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CHAPTER 2<br />

DRAGON<br />

ASPIRANTS<br />

42<br />

commanders or visiting an enemy encampment under a<br />

flag of truce, a <strong>dragon</strong> lord’s reputation can turn hostility<br />

to indifference—a sign that enemy soldiers respect his<br />

accomplishments.<br />

DRAGON LORD LORE<br />

Characters with ranks in Knowledge (local) can research<br />

<strong>dragon</strong> lords to learn more about them. When a character<br />

makes a skill check, read or paraphrase the following, including<br />

the information from lower DCs.<br />

DC 10: Dragon lords are warlords who model their tactics<br />

after those used by <strong>dragon</strong>s.<br />

DC 15: Dragon lords adhere to a philosophy that defeating<br />

enemies without combat is just as desirable as overcoming<br />

them on the field of battle.<br />

DC 20: Dragon lords have such a presence in combat that<br />

they can drive off veteran soldiers simply by intimidating<br />

them, and a favorite tactic is to utterly crush a foe before<br />

demoralizing its allies.<br />

DC 30: Characters who achieve this level of success can<br />

learn important details about a specific notable <strong>dragon</strong> lord,<br />

the areas where he operates, and the kinds of activities he<br />

undertakes.<br />

Dragon lords are not hard to locate, especially since their<br />

names and deeds are on the tongue of almost everyone who<br />

meets them. Finding a <strong>dragon</strong> lord is usually as simple as<br />

inquiring at military encampments or with mercenary bands,<br />

especially those with a reputation for overrunning an opposing<br />

force and sending enemies fleeing.<br />

DRAGON LORDS IN THE GAME<br />

A <strong>dragon</strong> lord can be a challenging inclusion in a goodaligned<br />

campaign, but such a character should fit naturally<br />

in games that feature a more ambiguous view of the nature<br />

of good and evil. Players who wish to be party leaders or<br />

command their own forces will likely find this prestige<br />

class appealing, especially since <strong>dragon</strong> lords are usually<br />

wrecking balls who can smash foes and send other enemies<br />

packing. Most <strong>dragon</strong> lords have little difficulty accepting<br />

other adventurers as equals (except for those who shy from<br />

challenges or flee in fear), so they integrate well into diverse<br />

parties, though sometimes they clash with paladins for the<br />

same reason they clash with other <strong>dragon</strong> lords.<br />

Adaptation<br />

Dragon lords need very little adaptation to fit into other<br />

campaign models. If the world does not have <strong>dragon</strong>s in<br />

abundance, just change the philosophy of this prestige class<br />

so that it’s based on defeating enemies without necessarily<br />

resorting to violence. Replace the draconic aura bonus feats<br />

with simple fighter bonus feats to give the characters prowess<br />

in combat without relying on <strong>dragon</strong>s or draconic abilities.<br />

Sample Encounter<br />

A <strong>dragon</strong> lord makes a great foe but a difficult ally, especially<br />

when a conflict of interest arises between one and the rest<br />

of the adventuring party.<br />

EL 9: The half-orc <strong>dragon</strong> lord Master Ghorkel leads a<br />

band of mercenaries known as the White Talon. His troupe<br />

remains camped outside a major settlement while quartermasters<br />

purchase supplies, but the idle time makes Ghorkel<br />

and his compatriots restless. At night, they engage in raids<br />

on outlying buildings, staging hit-and-run attacks against<br />

hapless citizens in a cruel game designed to cow their targets<br />

into submission. One night, Ghorkel undertakes a raid<br />

by himself, seeking to capture a young human woman he<br />

encountered on a previous outing. Brutish and driven by<br />

desire, Ghorkel stages his raid just as the adventuring party<br />

approaches, giving them ample time to intervene and send<br />

the bully back to his camp without his prize.<br />

Master Ghorkel CR 9<br />

Male half-orc fighter 6/<strong>dragon</strong> lord 3<br />

NE Large humanoid<br />

Init +0; Senses darkvision 60 ft., Listen –1, Spot –1<br />

Aura draconic aura (presence)<br />

Languages Common, Orc<br />

AC 20, touch 10, flat-footed 20<br />

(armor +10)<br />

Resist 25% chance to negate extra damage from sneak<br />

attack or critical hit<br />

hp 67 (9 HD)<br />

Fort +9, Ref +3, Will +4<br />

Speed 20 ft. (4 squares)<br />

Melee +1 greatsword +15/+10 (2d6+5/19–20) or<br />

Melee dagger +13/+8 (1d4+4/19–20)<br />

Base Atk +9; Grp +13<br />

Atk Options Cleave, Combat Reflexes, Mounted Combat,<br />

Power Attack<br />

Special Actions reckless devotion, divide and conquer<br />

Abilities Str 18, Dex 10, Con 12, Int 8, Wis 8, Cha 14<br />

Feats Cleave, Combat Reflexes, Iron Will, Leadership,<br />

Mounted Combat, Power Attack, Skill Focus (Intimidate),<br />

Weapon Focus (greatsword)<br />

Skills Intimidate +14*, Listen –1, Ride +3, Spot –1<br />

* Ghorkel has a +1 bonus on Intimidate checks when he<br />

projects his draconic aura.<br />

Possessions +2 full plate of light fortification, +1 greatsword,<br />

dagger, heavy warhorse<br />

Draconic Aura (Presence) As a swift action, Ghorkel can<br />

project an aura that grants him and all allies within 30<br />

feet a +1 bonus on Bluff, Diplomacy, and Intimidate<br />

checks. The aura remains in effect until he dismisses it<br />

(as a free action) or until he is killed or rendered<br />

unconscious. See page 86 for details on draconic auras.<br />

Reckless Devotion (Su) Once per day, Ghorkel can inspire<br />

two allies, granting them 5 temporary hit points, a +1<br />

bonus on melee attack and melee damage rolls, and a +1<br />

bonus on saves. Cohorts or followers of Ghorkel gain<br />

double the normal benefits. All benefits last for 3 rounds.<br />

Divide and Conquer (Ex) Whenever Ghorkel is flanked by two<br />

or more creatures, he gains a +2 bonus on damage rolls<br />

against each flanker.

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