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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