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CHAPTER 2<br />

DRAGON<br />

ASPIRANTS<br />

46<br />

Sample Encounter<br />

Because villains often want to keep their schemes secret, they<br />

are more likely than good-intentioned <strong>dragon</strong>s to employ<br />

hands of the winged masters. The simplest way to introduce<br />

a hand to the PCs is to make them the focus of a mission for<br />

the cabal. A hand might spy on the characters or try to gain<br />

their confidence by posing as a traveler or barkeeper. For a<br />

more confrontational encounter, a hand could have orders to<br />

steal an important object from the player characters, forcing<br />

them to deal with him directly.<br />

EL 15: Myrmith Drakeblade is a loyal servant of the Shadow’s<br />

Fangs, and one of their most trusted spies and assassins.<br />

He has been directed by his masters to retrieve an item held<br />

by one of the PCs (perhaps a recently acquired spellbook or<br />

a <strong>magic</strong> item that has not yet been identified). If possible,<br />

Myrmith sneaks into the characters’ camp when they are out<br />

in the wild; otherwise, he tries to catch the owner of the item<br />

alone. In any case, while Myrmith fights as hard as he must<br />

to acquire the object, he won’t kill a PC unless he is forced<br />

to do so to accomplish his mission. If he knows he’s going<br />

to engage in combat, Myrmith activates his ring of blinking.<br />

Myrmith Drakeblade CR 15<br />

Male human rogue 5/fighter 1/hand of the winged masters 9<br />

N Medium humanoid<br />

Init +9; Senses darkvision 60 ft., low-light vision, Listen +18,<br />

Spot +21<br />

Languages Common, Draconic<br />

AC 22, touch 14, flat-footed 19; Dodge, Mobility, uncanny<br />

dodge<br />

(+3 Dex, +7 armor, +1 deflection, +1 natural)<br />

Miss Chance 50% (ring of blinking)<br />

hp 83 (15 HD)<br />

Fort +7, Ref +15, Will +7; +1 against paralysis and sleep<br />

Speed 30 ft. (6 squares)<br />

Melee +1 keen rapier +16/+11 (1d6–1/15–20)<br />

Base Atk +10; Grp +9<br />

Atk Options sneak attack +6d6 (normal damage) or +6d6+6<br />

(fire damage)<br />

Combat Gear 6 potions of cure serious wounds, potion of fly,<br />

potion of nondetection<br />

Abilities Str 8, Dex 20, Con 13, Int 12, Wis 10, Cha 14<br />

Feats Alertness, Dodge, Draconic Senses B †, Dragonfire<br />

Strike B †, Dragontouched†, Improved Initiative, Mobility,<br />

Spring Attack, Weapon Finesse, Weapon Focus (rapier)<br />

Skills Balance +13, Bluff +6, Climb +5, Gather Information<br />

+14, Hide +21, Jump +4, Knowledge (arcana) +5, Listen<br />

+18, Move Silently +21, Open Lock +9, Search +9, Sense<br />

Motive +18, Sleight of Hand +9, Spot +21, Swim +1,<br />

Tumble +21<br />

Possessions combat gear plus +2 mithral breastplate, +1 keen<br />

rapier, amulet of natural armor +1, gloves of Dexterity +2,<br />

ring of blinking, ring of protection +1, 1,400 gp<br />

Master’s Gift (Su) Any arcane spell that is harmless has<br />

double the normal duration when cast on Myrmith.<br />

PACT-BOUND ADEPT<br />

“Let go of your rules, your rituals, and your formulas, and let the<br />

<strong>magic</strong> flow as the <strong>dragon</strong>s do.”<br />

—Rothan, pact-bound adept<br />

Pact-bound adepts are sorcerers who have learned to transcend<br />

their beliefs about spells and <strong>magic</strong> and embrace<br />

arcane power as <strong>dragon</strong>s do. They focus their innate connection<br />

to <strong>magic</strong>, becoming more like <strong>dragon</strong>s in the way<br />

they cast spells. A pact-bound adept opens herself to the<br />

raw <strong>magic</strong>al energy that flows just out of reach of other<br />

humanoid casters and becomes a conduit for that power.<br />

Most pact-bound adepts can perform incredible feats of<br />

<strong>magic</strong>al prowess, growing beyond the bounds of what some<br />

spellcasters consider possible and moving into the realm<br />

of <strong>dragon</strong> sorcery.<br />

BECOMING A PACT-BOUND ADEPT<br />

Pact-bound adepts are typically sorcerers who have embraced<br />

their draconic ancestry and want to learn more about how<br />

<strong>dragon</strong>s cast spells. Knowing that their own spellcasting<br />

ability comes from the draconic blood in their veins, these<br />

sorcerers want to unlock within themselves the same connection<br />

to <strong>magic</strong> that all <strong>dragon</strong>s possess. Pact-bound adepts<br />

seek out powerful <strong>dragon</strong>s and bond with them, learning<br />

under their tutelage the path to greater skill in the arcane<br />

arts. Each adept is closely allied with at least one <strong>dragon</strong> and<br />

uses the gifts bestowed by her draconic instructors to open<br />

herself more fully to <strong>magic</strong>.<br />

Entry Requirements<br />

Skills: Knowledge (arcana) 9 ranks, Spellcraft 9 ranks.<br />

Feats: Draconic Heritage.<br />

Spellcasting: Must be able to cast 3rd-level arcane spells.<br />

Special: Must have an active <strong>dragon</strong>pact (see page 87) with<br />

a <strong>dragon</strong>.<br />

CLASS FEATURES<br />

Pact-bound adepts shift their spellcasting style to match that<br />

of <strong>dragon</strong>s, allowing them to cast spells by instinct rather<br />

than with hand gestures and vocal sounds. Additionally,<br />

they learn to temper their own <strong>magic</strong>al ability, making them<br />

more powerful spellcasters and letting them accept <strong>magic</strong>al<br />

boons from <strong>dragon</strong>s more easily.<br />

Spellcasting: At each level other than 1st and 4th, you<br />

gain new spells per day and an increase in caster level (and<br />

spells known, if applicable) as if you had also attained a level<br />

in an arcane spellcasting class to which you belonged before<br />

adding the prestige class level. You do not, however, gain any<br />

other benefit a character of that class would have gained.<br />

If you had more than one arcane spellcasting class before<br />

becoming a pact-bound adept, you must decide to which<br />

class to add each level for the purpose of determining spells<br />

per day, caster level, and spells known.

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