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CHAPTER 2<br />
DRAGON<br />
ASPIRANTS<br />
he knew nothing of his heritage until Tranchaminax showed<br />
him how to reach his ancestor spirits. Now he performs<br />
assassinations on behalf of his master and sometimes leads<br />
small groups of the <strong>dragon</strong>’s minions.<br />
Lauthus Thulcher CR 10<br />
Male human monk 5/<strong>dragon</strong> descendant 5<br />
LE Medium humanoid (<strong>dragon</strong>blood)<br />
Init +4; Senses Listen +2, Spot +2<br />
Languages Common<br />
AC 21, touch 18, flat-footed 17; Dodge, Mobility<br />
(+4 Dex, +1 Wis, +2 class, +3 bracers, +1 amulet)<br />
hp 57 (10 HD)<br />
Immune normal disease<br />
Resist evasion, slippery mind (second Will save against<br />
enchantments)<br />
Fort +10, Ref +9, Will +9 (+11 against enchantments);<br />
+1 against paralysis and sleep<br />
Speed 60 ft. (12 squares)<br />
Melee unarmed +11/+6 (1d10+2) or<br />
unarmed +10/+10/+5 (1d10+2) with flurry of blows or<br />
Ranged shuriken +10 (1d2+2) or<br />
shuriken +9/+9/+4 (1d2+2) with flurry of blows<br />
Base Atk +6; Grp +8<br />
Atk Options Combat Reflexes, Stunning Fist, ki strike<br />
(<strong>magic</strong>), rampaging ancestor, subtle ancestor, eldritch<br />
ancestor<br />
Combat Gear potion of heroism, potion of cure serious wounds<br />
Abilities Str 14, Dex 18, Con 14, Int 10, Wis 12, Cha 11<br />
SQ purity of body, slow fall 20 ft., ancestral lore<br />
Feats Combat Reflexes B , Dodge, Dragontouched, Mobility,<br />
Improved Unarmed Strike B , Spring Attack, Stunning Fist B ,<br />
Weapon Finesse, Weapon Focus (unarmed strike)<br />
Skills Balance +11, Concentration +15, Hide +17, Jump +20,<br />
Listen +2, Move Silently +17, Search +1, Spot +2,<br />
Tumble +21<br />
Possessions combat gear plus 10 shuriken, gloves of Dexterity<br />
+2, bracers of armor +3, amulet of natural armor +1<br />
Rampaging Ancestor (Ex) immune to fear, +2 on attack rolls<br />
and damage rolls<br />
Subtle Ancestor (Ex) +5 on Hide and Move Silently checks,<br />
sneak attack +2d6<br />
Eldritch Ancestor (Sp) 60-ft. ray, ranged touch attack, 2d6<br />
damage<br />
Ancestral Lore see prestige class description<br />
Space 10 ft.; Reach 5 ft. (10 ft. with bite)<br />
Base Atk +17; Grp +27<br />
Special Actions breath weapon<br />
Sorcerer Spells Known (CL 3rd):<br />
1st (6/day)—<strong>magic</strong> missile, shield, mage armor<br />
0 (6/day)—arcane mark, detect <strong>magic</strong>, ghost sound, mage<br />
hand, resistance<br />
Abilities Str 23, Dex 10, Con 19, Int 14, Wis 15, Cha 14<br />
SQ water breathing<br />
Feats Cleave, Flyby Attack, Improved Critical (bite),<br />
Improved Critical, (claw), Power Attack, Weapon Focus<br />
(claw)<br />
Skills Bluff +12, Concentration +14, Diplomacy +6, Hide +16,<br />
Intimidate +19, Knowledge (arcana) +7, Knowledge<br />
(history) +7, Listen +19, Move Silently +15, Search +17,<br />
Sense Motive +17, Spellcraft +10, Spot +17, Swim +21<br />
Frightful Presence (Ex) Tranchaminax can inspire terror by<br />
charging, attacking, or flying overhead. Creatures within<br />
150 feet of the <strong>dragon</strong> that have 16 HD or fewer must<br />
attempt a DC 20 Will save. Success indicates that the<br />
target is immune to Tranchaminax’s frightful presence for<br />
24 hours. On a failure, creatures with 4 or fewer HD<br />
become panicked for 4d6 rounds. Those with 5 or more<br />
HD become shaken for 4d6 rounds.<br />
Breath Weapon (Su) Once every 1d4 rounds, 40 ft. cone,<br />
10d6 acid, Reflex DC 22 half.<br />
DRAGON LORD<br />
“The earth trembles where <strong>dragon</strong>s tread. Let the land shudder at my<br />
very steps, and let all who dare my gaze fall under my shadow.”<br />
—Master Ghorkel, half-orc <strong>dragon</strong> lord<br />
A <strong>dragon</strong> lord is the general at the head of an army, the<br />
emperor at the helm of an empire, or the warleader who dominates<br />
a battlefield. He learns much from <strong>dragon</strong>s, modeling<br />
his philosophy and strategies after the powerful creatures<br />
with great success. Dragon lords strike fear into the hearts of<br />
all who cross their path and use brilliant combat tactics that<br />
mirror those of the true <strong>dragon</strong>s. In many legends, a <strong>dragon</strong><br />
lord is the spirit of a dead <strong>dragon</strong> reborn into a different<br />
body, slowly awakening over time and coming to realize the<br />
power of its former self.<br />
38<br />
Tranchaminax CR 11<br />
LE Large young adult green <strong>dragon</strong> (air)<br />
Init +0; Senses blindsense 60 ft., darkvision 120 ft., low-light<br />
vision (4 × human); Listen +19, Spot +17<br />
Aura frightful presence (150 ft., DC 25)<br />
Languages Common, Draconic, Infernal, Sylvan<br />
AC 25, touch 9, flat-footed 25<br />
(–1 size, +16 natural)<br />
hp 178 (17 HD); DR 5/<strong>magic</strong><br />
Immune acid, <strong>magic</strong> sleep effects, paralysis<br />
SR 19<br />
Fort +14, Ref +10, Will +12<br />
Speed 40 ft. (8 squares), fly 150 ft. (poor), swim 40 ft.<br />
Melee bite +22 (2d6+6/19–20) and<br />
2 claws +18 (1d8+3/19–20) and<br />
2 wings +17 (1d6+3) and<br />
tail slap +17 (1d8+9)<br />
BECOMING A DRAGON LORD<br />
For the most part, only characters with a dominating presence<br />
on the battlefield become <strong>dragon</strong> lords. Fighters and<br />
marshals (see Miniatures Handbook) are the most common<br />
characters who take this prestige class, though clerics and<br />
paladins dedicated to deities of war or <strong>dragon</strong> gods sometimes<br />
become <strong>dragon</strong> lords due to exceptional circumstances. Similarly,<br />
some especially ferocious or savage barbarians become<br />
<strong>dragon</strong> lords, modeling their combat tactics after the instinctive<br />
brutality of true <strong>dragon</strong>s. On rare occasions, hexblades<br />
and samurai (see Complete Warrior) take this prestige class,<br />
too, but their philosophies often conflict with those of the<br />
typical <strong>dragon</strong> lord.