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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.