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Entry Requirements<br />

Base Attack Bonus: +6.<br />

Skills: Intimidate 9 ranks.<br />

Table 2–5: The Dragon Lord<br />

Hit Die: d10<br />

Base<br />

Draconic<br />

Attack Fort Ref Will Auras<br />

Level Bonus Save Save Save Special Known<br />

1st +1 +2 +0 +0 Draconic aura +1 1<br />

2nd +2 +3 +0 +0 Reckless devotion 1/day 1<br />

3rd +3 +3 +1 +1 Divide and conquer 1<br />

4th +4 +4 +1 +1 Dragon leadership 2<br />

5th +5 +4 +1 +1 Draconic aura +2 2<br />

6th +6 +5 +2 +2 Reckless devotion 2/day 2<br />

7th +7 +5 +2 +2 — 3<br />

8th +8 +6 +2 +2 Crushing defeat 3<br />

9th +9 +6 +3 +3 Draconic aura +3 3<br />

10th +10 +7 +3 +3 Reckless devotion 3/day 4<br />

Class Skills (2 + Int modifier per level): Climb, Craft, Handle<br />

Animal, Intimidate, Jump, Ride, Sense Motive, Swim.<br />

CLASS FEATURES<br />

Dragon lords are masters of battlefield warfare who have<br />

studied the tactics and abilities of <strong>dragon</strong>s and emulate their<br />

philosophies. Like other warlords, <strong>dragon</strong> lords use fear and<br />

intimidation to demoralize their enemies, while at the same<br />

time inspiring zealous devotion in their followers.<br />

Draconic Aura: You know that the image and presence<br />

of a <strong>dragon</strong> can boost or destroy the morale of troops, an<br />

effect you study and build into your strategies. At 1st level,<br />

you gain the ability to project a single draconic aura chosen<br />

from those presented on page 86.<br />

At 4th, 7th, and 10th level, you can add another draconic<br />

aura to the list of those you can project.<br />

When you reach 5th level, the bonus granted by both of<br />

your auras increases to +2. At 9th level, the bonus granted<br />

by all three of your auras increases to +3. The aura gained at<br />

10th level grants a +3 bonus, just as the other three auras you<br />

gained earlier.<br />

Reckless Devotion (Su): When soldiers learn that a<br />

<strong>dragon</strong> fights on their side, they have greater incentive to<br />

struggle valiantly against the enemy—when victory seems<br />

assured, all want a share of the glory. Starting at 2nd level, you<br />

learn to inspire this kind of zeal in your followers, granting<br />

them a temporary boost in their combat abilities driven by<br />

fanatical devotion. Once per day, you can select a number of<br />

allies equal to your Charisma modifier (minimum 1) to gain<br />

the benefit of this ability. The chosen allies gain 5 temporary<br />

hit points, a +1 morale bonus on melee attack rolls and melee<br />

damage rolls, and a +1 morale bonus on saves. Any character<br />

who is your cohort or follower (as per the Leadership feat)<br />

gains twice the normal benefit (10 temporary hit points and<br />

a +2 bonus). All benefits last for a number of rounds equal to<br />

your class level. At 6th level, you can use this ability twice per<br />

day, and at 10th level, you can use it three times per day.<br />

Divide and Conquer (Ex): Beginning at 3rd level, you<br />

gain the ability to fight even when assaulted from different<br />

sides, turning a disadvantage into a cunning strategy. Just as<br />

<strong>dragon</strong>s can fight off foes when swarmed by lashing out in all<br />

directions, you learn to use your foes’ distance to your advantage.<br />

Whenever you are flanked by two or more creatures,<br />

you gain a bonus on melee damage rolls against each flanker<br />

Illus. by B. Hagan<br />

CHAPTER 2<br />

DRAGON<br />

ASPIRANTS<br />

In the aftermath of a battle, humanoid and draconic survivors gather to plot their retaliation<br />

39

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