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CHAPTER 2<br />

DRAGON<br />

ASPIRANTS<br />

SWIFT WINGS IN THE GAME<br />

A swift wing requires no extensive organization or church<br />

to support her. Any cleric or paladin who meets the entry<br />

requirements can choose to follow this somewhat radical<br />

path, knowing that she is putting herself apart from the<br />

traditional ranks of her religion. All she needs is a gentle<br />

push, perhaps from a lone older swift wing or a prayer book<br />

or sermon that compares the agents of her deity to the might<br />

of a <strong>dragon</strong>. From there, the swift wing must find her own<br />

place, bolstered by her draconic powers and certain knowledge<br />

of her god’s support.<br />

Swift wings are self-confident characters who ignore the<br />

limitations of their church hierarchies in favor of getting<br />

things done. A player looking for a character who eschews<br />

extensive limitations or support networks might enjoy a swift<br />

wing’s independence. The prestige class should also appeal<br />

to players who want to make their clerics more interesting,<br />

experiment with draconic powers, or try a character similar<br />

to a paladin but with different abilities.<br />

Adaptation<br />

Because this prestige class requires that an entrant have the<br />

ability to turn (rather than rebuke) undead, the swift wing is<br />

designed for good characters over evil ones, though a neutral<br />

cleric could conceivably qualify. To make swift wings into<br />

draconic agents of evil instead, the DM can simply change<br />

the requirement to allow characters who can rebuke undead.<br />

Such evil swift wings might be favored humanoid agents of<br />

Tiamat or members of a church controlled by an evil <strong>dragon</strong>.<br />

In an EBERRON campaign, the swift wing class could be linked<br />

in some manner to <strong>dragon</strong>marks, retaining the draconic connection<br />

but altering it to better fit that world.<br />

Sample Encounter<br />

Player characters usually encounter a swift wing while she<br />

is engaging in a dangerous task alone or looking for allies<br />

to undertake such a task. Of course, if the adventurers have<br />

a reputation (deserved or otherwise) for spreading evil or<br />

destruction, she might hunt them down to demand an explanation<br />

for their actions. A group that can reasonably claim to<br />

have been mischaracterized as evil avoids immediate attack,<br />

but the swift wing openly tags along with them for a time to<br />

ensure that their actions match their words. A swift wing is<br />

not afraid to take a group of adventurers to task if they prove<br />

cruel or hazardous to the communities they visit.<br />

EL 10: Orielle Bladeworthy, a swift wing of Pelor, is tracking<br />

down a group of evil raiders she suspects of being in<br />

league with shadow <strong>dragon</strong>s. She has been hunting them for<br />

weeks, but lacking the Track feat, she has little choice but to<br />

fly in circles above the site of one of their assaults until she<br />

spots something. Frustrated, she realizes she needs help to<br />

bring the raiders to bay—help she hopes the PCs can provide,<br />

once she sees them below her.<br />

Orielle Bladeworthy CR 10<br />

Female human cleric 5/swift wing 5<br />

LG Medium humanoid<br />

Init +1; Senses low-light vision, Listen +5, Spot +9<br />

Languages Common, Draconic<br />

AC 21, touch 12, flat-footed 20<br />

(+1 Dex, +9 armor, +1 deflection)<br />

hp 54 (10 HD)<br />

Resist fire 20<br />

Fort +9, Ref +6, Will +8<br />

Speed 20 ft. (4 squares) in full plate, base 30 ft.; fly 40 ft.<br />

(good)<br />

Melee +1 morningstar +8/+3 (1d8+1)<br />

Base Atk +6/+1; Grp +6<br />

Special Actions breath of life, feat of strength 1/day, greater<br />

turning 1/day, spontaneous casting (cure spells), turn<br />

undead 9/day (+2, 2d6+7, level 5)<br />

Combat Gear wand of cure light wounds (50 charges)<br />

Cleric Spells Prepared (CL 8th):<br />

4th—divine power, freedom of movement, fire shield D<br />

3rd—dispel <strong>magic</strong>, invisibility purge, prayer, protection from<br />

energy, searing light D (+7 ranged touch)<br />

2nd—align weapon, bull’s strength D , hold person (DC 15),<br />

resist energy, silence (DC 15)<br />

1st—bless, command (DC 14), detect evil (2), enlarge<br />

person D (DC 14), protection from evil<br />

0—detect <strong>magic</strong> (3), guidance, resistance (2)<br />

D: Domain spell. Deity: Pelor. Domains: Dragon,<br />

Strength, Sun<br />

Abilities Str 10, Dex 12, Con 13, Int 10, Wis 17, Cha 14<br />

Feats Draconic Senses B †, Extra Turning, Improved<br />

Counterspell, Quick Draw, Weapon Focus (morningstar)<br />

Skills Concentration +14, Diplomacy +4 (+9 with gold<br />

<strong>dragon</strong>s), Knowledge (arcana) +5, Knowledge (religion)<br />

+10, Knowledge (the planes) +4, Listen +5, Spellcraft +9,<br />

Spot +9<br />

Possessions combat gear plus +1 full plate, +1 morningstar,<br />

ring of protection +1, periapt of Wisdom +2, elemental gem<br />

(fire), divine scrolls of remove blindness/deafness, remove<br />

curse, remove disease, and neutralize poison<br />

Breath of Life (Su) As a standard action, Orielle can spend a<br />

turn undead attempt to create a breath weapon (30-foot<br />

cone) that deals 5d6 points of damage to undead (Reflex<br />

DC 17 half). Living creatures caught in the breath weapon<br />

are instead healed for 5 points of damage.<br />

Feat of Strength (Su) As a free action, Orielle can grant<br />

herself a +5 enhancement bonus to Strength for 1 round.<br />

Dragon Affinity (Ex) Her affinity for gold <strong>dragon</strong>s grants<br />

Orielle a +5 circumstance bonus on Bluff, Diplomacy,<br />

Gather Information, and Sense Motive checks made<br />

regarding <strong>dragon</strong>s of that variety.<br />

Wings (Su) Orielle can grow and dismiss wings as a free<br />

action. She can fly in light, medium, or heavy armor, but<br />

not when carrying a heavy load. She can charge, make<br />

double moves, or run while flying. Flying takes only as<br />

much concentration as walking, freeing her to cast spells,<br />

make ranged attacks, or take other actions.<br />

54

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