and followed hirn into what they believed were holy wars. In time however. an alliance of rangers. and elves managed ro defeat Ashardelon' arrnie . Shortly thereafter the dragon faced a powerful druid who had risen ro defend the land, and was nearly slain.

DRACONIC AURAS

Mortal have learned to express [he innate magica 1 power of dragons in many way, lncluding rhrough [he use of draconic Burn. Dragon shamans (see Plnyds H!1tldb~ok 11) lIU~ the grearest wielders of draconic auras, btl! Ocher characters can also learn [0 harness chis power.

Draconic auras ryplcally resemble some of rhe innate abilities possessed by dragons, from great presence rc k en senses [0 energy re lsiance. The bonus of II draconic UlIT3, which describes the potency oflrs effecr. starts at +1 ar.d can increas as you attain higher cla 5 Level.

Projecting a draconi aura is a rn'Lfr action, and YOLI C3n onl projecr one draconlc aum at a tirn .An aurn r mains in effect until you use a free action co dismiss it or you activate a norher aura i11 irs place. YOu can have II draconic aura ncrive continua l.Iy; rhus, an aura can be in effect at the srart of an enCOUOl r before ou take your

fir t [urn.

Unless orherwi e nored, your draconic aura affects all allie wi.thin30 feet (including yourself) with line of effec-r to you. Your aura is dismissed if you become unconscious or lain, but otherwise ir remains ineffecr even if you are incapable of acting.

level, +2 lit 5th level, -+3 ilL lorh level, ++ at 15th level, and +5 at 20 t h level), and ot berwise follows all me normal rules for t bat class' draconic auras.

Marshal

Tbe marshal (a class presented in Millf.!lhlre5 HtllII'lbllDfl) can learn a ny of rhe draconic aura presented her in place or a major aura. The bonus granted by a draconic aura equals the bonus normally granred by rh marshal' major aura (+1 at 2nd level, +2 ar 7th level, H at 14th level. and .,-4. at 20lh level), and orherwise follows all the normal rules for the marshal's auras (including range, eligible targets, and when it ceases functioning). IT is also con ideTed :1 draconic aura for all effecrs that apply ro such aura. such as the Double Draconic Aura fear (see page 16).

Dragons Arrue

regen capabl of ca tlng sorcerer spells can seleCT :lDy draconic aura de cribed below in place of e known

sorcerer spell and spell slot of znd level or higher- Once a dragon makes this choice. The known spell and spell slot is forsaken forever

(unless IT is later replaced; see below), Regardless of me number of H1l11d to claw: n ges,,,re f!f I1l/ilUICt: bd7/11!/!IJ (l

11IIml1f1 tmd a cin11pI spells or powers known by a dragon.

ir can't have more draconic auras than

i/2irs caster level ormani£esr:er level. The bonus granted by a draconic aura equals 1/2 the level of me spell.Iorsakeu when the IILLr:J is gained. rf II dragon later gains acces to a higherLevel sorcerer spell, it can lose a known spell and spell sID! From rh at level instead of the lower level It immediately gains a known spell and spell slot of the previous level, and me bonus granted by its draconic aura improves accordingly.

For example. a mature adult black dragon loses a known znd-level sorcerer spell and a 2nd-l vel sorcerer spell star, and in exchange it gains a draconic aura wuh a bonus of + L Later, when the aragon Teaches the ,'ery old age category, it decides to boost irs aura. It then loses a known th-level sorcerer spell and a 4th-level sorcerer spell sler, improving frs draconic aura bonus co +2 At the am time, it gains a known znd-Ievel sorcerer spell and a 2nd-level sorcerer spell slot,

A dragon capable of manifesting psionic power can instead choose 1:0 give up a known power and power poinrs equal to twice the power's level, minus L. Otherwise, rhis functions identically to a dragon giving up a sorcerer spell and spell lot.

GAINING AURAS

For mosr characters, a draconic aura is.learned by selecting the Draconic Aura feat t ee page 16). This feat grant a character acce 5 to a single aura with a bonus ohi. Members of certain cia e and some creatures, however, can gain the ability [Q project a draconic aura from different sources.

Dragon Lord

Characters who take this prestige class (see page 38) gain a draconic aura at isrlevel and addirional auras at4th, 7th, and 10th level. At 5tb level, [he bonus granted by both of a dragon lord's auras Increases to +2. At 9th level. the bonus granted by all three of a dragon Lord's aura increases [0 +3. The aura gained at 10rh level gran CS a +3 bonus, just as the other three auras gained earlier.

Dragon Shaman

The dragon shaman clas in Pl(1r~r's Handbook Il introduced the concept of the draconic aura, A dragon shaman can learn any of the auras presented here ill place of the ones in Plnyers HmlClboo!~ 11. bUT he can't take the same aura more 1 han once. The human still mUS1 abide b the limit of draconic sums known (three at rsr level. with one additional aura gained at every odd-numbered Level, ro a maximum of seven at 9rh level). The. bonus granted by a draconic aura equals the bonus normal] y granted by the charaaer's draconic aura (+ I at tsr

AURA EFFECTS

Each aura grams a bonus ro a particular statistic or group of stari tics, as noted below. Benefits from multiple draconic aura overlap. ramer than stacking,

En rgy: Thi' aura gr:uus YOU:I b nu on th 3\'1.' DC or your add, cold, elecrricirv, or fir; effec ; choo e one rype when you gain [he :lum.\A lmgon human rnu [ell c the energy r'i'pe associated wirh hili totem dragon; se page L3 of PIIIYI!IJS Hnllrlbollli I J), The bonus applies ro spel 15, powers, spell-llke eblll ties, upc rna ru ral a bll lelc ,or a ny other abHiry I har eirh r ba r he appropriare descrlptcr cr deal damage of the chosen type,

Insight: his nuro gmnrs you a honu on Decipher cript, Knowledge, and pellcrafr ch des.

Pow r: Thi aura grams yOU:1 bonu n ca. t r level cbecks made [0 0\' rcome spell rest ranee (anJ maniee er level chec - made [0 overcome pow r r si ranee),

Presence: This aura grams rou t1 b nus on Bturf, Diplomacv, and Inrlrnidare checks.

Resisraac : This aura gtaar vou re i ranee to acid, cold, elecrriciry, or nrc (choose one when you gain.the aura: equal to 5x your bonus. fA dragon shaman InU I cho e the energy type a ociated wlrh his totem dragon: ee page 13 of Player', H(I,,,lhool~ r n

Resol e: Tbi aura grants you n b nu on Concenrrarlon checks and on aves again I fear, paraly i ,and sleep effecrs,

Sen es: This aura grants you :I bono on Listen checks, SpOT check ,a nd in i na rive checks,

Stamina: This aura grams you J bonus on Constitution checks (bur net Constirurien-based skiU checks) and. Fortirude aves.

wifrne .Thts aura grams you u bonu 011 Climb, Jump, and wim checks.Jr also increases yourclimb, fly. and swim speed by 5 X your bonus. (The aura doe n't granr youa fly or swim. speed if you don'r already have one.)

Tougb.n : This aura gn\lll all damage reduerien 1/

magic for each poi or of you r bonus.

DRAGON PACTS

A dragorrpaer is 0 mystical bargain made between a sorcerer lind a powerful dragon. In exchange forgold and a small POI'tion of the orcerer' magical power (a ell lor), the dragon granrs rhe sorcerer access ro one or more pell-like ahiliries. Dragons do nOL enter inro these pacts lighd ,for the bargain also co r them a bit of personal llfe force (in the [OmI oElOSI' bir poinrs)

CREATING A DRAGON PACT

To make II d ragonpacl, a sorcerer or 4th level or b ighedr:hat is, (J character wirh at leasr Iour levels of sore rcr) must undermke a mystical ceremony in whicb he esrablishes mental contact wirh a rrue dragonjrha: is, a d I'lIg n wlrh twelve ag categories, such as" red dragon). Arrue dragon can'rinlriare thisceretnony (diough it Can trv to convince a sore rer 10 do so), nor can it attempt [Q establish a dragonpncr with another d ragon, A sorcerer of [he dragon type (sucl. II a hI! If.dr3gon orcerer) can still.rreare II dragonpacr, as long as be ls not a true dragon.

Upon beginnmg the ccrem ny. th are rer mu r tare whar level of spell lor he is offering, and which dragonpacr he s k [0 enter (chosen from among rh se de icrlb d on pages 90 and 91). The orcerer must have an II nca t sp II lot of the level offered in order to beg! n t he cere mony. A fte r l hou r of uninterrupted medtrarion, he IUUSI attempt a Concenrrerlon check (DC 20 the pell lor or~ r d). A crcerer with 5 or more rank in Knowledge (arcana) g t n 2 bonus on this check. If rhe sorcerer is in rhe pr enc r n eli ible dragon and \vishe to enrrear £11.31 dragon (0 enter the paCf, he gal ns a +10 bonu on [he check.

If the check ueeeeds, the orcerer 113 made contact with a dngoo \ Illing to enter the dragonpacr. I r not, he can continue (he ceremony Ior another hour; each consecunve haul' after the first grantS a cumulative . I bonus on the Concen:rranon check. I fl he ceremony I Interrupted, rhe orcerer must begin again.

The b ader for each kind 0 dragonpact ( ee pllg~ 0 lind 91J indlcares which varieties 0 dragon C3l1 em r into rhar dragonpacr. However, un le S I h •. or rer i in t h presence of the dragon h is conracring during the C rernonv, he has nopower ro dicrate pr ci ely which dragon-s- r even which kind of dragon-answe:rs his en l rea ty. The identity of me dragon entering the d mgonpacr i nOI crucia 1 ro completing the task. though ir must beof an appropriate kind. 31 least of adnlr age. and capable of casring spells of rhe level of rhe slot being offered by the sorcerer. in fnct, the dragon need nm reveal its identity at all, tbough it always knows rhe identiry of me orcer r. If desired. the dragon can becorne a significant NJ>C in the campaign. perhap :1 menmr of sorrs [0£ the sorcerer. A dragon that enter a pa t wirh a sorcerer canview the morral as an ally, a business comrade, a potential carspaw.ora would-be worshiper,Jcp nding on it alignment and persona I it)'.

Once rbe sorcerer esrablishe contact, h mu I negoriere w:ir:h the dragon for paymem. TVPic:iU)" a dragonpact requires me sorcerer (0 oiler gold, gems, and/or art objects worth :1 row value equal ill the level of [he spell slot squared, x 100 gpo For example. a sorcerer offeri ng 34t h·lc\'e I spell lor must also offerrreasnre wonh 1,600 gp H quared x 100). However. rhar's just rhe opening bid. The sorcerer mu ( (hen alternp( a Bluff, Diplomacj , or Imirnidare check against a DC of 15 -me spell slor offered. Depending on (he orcerer' Sf [e of negonancn, the D 1 should teel [rt'I.~ to apply a modifier (ranging from -4- to +4' on rhe c beck. Then consult [be rable below to determine how the sorcerer mu t modify his initial offer [0 sarisfy [he dragon.

Check Result Minus DC

-5 or more

-1 to-4

Oto "

+5 to +9

-10 or more

Payment Modifier +25% +10% +0% -10%

-Z5%

for example, the sorcerer ofrerl ng II rh-level slot and 1,600 gp must attempt a DC 19 Blurr, Diplomacy, or Intimidara check. 1 r he So!l' " result of 1.J- or lower (having n~oti· ated pecrly), he misses the check by 5 or more and must increase hls alTered r rcnsure by 25%, bri nging rhe :nili'll price ro 2,0 UO gpo On the 01 her hn nd, if begets a result or 24 (hevlng ncgonared well), he makes the check by 5 and can reduce his offered treasure by 10° .. , bri nging rh.e final price ro t ,440 gpo

Once t he negoi.lortnn is complete, the offert:d treasure instantly vanishes [rom [be sorcerer's possession and appears in

[he dragon's hoard, This trt~ lire must

be presen ( dun ng the ceremony. If [he sorcerer doesn't haw su [fident t reasure on hanJ to pay for the dragonpaer, the cerernony fails.

do-yo The casrer level Ier I hcse spell·like abilities equals rhe sorcerer's caster leve 1 [or h is sorcerer spells, and [he save DC (j r a ny) is equn Ito 10 ... r he spell's level t he scree ret's Cha modifier. A pact-bound adepi (see page 46) gains more powerful spell-like nbllirlcsthnn norrnel, and also gains a bonu to his caster level for these spell-like abilities.

The drugon also loses htr pcinrs ferthe durarien of rhe pact based on [he level o[ rhe spell slot gllined:

DRAGONPACT EFFECTS

Once the sorcerer has paid the requ ired treasure, I he dragonpacr rakes effecr immediarely. The sorcerer loses one orhls dail)' spell

slots of [he appropriate level,

and [he deagon gains one

d.aily spell slot of the same

level, This exchn nge has 110

effcer on alther parl)"s llsr of

spells known.

The sorcerer gains 011t' or

more spell-like abilities, based on

the specific dragonpact entered and the spellslot sacrificed. For example, a sorcerer who offered ::I .f!.h-Ieve.! spell slot (or rhe Devious Whkpers oftb e Mast!!r d ragonpacr gai ns rhcrm fltTIIIl1 ~/dav Jnd~'lgle', >plmn<1r 2

.A ~"<::I<"'~" /;~ulld lfl" d,.Jt.~np"d .ulopts ssme dr(1.~ni;r fitltJfres

Slot Gained 2nd, 3~d, or 41h 5(h. 61h, or 1th IIlhor 9th

HP lost 10

25

50

No sorcerer can be p3rTy to more rha none d ragonpaer at 3 rime. (A pn.cl-bouml adepr canenrer Into

a Second dragonpacr simulraneous.1y; see page .J7 for detaUs.J Dragons have DO such resrricnon, but the curaularive Loss

ofhir points fmm multiple pacts discourages them f.rom entering more thana few. T}'pically, a dragon pre·

fers 10 have a small number of powerful dragonpacrs rather than n ln rge number of weak pacls that don't have much payoff. A great

wyrrn red dragon has [irrle need for live extra 41 h-level spell slors, bur an exrra 8[h· or srh-levelspell slot is a more desirable power boosr,

[f ei r her pari Y to a d ragonpacr dies, the other patty loses all benefits of the pact bUI net the drawbacks (a lost spell slot or lost hit polnrs) until one year has passed. If the

CREATING NEW DRAGONPACTS

The DM is free 10 create new dragonpacts fOT a.ny kind of dragon. Use the existing pacts-as a template for creating new ones, with the following guidelines.

The five spell-llke abilities should fit together in a coherent theme. Thel reffeets need not be sirnlla r (you don't have to have four different fire spells. for example), as long as the theme Is Interesting and [ends 'I5!M 10 a parnculsr kind of dragon-or even better. 10 more than one kind.

The first spel l-li ke abi Ii ty gained should be a useful 1 st-level spell.

The second spell-like ability gained should be a good 2nd-leve[ spell or a weak Jrd-levsl spell.

The thirdspell-like ability gained should be a good 3rd·l.evel spell or a 4th·level spell.

The fourth spell-like ability galned should be a good 5th·level

spell or a5th·level spell,

The fifth spell·like ability gained should be a good 7th-[evel spell or a,n8th·[ev,e[ spell.

Stick p ri m,arily to spells thai are combat-oriented or that nilV€;, a general use. Avoid those that are useful o.nl), in very specifrc. sitl..lalions or only outside cembat,

Be aware of any significant material components or focus costs of 5 pells you, ndude, S pel! -hkeabihties don't requ ire su ch costs, so the spell is worth more than you might realize. Avoid spells with XP costs entirely.

Not all spell.like abilities gamed must be sorcerer/wizard spells, but avoid including more tha n one or two other kinds ina pact. Giving ·up a sorcerer spell slor 10 gain access to nonsorcerer spells can be a potent trade, particularly when the spell-likeabilities don't fit the normal arcane caster niche (such as cure spells].

dead parr r (urn [Q .l!fe within that period, the benefits immediately rerum, TOO.

Visible ign a f a Draqonpact

Whl;!n n character enters ~ drngonpacr, a c ertaln degree or draconic influence flows through [he link between him and Ihe dragon. Wben the creature bestow ·pdl.lik e abilities upon the character, it also leaves behind trace of its umque magtca I nature. Th nd result i [hac characters who enter inro dragcnpact ex,h!bil draconicphy ical characteri nes, rnglng from minor cosmetlc change. I major phvsica! alrernnons. These visual signs hav no oven in-game effccr-culrnral opinions toward dragon vary from land 10 land, and a uch ,1J'Y bias or preju ice depend on [be individual campaign. But rbey do vistblv mark a character as somecnc who bargains with dragonkind.

To determine the visual effecLs on a PC who enters into n dragonpact rhe D 1 can roll on the ruble bel w or simply choose from the table 35 desired.

d20 Effect

1 Small. flaky scales of the dragon's color appear on

the arms, face, and legs.

2 Eyes glow the dragon's color faintly in the dark.

3 Hair changes to the color ofthe dragon's scales.

4 Small horns or chitin protrusions ferm on the face.

5 Tongue becomes serpentine. visible when speaking.

6 Skin becomes faintly tinted the dragon's calor;

7 Voice becomes rough '<I nd gr.Well y, like that of a dragon.

S Eyes develop an additional set of nictitating membranes, visible when the character blinks.

9 Bony protrusions grow from the knuckles, elbows. and knees.

10 Faint wisps or odorless smoke occasionally drift from the mouth and nose.

11 Fingernails become thlck and curved, resembling dragon talons.

12 Face becomes angular and vagLJel,y draconic.

13 Teeth elongate and c:ome to sharper points, visible when speaking.

l4 Elaborate draconic tattoos appear on the arms, back, or face and seem to glow faintly.

15 Two bony ridges rise from the back, appearing as lumps on the shoulder blades.

16 Bumps appear at the temples where a dragon would have i 5 horns.

17 Mottled spots the same color as the dragon's scales appear at the temples and jaw.

18 Hands and feet become slightly webbed with elongated fingers and toes.

'19 Skin becomes tough and leathery, giving the appearance ofa dragon's hide.

2.0 Eyes develop slitllke Irises, resembling a dragon's eye.

RENEGOTIATING A DRAGON PACT

As a sorcerer gains the ability to casr rnere powerful spells, he might wish to offer a higher-level pell 101 3S pari of 1I dragonpacr, Renegotiating an existing drsgonpact is simpler than e stablishing a new one; doing so requires only a Ingle hour of medirarion and no Concenrrarlnn check. An nddl-

tional acrifice of gold. gems. and/or art object i required, however, ubi raci rhe average price for rhe previous pell slor from the avera It! price for rh new pe 11 lor ( Ii 11(.1 rh • new ba e price, and then roll rhe Bluer. Diplomac)" or 1 nttmidate check 3 ncrmnl re dererrnine Ih(' price ad;u rrncnt of the renegotiation, The success at fai lure of prior negotiations ha no crfeci on I his check

for exampl ,i the sorcerer [rom the previou 'ample

wished TO o~ r a ~th-Ievel sial in place of hi ·H h-level slor the new bn e price WOLLld be 0 gp (2, ·00-1,600), modified by rhe re ult fhi negotiation.

BREAKING A DRAGONPACT

Once a dragonpart is entered, ir rernains binding while borb parrie are altve and for one year after the death of either (d ragons 13k!.'! rhe long view, and recognize [be presence of resurrection rnagic, However, a long as both panic still live. either one c:m renounce the paci for an' rea on. ften, this OCCUIS when a plaver character decides TO forge a different paC[ ~ -uh anorh r dragen.

For a sorcerer ro renounce a pacr, he must org the use of all spell-like abilities grallleJ him by me pact fI r seven consecutive days, Ar rhe end of this time, a simple I-hour ceremony efmeditarion allow him to break me pact,

for a dra gon to renounce a. pac I, rr must dest roy treasu re from irs hoard equal to [he amou nr paid by roe orcerer to enrer the pact, and then perform irs own hour-Long ritual, Forobviou r ason ,dragon hal dolng this.Ifa dragon ever desires ro be ree of a paa, It usually tries {O manipulate the sorcerer inro bein the one to break ir, because I hat allows the creature I keep its fTe25UIe.

Regardle of who breaks the dragonpact, once it ends. borh partie j mrnediarely lose the benefits of th pact. (If the dragon broke [he pact without the sorcerer's prior knowledge, the character will be surprised when he suddenly loses his pacr "bi liries.) The snrcererregains his I05TspeU 101 the nexr rime he would normally ready his pells, The dragon Full normal hn points rerum m their normal value, and rhe lost hlr point an b healed by :my means.

DRAGONPACTS IN THE GAME

Dragtmpacr offer characrers rhe chance TO give up one spell to g31J1 mulriple u es of spell-like abilities. In c[fecl, a pact gives a player character more TOt! nds of activil')' per day, allowing him to continue advenrurtng for longer than normal.

Dragon .on the ether hand, value {he pacts not JUSt for their obvieu bent!fil -3ddirion:l1 spell slots and • n Increased hoard-but a lso because cltey create a network of allies. Any sorcerer who en rers a dragonpa l ha good reason [0 wa nr to keep that dragon alive. or at 1e..1 [avoid actively cekmg irs death.

This iruai ion can creare an interesting ten ion in the campaign, particularly when a good-aligned sorcerer------knowingl) or unknOWingly-enter imo II pact with an evil dragon, If. months later, the PCs encounter me dragon, the

are r r might have qualms about battling his "bu ine . partner:' Alrernatively, a sorcerer who forges :J dragonpacr with n imilarl}' aligned drng n migbl find him elf whh a powerful ally jusr when be needs II mosr, Of course, this do n'l I11[W n rhe cham rer r~ n simply tell I h ' dragee what to do, A n evil. dragon a lmesr certainly sees the re 101 iensh ip 11 one or m srer 10 minion, while even :J noble gold dragon llkelyvicw the sorcerer a n naive partner,

The dragenpact syt m allow a DM r iu rify building a netw rk I'allles or minions ft r a powerful drngon-a network char any PC fa of rhat dragon would b IV lladvis d to lake down r, (5[. KilJ i 11&:'1 sorcerer involved ill (l dragonpact rob rhe d ragoa of ex rra ell lars bur doesn't re rore us lost hir point " so defeating rbe minions be or' facing rhe grea: creature makes the final barrle easier, of course, the dragon wlll know rhs: its pact-allies nre dying without necessarily knowing why, kicking off a desperate race agnlnst time

b tween rhe drogon and irs would-be layers.

DRAGON PACTS

Presented below are eleven varieties of dragonpacts, earn one associated with ODe or more kind of true J l':lg ns (including shadow, fa ng, and brown dragons, as described iii MOl1stf'I'S of Fllmili [or the FOR.C01TE:>: Rl!llu campaign selling).

Breath of Win er's Doom (Silver. White) Spell Slot

2nd 3[d

Spell-Like Abllirt Gained GUSWrillgmrrt 2/dl1

ob,mringmm 3/d3 ,pfolatiotl {rom energy (cold) lid a)'

IIh mrfug mist-3/da ,Pl1lt"ctiot! from e nrrgy (cold) 2/da}f

obscuring mist 3/day, Pfott'ctiolt /rom erlt'fgJI (cold) 3/da}" It( rtorw 1/d9.\·

obsc!lnng umt 3/du}', prol.edzclt! fro!!'! I~lltrg)' (cold) 3/da}" IU storm :lIon,

obscming mist 3/day, prol.'dion fnHIl rncrgy (cold) 3/day, icc stonn luay. COliC of rold IJl,(y obSfllling mi,t 3/day, protection from wagy (cold) 3/dny, I(t' storm 3/da ,conI' of{oltl2/day obsnmng mist 3/day, praf<'ltlon from .magy (cold) 3/ds)"'; ice storm 3/d3)" rene [If cold 3/day, palm roy l/da}'

+th

5th

Bth

Champion of the Golden Orb (Gold) Spell Ior

2ud 3rd -I-[h 5th

peU..1Jke Abiliri hlcrs2/day

!lIeu 3/d.a}f, Ie er re Imullan r/da

lJlrss 3/da:y, lesser restoration 2/day

bit's. 31m .,I;!;ser n: 101"111,0" 3/day. fin' s1"I'Id (hor) l/d3}'

hIt'S 3/da ',!~s cr 1\'lImllio/l 3/day,firr slUt"" (hor) 2jdJy

ained

lith

7[h blm 3/d:!y, leHr rc' 11'I1'<lIWII IdllY, firi! llmlll (hot)

Idav, nllm CUrt' Irg"III'IlII11Js l/day

th hi&' 5 3/da\', I,' s. r ro;sicl'lltloII 3/d. ~', fir.: !ud,! th I)

3/day, fIIllSS (1m liglrllllornul 2/day

9th blm 3/dny,lmrr redOI'Hlion 3/day,Jir~ $h,olll (h I)

3/d ay. '1If1$~ CU1e light I\lOllllflj 3/day, stl/lbursl J/da}'

D vious Whispers of the Ma ter (Green pell 10

Red)

2nd 3rd 4rh

.h

peU- ik Abilities ain d rharm PI'!' "2/day

dlllnli r enol! Ida r C(lgl~'s ~jlICIl,lor t/day r/1111'111 p,'rsoll 3/d3Y, ell le'5 pl.mdor 2/day

,linn,. )1,'1'\.,11 3/dai'. l'lI It·' )pil'lldol' 3/d3 , !lgg .. IHm l/day

d'((lTtli pn nn 3/day, cagJi.l spll"llrlor 3/day, JIII:'C.'StiOIl 2/clay

charm 1,,'r50n I(by, cn ~Jf' ~1"I'IIdor 3/day. UggL'SIIOII 3/day. ,loll1l11nl~ pmoll l/day

dlllflll J ,'1"011 'day ng!t·, 1l,II'mfol' 3/day, ugJl.' 111m 3/d"y, .I01llilia te perso" _/day

dltlmll,rrsoll 3/day, ,~agk' sp/emlor3/day, ".Im' lioll 3/day, dOfJIlllate perf 011 3/day, !rum rhnrm mom! .. r l/day

6rh

rh

Elusive Disciple of Dusk (Shadow)

pell slot _nd 3m ,~th

5th

7th

Spell-Like Ahilities Gained expl'rlit,oll5 rrll1m1 llda)'

exp;:drnoll r;:tnat 3/day. HOlltl~kdl01l l/day i!xp.:'.lrholl r"lrcilr3/da ,l1olld~l~dI01l2/da) exprdilJolI r~rrt!at 3/da " l1omletemol! 3/day

dimmsrOIi "001' l/da)'

expedItIOUS reltmt 3/day, llOlIdclccli(JIl 3/day, diur,'II$rOIi tfoar l/da

expeditiDus relr,,;!! 3/da)" lIondelwum 3/d;)y, iirmcnsiOtI door 3!day, Shlll/olL' Willi. l/da}'

t:Xllcd rlllllls rell-~al 3/da " 11 on.delC(1lOfI 3/da}" rlilll~1I JOIl door3/day, ,dlndolV wan. 2/day al'er/illoll relreat 3/day, 1l01lIlelecfroJl 3jday, riimcn.,oII door 3/day, slrlldDll' walk 3/da " IIItW 'lIjl,d critrcal wOIIII,is I/day

8th

th

Festering Corru ptar of the Gloom (Black) Spell lot 2nd rd 4th 5rh

6th

Spell-Like Abilities Gil (ned nlJ' of el,fabJ<'tne11 I , day

fI1)' of m[ublalli'llt 3/d1lY, MI'/fi lI,id ilTTOII' I/dn • ml' of ~nft'.:bJ':llIm! 3/da ,Md lIC1d arroll' 2/day ra}' uf rllJrcblcmcnt 3/day, frlfs and IUTOII' 3/da ,

tollltlglOIl l/day

my of rn/ublelllcJ1t 3/day, Irl 5 lIod UITlI1V 3/dll " cl111idglOll 1/day

mJ'll[ t'nf,.:bJemmt3/day, Md sariJ urrOll'3laay, COJlfllgloli 3/d:! ',acid rog I Ida}'

7th

rb

raj' of ellf~cbrrnl!'lll /ciay, Mdfs I1wlllrrClW 3/da • contagiall (day. Mitl fog 2/dny

my of ellfecblt:lmllt l/doy" fdr~ rrrul rtl'l'OI\! Ida . (ollll1gl011 3/da • IIml Jog 3/day. 1l'I1VCS of cxlwlI 11011 l/dny

of Crimson Wrath (R d)

9th

Fl" m pell lot 2nd 3ro

th

5th

peil-Lik Abilities nined b II nlmg 1111 lId 2/clay

UUl'llll1g 11I111l15 Id3, pmll'clllll! ft m t'lIrrgy (iiI' L/dny Imrnlll !taml 3/d3', l,rt1kcllol.1 frolll t'IH'rg}'(nre l/day bllrlllllg hand 3/d:! '. rrolulloll frl.1m encrgy (fire'

3 day, (!n'!1CllIl any

bllrnlllg IWJlJIs 3/d.::l)" 1,,'o/allo1l (rom w~r,l!)' (fire) 3 day, fir,'bnIl .2 dny

bUrlllllg hflllth 3/d3Y, pr'olullOIi fr011ll'J1~rgy (fire 3/day, fir~bnIl3/day, ~\'I"blIL' l/day

bnnl1l1g hlllld~ 3/day. prOlalrOIl Irolll rill",!!)' (fire) 3fUa\' • .tin·bl1113rda t ~\'L'tllfl' _IdlY

but1llllg lll1t1l1 3/d.ay, !'I'OtL'ciIOIl from t:,u'rgy (fire 3/doy, fin'btlll 3 day, ~)' b,lr 3/d y, IIIcrmlull'}' cloud l/day

6Th

7Th

8rh

friend of Wind and Rain (Brass, Bronze, Sillier) Spell Slot

2nd 3rd 4th 5rh 6th 7th

pelf-Like Abilities Gained endu~ elerntllll. 2/d.ay

elld"", rbl1tlllf /day, lIilltd 1\)1111 I/day endun e elements 3/d.ay, wmd lIInll2/day

ene/un' dements 3!day, uIIIlIiumll 3/clu ,{ll' l/day endur~ elements 3/d.ay, UlIIlJ wnll 3/doy. fly l/day wall'" dL'l11~1I1s l/day, 1111111111'(1" 3/dtly, II 3/day.

con fro I u.ratllcr l/da}'

mdllT'<' d~m~!lJi 3iday, BIllIrl w,d! 3/do}" nl' 3/day. t:f.lIIlrolllte!lllll'r 1/day

ftldurl'dement l/day. lVlIld lIIall lido}" fly 3/dav, (tlutrollllenfher3/ciay, ll'lurhl'lIl.i l/day

8th

9rb

Lord of Hill and MQumain (Copp r, Red) Spell Slot

2nd 3rd 4rh 5[h

pel.l-Li Ire Abilities ained 5prierdllnb 2/d;;}'

5]11 'l'r dimt' 3/day.I'l.'IlI" fllJlImllcl l/r.la spitln climb l/da},. benr's ellIlunmcc 1,Ida}'

rjJulH clunu 3/day, bl'al"s ~Ildlmw(c l/day, SJllb· stUI1t'~ l/day

Sfll"L'r clillll, luo ,bL'W"1 ~lUll1lmrrl' 3/day, lplb' '''lies 1/day

prd~'" climb 3/dny. bC111"5 ,)"1111,l ,'1111(,' 3/day, l'tI~I' stnues 3/day, lorresbll t/day

sprcladtilib 3/da ,belT"') .. IIrhrrrlllu 3/da . pjJ, e SIOIH.'5 3/day, SIOllcsbll 2/day

>pider rlf",b 3/da}" bear', CndIH'J1Ilct' 3/d::!},. spiltr stan~5 3/day, 5tOlll'slml 3/<13Y, cnrlhljlhlk,· l/dny

6th

7rh

Sth

Master 0 Magical De ense (F nq) Spell lot

2nd 3rd 4tb 5th

peU-LikeAbilities :lined !Meld 2/day

slrrdd 3/day, dl~prl mng.lr I/doy Jllldd 3/d3)" dlSI1I.'1 11!ngic 2/day

sllIdd 3/day, dlS!',,1 mll~ir 3/day, leI ~r glIlL~ oJ lIIvIIIIlCmbrld), Iday

sludd 3/d3V.1JlSpclltlllglC 3/dn ,It· ,rr glob!' oJ In ull1<'ftlbi!Jr).1,Iday

'hh ld 3/day, "'Sf d Illl'lgrc /dny. It' ,'r glol1!' of H1vuhlt'rabihl '3/day,ftplIlslolI 1 Ida ,

nndd 3/day, drsJ r1,tUlglr 3/day, It: cr glob.: of 1IlL'lIhlcT.tb,ldy 3/d:!),. r~plll 11111 2/da '

shield 3/dav, drspd Illllgrc l/dav, Imer glob~ of Itll'ullIl'r,dlllllv 3/dlY, rl'I'lIlmlll l/rl::ty, sprll Jurnmg l/d3}'

6rh

9rh

Tyrant of he Desert Sun (Blue, Br peJl lor

. Bra 'In)

2nd 3m 4th 5th

pell-Like bilities Gained sdenl 'magi' 2/da •

~[tmt ilflllgi 3/day, blllr l/da}· Sllrl1l 111111 e 3/do},. blur 2/dtly

sllelll Hung. 3/day. blur 3/day. 'IOUutrlhllory IOTIlIU t/day

silenl ilfJi1gi 3/day.ll!ur l/day, '1lIIIuCllUZ/OI')' terram 2/day

sllerl! llll(lgl' 3/dny, bllll'3/tlay. hIlIlIlClIlLl!Ol'Y tnTlllll 3/da . Wlwes offntigl.l Iiday

sllellt fJIILlgC 3/da)" hili,' 3/day,III111'Iwwlor ' I.-'T{l/II 3/da ',waVl'S oIInligllc 2/day

sil Illlllhlg e 3/da '. hlur 3/J~y, Imllll IIH110rr krmlll l/da)" wm't'S afJa f igUf 3/day. SlIflI1eLlIfl Vdal'

6th

8th

9rh

Unbridled Fury of the Srorrn (Blue, Bronze) Spell Slot 2nd 3m

+th

pel.l-Like Abilities Gained shork illg grlHp 2/dav

;llOdwlg r_usp 31th}', l)mlLellOll from ellt"'g)' (elecrrictry) lid;]

s'rocllrng gmsp 3/day, prol,'lhmr rom mrrgy (elecrriciry) 2/day

'hodmtg grasl' 3/day, protcCirllfl fToll! cmrgy (electricity) 3/d::ty. call1iglthlllig l/day dlocllmg gmsp3/day, f11'(l.I .. cllfm fro II I C/lCI'SY (electricity) 3/day. ((III hglrll1ll1g 2/day 'lrodzmg gr.lsfI3/dny, pl'l.ll,'rtlOlI [,crill cmrgy (elecrriclry) 3/d;;)" call hglrlmng 3/day. dlanl lighllllllg I/Jay

slU!cl<illggmsp 3/day, l'rolccllotl from ml'rg}' (elecrrictry) 3/da: ,mil fighllllllg3/da '. rh II III ligh III ing _/day sllOcllrnggmsp 3/day pmlc.rhonfrillll CIIcrg),(elecrriciry) 3/day, m!/ Itg/lll1l1lg 3/dny, dUllJl JlgJllnlng 3/day. maximized rall Irghllllllil slorlJl I/da}'

5th

6th

7m

sili

9th

DRACONIC COMPANION SPIRITS

Believed [0 be a remnant of long-d ad dragon soul J these compan ion spirits gra nl I he entire pnrry of player characters a smell rneasu I"I! of drncontc power.

Companion !lpiril. t!ri' de cribed starting on pnge 194 of Dlmgcon MlIsltr's Gmdc tr.In (hal book, add [ftc rypes of draconic plrlrs below [ Tabl 6-10: Companion Spirit Benefit • und r " 'pl!dfic h, ractcnstlc :

RAGONCLAW SPIRIT BENEFITS

While Ihe mystic trndlrlon char . rudy cornpnnicn spirir. call [his [he Md rngonclaw" \'arieIY. this companion is helpful 10 anycn > who engage i n melee combat.

tst- ier Renefir: Earh day, rhe ream collecuvely g<!tn a number of .1 insight bonu e on melee damage roll equal to rh nu mb 'ro(leam member. At any rime during rh nexr 14 hours. a team m mber can add one ofthe bonuse [0 her mele damage roll fa ree actiom imm diatel afier re olving the arrack roll For example. a dragonclaw spirit connected IQ a I am of six granr til tcarn a 2 bonu on six different melee damage roll per day, which can be shared among the group or us d entirely by one member. No Team member call USe rhis benefi.t more than once per round.

2Dd~Tict Benefit: As rhe tsr-rier benefit, !!XCCPT that each day the team collectively galns a number of + 1 imigh t bonuses on melee ;lt1aclt rolls qual [0 the number of team members. At any lime Juring. the next 24 hours, a ream member can add one of I he bonu s to her melee arrack roll (a swift action) im med l:neiy prior t I he roll. For example, a d ragonclaw pirit connected [Q a learn of six grants (he [earn a +1 bonus on ix different melee artack rolls per day, wbit:h can be bared atnong the group or used enrirely by one member. No ream member C::1Il me this benefit more [han once pt'r round.

3rd-Tier Benefit: This benefit replaces me tsr-tier benefit, It is Idenrkal [0 r1'l3l benefit except that if gr:mLS +5 insigh; bonn es (instead of -2).

4th-Ti r Benefit: This be nell! replaces rhe 2nd-rier benefit.

It i identical [0 that benefit except rhar it grants +2 insight bonu e (in cad of 1),

5th-Tier .Benefit: Each day, 1M ream collectively gains 3 member of automatic confi rrnarion of melee crirical threats equal to the num ber of ream members. After a critica I threat is rolled, a team member can rake an immediate action to automatically confirm the critical! hreat, The critical threat re rut in a- critical hit: no con firmarion roll is required. No ream member can use rlus benefit marl' than once per day.

DRAGONSKULL SPIRIT BENEFITS

Dragonskull spirit have an affinity for groups that mike fear Into the hen' r their enemles-r-groups with a bit of swagger a nd menace rhal don'r mind getting bloody.

1 t- ier Berieht; if YO\l are adjacent to an enemy at the end of your r11 rn, yOli can [3 ke a wifr action to ra ke 3 penalty TO

y ur Armor Cia of lip t - ilnd add rh arne number to a bonus pool. Any other team memb r csn use an Immediate a rlcn to take J POIIll from rhe b nu p 01 and gain a + I morale bonus on her of!'r aving throw or improve bet efrective caster level Oil the 11(':.:1 sp 'II she casts by I. Unused peinrs disappear ar the beginning of your next [lim and your Armor Closs returns to normal.

2nd-Tiel: Benefit: The companion spirir e rablishes a magical fe dback I up ,hal chann Is damage au rei e into damage you deal to fo .1 you lake damage qual (0 or exceeding 2 n of y ur full n rrnal hit polrus during [he previous round. yOLi gain a 2 m rale bonus on damage rolls

QU make on your [urn. whether the damage comes from your weapons, your spells, or other effectS you generate. 1£ it" is unused, rhe morale bonn disappe:lr af the end of your turn.

:lrd·TieT Benefit: Thi benefit replaces rbe tsr-rierbecefn, Ir i rei nncal to Ih:1I b n MI. .xceprrhat ach ream member can rake more points from rhe bonu pool, A member can ink lip re 5 P tnr and gain up I 0 moral b nu on her next savlng rhr w, r he ean rake up ro z poin and gain up to a +2 bonus [0 her [f crlvc (3 rer level 011 h r next spell.

4th-Tier Benefic Th i benefit replaces the :!J1d-rier benefir, Iris idenucal 10 rhar b 'nefit, except [hal the bonus on damage rolls improves ro 5.

S"tll-Tier Benefit: The companion spirir can fill one or more ream members with the fury of a rampagtng dragon, granrtng the benefirs of a mgc spell (PH 268) for a total of2 rounds per ream member. Any Learn member can activate the rage efreer with a swift acuon, bur the coral duration for [be team is limited to 2 round per member. For example, in a team of four, one member can be enraged for 8 rounds, or ('3 h member could be enraged [or _ round.

MAGIC ITEMS

Wbether inspired by dragon' awesome grace or lerrifying ferodl ,many magic item owe rheir extsrence to the power of dragcnkind, This section include 3. varierv ofsuch hems.

losr are intended for u by plaver characters, though a few are useful to the dragons th e characters mlghr.face,

DRACONIC MAG[C ITEMS Item

Elixir oJblindsight

Vial of exp los iV6 breath, lessllf RingofdrQl;onie zeol, lesser Via/if explosive breath, greater Dragon~'oyer claws

Shield of the winged ctusad« Ring ofdrocon;c zeol. greater Toilbone/s oJimpocl

Rod of the dragon heart

Rod of dragon's blood. lesser Amulet afJeorsome might Cloak oj mysterious emergence Tome oftlu) wyrm

Rod oJdragon's blood. greater Sword of the greol harrowing

Markel Price 1.000 gp 1,000 gp 2,000 gp 2,000 gp 2.500 gp 3,170 gp 6,000 gp 6,000 gp 8,000gp

10,000 gp 11,000 gp 13,000 gp 15,000 gp 40.000 gp 60.315gp

AMULET OF FEARSOME MIGHT

Tbis amulet enhances your ability to inspire terror in your enemies, making you even more fright ning than you norrnally are.

De criprion: Th is bronze necklacels formed in the shape of a roaring dracomc head embedded with sparkling ruby eyes. Whenever lh wearer's frightful presence b comes active (or when the wearer casts a fear spell), the eyes of che amulet llash wirh a burning t d ligh[.

Acrivation: An (tltluldoffcarsornr tli'ghtfunctions aummatlcally a long a. it is worn.

Effect; When worn, anan11i!eto!fcll.Ysomt mlght'doubles the rndiu of the W arer's injure frlgbtfu 1 pr ence (to a EiO-foor radius per age category, in [he case of dragons) and increases irs save DC by 2, Ifrhe wearer does nor bave a frightful presC11ce, the amulet does not bestow that ability.

In addition, if the wearer casts ally spells or spell-like abllitle with the fear de criptor, me amulet increases Their save DC by 2, This bonus does not stack with that from the Spell Focus or Greater Spell Focus feat. This ability functions whether or nor rhe wearer has an innate fnghrful presence.

Aura/Caster Level: Moderate .necromancy; CL 7rh_ Construction: Crall Wondrous Item, craftermustpossess the frighrful presence special abiltry, felly, 5,500 gp, +1-0 Xl'j 11 days.

Weight: 11h. Price: 11,000 gpo

CLOAK OF

MYSTERfOUS EMERGENCE

The enemies of rhe Shadow's Fang cabal (see page 144) sometimes see a ghostly dragon maw appear in their peripheral vision. A heartbear later. they ee a black-cloaked figure step our of the open mouth, That's usually the last thing they see.

Description: Ado'lfl of mystRIi [J 115 emergence is fashioned from rnulriple layers of £ine silk. Along me hem is a TOW of gltttering red scales, molted away by Vaerarrux, rhe secret dragon master of the Shadow's Fangs.

When the cloak 15 acnvated, a ghostly apparition of a dragon's head appears next to the wearer, and its jaws open, When the wearer steps into the jaws, be teleporrs ro the desired location and emerges from a second insubsrantial dragon maw a fraction of a second Inter,

Me.mbers ofrhe Shadow's Fangs created dozens ofd(mJl5 af mystrnous ~me!'gw'c for their top agent . Many have spread beyond the Teach of the cabal, however, taken from agents who failed to complete their assigned missions.

Activation: It takes a standard action to call forrh rhe power of a dO,l!> of mystenous emergence and srep into irs maw. 011Ce the wearer arrives in his new location, he can'! rake an}' other action until his next turn.

E. feet: tepplng through the dragon maw cr at d by a dank of m Icri u. emergence; functions like a ailTle1lSlOll door sp 11 with a range of l20 feer.

A dol'll. of mysterious emergence has three charges per day.

However, f be wea ret cnn choose to ex pend all three charges [0 have the doak Idepol1 him and up CO 50 pound of ire InS lip [0 120 miles 3<;\'ay.

ura/Casrer Level: Ioderate conjuration; C19tb.

Con truction: Craft: Wondrous Item. tdtllorl, dimension door, 6,500 gp, 510){P, 13 days,

Weight: 1 lb.

Price: 13,000 gpo

DRAGONSLAYER CLAWS

Perhaps rhe rnost da ngerous foe a d rngon can face is 3 norher dragon. with rhar in mind, (he great creatures designed the e magic claw [0 help [hem fight off dragons rbar (ry to seize their hoar . More aggressive dragon use these claws to claim the hoards of those they view a weak.

Description: These beavy, dark metal blades.fit smoothly over the wearer's claws like comfortable gloves. DmgDnslllyer daws occupy the a me pace on The body as gloves.

Prerequisite: Ahhough dm.goml!1.}'Ef claws are made fOT dragons, any creature that has a claw auack can wear them, and they resize [Q lit (he wearer. However; dragol15!aY2r £laws bestow E negari y level when worn by any creature thar is nor of the. dragon type 01' (he dragonblood subtype. The negat ive level remains as long ns me claws are worn and disappear when rhe crearure removes rhe dragomll1yer claws. This negative level n ver results in acrual level los , but ir cannot be overcome. by any means (nor even restoration or wish} while the drag[JHsICT),el' d1H1I5 are worn.

A wearer rna r does nor have claw attacks gains no benefir frOID dmgol1S!a yt'r dIlHlS.

Activation: Activating drognmJayer claws is a frE"e action, The wearer can, usethe claws once per round, up to a maximum of three times per day. Before making an arrack roll, '[he wearer mu r declare co which attack the extra damage

will be applied. -

Effect: When the wearer makes a claw attack, dragon slayer daws deal an extra Id6 polnts of damage. Against a creature of rhe dragon rype or the dragonblood subtype, the claws instead deal an extra sds points of damage and are rreared as magic weapons for the purpose of overcoming damage reduction.

Au:ra/Caster Level: Moderate rransmutarion; CL srh. Construction: Craft Wond reus Item, creamr must be of the dragonblood subtype, magic weapon, 1.250 gp, mo XP, 3 days,

Weight 61b. Price: 2,500 gpo

ELIXI R OF BUN DSJGHT

As dragon hunters become more ralenred at sralking thelr prey, dragons have been forced [0 keep up by creating new items that help them keep their edge. The elixir of bljlJd~ight, which grants its drinker perfect vision withinu l lrntred range, is a particularly significant advance of this nature,

escrtprion: This liquid i blood-r d and slighrly viscous, like a watery syrup. When a cr Slur drinks the Ilxir, t:h liquid races through its blood in a Rash, and it feels each of if enses come allv .

Prerequisite: On 1 y a crearu re wirh blindsense gains any benefit from rhis irem. ctivation: Drinking an cliX"irofblmriSlgIiI requires a standard action that provokes macks of opporruniry.

Effect: After consuming thi elixir, rhe user gains bltndsight with a range equal [Q its normal blindsense range for a period of 10 minutes.

Aura/Caster Level: 'aim divination; CL rho

Construction: Craft Wondrous Irem, daJraudiei1cclcJf1irtIQYi1l1~1!., 500 gp, 40 XP, l day.

Weight:-. Price: 1,000 gpo

Construction: ·orge Ring, hnste, 1,000 gp lor 3,000 gp for greatcl' rl11g), 80 XP (or 240 XP for grellterring), 2 days (or 6 days fot gJ'CI'llcr nng),

Weight:-.

Price; 2,000 gp (lesser) or 6,000 gp (greater),

ROD OF DRAGON'S BLOOD

This potent rod feeds off me wielder's draconic bloodllnc to enhance his magical abilities. while a orcerer can access the rod's power. true dragon gain ven greater benefit. Descziprion; This s-foor-Iong. russetmined rod is carved from the bone of 3 dragon and covered in draconic runes. When rhe rod is activated, dark red blood runs down (he rod, soaki ng [be hand of the wield r.

Prerequisite: Almer IVd of dragon's hlaod funcrions onlv for characters of rhe dragon type or rhe d ragcnblood subrype, a well a or any character wirh at least 1 level of sorcerer. .Activation: ctivaring a lesser rod ofdmgrlll's blood requires the same action normally requ ired to cast the chosen spell (see Effect, below). The rod can be acrivared three times peT day.

:Effect: When activated, a Iessermd oJ dmgl1l1's blo"a allow the wielder ro recast any spell of up [0 20d level rhar he cast in the previous round. Doing rhis doesn't use another spell 510£. Only spells with a casting rime of ; Standard action or le can be recasrusing the iesser rod afdragon's blood.

Wielders of the dragon rype instead can reUSE any spell-like ahiHry of up to 2nd level thar [hey used in the previous round, This doesn'T count against their normal daily limit or that spell-like abiliry.

The rod also funcrions as a quarterstaff Variant: A grcait'f' rod of dmgoll's blnad allows the wielder to recast any spell of up to 4(h lev I he case in rhe previous round, or [0 reuse any spell-like abiliry of up [0 4th level it used in the previous round. It otherwise functions as a lesser rod oj dragoJ 1'5 blotld.

Aura/Caster Level: Srrong rranstrurration; CL 17th.

Construction: CraftRod, creator must be able ro cast spells wtrhour prepararion, 5,000 gp (or20,000 gp for grenJi'r 1"0£1),400 XP 'or 1,600 XP for greeter rod), 10 days (or 40 days for grmtrr md).

Weight41h.

Price: 10,000 gp (lesser) or 4{I,OOO gp (greater).

RING OF DRACONIC ZEAL

dragon cal' Lash out ar more chan one enemy with its claws, teeth. wings, and rail, A lesser ring af rimcollic zeal grams irs wearer a similar abiliry [Q arrack multiple foes.

Deseriprion: A lwer ring of d1'llCClllic zelll· is made of ivory carved to resemble hundreds of interlocking dragon scales. When the ring's power is activated, it emits a roar like that of a fearsome dragon.

Ac:ti.vation: Oneeper day, the wearer can invoke the power of the ring la swift action).

Effect: Immediately after acrfvarlng me ring, me wearer am make one melee mack using his highest base arrack bonus against each of three differenr enemies wirhin reach (a full-round action). This effect applies only during rhe round ill which me ring is activated. If the wearer activates the ring bur caa'r take a full-round action during thar round, me effect is wasted,

Aura/Caster Level: Faint trnnsmurariontCl, torh, Variant: A greater r mg of dmcomc .zml functions as a lesser rin.g, except char it allow the wearer to attack up ro six adjacent enemies within reach.

lWof

dl"ngf»II blood

~OD OFTHE DRAGON HEART

Dragon lords ( ee page 38) and orher war leaders hold These rod s a loft in barrle,lerting a wave of fea r wa h over their foes, much as if a dragon were presenT.

Description: A rod of til c dmg"Oll heor! is an Iron sha fr about 1 foot long with a small cage at the rap. Withiu the cage is a purple erystsl sbaped like a dragon's heart. When irs bearer is engaged in bartle, fleeting appariaons ofriny dragons appear in the air above rhe mel of rlle dragon heart. The apparitions are dead' not real, and each remains for just II second or two befor vanishing. Bur for opponent of (be rod's b arer, rhe brief images heve an u nsenling, sinister quality.

Activation: To ecriva te a rod of th~ dmgoll Irm,-I, rh wielder's current hit points must equal or exceed halfhis full normal hit points, He must hold the rod in one hand and utter the command word (a 5 mll dard action), which is often an ancient dragon's name, such as "Paelchronuhrsx" or'Tueranachrrus." The rod is active for 3 maximu III of 1 o rounds per day, spli t up however the wielder likes. He can turn off the rod irh :I menral command (3 free action).

While rhe rod IS active, if the wielder's current hit points fa Il below halfhis full normal hit points, the rod immediately turns of[

Effect: Enemies within 30 feet of the wielder when he activates rhe rod (or who come within 30 feet of an already active rod) must arrempr DC 16 Wi] I saves. Foes who fail weir saves are shaken as long as they remain within 1.20 feet of the rod. Fe who make their s-aves are immune to the effects of the rod oflhe dmgol1 hearL for 24 hours. Creatures immune to a dragon' frightful presence are immune [0 the rod's effeG.

Aura/Caster 1.evel: ModeraIe necromancy; CL 7th. Construction: Craft Rod.jenr, -'1-,000 gp, 160 XP, 8 days. Weight: 5lh.

Price: B,OOO gpo

SHIELD OF THE WINGED CRUSADE

Devised by notable members of [he swift wing prestige class (see page 50), a sllield of the willged crusade provides protection in melee combat and against area attacks such as a dragon's breath ,,,,eapon.

Description: hlelds of tIll! Wltlgt'd cru.mde ate heavy bields of dull red rneral, Their design has a scaly appearance. Asplir second before a shield's rranslocarion effect acrivare ,il emi ts a harsh buzzing sound, which fades a second or two afrer rhe translocation is complete.

Activation: The shield's +1 enhanceme:nr: bonus to Armor Class is alwa 's active. Once per day, the wearer can u e its rranslocation effect as an immediate action,

Effect: A shield afthu t\lilt~d ulima.: is a ~l heal' '-ted -/ticld chat can save irs wearer nom an area attack. A wearer who is within the area of an insrantaneous-durarion effect that a 110w a Reflex ave to reduce its effeC[ (such as a fircbnIJ spell or a breath weapon) can activate the shield's rranslocanon

e fea. By doing so, he lnseanraneou Iy moves 10 feer in any direction ofbi chosing, If rhe movement take him beyond the boundary of the area attack, he doe n'r ne d to auempt rbe Reflex ave.

Aura/CafCl: Level Moderate abjurationi CL rh, Contraction: craft Magic Arms and Armor, nilllemioll door, 1,670 gp, 120 XP, 3 days.

'\ e.ignt; 15 lb.

Price: 3.170 gpo

SWORD OF THE GREAT HARROWTNG

When bathed in me blood of dragons, no sword is deaaUer again r a d[':lC011 lc foe rnan D SlVor~ of IIlr gr~nt hnl'rouritlg. A longsword imbued with sentience and a seerhing .harred for all dragons. rile blade and it bearer eek OUI dragons to behead-but the word is ever watchful [or a more powerful wielder,

Lore: These swords, created by rhe Harrower (see page 143). are more powerful versions of dragonbane swords (DC 1 Knowledge [arcana]). Seven sword afthe grcfllllClITOU,.. il1g are known to exist, and all are full semlenr.However.nor all are still in the hands of the Harrowers (DC 25 Knowledge [arcanal),

Description: A stl!ord of Ihe great hnrroUlllig is a wide-bladed longs word with afang-de'corared CIOSSgnarO and a ruby inset in me pommel

The sword glows like many magic wC'<'lpons bur irs true power becomes apparent once it activate it dragonblood consnmprion po\vi!r (described below). Then the sword turn bright red, and 3 whirling cascade of crimson energy surrounds the sword, the Wielder, and the dragon they are fighting.

Personality: Originally Geared by [be Harrowers, The swoms of the grent han1l1l!illg are ill many way similar to the dragons they bate: single-minded, ruthless, and endlessly patient, A mlo r.1 ofthe urear hnrrollrillg knows ir needs a strong hand [0 wield it, though, so it acts as mend and conn.danrro irs bearer, offering counsel and support: when asked.

Onl tWO occurrences can put such a word at odds wirh irs wielder. First, if the wielder refu 1"-1:0 face a dragon in combat, the 5tl'ol'd oflhe great IUH11!H!ing immediately attempts to rake control of him. Second, if the word becomes aware of a more powerful porenrial owner, it silenuy observe for a rime, and then tries to subtly engineer a conflict between its current owner and whar ir hopes will be irs furu re master,

These swords speak Common, Elven, Dwarven, and Draconic,

AL. ; lnr 10, Wis 17, Cba 17; speech and telepathy; 120 fL darkvision and hearing; Ego score 17.

Activation: Because irs an Inrelltgenr weapon, a .sll'ord of the gnnt lmTIUUlingrakes actions ofrts own during irs wielder's rum.Irs actions are generally li:mired ro acrivatingone of irs three powers.

Effect: A SWOftl of lit gl'eal 1111rrolt'IIlg is a +1 clmEoliO IITf IOllgsLVord with rwo lesser powers rhar ir is eager to use on bebalf ani master, Thr e time per day each. it can u c ro. 1St ~fltrgy (20poinrs, sword's choice of energy rype) and remDve fear.

But in barrle wirh a wounded dragon, it nI'Ol'd of the great llm'Tolllil1g becomes something much more. Imm dlately aner rhe wielder succes fully deals damage [Q a dragon with [be sword, ir activate it dragonblood consumption power. AI the end of each of the wielder's rums, check wherh r [he sword dealt damage to the dragon rbar round. If it di I, it. enhancemen bonus lncrea e by I or furu te attacks agajn 1 thar dragon.Ifir dtd nor, irs enhancement bonus decreases b 1 for future urad: against that dragon. One hom after the last tim.e [he sward deals damage to a dragon, this eFfecrfades. and the sword'senhancemenr bonus returns ro l10rmRL

A sword of the greflllulrI'owillg' enhancement bonus can't drop below +1 (or the ncrmal nhanc ment bonus or the S\ ord, Lf improved beyond +1), nor can it rise above th dragon's age category (including the benefit of the bone qualiry)_l'or dragons without an age category. rrear the age category as 1/4 we dragon's Hit Dice (maximum age category of 10 for a dragon "lim 40 or more Hit Dice).

Variants. As written, a sword of !lIe grnll hnrroh'ing is neutral, an implacable foe of both chromatic and metallic dragons. But the DM can change Irs alignmenrand narmw its focus TO produce a variant swordrha l hates on ly evi l dragons (or only good ones).

Ir's also possible to change me sword into another TYpe of weapon. Simply subrracr 15 gp from the COSt, and add the COst of tbe new weapon,

Aura/Caster Level: Srrong transmutation; CL 15th. Construction: Craft Magic Arms and Armor, locale mllllure, resist E11 ~l'g)', rrow lie foar, 30,315 gp, 2,400 ){P, 60 days.

Weight: 41b. Price; 60,315 gpo

TAILBAN OS OF IMPACT

Characters who face the migh riesr of dragons know to fear their rail slap more than their bite. These adamanti ne bands enhance the already prodigiou destructive capability of II tail slap attack

Description: Each of these three progressively larger adarnanri ne bands is a snrnn ing piece of jewelry in its own right, studded with gems and in crihedwith draconic nmes of strength, The three bands slip over me wearer's tall and are magically held in place once donned, spreadequidlstam up its length. Tailbands of impClrf occupy the same space on the body as boors.

Prerequisite: While Irli!~a/ld of Impact are made for dragons, any creature that has a rail slap arrack can wear them, and they resize to 6r the wearer. A creature [hal does nor have II rail slap arrack gains 00 benefit from wearing the bands.

T"i!b4l1t/J if impact

Activation: The f(lilba lds of 11lI}'(ld funcrion automaricall as long as they are worn.

Effec . An mack wtrh a rail equipped with tailbalUJs of impflrt is considered adamantine and magic for the purpose of overcoming damage reduction. In addition,tailliaJlds af j IIlpad allow the wearer to apply more ofhis Strength bonus on damage rolls for rail slap attacks. Consulr the [able below to derermine the dfecr.

Normal

SIT bonus x 1/2 Str bonus

Str bonus x 1·1/2

Wearing Tallbands of tmpact Str bonus

Strbonus x ','/2

Str bonus x 2

Aura/Caster Level: Mode rate evocation; CL 11 rh, Construction: Craft Wondrous Item. bull') ,rrcngtll. 3,000 gp. 240 XP, s days.

Weight: 10 lb. Price: 6,000 gpo

TOME OFTHE WYRM

Favored by spellcasrers who hunt dragons, a tOllle of the Wynll gradually increases [he potency oftts bearer's spells.

Lore: A tome oJ the wynl1 describes dozens of battles between spellcasiers and dragons (DC 10 KnO\vledge [arcanaj), Wyrm wizards (see pag(55) neared the tomes to help them conduct re earch by overcorning the magical defenses o£ d ragons, growing stronger over time (DC 20 Knowledge [arcanaJ).

Description: A tome fJj the lIIyrm is II leather-covered grirnoir with binding hinges and II back plate made of dark iron. An embossed, glowing eye with II slirred pupil adorns [he cover. The eye remains heavily lidded unless: a dragon

attack rhe rome' wner or the own 'r attempt a saving meow agains. a dragon's frightful pre ence, Th n it opens wide until the bald is over.

Prerequisite: Anyone can carry a lomroJ the llI\'1'HI. bur irs mnglc benefit 0111), those who C::I.I spell

Activation: A tomr nf rh,' I VYl'Ill f LI ncrio ns automat ica 11y, but only when cnrn ad in onc lmnd, u II is I >ft in :l backpack or cther conrainer, irs!i II records barrl 5 (3_ described below), btu it do n'r improve irs owner's caster L(·\'I:1.

Effect: A spellca ter carrying a 111 I!! , {the wynn in one band gain a I in ighl b nus t his cnstcr lev Ion anl' sp II that rargers an en my dragon or includ an cnemv dragon in irs area. Thi benefit applies again tall creature affected by rhe spell. not JUSI the dragon.

Ar the end of each of rhe caster turns. dererrnlne whether he cast ~ pell that harmed an cnemv dragon. (For the purpose of this irern, rhi means .3.ny spell I hat dealr damage (0 the dragon, 3n ' ell againsr which the dragon flliled:l 3\' • or any spell that overcame the dragon' pel] re i tance.) If so, {he in ighr bonus 0 the 1o",,' Q rh.: I\'yrlll Increase by J. I r not, the insighr bonus deerea es bv I.

A f(ltll~ ,,{IIIi.' Ll'I'r/ll'S bonus cnn) drop below L. nor can Ir rise above a number equal to the highest-level spell That irs ow ncr can C3 t. One hou r afrer (he 101 r rl me r he caster harms an enemy dragon with Q spell, this effect fades, nnd me rome's bonus rem rns ro norma I,

Each page of 3 fOllle QJfllt' WyYll1 dcscrib one bat! le against a dragon-a brief narrative explaining who was present, .how the fighr unfolded, ami h W rh 'drag n died (or how irs arrackers gOT away). Arrer each new bat de with a dragon, me rome magtcally add :I 111M page describing thaI banle, Once this 200-page book is full. any new entrv overwrites rhe oldest en! ry,

Aura/Casrer Level: Moderate divination; CL 101.h_ Construction: Craft \'(:'onclrou hem. d~lal dm onbloodt. /,500 gp, 600 XP, 15 days,

Weight: s lb,

Price: 15.000 gp,

VIAL OF EXPLOSIVE BREATH

.'\ le wr vinl of ~'iplo IW "r('1111! hold a righrl -corur LIed quandry of energynor unlike a dragon bream weapon. Prized by dragon and their allies alike, (hi item offer <I urprise [or those who think [hey know what to expecl £rom a foe,

Description: This smoky crysral vial is do ed with a golden stopper, capped by a [ni.ndy glo\1ling piece of dear quartz. When irsharrers, desrrucrive magical energy explodes outward,lookmg VC[y much like a dragon unfolding its wings before di siparing inro thin air.

Activation: A creature can I hrow Q Irs rr lIlal 0 r'iploslllt.' breath as an arrack, either as u standard action or as parr of a Iull.anack actlon.Hurling the vlnl as a ranged attack provokes attacks of opportuniry.

.Effect: A Imrr l'l,ti o{ ('xl,lo'Il'(' hr~lllh i hurl d II pia h weapon and must be aimed al a grid intersection. Upon im act, the vlal harrers, releasing rhc energ 'of it breath weapon in a zo-Ioor-radius spread centered upon the point of impact. This d als 6J6 poinr. of acid, cold, 1.'1 crriclry, or nre damage, depending on I he brearh weapon of rhe dragon rhar creat d rh vlallRene:.: D ! half),

ariant: A greater version of Ihi if m can be crafted by I rue dragons of lind ru age Of lder, t' gWlln I'Hlll,r fYJ.JI(lSIlI(, bn'iJtll deals Wd6 point 0 damage (ReO x D 22 hal .

Aura/C t r Lev I: Mcderar rran rnuradon; CL 6rh. Can truction: Craft Wondrous Irem, cr alar must be :I rrue dragon of aduli age orgrClJr r wit h e breath weapon rhar deal add. cold. electrlcuv, or Ii re damage, "00 gp or LOOO gp for ",11tH !Ill'll, 40 XP (or a XP for g1'l'(lI~r L'lIzI), I d::r.y (or :! da}'s for relllH I 'Iii r),

Weight~-,

Price; 1.000 gp les erl or 1,00 gp Igrcalt'r).

DWEOMERED DRAGON SCALES

,\fllllgrel! DmgrmdnlJ plluml l'4Clr~ Iht' .:uonllOtl 111111':, Cillming fhe butfrrpics in IIi sllllmuh. Till !(III hI 111'/':':. lns IIULUII, lilt fr,TYIIII h~ had hetmy,·d 1m ~lre, TlifTl'c lL'frc !w'~h Kl'flflgatiuol Imrl r~fll5fd to shu rej th[l5~ 5crrds II.'L'I1' '''/rlhgTl'I1'$ lu rlll1'lgh I, {111,1 now he had them. The IlIlClCU/ blu~ limgon/hld u,w~d whell qLl~sIrDII"11 abll1rt tlte legcwfs ofdragoll smlcs, slIrrred Wlll'lI lallgTrIl begged for 11 bDolI from Ius arMOIII( fllther. NoU' lite dmgon's gnll WIIS tl rtrtur, his COllg tonglli' dnngllllg out, a IIlCIIsllolldlllg pllltT for f!if5. fIr ll'ould ueer 01 lns half-dmgoll 011 II uierc •• \IlaltgrLlI lanh 11 drl'p heath Clnd Oprrll'lllr", bool~ .. , .

The secrers ofdweomered dragon scale are jealously guarded by their draconic creators. However: uch bidden lore sets adventurers inm merion, so the descriptions that follow include creation derails TO aid you when you Ii nally reveal those secrets [0 me pes. Once the proce is known, crearing a dweomered dragon cale can be orne an adventure in il~elf

Dweomered dragon srales can come from anr kind of dragon, though each varier}' rend ro have It own particular £12\'0[., Iosr dweomered scales from chromatic dragons deal with me energies a socta ted with rho 'J! creatures-fire. cold, elecrncrry, and acid-bur others mimic the! r many spell-l i ke abilities.

Crafters tend to use scales &om metallic dragon. (0 fashion magic item that don't tnvolve element and energies so directly, Even so, each dweornered dragon ca I has powers deeply associated with rh m rallic drag n cal used to creare [he trem,

The lung dragon from Orlenial AlllJl'1I t 1111'S and [he dragons native [0 the FQll.COTIEN RL ... L\lS campaign setting nave varied

and unique abilities, and magic irerns crafted from the sea les of rhese creatures are similar] 'f wond rous and unusual.

OWEOME.REODRAC;ON SCALES Item

/Jeruto of the carp dragon Dark clasp

SOMrQUS scal~

Kuribune of the river dragon Tilrekazari afthe coiled dragon Amber pinwheel

Shadowy diadem

Brassy bracers

Kodate of the jpiritd~Qgon Iyoringw of the earth dragon Pearly ok/mono oflhe sea dragon Ebon mask

rieryk(lbul'o of the celestial dragon Opalesce/lJ amute:

Crimson claw Fanged ring Emerald eye pCltch S.terling collaf Azure. skuflcap Bronzed cuff Cl.lpric brooch Golden vimr

Watery hochimoki of the typhoon dragon

Market Pries 2r200 gp 2,400 gp 2,500 gp 3,000 gp 3,600 gp .3,900 gp 4,.400gp 5,100 gp 6,165 gp 7,500 gp 7,500 gp 9,000 gp 9,000 gp 9,000 gp

10,000 gp 10,000 gp 1,2,000 gp 12,QOOgp 15,000 gp 1.g,OOO'gp 22,000 gp 24,.000 gp 2A,00a gp

AMBER PINWHEEL

This apparent toy was 1in,-:J: crafted by me jann, and Isrer shared with certain tribes or nomads dwelling in [he Raurin deserr of Faerun. They use iT to prorect rhemaelves on long desert treks.

Descrtprtom Resembling an ornate child's roy, this brown dragon scale is gilded "viih rose gold. It is pierced in [he midd le and fastened to II short silver rnd, allowing it to spin freely.

Activation: An amber jJjl1l~I"cel has two abilities, OOt11 activated by setting it into rhe ground and speaking a command word (a standard action). The effects last [or up to 12 hours, though if the pinwheel is dislodged from in Iocauon, its effects end immediately Each command word can be used onl}, once per da}'. Anyone who grasps an UIIIUfl' I1inlllbed

receives mental instructions in Draconic on rhe effects or the item and how to activate if.

E..£fect: One command word causes an amber pum.rheaJ to create an invisible dome of fOTCe 10 feet higb and 20 feet in diameter. The dome blocks parnculare master (dust. sand, snow, and the like) and nonmagic projecriles of any size. Magic pr~jecti1es, spells, water, gus an licks , .. and wind (bur nor .£lying debris) can pass waugh the dome. This applies wirhin rhe dome as well; for example, someoue inside the dome can't fu·e nonmagical ranged artacksat a foe on the ourside. Any material covering rhe dome when Ihi effecr ends fills the space formerly occupied by rhe dome.

A second command word creates the illusion of a sand dune with the same dimensions as rhe dome of force. BOTh abilities call be in effect at once.

Aura/Caster level: Ioderace abjuration and illusion; Cl 10r.h.

Construction; Craft Wondrous Item, hl1l!umw,tory tenlllll, wall offoru, t ,950 gp, t56 XP, 4 days.

Weight: 3 lb. Price: 3,900gp.

AZURE SKULLCAP

In addirlon to their obvious protective qualines, these items ate popular among spellcasters for use as hidden weapons for when all else fails.

Descri:ption: This large, brilliant blue dragon scale is edged in mithral and set with blue sapph ires end tourmalines in a decorative partern.Jr £i ts snugly O""'e.I: [he head, occupying space on [he body as a magic helm or bat.

Activation: The resistance and bonus to natural armor function continuously while worn. Once pe, day, me wearer can use liglttflitlg blltt with a purelymenral standard action.

Anyone don ning an n::urr ,k-IIUcap receives mental instructions in Draconic on me effects of the item and how to activate it.

Effect: An 1I1lJre sktcIlCrl}! grants its wearer resistance ro elecrricirv 5 and a + i enhancement bonus [0 nsrural armor. In addltlon, the wearer can use ir to produce a hgJlfllmg boll effect.

MAXING DWEOMERED DRAGON SCALES SPECIAL

Normally, the creator of a dweomered dragon scale simply purchases the scale as part of the gold piece creation cost of the item. This cost assumes that the c .. eator uses mar,y rare co m ponen ts while shapi ng the magiC item and represents the investment of time and money required to acquire them .. However, you can. add more Havor to these magic Items by addi ng dt'ferent requirements to the creation process, such as the following.

Player characters must go on a quest for a. dragon scale in addition to paying the normal costs to create the item. (Alter. natively, a successful quest eliminates the gold or XP cost of

creating the item.)

The scale must come from a living dragon that refuses to surrender one eftts scales. Further; irthe dragon dies, the dweomered scale will lose some of its power.

The scale must be given willingly by its dragon owner in order to be used m the ma.gic item. (Alternatively, a scale net gillen Willingly does not eliminate the gold or XP cost of creating the item.)

The scale must come from a dragon that died very recently. Dr.lgons shed scales the way humans shed hair, '>0 "the pes must merely be brave enough to enter a dragon's lair and tilke the prized component.

AULa/Ca ter vel: Iodernre :lbjurQllon and evocatioru CL rh,

Consrructlon: Cmft \'('ondl'ou lrern, btH'blllll, IlgllllllHg bo1l, rwst cllergy, 7,500 gpo 600 XP, is J:I

Weigbt: L lb.

Price: 15,000 gpo

BERUTO Of THE CARP DRAGON

hi beh grants it wearer 1I swim I? d ami The ability to brearh water;

o crtpdon: Decorated with e shells, (hIS hemp belt has 3 buckle :I hioned from a yu lung dragon cale,

crivartcru A bernto 0 lilt" CIlI'11llr,lgnJl function conrinuously while worn, occupying th same body lot as a belt. When firse donned. il releparhically in truer rhe wearer (simultaneousJy in rhe pirir Tongue and Draconic) on the effecr of the ir m and how 10 ncnvare rr

Effect: The wear r gain' Lh ability to breathe water normal] hut 10 e rhe ability to breathe air. He al 0 gains a swim "PC d qual [0 his b35C lnnd peed. al ng with the other benefits ofhavi nga wirn speed (see Movement Modes, MM 311). r rer removing rhe b'ruto (lJ the carp dragllll, the wearer resumes breathing air.

Aural aster Level: Moderate transmuratlon: C171h. Constrtrcrion: Crafr Wand reus Item, wllter bmTthm,g, 1,100 gp, s XP. 3 days,

Weight: Llh,

Price: 2,200 gpo

BRASSY BRACERS

These bracers sear enemies wirh hailing hear while diverting their arracks,

Description: This pair ofbrass dragon scales. each about [he size and hape of 0 man's fist are edged in mlthral and set \-.;.'im moonsmnes in a spiral pattern. AlJixed [0 the back of each is Q buckle and lear her srra so they en n be worn en the forearms.

Activation: Once pc, day. rhe wearer can create a shield of superheated air with a purely mental ;vir[ action. Anyone donning [he bra l' brnu~ receive menial instructions in Draconic on the dIect! of rhe item and h w [0. activate it-

EffeCT: Activating rhe bnlSSY bmw" surrounds [he wearer in a swirling shield of superheared air for up to 10 rounds. The shimmering hear waves provide concealment for him, imposing a :mll-o miss chance on arrack made agalnst him. The wearer can deactivate [he effecr as a tandard action.

In addition, rhe hem tll!als 2d poi nI r fir damage ro llny creatures striking the wearer with a natural arrack or lion reach rnele w apon, The IV ar r i. imrnun to the h at damage of hi own bracers,

Aura/Caster L vel: Modernte abjurarion and illusion; CL inrh,

Con rruction; CruCt Wondr 11 If m, blur.prr 5111.-1d, 2,550 gp, 204 xp. 6 days,

eigl\[: 1 lb.

Price: 5,100 gpo

BRONZED CUFF

Anvone wbo wears thi calc can umm n ~ powerful whip of pure energy.

De cription; haped ( [I[ fa ily 1'13 cr (lime' wrist, rhi bronze dragon cale is set with a pair of lig r' eye topazes and rimmed with bronze STUll .

Acti arion: Twice per day, rhe wearer can summon the whip with a \\'ifu ti n, lr can ;.Ii. mi. ed wil h a f" 'Jct ion. Anvene donning a 11roll::.:d cuff receive' me nra I in rrucuons in Draconic on I he effect of rhe item a nd how to activate il.

A ~rnn.:ed mff can be worn wu h magic bracer on the sa me arm wirhour affecting rhe 3b.liry ol elther magic item, but il does Dot work when a magic nng I worn on rhe band of me lime-arm.

£feet:" hen a broll.=.t.'d tll/Ji . nell 3( 'd,:I .. J !lr1lhanl art'rg)' ,Ii (hwhipappears in rhe hand 0 [he arm wearing the cuf[ (Iftharhand alreadv holds an object, the cuCHail to acrivate.] The whip rerna ins for 5 rounds or until d i missed; otherwise, it cannot leave. the hand of [he wielder lor a.n~' rea on.

Aura/Caster Leve]: Srrong conj Llr:JI ion; CL rsrh, Construction: Craft Wondrous item. (!Ill irgllilling or lightning Ixllt, wllllllllal flame, gIHeD!tS form. 9,000 gpo 720)(P, is days.

Weight-. Price: 1 ,000 gpo

CRIMSON CLAW

Easvm conceal from a casual search, a en msen dow is another hand)' hidden weapon for any Ch::u3cler.

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