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Energy: This aura grants you a bonus on the save DC for<br />

your acid, cold, electricity, or fire effects; choose one type<br />

when you gain the aura. (A <strong>dragon</strong> shaman must choose the<br />

energy type associated with his totem <strong>dragon</strong>; see page 13<br />

of Player’s Handbook II). The bonus applies to spells, powers,<br />

spell-like abilities, supernatural abilities, or any other ability<br />

that either has the appropriate descriptor or deals damage of<br />

the chosen type.<br />

Insight: This aura grants you a bonus on Decipher Script,<br />

Knowledge, and Spellcraft checks.<br />

Power: This aura grants you a bonus on caster level checks<br />

made to overcome spell resistance (and manifester level<br />

checks made to overcome power resistance).<br />

Presence: This aura grants you a bonus on Bluff, Diplomacy,<br />

and Intimidate checks.<br />

Resistance: This aura grants you resistance to acid, cold,<br />

electricity, or fire (choose one when you gain the aura) equal<br />

to 5 × your bonus. (A <strong>dragon</strong> shaman must choose the energy<br />

type associated with his totem <strong>dragon</strong>; see page 13 of Player’s<br />

Handbook II).<br />

Resolve: This aura grants you a bonus on Concentration<br />

checks and on saves against fear, paralysis, and sleep<br />

effects.<br />

Senses: This aura grants you a bonus on Listen checks,<br />

Spot checks, and initiative checks.<br />

Stamina: This aura grants you a bonus on Constitution<br />

checks (but not Constitution-based skill checks) and Fortitude<br />

saves.<br />

Swiftness: This aura grants you a bonus on Climb, Jump,<br />

and Swim checks. It also increases your climb, fly, and swim<br />

speeds by 5 × your bonus. (The aura doesn’t grant you a fly or<br />

swim speed if you don’t already have one.)<br />

Toughness: This aura grants you damage reduction 1/<br />

<strong>magic</strong> for each point of your bonus.<br />

DRAGONPACTS<br />

A <strong>dragon</strong>pact is a mystical bargain made between a sorcerer<br />

and a powerful <strong>dragon</strong>. In exchange for gold and a small portion<br />

of the sorcerer’s <strong>magic</strong>al power (a spell slot), the <strong>dragon</strong><br />

grants the sorcerer access to one or more spell-like abilities.<br />

Dragons do not enter into these pacts lightly, for the bargain<br />

also costs them a bit of personal life force (in the form of lost<br />

hit points).<br />

CREATING A DRAGONPACT<br />

To make a <strong>dragon</strong>pact, a sorcerer of 4th level or higher (that is,<br />

a character with at least four levels of sorcerer) must undertake<br />

a mystical ceremony in which he establishes mental contact<br />

with a true <strong>dragon</strong> (that is, a <strong>dragon</strong> with twelve age categories,<br />

such as a red <strong>dragon</strong>). A true <strong>dragon</strong> can’t initiate this ceremony<br />

(though it can try to convince a sorcerer to do so), nor can it<br />

attempt to establish a <strong>dragon</strong>pact with another <strong>dragon</strong>. A sorcerer<br />

of the <strong>dragon</strong> type (such as a half-<strong>dragon</strong> sorcerer) can<br />

still create a <strong>dragon</strong>pact, as long as he is not a true <strong>dragon</strong>.<br />

Upon beginning the ceremony, the sorcerer must state<br />

what level of spell slot he is offering, and which <strong>dragon</strong>pact he<br />

seeks to enter (chosen from among those described on pages<br />

90 and 91). The sorcerer must have an uncast spell slot of the<br />

level offered in order to begin the ceremony. After 1 hour of<br />

uninterrupted meditation, he must attempt a Concentration<br />

check (DC 20 + the spell slot offered). A sorcerer with 5 or<br />

more ranks in Knowledge (arcana) gets a +2 bonus on this<br />

check. If the sorcerer is in the presence of an eligible <strong>dragon</strong><br />

and wishes to entreat that <strong>dragon</strong> to enter the pact, he gains<br />

a +10 bonus on the check.<br />

If the check succeeds, the sorcerer has made contact with<br />

a <strong>dragon</strong> willing to enter the <strong>dragon</strong>pact. If not, he can continue<br />

the ceremony for another hour; each consecutive hour<br />

after the first grants a cumulative +1 bonus on the Concentration<br />

check. If the ceremony is interrupted, the sorcerer must<br />

begin again.<br />

The header for each kind of <strong>dragon</strong>pact (see pages 90 and<br />

91) indicates which varieties of <strong>dragon</strong>s can enter into that<br />

<strong>dragon</strong>pact. However, unless the sorcerer is in the presence<br />

of the <strong>dragon</strong> he is contacting during the ceremony, he has<br />

no power to dictate precisely which <strong>dragon</strong>—or even which<br />

kind of <strong>dragon</strong>—answers his entreaty. The identity of the<br />

<strong>dragon</strong> entering the <strong>dragon</strong>pact is not crucial to completing<br />

the task, though it must be of an appropriate kind, at least<br />

of adult age, and capable of casting spells of the level of the<br />

slot being offered by the sorcerer. In fact, the <strong>dragon</strong> need<br />

not reveal its identity at all, though it always knows the<br />

identity of the sorcerer. If desired, the <strong>dragon</strong> can become a<br />

significant NPC in the campaign, perhaps a mentor of sorts<br />

for the sorcerer. A <strong>dragon</strong> that enters a pact with a sorcerer<br />

can view the mortal as an ally, a business comrade, a potential<br />

catspaw, or a would-be worshiper, depending on its alignment<br />

and personality.<br />

Once the sorcerer establishes contact, he must negotiate<br />

with the <strong>dragon</strong> for payment. Typically, a <strong>dragon</strong>pact requires<br />

the sorcerer to offer gold, gems, and/or art objects worth a<br />

total value equal to the level of the spell slot squared, × 100<br />

gp. For example, a sorcerer offering a 4th-level spell slot must<br />

also offer treasure worth 1,600 gp (4 squared × 100). However,<br />

that’s just the opening bid. The sorcerer must then attempt<br />

a Bluff, Diplomacy, or Intimidate check against a DC of 15<br />

+ the spell slot offered. Depending on the sorcerer’s style<br />

of negotiation, the DM should feel free to apply a modifier<br />

(ranging from –4 to +4) on the check. Then consult the table<br />

below to determine how the sorcerer must modify his initial<br />

offer to satisfy the <strong>dragon</strong>.<br />

Check Result Payment<br />

Minus DC Modifier<br />

–5 or more +25%<br />

–1 to –4 +10%<br />

+0 to +4 +0%<br />

+5 to +9 –10%<br />

+10 or more –25%<br />

CHAPTER 3<br />

DRACONIC<br />

MAGIC<br />

87

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