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CHAPTER 3<br />
DRACONIC<br />
MAGIC<br />
one that a deceased great wyrm used long ago suffices. You<br />
must stand vigil in the lair for 24 hours while burning rare<br />
incense and herbs, and then scar your face with the tooth<br />
of an evil <strong>dragon</strong> (a small scar will do). From that day forward,<br />
you take a –4 penalty on any Diplomacy check made<br />
against a <strong>dragon</strong>. Cost: 11,500 gp; Feat Granted: Lesser Legacy<br />
(Wyrmbane Helm).<br />
Honor the Fallen: You must visit the tomb of Tiphera<br />
tir-Yseldre in the city of Solon and pay homage to the first<br />
wearer of the helm, performing funerary rites for three<br />
days. Unfortunately, the Soloni hinterlands have become a<br />
monster-infested wilderness, and powerful undead haunt<br />
Tiphera’s mausoleum. Cost: 39,000 gp; Feat Granted: Greater<br />
Legacy (Wyrmbane Helm).<br />
WIELDER REQUIREMENTS<br />
Most wielders of the Wyrmbane Helm combine both arcane<br />
power and skill at arms. Paladin/sorcerers, hexblades (see<br />
Complete Warrior), duskblades (see Player’s Handbook II), and<br />
warmages (see Complete Arcane) gain the most benefit from<br />
the Wyrmbane Helm.<br />
Wyrmbane Helm Wielder Requirements<br />
Ability to cast 2nd-level arcane spells<br />
Base attack bonus +3<br />
Proficient with martial weapons<br />
Ability to speak Draconic<br />
The Wyrmbane Helm<br />
——Personal Costs ——<br />
Wielder Attack Hit Point Spell Slot<br />
Level Penalty Loss Loss Abilities<br />
5th — — — Cause fear 5/day<br />
6th — 2 1st Courage<br />
7th — 2 — —<br />
8th –1 — 2nd Lightning bolt 1/day<br />
9th — 2 — —<br />
10th — — 3rd Dragonbane<br />
11th — — — —<br />
12th –2 — — Blindsense<br />
13th — 2 — —<br />
14th — — 4th Charisma boost<br />
15th — 2 — —<br />
16th — — 5th Sudden Empower<br />
17th — — — Frightful presence<br />
18th –3 — — Immune to electricity<br />
19th — 2 — Strength boost<br />
20th — — 6th Lightning breath<br />
LEGACY ITEM ABILITIES<br />
All the following are legacy item abilities of the Wyrmbane<br />
Helm.<br />
Cause Fear (Sp): Starting at 5th level, you can use cause<br />
fear as a spell-like ability five times per day (caster level 5th).<br />
The save DC is 11 or 11 + your Cha modifier, whichever is<br />
higher.<br />
Courage (Su): Starting at 6th level, you gain a +4 morale<br />
bonus on saving throws against fear effects.<br />
Lightning Bolt (Sp): Starting at 8th level, you can use<br />
lightning bolt as a spell-like ability once per day (caster level<br />
7th). The save DC is 14 or 13 + your Cha modifier, whichever<br />
is higher.<br />
Dragonbane (Su): Starting at 10th level, you are anathema<br />
to <strong>dragon</strong>s of all kinds. Any melee weapon you wield gains<br />
a +2 enhancement bonus and deals an extra 2d6 points of<br />
damage when you attack a creature of the <strong>dragon</strong> type. This<br />
benefit doesn’t stack with the bane weapon special ability.<br />
In addition, any spell you cast that deals damage to a <strong>dragon</strong><br />
deals an extra 2d6 points of damage to that <strong>dragon</strong>. If the spell<br />
allows a saving throw, the DC of the saving throw increases by<br />
2. A successful save either halves or negates the extra damage,<br />
depending on how the normal damage dealt by the spell is<br />
affected by a successful save. A single spell can never deal<br />
this extra damage more than once per casting. However, if a<br />
spell deals damage for more than 1 round, it deals the extra<br />
damage in each round.<br />
Blindsense (Su): Starting at 12th level, you gain blindsense<br />
out to 30 feet as long as you wear the Wyrmbane Helm.<br />
You automatically pinpoint invisible opponents, but they<br />
still have total concealment against your attacks.<br />
Charisma Boost (Su): Starting at 14th level, you gain a +4<br />
enhancement bonus to your Charisma as long as you wear<br />
the Wyrmbane Helm.<br />
Sudden Empower (Su): At 16th level, you gain the ability<br />
to apply the Empower Spell meta<strong>magic</strong> feat to any spell you<br />
cast without increasing the level of the spell or preparing it<br />
ahead of time. You can use this ability three times per day.<br />
Frightful Presence (Su): When you charge, attack, or cast<br />
a spell while wearing the helm, your frightful presence might<br />
affect enemies within 30 feet who have fewer Hit Dice than<br />
you. Creatures of 4 or fewer Hit Dice become panicked for 1<br />
minute, and creatures of 5 or more Hit Dice become shaken<br />
for 1 minute. A successful Will save (DC 17 or 15 + your Cha<br />
modifier, whichever is higher) negates either effect. Whether<br />
the saving throw succeeds or fails, the creature is immune to<br />
your frightful presence for 24 hours. Dragons are immune<br />
to your frightful presence regardless of their Hit Dice.<br />
Immune to Electricity: Starting at 18th level, you are<br />
immune to electricity damage as long as you wear the Wyrmbane<br />
Helm.<br />
Strength Boost (Su): Starting at 19th level, you gain a +6<br />
enhancement bonus to your Strength as long as you wear the<br />
helm.<br />
Lightning Breath (Su): At 20th level, you gain a breath<br />
weapon equivalent to that of an adult blue <strong>dragon</strong>, except<br />
that you can use it only three times per day and never in<br />
consecutive rounds. Your lightning breath deals 12d8 points<br />
of damage in a 100-foot line (DC 25 or 20 + your Con modifier,<br />
whichever is higher).<br />
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