Dragonslayer - S Handbook

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®

Dragonslayer’s
Handbook
Know Your True Dragons
The dragons of legend are most often true dragons, creatures of incredible power with lifespans stretching beyond the bounds of a
millennium. Such dragons are divided into four categories based on their shared abilities, appearances, and tendencies: chromatic,
metallic, primal, and imperial. Within each category are a number of specific draconic breeds that differ greatly from one another. Below
is a breakdown of the most common true dragons and some of their defining features.

Chromatic Dragons Primal Dragons


Breath Breath
Color Alignment Weapon Environment Weaknesses Color Alignment Weapon Environment Weaknesses
Black CE Line of acid Warm marshes — Brine LN Line of acid Any aquatic —
Blue LE Line of electricity Warm deserts — Cloud CN Cone of electricity Any sky —
Green LE Cone of acid Temperate forests — Crystal CG Cone of sonic Any underground —
Red CE Cone of fire Warm mountains Cold Magma CN Cone of fire Any mountains Cold
White CE Cone of cold Cold mountains Fire or underground
Umbral CE Cone of Any —
Metallic Dragons negative energy
Breath
Color Alignment Weapon Environment Weaknesses Imperial Dragons
Brass CG Line of fire Warm deserts Cold Breath
Bronze LG Line of electricity Temperate coastlines — Color Alignment Weapon Environment Weaknesses
Copper CG Line of acid Warm hills — Forest CE Cone of piercing rocks Any forest —
Gold LG Cone of fire Warm plains Cold Sea CG Cone of fire Any aquatic —
Silver LG Cone of cold Temperate mountains Fire Sky LG Cone of electricity Temperate —
or warm mountains
Sovereign N Cone of sonic Any mountains —
Underworld LE Line of fire Any underground Cold

THE ORBS OF DRAGONKIND


Legend tells of mysterious magical artifacts known as the orbs of dragonkind, which
grant their wielders power over dragons—especially those of one particular type
unique to each orb. Each of these fabled orbs is said to contain the essence and
personality of an ancient dragon of a different variety. The bearer of an orb can employ
the artifact to dominate dragons of its particular variety, bringing the powerful and
often willful creatures under the wielder’s complete control.
Beyond granting control over dragons, each orb is believed to grant the wielder
a portion of the draconic defenses possessed by the draconic paragon held within
the glistening sphere. Many believe that the wielder of an orb of dragonkind becomes
immune to the breath weapon of the dragon type to which it is attuned, and even gains
the ability to use such a breath weapon as if he were a dragon!
Dragonslayers all the world over seek out these powerful artifacts because their
powers would make the act of hunting and slaying dragons an almost simple task.
Experienced dragonslayers claim that wielding an orb of dragonkind allows one to
communicate across any distance with the possessors of the other orbs, allowing
like-minded dragonslayers to combine their efforts to dominate or destroy the
dragons of the world.
Furthermore, many accounts of the rare artifacts make note of their wielders’
abilities to sense the presence of dragons over immense distances, especially dragons
of the type specif ic to the orb. A dragonslayer equipped with such a relic could simply
travel the world, and suddenly know all he needed to know about a nearby dragon in
order to hunt it down and eliminate it.
Each orb is also said to imbue its wielder with a specif ic ability unique to that orb,
though what these benef its are is as much a legend as the orbs themselves. Alas, the
location of the orbs is a mystery—this elusive nature is yet another part of what makes
them so alluring to dragonslayers across Golarion.

Authors • Shaun Hocking, Marie Small, and ®

Jerome Virnich

Cover Artist • Sam Burley


Interior Artists • Paolo Puggioni, Maichol Quinto,
®
TABLE OF CONTENTS
Bryan Sola, and Firat Solhan

Creative Director • James Jacobs™


For Your Character 2
Editor-in-Chief • F. Wesley Schneider
Senior Editor • James L. Sutter Way of the Slayer 4
Development Lead • Mark Moreland

Development Team • Logan Bonner, John Compton, Preparing to Slay a Dragon 6


Adam Daigle, Rob McCreary, Mark Moreland, and
Patrick Renie Dragon Lairs 8
Editorial Team • Judy Bauer, Christopher Carey, and
Ryan Macklin
Editorial Interns • Jay Loomis and Cassidy Werner
Dealing with Dragons 10
Lead Designer • Jason Bulmahn
Design Team • Stephen Radney-MacFarland and Marked by Dragons 12
Sean K Reynolds

Senior Art Director • Sarah E. Robinson Lesser Dragonkind 14


Art Director • Andrew Vallas
Graphic Designer • Sonja Morris Draconic Anatomy 16
Production Specialist • Crystal Frasier

Publisher • Erik Mona Dragoncrafting 18


Paizo CEO • Lisa Stevens
Chief Operations Officer • Jeffrey Alvarez
Director of Sales • Pierce Watters
Dragonslaying Organizations 20
Sales Associate • Cosmo Eisele
Marketing Director • Jenny Bendel Dragonslayer Archetypes 22
Finance Manager • Christopher Self
Staff Accountant • Kunji Sedo Battling Dragons 24
Chief Technical Officer • Vic Wertz
Senior Software Developer • Gary Teter
Campaign Coordinator • Mike Brock
Equipment and Siege Weapons 26
Project Manager • Jessica Price
Licensing Coordinator • Michael Kenway Dragonslayer Spells 28
Customer Service Team • Erik Keith, Justin Riddler,
and Sara Marie Teter Magic Items 30
Warehouse Team • Will Chase, Heather Payne,
Jeff Strand, and Kevin Underwood Next Month! 32
Website Team • Ross Byers, Liz Courts, Lissa Guillet,
and Chris Lambertz

ON THE COVER
REFERENCE
This Pathfinder Player Companion refers to several other Pathfinder Roleplaying Game
products and uses the following abbreviations. These books are not required to make use
of this Player Companion. Readers interested in references to Pathfinder RPG hardcovers can
find the complete rules from these books available for free at paizo.com/prd.

Advanced Player’s Guide APG Ultimate Combat UC


The Inner Sea World Guide ISWG Ultimate Equipment UE
Ultimate Campaign UCA Ultimate Magic UM

This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game
or the 3.5 edition of the world’s oldest fantasy roleplaying game.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously
been designated as Open Game Content or are in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo
Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No
portion of this work other than the material designated as Open Game Content may be reproduced in any form without
written permission.
Paizo Publishing, LLC
Pathfinder Player Companion: Dragonslayer’s Handbook © 2013, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo
7120 185th Ave NE, Ste 120 Publishing, LLC, the Paizo golem logo, Pathfinder, Pathfinder Society, and GameMastery are registered trademarks of Paizo
Publishing, LLC; Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder
Dragonslayers Ezren and Kyra defend Redmond, WA 98052-0577 Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion,
Pathfinder Roleplaying Game, Pathfinder Tales, and Rise of the Runelords are trademarks of Paizo Publishing, LLC.
themselves against their menacing paizo.com Printed in China.

foe, a mighty magma dragon, in this


action-packed scene by Sam Burley.
For Your Charac†er
In every Pathfinder Player Companion, you’ll find something for your character. This companion includes the following.

FOCUS FOR EVERY


CHARACTERS CHARACTER
This player companion highlights Certain game elements transcend ? QUESTIONS TO
ASK YOUR GM
options specif ic to characters of the particulars of a character’s race Asking your GM the following
the following classes, in addition or class. The following elements questions can help you get the most
to elements that can apply to other detailed in this book work equally out of Pathfinder Player Companion:
characters as well. well for any character you can Dragonslayer’s Handbook.
play in the Pathfinder Roleplaying
Bards Game, regardless of focus, type, 1 Will this campaign feature
Masters of diplomacy, tellers of epic motivation, or background. many dragons? Will they be major
tales, political schemers, and fonts villains or minor enemies?
of ancient legends and arcane lore, Hints and Tips
bards make excellent additions Several sections of this book present 2 Is there a particular dragon
to parties of dragonslayers. New strategies for combating dragons. that has a large influence in the area
masterpieces (page 11) and spells Whether it’s information on the where this campaign will be starting?
(page 28) add options for bards who varieties of true dragons (page 5), What is known about this dragon?
plan to interact with dragons— details on types of draconic lairs
whether they aim to negotiate with (pages 8–9), or an overview of lesser 3 Will this campaign be using
them or slay them. dragons (pages 14–15), this book any special rules subsets, such as
goes into detail on a number of story feats, extended downtime, or
Fighters topics helpful to all characters with special weapons like siege weapons?
The iconic dragonslayer is a heavily dragonslaying ambitions.
armored combatant facing off in a
one-on-one battle with a dragon, Backgrounds draconic foes. This includes quick
with only his sword and shield to Dragons are iconic foes for good equipment kits for many types of
protect him. Fighters can f ind a reason, and it’s not out of the characters (page 7), a system for
series of new combat feats (pages 21 realm of possibility that one or creating powerful alchemical and
and 24) to help them specialize in more of their kind has directly mundane equipment from the
battling against draconic enemies. inf luenced your character’s life bodies of slain dragons (pages
in some way. Characters looking 18–19), and some new adventuring
Rangers for a draconic background will gear—including new siege engine
Few classes lend themselves to a f ind within a number of traits to ammunition designed with dragons
focus on slaying a specif ic creature help anchor their motivation for in mind (pages 26–27).
type like the ranger does. This book hunting and slaying dragons (pages
provides a number of new options for 12–13), as well as details on several Magic Items
rangers, including a new archetype dragonslaying organizations they True dragons possess a tremendous
(page 22), new combat feats (page might belong to or wish to join in number of powerful spellcasting
24), and magic items (page 30), all the future (pages 20–21). abilities, energy-based attacks, and
designed to help rangers specialize magical defenses. It’s only f itting
in f ighting dragons. Equipment that the adventurers who dedicate
Characters of all classes can make their careers to hunting and slaying
Sorcerers use of equipment designed to aid these creatures have equally potent
Many sorcerers possess draconic in the slaying of dragons, and this magical abilities. New magic items
blood from which they draw their book provides plenty of new gear (pages 30–31) provide new options
arcane powers. These spellcasters for adventurers planning to battle for such characters.
often f ind themselves naturally
drawn to hunting dragons. Within DID YOU KNOW?
this book, sorcerers will f ind a new In James Jacobs’s Sands of the Scorpion God campaign, the umbral dragon
archetype (page 22) and several new Inkmaw has become a recurring villain after capturing the party and turning
spells (page 28) to help them in their them over to an evil subterranean cult.
dragonslaying efforts.

2
RULES INDEX
In addition to the archetypes on pages 22–23, the
dragoncraft items on pages 18–19, and the magic items
on pages 30–31, the following equipment, feats, traits,
and spells are presented on the pages of this Player
Companion listed below.

EQUIPMENT PAGE
Balloon trap 26
Ballista net 27
Dragon muzzle 26
Dragoncrafting kit 26
Elemental proofing 26
Flak 27
Flechette bolt 27
Knight’s kit 7
Smoke cover 26
Spotlight 27
Tracker’s kit 7
Trickster’s kit 7
Weighted bolt 27
Wing hobble 27
Zephyr 27

FEATS PAGE
Courage in Numbers (teamwork) 21
Covering Shield (combat) 24
Death from Below (combat) 25
Dragoncrafting 18
Dragonheart 25
Dragonslayer (combat) 25
Dragon-Touched (story) 13
Flaying Critical (combat, critical) 25
Overwhelm (combat, teamwork) 21
Porcupine Defense (combat) 25
Reach Defense (combat) 25
Snoutgrip (combat) 25
Tandem Evasion (combat, teamwork) 21
Wingclipper (combat) 25

REGIONAL TRAITS PAGE


Centaur vengeance (Iobaria) 13
Draconic vigil (Lastwall) 13
Flotsam (The Shackles) 12
Sun orchid harvester (Thuvia) 12
Swamp survivor (Ustalav) 13
Well bred (Hermea) 13

SPELLS PAGE
Dragon turtle shell 28
Draconic suppression 28
Dragonvoice 28
Dungeonsight 28
Erode defenses 29
Gravity well 29
Heart of the mammoth 29
Illusory hoard 29

3
Way of †he Slayer

More than any other monsters, the dragons of Golarion SLAYERS’ CAUSES
are borrowed from the real world. Just as they’ve occupied Despite the danger, adventurers across Golarion risk their
the imaginations of Earth’s storytellers, so have they lives while attempting to slay wyrms. Each dragonslayer
manipulated and terrorized the people of Golarion, has her own unique motives, but one of the following might
standing among the most dreaded and respected of all make a great motivation for your dragonslaying character.
monsters. While the “true dragons” of Golarion are most Glory: For those adventurers who yearn to hear
closely aligned with the f lying, fire-breathing beasts of accounts of their deeds, slaying a dragon is among the
Russian tales, there’s another, often marginalized element quickest routes to such glory. The prospect of living a
in those stories: the hero who defeats a dragon in single life enhanced by the ease and luxury of fame leads many
combat. Examples include Saint George, who famously glory-hounds on ill-advised ventures into dragon lairs.
killed a plague-bearing dragon in Libya; Heracles, who Power: Wyrms are both wise and deadly—a combination
defeated the Lernaean Hydra by decapitating the beast of traits many ambitious humanoids would kill to possess.
and cauterizing its severed necks; Li Chi, who slew a From dragoncrafters who wish to harvest wyrm corpses
mighty serpent in Chinese legend; and, in the tradition for alchemical ingredients (see page 18) to wizards who
of these world myths, Bard of Esgaroth, who killed the hope to learn a dragon’s arcane secrets, many adventurers
dragon Smaug in J. R. R. Tolkien’s The Hobbit. In each hunt dragons to gain a measure of their power.
case, the protagonist undertook the feat at great personal Treasure: Dragons’ avaricious natures make slaying
risk, putting his or her life on the line to protect the world them one of Golarion’s quickest paths to great wealth.
from a dragon’s rampage. These brave men and women are Because more powerful dragons have more impressive
dragonslayers—the world’s quintessential heroes. hoards, treasure seekers must weigh their acquisitiveness
This guide provides you with everything you need to against their chances for survival—a balance too few
elevate your character to the ranks of such legendary figures adventurers navigate successfully.
by helping them perform a single, undeniably heroic deed: Vengeance: Many dragons regard other species as
slaying a dragon. But even if your character doesn’t have humanoids view cattle: useful, but ultimately expendable.
a grudge against a particular dragon, the tools, options, This attitude earns dragons no shortage of enemies. For
and strategies herein should provide indispensable aid in every burned village, slaughtered family, or ruined temple
taking on powerful beasts, whether draconic or otherwise! a dragon leaves in its wake, a vengeful dragonslayer is born.

4
COMMON KNOWLEDGE ABOUT DRAGONS
DRAGON COLORS While intimate knowledge of dragon behavior and biology
Among the most common and deadliest true dragons is limited to arcane specialists, adventurers with even a
are those of the chromatic and metallic breeds. Easily modicum of experience know a few basic facts about the
identifiable by the color of their scales, these dragons and great race of wyrms.
specifics about their powers are widely known—especially Dragons Love Treasure: Good or evil, dragons of all colors
in areas where they prefer to make their lairs. While the are collectors. Some prefer powerful magic items, some love
color and sheen of a dragon’s scales can be an excellent gem-encrusted baubles, and others prefer cultural artifacts.
indicator of that dragon’s combat capabilities, its breath Whatever its taste, every dragon hoards something.
weapon, and its general disposition, wise dragonslayers Dragons Are Geniuses: By the standards of most
base their tactics on more than reports of a single color. humanoids, dragons have genius-level intellects. Quite often
The following section presents what can be considered it’s not a dragon’s fangs or claws that spell doom for potential
common knowledge about the most pervasive breeds of dragonslayers, but the mental and magical aptitude of the
dragonkind. Characters can discover even more about slayer’s prey.
dragons by making use of Knowledge (arcana) checks, Dragons Are Long-Lived: The lifespan of the average
which might reveal specifics of their abilities and defenses dragon is more than 1,200 years. This longevity allows them
(consult this book’s inside covers and your GM), offer to accrue considerable experience, as well as the answers to
information on their physiology (see page 16 and 17 for arcane mysteries that are normally beyond the reckoning of
details on draconic anatomy), allow them to identify other relatively short-lived humanoids.
draconic races (see page 14), and more. Dragons Get Better with Age: Unlike most creatures,
which become wiser but less physically capable over time,
Chromatic Dragons dragons continue to accrue power well into their twilight
Chromatic dragons are almost unequivocally evil. They years. Great wyrms are over 1,200 years old, and are much
revel in bloodshed, destruction, and the enlargement more formidable than a younger dragon of the same species
of their hoards. These are the most commonly targeted and color.
dragons by most good- or neutral-aligned dragonslayers. Dragons Are Resilient: Dragons are bound together by a
Black: Specializing in tyranny and intimidation, black common set of biological traits that makes them formidable
dragons prefer to dwell in marshes, bogs, and swamps. adversaries. Every dragon has darkvision as well as low-light
They have a corrosive bite, and their breath weapon is acidic. vision. This makes it very difficult for slayers to use illumination
Their spellcraft deals in darkness, blight, and plague. to their advantage, though not impossible. Dragons also have
Blue: Known as schemers and manipulators, blue dragons immunity to magical sleep, as well as to paralysis effects. This
prefer to outwit their opponents. Their spellcraft uses natural resiliency infuriates many casters who are used to
illusion, compulsion, and abjuration. Their natural breath immobilizing their foes for easy victories.
weapon is electrified with the power of a lightning storm.
Green: Dwelling in the deepest forests of Golarion, green
dragons are ferocious hunters, but are not unreasonable. in desert environments, where they manipulate the sand
They breathe acid, are experts at camouf lage, and may to their advantages. Their breath weapons are heat-based,
summon poisonous clouds. Their magic is nature-based, and their spellcraft concentrates on wind control.
with a touch of divination. Bronze: Mostly aquatic, bronze dragons are motivated
Red: The most iconic of the true dragon breeds, red dragons by justice and fairness. Their breath weapon is electrical
relish cruelty. They tend to inhabit isolated mountain passes in nature, and they have several abilities that allow
and volcanic ranges. Red dragons are masters of fire, and them to move water. Their magic is often centered on
can incinerate creatures with their f laming breath. Their misdirection and weather manipulation.
spellcraft tends toward heat and destructive evocation. Copper: Whimsical and facetious, copper dragons
White: Though they are the smallest and weakest are atypically fun-loving among dragonkind. Fittingly,
of the true dragons, white dragons live in harsh arctic copper dragons’ magic has to do with distorting physics,
climates which give them an environmental advantage. as well as mood-altering effects. Their breath weapon is
These dragons breathe particles of ice and snow, and can acidic, and may also induce a lethargic state.
summon blizzards to freeze their enemies. Gold: Gold dragons are kind and virtuous, and are often
sought-after counselors. They have heat-based breath
Metallic Dragons weapons, though they seldom resort to violence. Gold
Unlike chromatic dragons, metallic dragons are almost dragons often specialize in abjuration and healing magic.
always good, and often act as guardians and protectors. Silver: Motivated by honor and mercy, silver dragons
Though few adventurers hunt metallic dragons, they are have much in common with chivalric knights. They often
nevertheless often sought out for their guidance and wisdom. concentrate on curative and holy magic. Their breath
Brass: Highly sociable, brass dragons are cosmopolitan, weapon is cold-based, and often used against tyrants or
and enjoy good conversation. They are commonly found the undead.

5
Preparing †o Slay a Dragon
The greatest mistake a dragonslayer can make is failing to adequately prepare for the task at hand prior to venturing into
her quarry’s lair. Ultimately, the more thorough an adventurer’s preparation for a dragon encounter, the greater her chance of
emerging victorious with all the riches and glory that come with such a feat—not to mention, with her life and body intact.

RESEARCH Diplomacy, Knowledge (history), or Knowledge (local) are


The f irst step in taking on a dragon is to learn as much as particularly apt to uncover a dragon’s presence and kick
possible about the creature, its abilities, its lair, its allies, off the research process.
and its tactics. One can hardly ensure one has the proper Once a particular dragon has been identif ied, the next
equipment to survive the encounter if one doesn’t know step is to dig into eyewitness accounts of the dragon.
what to expect. Ineff iciently wandering the wilderness Take note of physical descriptions of the dragon,
hoping to stumble across the dragon’s lair is almost especially those relating to color and size (knowing that
always a less effective tactic than taking a strategic fear and bravado often cause witnesses to exaggerate
approach to the location based on previous planning. the latter). Examine sites of recent dragon attacks; they
The most valuable thing a dragonslayer can take into can also provide invaluable insight into the beast’s
a dragon’s lair is not a magic sword or holy shield, but combat abilities. With adept use of the Survival skill,
knowledge of her enemy. most dragonslayers can gather clues about the shape,
It is rare for a dragon to catch the attention of a intensity, and energy type of a dragon’s breath weapon,
dragonslayer without f irst making itself known to the as well as its relative size, through a combination of
inhabitants of its lair’s outlying region. After all, if a assessing damage and analyzing prints left in the
dragon hasn’t wreaked havoc on local farmers’ crops creature’s wake. Some dragons are known for long
and livestock, razed a wilderness outpost, or otherwise periods of absence between attacks, especially those of
made a name for itself, few adventurers will ever advanced age. In such cases, many of the details of the
hear of it to begin with. Listening to local or regional dragon’s age, color, and tactics should be well known,
legends and gossip or—in instances of particularly but more specif ic elements of research may require the
aged dragons—researching historical records of use of divinations such as contact other plane or legend
nearby cities and national capitals can often provide an lore, as eyewitnesses and physical evidence of recent
aspiring dragonslayer with the f irst hints that a dragon attacks may be impossible to obtain.
lairs in a particular region. Characters with ranks in A wise dragonslayer not only investigates her quarry, but
also explores the potential consequences of success. What
actions has the dragon taken to justify its slaying? What
are the dragonslayer’s ultimate goals in destroying the
creature, and what are her plans after the dragon is dead?
What repercussions might the adventurers expect from the
dragon’s potential allies or even its enemies once it is dead?
The f inal stage of research is putting all the
pieces together, typically using Knowledge (arcana)
to identify the specif ic defensive and offensive
abilities the dragon is likely to employ when
encountered, as well as the nature of its magical
abilities. Access to a library, the stories
of retired former dragonslayers, or the
wisdom of local sages can be key in such
research, especially to identify
particularly esoteric properties of
especially aged dragons.

PREPARATION
Thorough research allows one to apply
the knowledge gained before setting out
to f ind a dragon. Such preparation can
take the form of mapping a route to
the dragon’s lair, ensuring the party is
properly equipped both to withstand

6
the dragon’s attacks and to capitalize on any weaknesses EVALUATING YOUR DRACONIC FOE
in its defense, and knowing who in town should be Sometimes you may have no substantial evidence to help
told of the adventure in case local law enforcement has you prepare for an encounter with a dragon. Below are
something to say about the dragon hunt. Just as knowing a few simple ways that you can quickly expand on what
one’s enemy is the best means of surviving an encounter you know.
with a dragon, every potential dragonslayer should be Question Witnesses: This should always be your first
ready to use that knowledge to grant herself an advantage objective when you have nothing else to go on. Witnesses
in such an encounter. can tell you the color and the size of the dragon. Make sure
No dragonslayer is fully prepared until she has an to ask not just what the dragon looked like, but also how it
assortment of potions, wands, and scrolls of resistance behaved. Did it seem to be surveying the area as though
to energy or protection from energy attuned to the breath looking for something, or did it already know where to
weapon of her quarry. But even those immune to a find its target? Was it aggressive? Disinterested? Did it say
dragon’s iconic attack must have some way to bring down anything? Try to question multiple witnesses; a watchtower
the foe. Consider any elemental weaknesses the creature guard attempting to sound brave and an aging fisherman
may posses, as well as the possibility of the dragon having used to telling tall tales likely have differing accounts of the
damage reduction and spell resistance. same dragon attack.
Additional equipment to consider includes items that Examine Damage: Go to the spot where the dragon
grant new modes of movement or augment existing attacked. Did it hurt anyone? Or kill any livestock? You
methods to easily the combat environmental advantages may be able to get an idea of the dragon’s size from
from which most dragons benef it when f ighting in their the wounds it inflicted or tracks in the ground. Are there
lairs. Mundane tools such as grappling hooks, pitons, any scorch marks? Acid burns? Frost damage? Across
ropes, and ladders can make even the most remote lair how large an area does the damage encompass? This
easier to reach; magic items like an elixir of swimming information, combined with any witness testimonies,
when facing a black dragon in its watery home or a potion can help you identify a dragon’s approximate age.
of f ly to eliminate all f lying dragons’ aerial advantages Remember that a dragon’s breath weapon increases in
can even the odds of success once combat begins. size and intensity as it grows older.
If a particular dragon has been a threat to the local Listen to Local Legends: Even if there are no
people, there’s no harm in asking them for help. Whether witnesses, a few minutes questioning residents can
it’s the local clergy offering to provide free healing upon help you pin down where to find the dragon. If the
a dragonslayer’s return, or a farmer willing to use his creature has long plagued a region, chances are that
cattle as bait to draw the creature out, most adventurers someone knows where it lairs. Dragons tend to prefer
can’t afford to turn down any advantage against a dragon. particular terrain, so this may help you identify the type
Furthermore, dragons are proud and greedy creatures, of dragon you will be facing. If there are no marshes
and sometimes the investment in a single item valued within a day’s ride, the monster is unlikely to be a black
by a dragon can ingratiate an adventurer with the beast dragon, for example.
enough to convince it to lower its guard.
Providing the hunt is successful, a dragonslayer needs
some way to carry the dragon’s hoard out of its lair. Sacks, TRACKER’S KIT
saddlebags, mules, hirelings, bags of holding, or handy Price 563 gp; Weight 33 lbs.
haversacks are all good ways to ensure the material rewards of The exact location of a dragon’s lair must sometimes be learned
killing a dragon don’t remain buried under its slain corpse. through exploration. This kit provides tools helpful in tracking a
dragon back to its lair and includes an area mapUE, a climber’s
EQUIPMENT KITS kit, an elixir of swimming, an everburning torch, a footprint
The following equipment kits are useful to a variety of bookUE, a grappling hook, a hammer, eight pitons, four sacks,
different types of dragonslayer. These kits supplement and 100 feet of silk rope.
those found in Pathfinder RPG Ultimate Equipment
(particularly the dragonslayer’s kit on page 63). Items TRICKSTER’S KIT
from this kit can be found in the Pathfinder RPG Core Price 474 gp; Weight 23 lbs.
Rulebook or (where indicated) in Ultimate Equipment. For those brave enough to match wits with draconic intellects,
this kit can help a dragonslayer sneak into or out of a dragon’s
KNIGHT’S KIT lair or trick a dragon should the interloper be discovered.
Price 751 gp; Weight 17 lbs. It includes a pot of alchemical greaseUE, a board gameUE, five
This kit is designed for melee-focused warriors who hope to kill candles, a candle lampUE, a common snorkelUE, fake footprint
or capture a dragon. It includes 50 feet of chain, a crowbar, an shoesUE, a grappling hook, a mirror, a periscopeUE, a potion of
everburning torch, an application of fire (or frost) ward gelUE, eagle’s splendor, two sacks, a scent cloakUE, 50 feet of silk rope,
fire-resistant bootsUE, a potion of resist energy, three sacks, a a smokestick, a dose of sneezing powderUE, five tindertwigs, and
shield sconceUE, a simple lock, and a weapon cordUE. 50 feet of twine.

7
Dragon Lairs
As iconic as any dragon is the lair it creates. Even when a dragon is slain away from its home, knowing about its lair
can provide insight into the dragon’s allies, resources, and the location of its hoard. The following should help prepare
dragonslayers venturing into lands inhabited by dragons with advice, tools, and a variety of useful character options.

Some dragon lairs are well known, while others are so a dragon, its lair, or its allies, undergrowth may make
well hidden that a dragonslayer must follow his prey back travel slow and noisy, giving ample notice to the dragon
to the site to locate it. Simply f inding a dragon’s lair is that a threat approaches.
often as much a part of slaying a dragon as the battle When making a foray into the realm of a forest-dwelling
itself. The harsher the environment surrounding the dragon consider the following options.
lair, the more diff icult such a task can become. Character Options: Jungle druid domainUM , Nimble
Dragons’ racial abilities allow them to take advantage Natural Summons (Pathfinder Player Companion: Faiths of
of a number of different terrains, each requiring a diverse Purity), wood elemental schoolUM
set of skills a dragonslayer must possess to successfully Gear and Magic Items: defoliantUE , defoliant polishAPG,
find the dragon’s lair. Several of the most common types diminish plants, dryad sandals UE , machete of clearing
are examined below, along with suggestions of character (Pathfinder Player Companion: Sargava, The Lost Colony)
options to consider when hunting a dragon in such environs.
MARSH
FOREST Marsh-dwelling dragons often make their lairs in dense
Dragons living in forests often incorporate the natural copses of trees growing out of the murk, on or within
foliage of the region into their lairs, such as vine-choked natural rock formations in the heart of a swamp, or
caverns, vast hollows beneath the roots of the forests’ in grottoes and caverns accessible only by swimming
eldest trees, or soaring cathedrals of dense growth in the deepest parts of the fens. Such dragons have the
accessible only through walls of nettles and thorns. advantage of lairing in a particularly hostile environment,
In addition to providing cover and concealment for as many would-be dragonslayers succumb to the dangers
of bogs, quicksand, disease, rot, and other environmental
hazards before they ever set eyes on their true target. Since
most dragons that choose to dwell here can breathe
underwater, every patch of water could conceal the
dragon or the entrance to its lair.
Travel through a swamp is generally slow and requires
one to change course often; careful mapping can
prevent a dragonslayer from becoming lost. Pedestrian
creatures should certainly never travel blindly here,
and are encouraged to seek out reputable guides. While
boggards, goblins, and lizardfolk may offer assistance—
or be coerced to do so—most civilized creatures living
in a dragon’s swamp do so because the dragon allows it,
and their allegiances should always be suspect.
Those trudging into the marsh to hunt dragons should
be aware of these options.
Character Options: swamp druid archetype APG, Swamp
druid domainUM , swamp hag hexUM
Gear and Magic Items: boots of the mire UE , goz mask ISWG
Spells: lily pad stride APG, slipstream APG, water walk

MOUNTAIN
Mountains are a favored retreat for
many kinds of dragon; reds,
whites, and silvers regularly
lair here, as does the
occasional blue, brass,
and copper. Tall
ranges and ragged

8
peaks prove so popular because they are hard to reach and DRAGON HOARDS
afford the dragon a fine aerie from which to survey its domain. A dragon’s hoard might be a pile of golden coins
The biggest problem for a dragonslayer is reaching these collected through its long life, peppered with trinkets and
mountaintop lairs—refuges specifically chosen for their gemstones, but quite often it takes other forms. Dragons
inaccessibility. Without magical aid, a potential dragonslayer are individuals with varied tastes and desires, and their
will need to do a lot of very difficult climbing (50 feet of rope hoards reflect such diversity.
and a grappling hook probably won’t suffice here). In addition While coins, precious items, gemstones, and art objects
to scaling sheer cliff faces, there will be chasms to cross, might make up a large portion of a hoard, some dragons
avalanches to avoid, and even the dangers of high altitudes may instead value libraries filled with crumbling, moth-eaten
and freezing temperatures to endure. Since dragons’ ability books valuable only to scholars.
to f ly means they can bypass such hazards, they may make Dragons dwelling in frigid climates may have hoards frozen
their lairs in cliffside caverns, in the calderas of dormant inside the ice walls of their lairs. Conversely, fire-breathing
volcanoes (and active ones in the case of red dragons), and dragons may choose to melt all their precious metals together
glacial ice caves. Adventurers should be on the lookout for into one lump that is quite impossible to remove from their
bugbears, giants, orcs, and wyverns—all of which may serve lair. Some sadistic (or wary) dragons purposefully trap their
or be allied with a chromatic dragon—as well as giant eagles hoards as a way to strike back against thieves or their slayers.
and griffons which may serve as potential dragonslaying Removing a dragon’s hoard might be an adventure in itself.
allies or servants of good-aligned dragons. Even if a dragonslayer manages to return to civilization with
The terrain around a dragon’s mountainside aerie rarely such vast wealth, he may find the locals expect the hero to
provides a quick retreat for a dragonslayer facing a losing return it to its rightful owners—the dragon’s hoard has to have
battle. Without magical aid, there is only one quick (and come from somewhere, after all. Similarly, the knowledge
lethal) way down from the top of a mountain. Even victorious, that a dragonslayer has such vast stores of wealth may tempt
a dragonslayer is wise to have an exit strategy that includes particularly greedy villains to target the slayer for a quick bid
methods of transporting the slain beast’s hoard past the at the dragon’s riches.
perils of the mountain on the return trip.
The following options can aid in the daunting trial of
facing dragons at the top of the world. Pathfinder Player Gear and Magic Items: alkali f laskUE , delving armor
Companion: People of the North also provides valuable tools for abilityUE , goggles of night
overcoming challenges in ice and snow.
Character Options: Altitude AffinityISWG , Sure GraspUC , UNDERWATER
wall scramble rogue talentUC Quite obviously, surface-dwelling dragonslayers will need
Gear and Magic Items: claws of the ice bear UE , ring of magical aid to get very far in an expedition into such a lair.
climbing, ring of feather fall Movement underwater can be difficult when wearing heavy
armor or carrying heavy loads, and the limited options
UNDERGROUND for both spellcasters and weapon-based combatants leave
Underground lairs may have large areas in which humanoids at a significant disadvantage to combat an aquatic
the dragon can spread its wings and f ly, but most of dragon underwater. As a result, successful dragonslayers
the terrain likely consists of narrow passages or low- often attempt to draw the beasts out if at all possible, or at
ceilinged chambers. Restricting a dragon’s f light by least invest in means of moving and breathing underwater.
forcing or luring it into a tighter space is one common An underwater dragon is as likely to have allies and
tactic used by dragonslayers venturing belowground, minions as their surface-dwelling kin, and sahuagin,
but such an approach allows—even forces—a dragon to skum, merfolk, locathah, and grindylows may all serve as
bring all of its formidable physical attacks to bear upon sentries and servants of the dragonslayer’s prey. Conversely,
its foes in close quarters. independent societies of intelligent aquatic creatures may
The confined tunnels and interlinked chambers of serve to aid adventurers who promise to rid them of a
underground lairs lend themselves to traps, which have a draconic threat, and water-dwelling animals such as eels,
greater likelihood of ensnaring a dragonslayer there than whales, and giant squids can be magically persuaded to
they do in more open, surface lairs. A dragon’s minions often serve a dragonslayer in battle.
live in the dragon’s own lair in such instances, calling entire Those who would consider challenging a dragon amid
cave networks their own and providing an on-site army of the dangers of the sea should either reconsider, or at least be
guards and soldiers to help defend the creature. Natural aware of the following options.
hazards such as cave-ins, fungus, and mold provide yet Character Options: aquatic sorcerer bloodline APG, sea
another level of defense for an underground lair. witch archetypeUM , waves oracle mysteryAPG
Dragonslayers descending into the depths should be aware Gear and Magic Items: apparatus of the crab, cloak of the
of these useful tools and character options. manta ray, life bubble APG, merform belt UE , plate armor of the
Character Options: cave druid archetypeAPG, deep walker deep, ring of freedom of movement, ring of swimming
ranger archetypeUC Spells: touch of the sea APG, water breathing

9
Dealing wi†h Dragons
Dragons are incredibly powerful and exceptionally intelligent creatures, and therefore present a range of options for interaction
not limited to combat. In many cases, those opposed to a dragon can reach a peaceful resolution to their conf lict. Manipulative
or scheming dragons often prefer parley to combat, as it presents them the opportunity to work their treacherous master plans.

BARGAINING WITH DRAGONS them to survive on far less food than other creatures
The f irst thing to consider when making deals with of their size, there’s likely an underlying motivation
dragons is that they, like adventurers, want something. for such a desire or threat. Perhaps the villagers have
Finding out what motivates a dragon is key to any social made the dragon’s life diff icult, injured it in some way,
interaction with one of the creatures. By examining what or even killed its mate, children, or an important ally.
is already known about a particular dragon, looking for Perhaps the villagers are the only source of food nearby
patterns of behavior and motivation, an adventurer can and everyone involved would benef it from the discovery
often f ind enough information to make an educated of another option.
guess before approaching the dragon to speak in person. Is the dragon attempting to reclaim something
Not all dragons rampage for the sake of wrath and of value that other adventurers stole from its hoard?
destruction, but those that do are often diff icult to Getting the stolen item or items back may be a task
bargain with. However, even the most ruthless dragons better suited to other adventurers than the dragon
likely have motivations that could sway them from razing itself. After all, not all dragons can disguise themselves
villages to the ground or kidnapping unsuspecting nobles and pass unseen in communities of humanoids, and
for ransom. For example, does the dragon want to eat all most would rather risk the lives and safety of someone
of the villagers? Since dragons’ magical nature allows else than put themselves in harm’s way if an alternative
presents itself.
The covetous nature of dragonkind leads many
dragons to respond favorably to the gift of treasure.
Perhaps a monthly tithe from the village would
placate its wrath, or maybe an old mine nearby
can be reopened to satisfy its avarice. Dragons
rarely benef it economically from their wealth
and simply like to own and surround themselves
with beautiful and valuable objects. This
inherent greed aff licts even good-aligned
metallic dragons, though their methods
of acquiring such wealth likely vary wildly
from those of their chromatic cousins. Due
to their lengthy lifespans, dragons tend to prefer
durable treasures whose luster will not fade over
time—precious metals, art objects, gemstones, and the
like. Alternatively, some dragons (particularly green and
gold dragons) value wisdom and collected knowledge
over physical wealth.
Exceptional intelligence, power, and longevity lead
most dragons to suffer from an overwhelming
racial arrogance. When speaking to a dragon,
an adventurer is wise to remember to heap
superlative praise on the dragon and
dragonkind in general while playing down
her own achievements and those of her race (or any
other). It is also worth considering that though a dragon
may have seemingly recognizable personality traits and
motivations, it is one of an ancient species that has trod
Golarion since before the f irst humanoid empires were
born. Dragons have an outlook on life that
is diff icult for many of younger races
to appreciate and understand.

10
NEW MASTERPIECES MANNERS MATTER
Few classes are as skilled in social encounters than Learning the etiquette of draconic diplomacy might well save
bards, and their mastery of diplomacy, performance, and your life. Here are a few things you can do to make a dragon
lore make them excellent negotiators when approaching more likely to listen to what you have to say.
dragons to talk rather than f ight. The following Bring Food: Always bring along extra food when dealing
masterpieces—unusual applications of the bardic with dragons, particularly of a kind favored by the dragon
performance ability requiring special training—work (black dragons prefer their food a little rotten, while white
particularly well against draconic targets. See page 21 dragons favor completely frozen morsels). If a dragon gets a
of Pathfinder RPG Ultimate Magic for more information little hungry while you’re questioning it, having its favorite
on masterpieces. food on hand could save you from being nothing more than
a talkative snack.
Ancients’ Flight Dress Down: If you arrive in a dragon’s lair draped in
You compel dragons to recite an epic poem telling the magical jewelry and weapons, wearing expertly crafted,
story of their race’s creation. gold-plated armor glittering with studded gemstones, why
Prerequisites: Perform (oratory) 13 ranks, ability to should the dragon accept the paltry trinket you actually
speak Draconic. intend to offer it? It may even be worth magically concealing
Cost: Feat or 5th-level bard spell known. any powerful items on your person, lest you insult the
Effect: This urgent verse tugs at the racial arrogance dragon’s intelligence.
of dragonkind, compelling dragons, both true and Feed the Ego: Dragons like compliments. Praise their
lesser, to perform the epic alongside you. Any creatures power and wisdom. Praise the size and ingenuity of their
of the dragon type that can hear this masterpiece lairs. Make sure a dragon knows that you consider yourself
must succeed at a Will save or be compelled to join in unworthy to speak to it (whether you genuinely think that
the performance. Affected dragons cannot use their or not). Dragons believe that they invented everything
mouths to attack or even speak except to recite Ancients’ worth inventing and mastered all skills and activities
Flight, preventing them from using their bite attacks and before the lesser races had even begun learning them. Play
breath weapons, casting spells with vocal components, or to that arrogance.
otherwise communicating vocally for the duration of the Offer Gifts, Valuable Gifts, Lots of Gifts: You may be
performance. The effect ceases as soon as you end your after the dragon’s hoard, but no dragon can overlook or fail
bardic performance. to be distracted by the offer of beautiful and exceptionally
Use: 2 bardic performance rounds per round. valuable items to add to its collection. You may intend to
Activation: 1 full round. take the gift back upon the dragon’s death, but it doesn’t
need to know that.
Fafnheir and the First King Speak Draconic: Even the least intelligent dragons are
You affect the mood of listeners by celebrating the defeat smart enough to speak several languages, but they still prefer
of the First Linnorm King at the claws of Fafnheir, the their own tongue. If you were a king, giving an audience to the
Father of All Linnorms. ambassador from an inferior realm, wouldn’t you be annoyed
Prerequisites: Perform (string) or Perform (wind) 6 ranks. when forced to converse in their ugly, clumsy language?
Cost: Feat or 2nd-level bard spell known.
Effect: This stirring pibroch reminds dragons of
a signif icant victory by one of the legendary heroes Pageant of the Peacock
of their kind and f ills lesser races with a feeling of Your elegant movements cause you to seem to be more
frustration and rage. Any creature of the dragon type than you are.
that hears the entire performance must succeed at a Will Prerequisites: Perform (act) or Perform (dance) 4 ranks.
save to avoid having her attitude toward the performer Cost: Feat or 2nd-level spell known.
and his allies improved by two steps (from Hostile to Effect: By gracefully weaving your body through subtle
Indifferent, for example). forms and postures you can convince others of your
A creature of any other type (apart from the bard and breeding, eloquence, and ref inement. For the duration
his allies) must succeed at a Will save to avoid having her of the effect, you gain a +4 circumstance bonus on Bluff
attitude toward the performer and his allies worsened by checks, and may attempt a Bluff check in place of an
two steps (from Indifferent to Hostile, for example). Intelligence check or Intelligence-based skill check.
These effects last for 1 minute per bard level, or until The subtle changes in your movements also confer a +4
he or his comrades do anything to worsen the mood circumstance bonus on Disguise checks to appear to
of the dragon, or improve the mood of those affected be someone of a higher station (an aristocrat, merchant
otherwise. Multiple uses of this masterpiece cannot prince, or even a queen).
improve or worsen attitudes more than two steps. Use: 1 bardic performance round per 10 minutes of the
Use: 2 bardic performance rounds. effect’s duration.
Activation: 2 full rounds. Activation: 1 standard action.

11
Marked by Dragons
A dragon's power and arrogance often inspire it to commit both great acts of altruism and grievous atrocities. The following
dragons are among Golarion’s most notorious. Each entry also includes a regional trait, which demonstrates how these
wyrms have indelibly marked the inhabitants of their respective regions.

AASHAQ (RED) Flotsam (The Shackles) You were one of only a few that
Known to many as Aashaq the Annihilator, this ancient survived the destruction of the merchant vessel Vantage. Your
red dragon prowls the pirate-ridden expanses of the crew was more than able to hold off the blundering pirate
Shackles. A priestess of the dragon god Dahak, Aashaq attackers, but their red dragon ally proved too much for
is the despotic ruler of several tiny islands called your defenses. As you watched the sharks and eels feast on
Dahak’s Fang, Dahak’s Tooth, and Dahak’s Horn. From the bodies of your fallen comrades, you vowed to see Aashaq
her subterranean stronghold, she commands a cult of slain. You gain a +2 bonus on Ref lex saves against spells and
dragon-worshiping pirates who populate a ramshackle effects with the fire descriptor.
port called Dragonsthrall.
Aashaq’s trio of islands is strategically placed, and is rife DEYRUBRUJAN (BLUE)
with safe harbors and fresh water. Over the years, many Secluded deep in the badlands of Thuvia, Deyrubrujan
ambitious buccaneers have attempted to wrest the islands plots to control the course of history. An inveterate schemer,
away from the red dragon. Some have even held Dragonsthrall Deyrubrujan works hard to ensure that the overarching
for a short amount of time, only to meet with a fiery doom goals of her many machinations are a mystery to all but the
as Aashaq incinerated the whole town in retribution. GMs dragon herself. However, many suspect it has something
including Aashaq in their campaign are encouraged to check to do with the production and distribution of the sun
out the Pathfinder Campaign orchid elixir. Deyrubrujan employs a cabal of alchemists
Setting books Dragons Unleashed who use her lair—called Hidden Nest—to create a variety
and Isles of the Shackles for of alchemical products. This constant meddling brings
more information on the trouble to Thuvian officials and woe to unfortunate
red dragon. bystanders who unwittingly get in her way. GMs using
Deyrubrujan in their games are encouraged to check out
Pathfinder Campaign Setting: Dragons Unleashed.
Sun Orchid Harvester (Thuvia) You were employed
brief ly by Deyrubrujuan’s alchemist cabal to harvest sun
orchids deep in the Thuvian desert. Though you never
worked your way deeper into the cabal, you retain
the knowledge gained during your employment.
You gain a +1 bonus on Knowledge (nature) and
Survival checks made in desert environments.

MENGKARE (GOLD)
The ancient gold dragon Mengkare
is an altruist who governs the small
island nation of Hermea. The center of
a social experiment the dragon calls
“the Glorious Endeavor,” Hermea was
conceived as a utopian society which
is designed to improve from generation to
generation. Each would-be citizen of Hermea
must sign a contract upon entering the colony that
grants absolute authority to the dragon. Any lesser
creature would quickly become corrupted by
this power, though on the surface, it appears that
Mengkare is immune to such temptation.
While many praise Hermea as the pinnacle of
civilization, there are some who wonder whether life inside
the utopian society is as wonderful as it appears. Rumors
of discontent—and even a nascent rebellion—circulate

12
throughout the Steaming Sea. GMs using Mengkare in DRAGON-TOUCHED STORY FEAT
their games should refer to Pathfinder Campaign Setting: The Players who want to base their characters around the concept
Inner Sea World Guide for more information on the dragon of hunting a specific dragon should consider taking the
and his utopian nation. following story feat. A story feat reflects a goal that shapes
Well Bred (Hermea) You are the product of generations of a character’s life. Each story feat incorporates a trigger
selective breeding, organized by the gold dragon Mengkare. event (which comes from either a campaign occurrence or a
Your education is top-notch, and you have a broad base of character’s background), an immediate benefit, a goal, and a
knowledge. Unfortunately, the isolation of Hermea has further benefit for achieving that goal. For more information
also made you slightly naive. You gain a +1 trait bonus on on story feats, see Pathfinder RPG Ultimate Campaign.
Knowledge (history) and Knowledge (religion) checks but
take a –1 penalty on all Sense Motive checks. DRAGON-TOUCHED (STORY)
Your life has been shaped by an encounter with a powerful
SERYZILIAN (BLACK) dragon, and you have dedicated your life to seeing that
A holdover from the Whispering Tyrant’s unholy bid dragon dead.
for supremacy on Golarion, Seryzilian is the ruler of Prerequisites: You must have been knocked unconscious
a small society of Kellids who inhabit the repugnant in an encounter with a challenging draconic foe or have
mire of Graidmere Swamp in Ustalav. Worshiped as a a regional background tied to a specific dragon (such as
divine being called the Mother of Fangs, Seryzilian uses those presented in this section or a similar trait).
her inf luence over the subjugated Kellids to keep them Benefit: Choose one kind of dragon (such as blue, green,
isolated from the wider world and to maintain an iron- or silver). You gain a +2 bonus on Reflex saves against the
clawed grip over the swamp. breath weapons of dragons of the chosen kind, as well as a
Though many believe that the threat from Ustalav has +1 bonus on attack rolls and a +1 dodge bonus to AC against
passed, some know that Tar-Baphon was not the only tyrant members of the same dragon kind.
with designs for Golarion. His former draconic ally is still Goal: Defeat the specific dragon linked to your prerequisite.
biding her time, consolidating her power, and waiting in Completion Benefit: You gain the ability to select a
slumber for the right time to strike. For more information new dragon kind whenever you wish. You must first
on Seryzilian, see the Pathfinder Campaign Setting books defeat a member of the selected kind with a CR equal to
Dragons Unleashed and Rule of Fear. or greater than your character level. In addition, you gain
Swamp Survivor (Ustalav) Leaving Graidmere Swamp is a +2 bonus on initiative checks when facing a dragon of
forbidden, and to f lee the mire is to court Seryzilian’s wrath. your selected kind.
However, you are one of the few to successfully make it out of
the swamp alive. Now, you’re resolved to liberate your kinfolk.
You gain a +2 bonus on Survival checks to find fresh water, ZEDORAN (GREEN)
and magical liquids in your possession gain a +2 bonus on Deep in the murky expanse of the Northern Fangwood lies
Will saves to avoid being corrupted or otherwise spoiled. the lair of the green dragon Zedoran. While no living person
has seen his lair, rumors abound that the terror nests in a
SJOHVORNOR (WHITE) swampy sinkhole, surrounded by tribes of savage orcs.
The last draconic survivor of Iobaria’s famed Though the Northern Fangwood is within the sovereign
Drakeplague of 4519 ar, Sjohvornor is the beast that all jurisdiction of Lastwall, the dragon’s range transcends
Iobarian children grow up fearing. Sjohvornor claims national boundaries. Every few decades, the dragon emerges
parts of the Ice Steppes and the Deeprun Crevasse from his restless slumber to ravage the towns throughout
as his domain. Few travelers venture through this the Lake Encarthan region. Alarmingly, these attacks seem
inhospitable part of the world, though several centaur to coincide with major orc offensives, leading to speculation
tribes roam the blasted winter desert. GMs using that perhaps the orcs are allied with the ferocious wyrm.
Sjohvornor in their campaign should see Pathfinder With the warriors of Lastwall already stretched thin
Adventure Path #33 for more information on Iobaria and between Gallowspire and the Hold of Belkzen, many worry
Pathfinder Campaign Setting: Dragons Unleashed for more that a sustained campaign by Zedoran would be too much
on the dragon himself. for the noble soldiers. GMs wishing to include Zedoran
Centaur Vengeance (Iobaria) Your nomadic tribe in their campaigns are encouraged to read the Pathfinder
wanders the Ice Steppes of Iobaria. They live in constant Campaign Setting books Dragons Unleashed and The Inner
fear of the great white wyrm Sjohvornor and feel helpless Sea World Guide for more information on Zedoran and
to stop the dragon’s aggression. Your tribe is f illed with Lastwall, respectively.
wise sages and great warriors, and they resent being Draconic Vigil (Lastwall) As a defender of Lastwall, you
cowed by any foe. You vowed that one day you would not have seen the damage the dragon Zedoran has wrought
have to be afraid of Sjohvornor or any other wyrm. You upon the land. You gain a +1 bonus on initiative rolls when
gain a +2 bonus on saving throws against any dragon’s entering combat against creatures of the dragon type or
frightful presence. humanoids of the orc subtype.

13
Lesser Dragonkind
While the term “dragon” refers most accurately to chromatic, imperial, metallic, and primal dragons, there are many species
across Golarion that share similar taxonomies with these noble beasts. The term “dragonkind” thus refers to a spectrum of
reptilian creatures that share at least superficial similarities to the better-known true dragons.

DRAGONKIN Additionally, dragonkin have adapted their dexterous


These creatures—native to the planet of Triaxus—are forearms to hold large humanoid-style weapons, such
unique among dragonkind due to their interdependence as glaives and lances, which they wield with devastating
with humanoid races. While dragonkin look much like eff icacy in battle. (See page 81 of Pathfinder Campaign
smaller, more humanoid dragons, they share less of Setting: Distant Worlds for more on dragonkin.)
true dragons’ arrogance, and often work in close contact
with humanoids. In fact, some dragonkin go so far as DRAKES
to adopt humanoid cultural habits like wearing armor, The degenerate, two-legged cousins of true dragons,
using manufactured weapons, and speaking humanoid drakes share many physical similarities with their
languages. This sociability makes them ideal companions more intelligent counterparts. Like dragons, drakes
for experienced adventurers. have reptilian forms, leathery wings, and innate breath
Dragonkin have among the fewest natural weapons weapons. However, most drakes lack the patience and
of all dragonkind. While they have incredible dexterity genius-level intellects of true dragons. Though they
and ferocious bites, they lack the magical aptitude of true have the capacity for language and basic reasoning,
dragons, the breath weapons of drakes, or the toxic sting drakes are incapable of long-term planning, diplomacy,
of wyverns. Instead, dragonkin develop deep bonds with or magical pursuits. Unfortunately, this lack of
humanoid riders, forming highly coordinated teams. intelligence actually makes drakes more dangerous
than many dragons. While true dragons can often be
appeased or reasoned with, drakes are quarrelsome
creatures that prefer to f ight.
Drake rampages are common throughout Golarion,
and each landscape features drakes specif ically adapted
to life in that environment. Occupying terrain that
ranges from arctic wastes to desert expanses, drakes
present serious threats to humanoids in all climates and
landscapes. Though many cultures have attempted to
domesticate drakes with only occasional successes, most
attempts to train drakes as mounts or familiars result in
violent tragedy.

HALF-DRAGONS
Half-dragons are rare, and are most commonly the result
of breeding between dragons and other draconic or
reptilian creatures. One such example is the notorious
dracolisk, a dangerous creature created by the mating of
a dragon and a basilisk.
While half-dragon humanoids are possible outcomes
of magical experiments or humanoid dalliances with
dragons capable of magically assuming humanoid
form, these combinations are even rarer, as most
dragons consider sexual liaisons with mammals to be
beneath them or particularly distasteful. That said,
some particularly manipulative dragons throughout
history have made such unions purposefully as part
of larger plots. As draconic blood is potent, it tends to
express itself down through subsequent generations,
explaining why there are far more sorcerers who draw
their power from a draconic bloodline than there are
actual half-dragons.

14
LINNORMS TAMING LESSER DRAGONS
Ranging from 60 to 120 feet in length, linnorms have Those wishing to adopt some form of dragon as a mount or
a wide array of offensive capabilities: breath weapons, a companion have several options, which include Leadership
crushing tail sweep, overwhelming strength, venomous training, taking a lesser dragon as a familiar, mundane
fangs, and the supernatural ability to f ly. In addition Diplomacy, or using magical compulsions.
to these features, linnorms also have several defensive Lesser dragons such as pseudodragons, faerie dragons,
capabilities: freedom of movement, true seeing, natural and tidepool dragons can be taken as familiars with the
regeneration, and a death curse. The sheer size, ferocity, Improved Familiar feat. Characters without an arcane
and damage that linnorms bring to bear make them bond or other class-granted familiar may still befriend
dangerous to hunt and nearly impossible to domesticate— and ally with these creatures, as each is intelligent
though the Linnorm King White Estrid has reportedly enough to make such alliances of its own accord, but such
done so, or at least formed an alliance with one. partnerships may be situational and temporary.
Luckily, there are a few saving graces that keep Golarion A dragon with an Intelligence of 3 or higher needn’t
from destruction by linnorms. First, these antisocial be trained to work or fight in tandem with a character.
beasts inhabit remote and inhospitable locations, far from Rather, the character must convince or otherwise force
most humanoid settlements. Second, linnorm young are the beast to serve as a mount or warrior in the character’s
cannibalistic, which keeps their numbers down. Finally, control. Spells like charm monster or tongues can be
linnorms hibernate for hundreds of years at a time, useful in such endeavors, but in many cases mundane
keeping their rampages infrequent. Once a linnorm solutions such as saving a dragon’s life and putting it in an
awakes, though, there is little that can prevent it from adventurer’s debt; tricking, intimidating, or convincing it
leaving a massive trail of destruction in its wake. to follow orders; or the payment of large sums of treasure
work just as well.
WYVERNS Another method for gaining a true dragon as a mount
Another form of two-legged reptilian f lier, wyverns share is to concentrate on the Leadership feat, which can be
more similarities with drakes than dragons. Like drakes, taken beginning at 7th level. Once an adventurer takes
wyverns have just enough intelligence to be quarrelsome Leadership, she still has to build a substantial reputation,
and cruel without the intellectual subtlety to perform as a young dragon’s cohort level is equal to its CR + 8.
magic or complex deduction. Unlike drakes and dragons, Additionally, the leader must locate a dragon whose
however, wyverns don’t have breath weapons. They are also alignment is identical to her own, which is no easy task.
dissimilar from drakes in that they can be domesticated.
Wyverns are gifted with dexterous, poison-barbed
tails. At 3,000 gp per dose, wyvern poison is one of the Kongamatos: Though these forest-dwelling creatures have
most expensive and effective poisons on Golarion, the reptilian bodies of dragons, they also have a distinctly
making it a favorite for high-level assassins. The rarity of avian aspect. Instead of teeth, the 7-ton kongamatos have
wyvern poison makes the ferocious creatures a common powerful beaks which are sharp enough to pierce through
target for poachers and big-game hunters. shields and armor. Kongamotos are particularly common
Some races, such as lizardfolk, use wyverns as mounts. in the Valashmai Jungle of southern Tian Xia.
Other giant races also domesticate them as guard Pseudodragons: Often called “house drakes” for their
animals. However, the cost and danger associated with catlike size and general good nature, these small dragons
training a wyvern often ensure that only high-ranking possess a stinging tail that can put their foes to sleep.
individuals are seen with domesticated wyverns. Staunchly good, pseudodragons make excellent familiars
for good-aligned wizards and sorcerers. Korvosa hosts
OTHER DRAGONKIND a thriving community which attempts to keep the imp
While the races mentioned above are the most like true population from growing due to the infernal inf luences
dragons in taxonomy, there are other races that exhibit of the Academae.
enough draconic features to qualify as dragonkind. Tatzlwyrms: Distant relatives of true dragons,
Dragon Turtles: Though they look more like turtles tatzlwyrms are human-sized ambush predators that have
than dragons, these water-breathing sea monsters share weak breath weapons and slightly higher intelligences
the true dragons’ love for treasure. Upwards of 25 feet in than most reptiles. Their two stunted forearms and
length, these known ship-wreckers sport a hardened shell winding tails make them excellent grapplers, while their
on their backs and shoot jets of scalding steam from their dappled scales provide camouf lage.
razor beaks. Tidepool Dragons: These tiny aquatic dragons are
Faerie Dragons: Faerie dragons are tricky fey-like relatively powerful for their size, though they do not
creatures, which make excellent familiars for chaotic good have the amphibious subtype, and thus cannot survive
illusionists and enchanters. While they can sometimes on dry land. They make excellent familiars for chaotic
make enemies with their constant pranks, faerie dragons adventurers who spend their time entirely beneath the
are generally well-meaning, though often misunderstood. surface of the waves.

15
Draconic Ana†omy
Dragons possess several organs and biological features wholly unique to their kind. Characters using Knowledge (arcana) can use the following details
to accentuate their insights into the particulars of dragon physiology. Additionally, those making use of the dragoncrafting rules presented on page
18 can work with their GMs to create new uses of some of the physiological features presented in this diagram.

Arcanicus Glands
At the back of the throat, protected by the arcanic process (a spur of bone connected to the
third vertebra), is a lump of porous f lesh about the size of the dragon’s eye. This gland, called
the superior arcanicus, secretes a protomagical ichor called drathyrum, which is vital to a
dragon’s breath weapon. In dragons with multiple breath weapons (such as most metallics), a
second, smaller gland called the inferior arcanicus lies opposite the superior arcanicus, and
performs largely the same function as its larger counterpart.

Luminoscial Eye
Beneath the thin hide covering a dragon’s head is a sensory organ
called the luminoscus, or luminoscial eye. This sensitive membrane
allows the dragon to sense movement and shapes around it, even in
complete darkness. In practice, this ensures sleeping dragons are
somewhat aware of what’s going on around them, and makes it hard
to hide from a dragon, even using invisibility.

Mouth
A dragon’s mouth is its most deadly physical weapon,
containing scores of menacing teeth, all razor-sharp
and preternaturally strong. Draconic jaws are notable for
their immense strength, made all the more formidable
by a balanced muscular structure that makes forcing a
dragon’s mouth closed just as difficult as prying it open.

Heart
Circulating blood quickly enough to power a body the
size of a dragon’s requires a heart that’s incredibly strong
and efficient. With 12 valves working in groups of four, a
dragon’s heart can pump blood to its head, extremities,
and core independently of one another, giving it what are
essentially three distinct circulatory systems. If the heart
is damaged, valves can be repurposed to provide blood to
other systems via a complex system of built-in redundancy.

Pericardial Arcaduct
Ten strands of nerve fiber, insulated from one another by muscular linings that can f lex
to allow them to touch, enwrap this minuscule duct, which runs from a nerve cluster
above the dragon’s small intestine to its pericardial wall. These nerve fibers regulate the
dragon’s heart rate, and can put the dragon into magical hibernation when necessary.
They also keep its heart pumping when paralytic magical effects might otherwise stop it.

Claws
A dragon’s claws are so sharp and strong that they’re reputed to be able to cut
through even supposedly impenetrable substances. Despite their strength and
size, draconic claws are capable of delicate manipulation of fine objects such
as magical components and alchemical reagents.
Buoyancy Bladder Wings
As a byproduct of their digestive process, dragons produce a A dragon’s wings appear comparatively fragile and vulnerable,
magically infused gas called arcanic draxilite. This mysterious but are just as hardy and menacing as the rest of its body. Though
substance has a variable density, even though it’s maintained at the the bones in the wings are hollow like those of a bird, they’re not
dragon’s core body temperature. It vents into the buoyancy bladder brittle or easily broken. Similarly, the thin skin membranes that
via semipermeable membranes in the dragon’s stomach. On connect the bones are surprisingly resistant to physical damage.
command, a dragon can alter the stored gas’s buoyancy, allowing The great strength required to keep the bulky beasts aloft also
it to more easily lift its large body in flight or stay afloat in water. translates into powerful blows in combat, and dragons fighting
among themselves sometimes attempt to break each other’s wings
in this manner. Dragons with swim speeds or that typically live
Gastroarcanicus Gland in or near water often use their wings as large fins, making them
Located within the dragon’s stomach just ahead of the duodenum, as adept under the waves as they are in the air and on the ground.
this gland secretes a magical slurry that combines with natural
intestinal f luids to break down substances indigestible by or
toxic to the bodies of lesser creatures. This process allows a
dragon to maximize its absorption of nutrients and minimizes Tail
the amount of waste it produces. Comprising 24 vertebrae and ending in a spiny or finned
point, a dragon’s tail performs a number of functions. Capable
of delivering forceful, sweeping blows, it’s a formidable weapon
in battle. Its length also gives the dragon a counterbalance when
f lying, and the sometimes finned or winglike nature of its tip aids
in both aerial and aquatic acrobatics. Dragons are incredibly proud
of their tails, and consider them to be a seventh limb—making
both 7 and 24 important numbers in draconic numerology.
Dragoncraf†ing
Among the many reasons adventurers seek out dragons to slay are the trophies that can be made of their toughened, magic-
infused bodies. Whether it takes the form of a suit of armor crafted from a dragon’s scales, or a vial of the powerful blood
that f lowed through a great wyrm’s veins, a dragoncrafted item serves as a constant reminder of the slayer’s victory.

For millennia, races from across Golarion have turned their NEW FEAT: DRAGONCRAFTING
fallen foes into valuable items. Many adventurers sport basic You have the ability to create rare and valuable items
leather armor made of animal skin, klar shields made from the from the bodies of fallen true dragons.
skulls of horned lizards, or poisons harvested from the bodies Prerequisites: Craft (any) 5 ranks, Knowledge (arcana)
of venomous creatures. Fewer adventurers, however, possess 3 ranks
gear made from the body of a fallen dragon. Such equipment Benefit: You gain the ability to create a variety of
is a rarity, owing to the danger of obtaining the materials as dragoncraft items from materials gathered from the bodies
well as the difficulty of crafting the items. The ability to turn of true dragons (not lesser dragons, such as linnorms or
a dragon’s body into usable gear is not something any smith wyverns). Crafting dragoncraft items takes 1 hour per 100
or alchemist can accomplish. Only a select few dedicate their gp of items being produced. In order to gather specimens
lives to the ancient art known as dragoncrafting. from a dragon’s corpse, you must succeed at a Heal check
equal to 10 + the dragon’s CR within 48 hours of the
dragon’s death (unless the body is preserved in some way).
Refer to the table below to determine how much of a given
material can be harvested from a dragon based on its size.

Dragoncraft Materials by Dragon Size


Dragon Stomach
Size Blood Acid Gall Musk Skin
Tiny 2 vials 1 vial 1 vial — 1 grip
Small 3 vials 1 vial 1 vial 1 vial 2 grips
Medium 4 vials 2 vials 2 vials 1 vial 2 grips
Large 5 vials 2 vials 2 vials 2 vials 2 grips
Huge 6 vials 3 vials 2 vials 2 vials 3 grips
Gargantuan 7 vials 3 vials 3 vials 3 vials 3 grips
Colossal 8 vials 4 vials 3 vials 3 vials 3 grips

DRAGONCRAFT ITEMS
Only those who have both the Dragoncrafting feat and
the proper materials from a newly slain dragon may craft
the following items.

PRICE 50 GP
DAHAK’S FIRE WEIGHT 1/2 lb.

Made with dragon’s gall, which is harvested from a recently


deceased dragon’s liver, Dahak’s fire is a volatile alchemical
reagent. Though inherently inert, the substance ignites when
it comes into contact with fast-moving air, which makes it ideal
for application to blades or arrows. When applied to a weapon
or piece of ammunition as a standard action, the weapon deals
an extra 2d6 points of fire damage on the next successful hit.
The Dragoncrafting feat and a successful DC 20 Craft
(alchemy) check are required to convert 1 vial of dragon’s
gall into 1 application of Dahak’s fire.

PRICE 75 GP
DRACONIC PERFUME WEIGHT 1/2 lb.

This exclusive perfume is produced using dragon musk, which


is integral to draconic mating rituals. Dragon musk is secreted

18
in dragons’ oil glands, and harvesting it is a very delicate DRAGONHIDE ARMOR
procedure. Though only mildly fragrant, dragon musk can elicit A classic status symbol for adventurers across Golarion,
a variety of effects when added to perfume. The effect depends dragonhide armor is coveted for its toughness. Though smiths
largely on the other ingredients in the perfume, but a single have been making dragonhide armor for centuries without
application of draconic perfume lasts only 1 hour, regardless the benefit of dragoncrafting, those with the Dragoncrafting
of its specific properties. Some of the more common additives feat are able to improve upon an already excellent product.
are listed below. Normally, if a suit of dragonhide armor has energy
Rosewood and myrrh: This concoction is an aphrodisiac, and immunity, one may enhance such a suit with additional
any creature wearing this perfume gains a +2 circumstance energy protection for the wearer at a 25% reduced cost.
bonus on Diplomacy checks and increases the DCs of any charm However, only effects with the same elemental type as
subschool spells cast during this time by 2. the armor’s immunity are eligible for this discount. An
Sage, bergamot, and cedar ash: This pungent aroma has an artisan with the Dragoncrafting feat may add 1 additional
imposing effect. Any creature wearing this perfume gains a +2 elemental protection to a suit of dragonhide armor at the
circumstance bonus on Intimidate checks and does not take any same 25% discount, even if this energy resistance is not
penalties for attempting to Intimidate a larger opponent. normally associated with the type of dragonhide being
Sulfur and honeycomb: This aroma is sometimes called “Hell’s used. For more information on dragonhide armor, see page
Smell.” Any creature wearing this scent gains a +2 circumstance 49 of Pathfinder RPG Ultimate Combat.
bonus on Bluff checks and increases the DC of any compulsion
subschool spells cast during this time by 2.
Each vial of draconic perfume contains 1 application of the Acidic sprayUM: The spell deals 1d8 points of acid damage per
scent. Producing draconic perfume requires 1 vial of musk, the caster level (maximum 15d8) instead of the normal 1d6 per caster
Dragoncrafting feat, and a successful DC 20 Craft (alchemy) check. level on the round of its casting (Reflex half). It still deals 1d6 points
of damage per two caster levels on the following round as normal.
PRICE 60 GP
DRAGON’S BLOOD WEIGHT 1 lb.
The Dragoncrafting feat and a successful DC 20 Craft (alchemy)
check are required to convert 1 vial of stomach acid into 1 vial
Renowned for its energizing and defensive properties, dragon’s of dragon’s gut.
blood has a variety of effects, depending on how it’s used. In
PRICE 250 GP
addition to use in its raw form, it’s also valuable as an alchemical
DRAGONSKIN GRIP WEIGHT —
ingredient. Below are two common uses for dragon’s blood, but
clever dragoncrafters may invent new uses as well. Made using the choicest, most malleable skin from a dragon’s
Drinking: When imbibed, a vial of dragon’s blood heals 1d4 underbelly, this specialized weapon grip can be added to any
points of damage. It also grants a +1 alchemical bonus on Will weapon with a hilt or handle. Dragonskin grips may be added to
and Fortitude saving throws for 1 minute. an existing weapon, or incorporated into a new weapon during
Bathing: Covering oneself in dragon’s blood removes crafting. The skin provides extra grip, granting the wielder a +2
1 permanent negative level. No more than 1 permanent bonus to CMD against disarm attempts.
negative level can be removed from a single creature per Producing a dragonskin grip requires the Dragoncrafting feat
week using this method. Bathing in dragon’s blood requires and a successful DC 15 Craft (bows or weapons) check.
3 vials of dragon’s blood. Blood used in such a manner is
PRICE 500 GP
expended, and may not be reused.
WYRM PESH WEIGHT —

PRICE 50 GP This rare and expensive variant of standard Garundi pesh is


DRAGON’S GUT WEIGHT 1 lb. produced by introducing a vial of dragon’s blood into a dose
A dragon’s stomach contains highly corrosive acid that can be of pesh during the refining process, and has a noticeable
crafted into an alchemical item called dragon’s gut. When used reddish tint. While the drug provides a more potent high
as a thrown splash weapon, dragon’s gut deals 2d4 points of acid and fewer immediate penalties, it is highly addictive, and
damage plus, on a direct hit, an additional 1d4 points of acid unless a user has a steady supply of dragon’s blood, the cost
damage the following round, and it deals 1 point of acid damage to her wellbeing can be severe. For more information on
to all creatures within 5 feet of the impact point as normal splash drugs and addictions, see page 236 of the Pathfinder RPG
damage. Additionally, dragon’s gut has alternate effects when GameMastery Guide.
used in place of acid as an alchemical power component (see
Pathfinder Player Companion: Adventurer’s Armory). WYRM PESH
Acid arrow: The spell lasts 1d3 rounds longer than usual. Type ingested or inhaled; Addiction severe, Fortitude DC 24
Acid fog: The fog takes on a sticky quality and clings to creatures Price 500 gp
within it. Any creature damaged by the acid fog takes an additional Effect 1 hour; 25 temporary hit points
2d6 points of acid damage on the round after leaving the fog’s Effect 1 day; +2 alchemical bonus on saves against sleep and
area of effect. The creature can negate this additional damage by paralysis effects
spending a standard action to wipe the clinging acid from its body. Damage 1d2 Wis

19
Dragonslaying Organiza†ions
At the most basic level, an adventuring party is a dragonslaying organization, but when adventurers band together in
greater numbers, more permanent organizations may form. Several such dragonslaying organizations are listed below, as
are some considerations and new teamwork feats to keep in mind when forming a new organization to hunt draconic foes.

DRAGONSLAYERS OF THE Linnorm Kings: In the Lands of the Linnorm Kings,


INNER SEA hunting dragons (specif ically linnorms) is the traditional
Golarion’s Inner Sea region is home to a number of way for someone to rise to a position of rulership and take
organizations whose activities are directed toward (or at least one of the seven thrones of the region. This practice dates
include) dragon slaying. A few such groups are presented here. back thousands of years, and over that time the folk of
Ice Chasm Following: This organization is a collection of these lands have truly mastered the dragonslayer’s skills.
powerful warriors pulled together from numerous Kellid Their legends hold that one day a high king will unite the
tribes in the Realm of the Mammoth Lords. Their revered lands, but f irst he or she must slay Fafnheir, the Father
totem is the enormous, glacier-white mammoth Jaikzam. of All Linnorms.
When he eventually fell in battle to a powerful white dragon, Order of the Pike: This small Hellknight order seeks
Jaikzam’s legend was not allowed to die. The Ice Chasm’s out dangerous beasts and monsters from their bastion,
shamans transformed his corpse into a gigantic zoic fetish the tower of Ordeial in northeastern Cheliax. Although
to ward off dragons. The Ice Chasm Following travels the a relatively minor order, they have been expanding their
deadly passes of the Tusk Mountains, keeping the region safe operations into Isger and the Chelish heartland and, in
from the depredations of draconic menaces. time, they may regain some of the renown and prestige
they lost following the Chelish Civil War. They train
extensively with the longspear to keep their monstrous
foes at bay.
Rostlandic Loyalists: Many in southern Brevoy have
never forgotten the role that red dragons played in
the devastating defeat they suffered when Choral the
Conqueror invaded. Not only were the best and brightest
of the Aldori Swordlords wiped out in the attack, but
their Issian rivals were elevated to positions of authority
and rulership. Rostlanders, ever concerned with personal
honor, cannot let go of this ancestral grudge. Though they
lack a central organization, southern Brevoy is a hotbed
of rebels and f irebrands, many of whom would happily
contribute their swords, their gold, or their cunning if it
meant there were one fewer dragon in the world.
Smiad: The followers of the Empyreal Lord Smiad are
devoted to eradicating the menace of evil dragonkind and
assisting in the benevolent works of good dragons. Smiad’s
faithful emulate their lord’s honorable, straightforward
tactics and rarely resort to trickery to defeat their foes.
Many legendary paladins have been guided by the hand of
the Pitiless Dragonslayer.
Lesser Dragonslaying Organizations: Of course,
other organizations exist that share the goal of hunting
and slaying dragons. Some of these are mere branches
of larger organizations, such as a contingent of
Pathf inders who specialize in dragonslaying to attain
their miraculous hoards for research and preservation.
Other organizations are more akin to like-minded
individuals operating independently of one another,
such as the countless pirates of the Shackles who
would like to overthrow the red dragon Aashaq and her
minions, if only to claim her hoard as booty. Still other
organizations are more cultural, such as the dwarves of

20
the Five Kings Mountains, whose longstanding hatred WHY SLAY GOOD DRAGONS?
for the great red wyrm Daralathyxl is more heritage The iconic dragonslayer is a valiant hero, known for stamping
than active organizing. Similarly, the descendants of the out the menace of evil chromatic dragons wherever they
great blue dragon warlord Kazavon’s slayers are scattered may be found. Why would a dragonslayer even consider
across Golarion, and many strive to continue the legacy fighting a metallic dragon instead? Below are but a few of
of their forebears as potential members or even leaders of the many reasons why a dragonslayer may need to bring his
dragonslaying organizations. skills to bear against a good dragon.
Meddling Do-Gooders: Metallic dragons sometimes
FORMING A DRAGONSLAYING involve themselves in the affairs of younger races, with
GROUP many adopting humanoid form to live among them
Instead of joining an already-established organization, undetected. Metallic dragons are not free of the racial
some dragonslayers may opt to found one themselves, arrogance that afflicts all dragonkind, and they often think
based on their own goals, methods, and resources. Anyone that they know what is best for the humans or elves around
planning to start such an organization should keep in them. This opinion may lead to tricky political situations in
mind the following considerations during the process to which the well-meaning good dragon finds itself on one side
ensure success. of an argument against a dragonslayer or her allies.
Forming a dragonslaying organization somewhere Not Good Enough: Most metallic dragons are good-
without a dragon problem may be diff icult. If there aligned, but a small percentage stray from the calling of
aren’t any rampaging dragons terrorizing a nation or their virtuous bloodlines. Whether such alignment shifts
region, f inding others locally who share the urge to hunt come as a result of madness, corruption from outsiders, or
and slay the beasts may be beyond many adventurers’ other manipulative forces, or are simply the nature of a “bad
capabilities. Sometimes traveling to an area in need of egg,” such dragons have just as much potential for villainy
dragonslayers is the easiest way to get a new organization as evil chromatic dragons. Conversely, and even more
off the ground. rarely, it’s not unheard of for a chromatic dragon to shift its
A dragonslayer should also consider the ideal scope alignment toward good.
of her organization in the early stages of planning. Will Quests: All dragons hoard treasure, and a good-aligned
the group have a consistent base of operations, or travel metallic dragon may possess an important quest item as part
from place to place as needed? How far are the group’s of its collection. Perhaps the dragon itself (or a part thereof)
members willing to travel for the sake of dragon’s is the quest item. Whatever the quarry and whatever the
blood? How large is the group expected to become, and reason, even the most righteous of dragons may not take
what logistics of feeding and housing its members need kindly to the idea of parting ways with a valuable piece of
to be considered? treasure, or in the latter case, its own life.
Mercenary dragonslaying companies have other factors The Root of All Evil: Gold lures many adventurers to match
to keep in mind. How much does one charge for slaying a their skills against those of metallic dragons. Everyone loves
dragon? Are there situations in which such a group shouldn’t treasure, and metallic dragons have hoards as large as their
demand a fee for its services? What can cash-poor clients chromatic kin. Some dragonslayers set aside the alignment
offer mercenaries in place of gold? of their quarry and simply treat all dragons as obstacles
See Pathfinder Roleplaying Game Ultimate Campaign for between themselves and vast amounts of wealth.
more tools to aid in founding an organization, including
subsystems covering acquiring followers, running
businesses, and erecting buildings. Ask your GM if one Overwhelm (Combat, Teamwork)
of these systems is a good f it for your campaign, and work You can overwhelm large foes with sheer numbers.
with her to integrate your dragonslaying organization Benefit: You are considered to be f lanking an opponent
into the campaign. if at least one ally who also has this feat is threatening that
opponent and the opponent is at least two size categories
TEAMWORK FEATS larger than the larger of you or your ally, regardless of your
Allied dragonslayers often f ind new ways to cooperate actual positioning.
to defeat their foes. Below are three teamwork feats Normal: You must be positioned opposite an ally to
developed by dragonslayers over years of training f lank an opponent.
side-by-side.
Tandem Evasion (Combat, Teamwork)
Courage in Numbers (Teamwork) You and your allies help each other evade deadly attacks.
Your allies give you courage when you face an enemy as one. Prerequisites: Dex 13, Dodge.
Prerequisite: Iron Will. Benefit: When adjacent to an ally who also has this feat,
Benefit: You gain a +2 morale bonus on saves against you gain evasion against a dragon’s breath weapon and
fear for every ally within 10 feet who possesses this feat tail sweep special attacks. If you already have evasion, you
(maximum +8). gain improved evasion instead.

21
Dragonslayer Arche†ypes
Aspiring dragonslayers attempt a wide variety of strategies aimed at gaining the upper hand against opponents who are
smarter, faster, and stronger than they are. In most cases, their novel strategies result in lethal failure. However, a few
archetypal strategies have withstood the test of time, including the dragon drinker, the dragon hunter, and the wyrm sniper.

DRAGON DRINKER (SORCERER) her own, she may use the shape and energy type of the
The blood of dragons not only f lows through a dragon blood’s source dragon when she next uses her breath
drinker’s veins, but also empowers her spells and weapon. This ability replaces the 13th-level bloodline feat.
magical abilities when consumed. Dragon drinkers have Blood Siphon (Su): At 19th level, when the dragon
the following class features. drinker is within 60 feet of a creature of the dragon
Bloodline: A dragon drinker must belong to the type that is suffering bleed damage, she can, as a swift
draconic bloodline. action, draw a dose of its blood into herself as though
Bleeding Spells (Su): Whenever a dragon drinker casts she had consumed it from a vial. Additionally, when she
a spell that deals damage, the spell deals 1 point of bleed consumes dragon’s blood, it heals 3d8 points of damage
damage per spell level to any creatures of the dragon and provides a +3 resistance bonus on Fortitude and Will
type damaged. This ability replaces the bloodline saves for 1 minute in place of its normal effects. This
arcana ability. ability replaces the 19th-level bloodline feat.
Blood Drinking (Su): Starting at f irst level, a dragon
drinker gains the ability to drink dragon blood to alter DRAGON HUNTER (RANGER)
or augment her spellcasting abilities. See page 18 for The quintessential dragonslayers, dragon hunters are
information on dragon’s blood. For the purposes of experts at forging through the wilds in search of great
harvesting dragon’s blood, treat the dragon drinker wyrms. Dragon hunters have the following class features.
as though she has Dragoncrafting feat. At 5th level, Class Skills: A dragon hunter adds Knowledge (arcana)
drinking a vial of dragon’s blood is a standard action to his list of class skills, in addition to the normal ranger
that provides the dragon drinker with the normal class skills.
benef its of the item, as well as a +1 bonus to her caster Predatory Deduction (Ex): Beginning at 1st level, when
level for purposes of level-dependent spell effects a dragon hunter successfully uses Survival to spot the
on a single spell cast within 1 minute. At 7th level, a trail of a creature of the dragon type, the hunter may
consumed vial of dragon blood also heals 1d8 points of attempt an immediate DC 15 Knowledge (arcana) check.
damage instead of the standard 1d4. At 11th level, the On a success, the dragon hunter is able to deduce the
alchemical bonus on Fortitude and Ref lex saves granted species, age category, size, and color of the dragon. If the
by the blood increases to +2. trail is less than 48 hours old, the dragon hunter gains
In the absence of true dragon’s blood, the dragon a +2 circumstance bonus on the Knowledge check. This
drinker may tap into the draconic blood f lowing ability replaces Track.
through her veins to gain the temporary effects of having Wyrm Hatred (Ex): Beginning at 1st level, a dragon
consumed dragon’s blood. As a free action, she can hunter must select dragons as his favored enemy, granting
activate this ability, healing 1d4 points of damage and him a +2 bonus on Bluff, Knowledge, Perception, Sense
gaining a +1 resistance bonus on Will and Fortitude saves Motive, and Survival checks against creatures of the
for 1 round. This action may only be performed once per dragon type. He also gains +2 bonuses on weapon attack
round, and can be performed a number of times per day and damage rolls against them. These bonuses increase
equal to 3 + her Charisma modif ier. This ability replaces by +2 at 5th level and every f ive levels thereafter (10th,
the claws bloodline power. 15th, and 20th level).
Energy Assimilation (Su): At 7th level, when the dragon Dragoncrafting (Ex): Dragon hunters are experts not
drinker drinks true dragon’s blood from a dragon with only at tracking and killing dragons, but also at using
a breath weapon that deals a different type of energy dragon bodies to craft unique equipment. A dragon
damage than her chosen energy type, she may adopt the hunter gains Dragoncrafting as a bonus feat at 5th level,
energy resistance of the blood’s source dragon as if it were even if she does not meet the prerequisites. See page 18
her selected bloodline. This effect lasts for 1 minute per of this book for more information. This ability replaces
dose of dragon’s blood, after which the dragon drinker’s the additional favored enemy and any bonuses to existing
energy resistance reverts back to her normal energy type. favored enemies gained at 5th level.
This ability replaces the 7th-level bloodline feat. Undaunted (Ex): Beginning at 10th level, a dragon
Breath Mimicry (Su): At 13th level, when the dragon hunter gains a +4 bonus on Will saves made to resist
drinker drinks true dragon’s blood from a dragon with mind-affecting fear effects, Ref lex saves made to avoid
a breath weapon of a shape or energy type different from damage from breath weapons, Ref lex saves made to

22
avoid crush attacks, and Ref lex saves made to avoid OTHER DRAGONSLAYER CLASS OPTIONS
damage from tail sweep attacks. This ability replaces the In addition to the character options presented in this book,
additional favored enemy and any bonuses to existing potential dragonslayers may consider some of the following
favored enemies gained at 10th level. archetypes and class options from other sources: Dragon
Expert Dragoncrafter (Ex): At 15th level, a dragon subdomain (Pathfinder Player Companion: Champions of
hunter may take 10 on Heal and Craft skill checks to Purity); dragon shaman (druid)UM; oathbound paladin (oath
harvest dragoncraft materials and to create dragoncraft against the wyrm)UM; titan mauler (barbarian)UC; trophy hunter
items. Additionally, the amount of time required to (ranger)UC; wizard elemental arcane schoolsAPG.
create a dragoncraft item is reduced by half. This ability
replaces the additional favored enemy and any bonuses to
existing favored enemies gained at 15th level. Siege Commander (Ex): At 4th level, a wyrm sniper may
Elemental Resilience (Su): At 20th level, a dragon select the Siege Commander combat feat as her bonus
hunter gains energy resistance 30 against a single energy feat, even if she does not meet the prerequisites.
type for 1 hour. The energy types he may choose are acid, Heavy Gunner (Ex): Starting at 5th level, a wyrm sniper
cold, electricity, and f ire. He may use this ability once per may select one specif ic type of light siege weapon (such
day. This ability replaces the additional favored enemy as a ballista or light bombard) in place of a specif ic type
and any bonuses to existing favored enemies gained at of f irearm as part of her gun training class ability. Every
20th level. 4 levels thereafter (9th, 13th, and 17th), when she can pick
a new type of f irearm for the gun training class ability,
WYRM SNIPER (GUNSLINGER) the gunslinger may again select another type of light
These long-shot artists are masters at taking down siege engine.
dragons with sharp shooting and light siege weaponry. Master Siege Engineer (Ex): At 12th level, a wyrm
The following are class features for wyrm snipers. sniper may select the Master Siege Engineer combat
Class Skills: A wyrm sniper adds Knowledge (arcana) feat as her bonus feat, even if she does not meet the
to her list of class skills, in addition to the normal feat’s prerequisites.
gunslinger class skills.
Artillery Prof iciency: Wyrm snipers
are prof icient with light siege engines, in
addition to the normal gunslinger weapon
prof iciencies. See page 26 of this book for new
anti-dragon siege weaponry.
Deeds: A wyrm sniper swaps a trio of deeds for the
following deeds.
Munitions Master: At 7th level, a wyrm sniper can spend
1 grit point to reduce the number of full-round actions (or
move actions, if the sniper has the Master Siege Engineer
feat) required to load a light siege engine by 1. This deed
replaces the gunslinger’s startling shot deed.
Skeleton Crew: At 11th level, as long as a wyrm sniper
has at least 1 grit point, she treats all light siege engines
as requiring a crew of one fewer than normal to operate
(minimum 1). This deed replaces the gunslinger’s
lightning reload deed.
Anti-Air Targeting: At 15th level, whenever a wyrm
sniper targets a creature’s wings with the targeting deed,
the wyrm sniper completely disables one of the creature’s
wings on a successful hit. If the wyrm sniper hits her
target, the creature falls to the ground, regardless of
its altitude, taking the appropriate amount of falling
damage as a result. As long as the target has at least one
functioning wing, it may attempt a DC 20 Fly check to
gain the benef its of feather fall instead of plummeting to
the ground. In either case, it must succeed at a Ref lex
save (DC 10 + 1/2 the wyrm sniper’s level + the wyrm
sniper’s Wisdom modif ier) or fall prone when reaching
the ground. This ability replaces the gunslinger’s
menacing shot deed.

23
Ba††ling Dragons
Legends are f illed with the names of courageous warriors who braved a dragon’s lair and survived. Even more iconic
are those near-mythical heroes who stood toe-to-toe with a wyrm and slew it with only their strength and skill at arms.
There are few things that gain more respect than being able to say, “I killed a dragon.”

CONSIDERATIONS WHILE If a dragonslayer ever f inds himself battling multiple


FIGHTING DRAGONS dragons, his best hope might well be to f lee, or at
The vast range of abilities a dragon possesses comprises least f ind a position where only one dragon can attack
the greatest challenge a dragonslayer must overcome him at a time, and certainly never let them surround
when f ighting one. Dragons are physically powerful, have or f lank him. Against a lone dragon, an open space
a slew of attacks, possess a devastating breath weapon, gives a dragonslayer more options and is therefore
know a cunning array of spells, can utilize a variety of a better battlef ield than tight quarters. In an open
modes of movement, and are heavily protected from a space, however, a dragon has more opportunities to
range of attacks. Dragons deserve their legendary status, use other kinds of attacks, including f light and its
as do the heroes that slay them. breath weapon.
A dragon has all the advantages in most battles A dragon that cannot reach its enemy can simply
with humanoid dragonslayers, and at best, a hopeful charge, or use its spells or breath weapon. Thus, giving
adventurer can pray that he doesn’t bring any room to a dragon is not always advisable. To protect
disadvantages to the battle. Choosing not to bring a against breath weapons or spells, a dragonslayer should
ranged weapon allows the dragon to attack from the air f ind ways to make himself a more diff icult target.
with impunity, for example. When f ighting a dragon, a Staying out of sight by using the terrain, fog, or smoke to
character must do everything possible to maximize the hide his exact location can buy him time to get back into
chances of success. a favorable position while the dragon attacks wherever
A tactical dragonslayer should weigh the number of he used to be. However, this tactic won’t work for long; a
his attacks against those possessed by the dragon. An dragon has incredible senses and will quickly be able to
adventurer bringing all his attacks to bear often means f ind a hiding adventurer regardless of how well he thinks
the dragon will similarly be able to use all of its attacks he’s hidden.
against the potential dragonslayer. Surrounding a It is not an uncommon scenario to encounter a
dragon so it must divide its attacks between numerous dragon rampaging through a village. In this situation,
targets, attacking and moving out of reach of most of true heroes should consider making themselves an
its attacks, or attacking from a distance might help a obvious target to lure the dragon out to face f ire from
party of dragonslayers avoid a lot of blood and pain. the citizenry, while an unscrupulous dragonslayer might
very well do the opposite and use the villagers as bait.

NEW FEATS
The following feats are designed to present dragonslayers
additional options in combat against the
mighty beasts, as well as foes of any
creature type.

Covering Shield
(Combat)
You can use your shield to
protect your most vulnerable
parts from area effects.
Prerequisites: Dex 13, Shield
Focus, Shield Prof iciency.
Benef it: While using a shield of the type
to which your Shield Focus feat applies, you
gain a bonus on Ref lex saves against area of effect
attacks equal to your shield’s base bonus to armor class
plus any bonuses granted by feats or class abilities. This
does not transfer any enhancement bonuses on a shield
to Ref lex saves.

24
Death from Below (Combat) OPTIONAL RULES
You have been trained to f ight f lying creatures. Fighting a dragon is always an epic battle, but there are
Prerequisite: Base attack bonus +1. several ways that players and GMs can make it even more
Benefit: You gain a +2 circumstance bonus against exciting and memorable. A few of the optional rules from
f lying opponents when you have set a weapon against a this and other Pathfinder Roleplaying Game books can
charge, or when you are allowed an attack of opportunity make such a battle truly legendary.
against the f lying opponent. A character who slays a dragon should earn fame and
a hero’s reputation. Ask your GM if he uses the optional
Dragonheart reputation rules presented in Pathfinder RPG Ultimate
Your familiarity with dragonkind makes you less Campaign to track your character’s popularity in the local
susceptible to their abilities. community.
Prerequisite: Knowledge (arcana) 1 rank. Consider bringing siege engines onto the battlefield,
Benefit: You gain a +1 bonus on all saving throws especially when defending a settlement from a rampaging
against auras, breath weapons, spell-like abilities, spells, dragon (see Pathfinder RPG Ultimate Combat and pages
supernatural abilities, and other special attacks of 26–27 of this book for more details). Some GMs may want
creatures with the dragon type. to allow the optional called shot rules presented in Ultimate
Combat to allow their players to even the odds when
Dragonslayer (Combat) fighting dragons. Combining siege engines and called
You have been trained to f ight dragons. shots might enable you to bring a dragon to the ground,
Prerequisites: Knowledge (arcana) 4 ranks, base attack where your warriors can fight it on more even terms.
bonus +4. As dragons age they become powerful spellcasters.
Benefit: Whenever you conf irm a critical hit against Some dragons could be convinced to resolve encounters
an opponent that has a breath weapon, you can forgo the with a spell duel (see Pathfinder RPG Ultimate Magic)
extra critical damage to instead prevent your foe from instead of a traditional battle. Some dragons may even
using its breath weapon for a number of rounds equal to wield an ancient, lost form of magic, perhaps using the
twice the critical multiplier of your attack, in addition words of power rules presented in Ultimate Magic. Check
to any normal delay mentioned in the breath weapon with your GM to see if you can use them too.
effect’s description.

Flaying Critical (Combat, Critical) Special: This feat counts as Dodge for the purposes of
Your critical hits weaken your opponents’ defenses. qualifying for the Mobility and Spring Attack feats.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit, your Snoutgrip (Combat)
opponent takes a –1 penalty to its natural armor bonus You can hold an opponent’s mouth shut.
for the duration of the encounter. This penalty is Prerequisites: Combat Expertise, Combat Ref lexes,
cumulative, but cannot reduce an opponent’s natural Improved Grapple, Improved Unarmed Strike, base
armor bonus below 0. attack bonus +12 or 10th-level monk.
Benef it: As an immediate action, whenever an
Porcupine Defense (Combat) opponent up to one size category larger than you misses
You are a threat to opponents that try to overwhelm you. you with its bite attack, you can attempt a grapple with
Prerequisites: Combat Expertise, Combat Ref lexes, a –5 penalty on the check. If you succeed, you have
base attack bonus +6. grappled your opponent and are holding its mouth shut,
Benef it: Whenever an opponent of at least one preventing it from using its bite attack, breath weapon,
size category larger than yourself attempts a combat or spells with a verbal component until it escapes your
maneuver attack against you, you gain a +2 bonus on grapple. You may make this grapple attempt even if the
any allowed attacks of opportunity. If your opponent target is out of your reach.
may make such attacks without provoking attacks
of opportunity, you instead gain a +2 bonus to CMD Wingclipper (Combat)
against such maneuvers. Your attacks can prevent winged opponents from f lying.
Prerequisite: Base attack bonus +9.
Reach Defense (Combat) Benefit: Whenever you conf irm a critical hit against an
You are prof icient at avoiding polearms and long- opponent that uses wings to f ly, you can forgo the extra
limbed creatures. critical damage to instead prevent it from f lying for a
Prerequisite: Dex 15 number of rounds equal to twice the critical multiplier of
Benefit: You gain a +2 dodge bonus to Armor Class your attack. Opponents that are f lying at the time of the
against attacks of opportunity from opponents that are critical effect must succeed at a DC 20 Fly check to avoid
not adjacent to you. taking falling damage.

25
Equipmen† and Siege Weapons
The gear in which a dragonslayer invests prior to facing a dragon can be as important as which classes, feats, and skills he chooses
to learn. In particular, siege weapons are one of the most effective ways to combat a dragon—though tricking the beast into range
of such a weapon can be a feat in its own right. Several pieces of dragonslaying equipment and new siege engine options follow.

NEW ADVENTURING GEAR ELEMENTAL PROOFING


PRICE 100 GP
WEIGHT 1 lb.
For dragonslayers, whose prey often outmatches
them both physically and mentally, having the proper This alchemical gel comes in a large
equipment is essential. The following gear is specif ically vial with a brush built into the stopper.
designed to give dragonslayers that all-important It’s used to coat the surface of objects,
combat edge. protecting them from a specific type
of energy damage. Though elemental
PRICE 150 GP
BALLOON TRAP WEIGHT 4 lbs.
proofing is not harmful to the objects it coats, it acts as a
contact poison to living creatures. Touching elemental proofing
This trap consists of a buoyant balloon tied to an anchor by a very directly causes 1d4 points of damage and 1d4 rounds of
thin strand of metal. The strand acts as a vertical tripwire that sickness (a DC 14 Fortitude save negates the latter effect).
triggers the trap, targeting any flying creature that contacts it. Creatures immune to poison are likewise immune to the
The trap’s creator may set any number of mechanical or magical effects of contacting elemental proofing but gain no benefits
effects to be triggered when the trap is activated. Balloon traps from its application. When applied to weapons or armor,
are especially useful against creatures with large wingspans, or elemental proofing confers resistances to the coated object,
when the balloon is concealed, as in a tree canopy or smoke but none to the wearer.
cover. Below is a sample balloon trap. Each vial of elemental proofing contains enough gel to coat
SIROCCO BALLOON TRAP CR 14 one Large object, or two Medium or smaller objects. Once
Type magic; Perception DC 31; Disable Device DC 31 the applied gel dries, it absorbs 10 points of the specified
EFFECTS type of elemental damage each round. Elemental proofing
Trigger touch; Reset none wears off after 24 hours, and multiple applications of the
Effect spell effect (siroccoAPG, 4d6+11 fire damage [DC 19 Fort gel do not stack. There are four different types of elemental
for half] plus fatigued, knocked prone [DC 19 Fort avoids], proofing: acid proofing provides acid resistance 10, flame
flying creatures grounded [DC 15 Fly avoids]); multiple proofing provides fire resistance 10, frost proofing provides
targets (all creatures in a 20-ft.-radius, 60-ft.-high cylinder cold resistance 10, and lightning proofing provides electricity
centered on the balloon trap tripwire) resistance 10.

PRICE 20 GP PRICE 75 GP
DRAGON MUZZLE WEIGHT 2 lbs. SMOKE COVER WEIGHT 10 lbs.

This large leather muzzle is reinforced This small cauldron of alchemically treated tar gives off thick,
with steel chains, and is specifically acrid smoke when ignited. The smoke rises to an altitude of
shaped for a dragon’s snout. The 25 feet, then spreads horizontally, creating an artificial smoke
muzzle is also treated with one type ceiling 5 feet thick. The smoke spreads to a 100-foot radius at
of elemental proofing (see below) a rate of 20 feet per round. The cauldron smokes for 5 rounds
to prevent it from being destroyed by the dragon’s breath before burning out. After the cauldron finishes burning, the
weapon. The muzzle has hardness 10, 40 hp, and a break DC smoke lasts for 3 more rounds before dissipating. A moderate
of 30. A dragon muzzle can be fitted on a dragon using the wind (11+ mph) does not affect the heavy smoke, while a
rules to tie up a pinned creature. A standard dragon muzzle strong wind (21+ mph) disperses the smoke in 2 rounds.
can be resized to fit dragons from size Tiny to Large. For larger The smoke is entirely opaque, which means creatures above
versions, the weight increases by a factor of 4 and the price the smoke can’t see the ground, and those on the ground have
doubles for each size increase. a visual ceiling of 25 feet. Creatures on the other side of the
smoke have total concealment (50% miss chance, and the
PRICE 40 GP
DRAGONCRAFTING KIT WEIGHT 4 lbs.
attacker can’t use sight to locate the target).
Smoke cover is noxious, and any creature that begins its
This kit contains all the butchers’ tools, preservatives, and turn inside the smoke must succeed at a DC 18 Fortitude
desiccants necessary to turn a dragon corpse into usable items. save or become sickened for 1d4 rounds. Previously sickened
It provides the user with a +2 circumstance bonus on all Heal creatures that fail their saves are instead nauseated for 1d6
and Craft skill checks made to harvest dragoncraft materials and rounds. Creatures immune to poison are not affected by smoke
create dragoncraft items (see page 18). cover’s sickening effects.

26
PRICE 75 GP NEW SIEGE ENGINE
SPOTLIGHT WEIGHT 18 lbs. AMMUNITION
This large contraption functions Though dragons’ natural weapons are undoubtedly deadly,
like a hooded lantern, shedding it’s the wyrms’ wings that often give them the upper hand
large amounts of light in a in combat. The siege engine ammunition below is aimed
single direction. A spotlight also at helping slayers bring dragons down to the ground.
contains several mirrors which
PRICE 75 GP
amplify and aim the light. A
BALLISTA NET WEIGHT 15 lbs.
spotlight creates a 5-foot-wide
beam of normal light, which extends to a distance of 90 feet This ballista bolt is specially equipped with a net which unfurls
and continues for another 90 feet as dim light. It does not as the bolt flies toward its target. Unlike a standard ballista bolt,
radiate any light outside the area of the beam. A spotlight does a ballista net requires only a touch attack to hit. If a ballista
not increase the light level in normal light or bright light. A net hits, it deals no damage, but causes the target to become
lantern burns for 1 hour on 1 pint of oil, and requires two hands entangled. An entangled creature takes a –2 penalty on attack
to move and one hand to aim. rolls and a –4 penalty to Dexterity, can move at only half speed,
and cannot charge or run.
PRICE 5,000 GP
WIND PLATFORM WEIGHT 1,600 lbs. PRICE 500 GP
FLAK WEIGHT 30 lbs.
A rare and dangerous marvel
from the strange nation of Flak ammunition is a type of short-fused bomb, specifically
Alkenstar, this light, airborne designed to explode in midair. Flak ammunition is packed with
device is held aloft by a steel balls and black powder, and may be fired from a bombard
huge buoyant balloon which or catapult. When flak explodes, it deals 4d6 points of piercing
is attached by chains to an and bludgeoning damage to all creatures and objects within 40
open-air wicker basket. feet of the target square. A flak bomb must reach an altitude of
A wind platform is so- at least 50 feet to function properly. If flak ammunition impacts
called because it remains at the mercy of the winds, as it has anything before it reaches this altitude, the bomb deals 1d6
no propulsion system of its own and can therefor not be used points of bludgeoning damage and fails to explode.
as much more than an airborne watchtower or platform for the
PRICE 30 GP
deployment of siege engines.
FLECHETTE BOLT WEIGHT 20 lbs.
The basket of a wind platform can hold as many as six
Medium creatures and two Large direct-fire siege engines, This ballista bolt consists of dozens of small steel darts, called
or any combination of smaller creatures and siege engines flechettes, which break away after the bolt is released. If the
occupying the same space. The platform cannot withstand a bolt impacts anything before it reaches a distance of 30 feet, it
carried weight of more than 3,000 lbs. deals 1d8 points of damage. Between 30 and 60 feet away, the
A wind platform has AC 4, harness 5, and 250 hp, and takes flechettes deploy, dealing piercing damage to every creature
double damage from acid and fire attacks. When reduced to and object within a 30-foot-cone burst. After 60 feet, the
half its total hit points (125 hp) the platform begins to descend flechettes lose momentum and fall harmlessly to the ground.
at a rate of 20 ft. per round. When reduced to one-quarter its Separate attack rolls must be made against each target hit by
total hit points (62 hp), the rate of descent increases to 60 ft. the burst. Light ballista flechettes deal 2d8 points of damage,
per round. When destroyed, all creatures and items on the while heavy ballista flechettes deal 3d8 points. Additionally, any
wind platform simply fall as normal. winged creature hit by flechettes has several holes punched in
its wings, and has its fly speed reduced by 10 feet. The creature
PRICE 75 GP
WING HOBBLE WEIGHT 1–20 lbs.
takes a –4 penalty on Fly checks until the damage is healed.

PRICE 50 GP
This large weight is attached to a sharp steel hook which
WEIGHTED BOLT WEIGHT 40 lbs.
doubles as a carabiner. Once the steel hook is punched
through the skin of a flying creature’s wing, the carabiner This barbed ballista bolt is equipped with a heavy weight at
locks shut. The weight then acts as an anchor, unbalancing the end of a long chain. The bolt’s extra weight makes the bolt
the creature’s wings, which prevents the creature from flying. harder to fire accurately, and imposes a –2 penalty on attack
The application of wing hobbles causes 1d4 points of piercing rolls. In addition to the normal damage dealt by a ballista bolt
damage, and does not permanently disable the creature of its size, on a successful hit the weighted bolt lodges itself
should the hobble be removed. A wing hobble can be into the target’s body, leaving the weighted chain hanging
attached to a pinned creature’s wing with a successful grapple loosely, imparting a –5 penalty on all Fly checks made by the
check. Removing a wing hobble from a creature’s wing is a target. These penalties stack if a target is hit with multiple
full-round action that provokes attacks of opportunity and weighted bolts. A weighted bolt can be removed with a
requires the use of two hands. successful DC 25 Heal check or a DC 20 Strength check.

27
Dragonslayer Spells
Just as dragons augment their physical defenses and attacks with powerful spellcasting abilities, so too do well-prepared
dragonslayers employ magic to combat their fearsome foes. The following spells present options for spellcasters with
plans for slaying dragons.

DRAGON TURTLE SHELL DRACONIC SUPPRESSION


School abjuration; Level alchemist 3, cleric 3, druid 2, sorcerer/ School abjuration; Level sorcerer/wizard 5, witch 5
wizard 3 Casting Time 1 standard action
Casting Time 1 standard action Components V, S
Components V, S, M (a piece of turtle shell) Range close (25 ft. + 5 ft./level)
Range personal Target one dragon
Target you Duration 1 round/level (D)
Duration 1 round/level Saving Throw Fortitude negates; Spell Resistance yes
When you are struck by an opponent’s natural attacks, the A dragon that fails its saving throw cannot use its breath weapon for
damage is resolved as if the attack came from a creature one the duration of the spell and is treated as one age category younger
size smaller per 5 caster levels (maximum of four size categories for determining which special abilities it can use. For example, an
smaller at CL 20th). Refer to Table 3–1 in the Pathfinder RPG ancient green dragon would revert to the special abilities of a very
Bestiary to determine an attack’s altered base damage. If the old dragon and lose access to its miasma ability and its dominate
creature’s natural attack deals nonstandard damage, refer person spell-like ability. This spell has no effect on a dragon’s armor
instead to the Improved Natural Attack feat on page 315 of class, feats, frightful presence, hit points, physical attacks, saving
the Bestiary. It is not possible to reduce the base damage of a throws, senses, size, skills, spellcasting, or statistics.
creature’s natural attack below 1d2 with this spell.
DRAGONVOICE
School transmutation; Level alchemist 2, bard 2, sorcerer/
wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level
By magically altering the way your vocal cords create sounds,
you can emulate the vocal inflections of dragons. This grants
a +6 circumstance bonus on Charisma checks and Charisma-
related skill checks when dealing with dragons.
In addition, your voice is much louder than normal, halving
the penalties to others’ Perception checks to hear you due to
distance, intervening doors, and so on.

DUNGEONSIGHT
School divination; Level bard 4, cleric 5, inquisitor 4, sorcerer/
wizard 5
Casting Time 1 standard action
Components V, S, F (a small glass orb worth 150 gp)
Range personal
Area 60-ft.-radius emanation
Duration instantaneous
You receive a clear and memorable view of the layout of chambers,
barriers, and connecting passages within the area of effect. This
spell does not reveal the contents or inhabitants of any of these
locations, only the basic architecture of the space. For example, a
staircase leading up to a pair of doors would be apparent, but the
iron golems guarding the doors would not. This spell does identify
the locations of secret doors and hidden passages but gives no clue
as to the means of opening or accessing them.

28
ERODE DEFENSES EYE OF ABENATREX (MINOR ARTIFACT)
School transmutation; Level magus 2, sorcerer/wizard 3, witch 3 The Eye of Abenatrex appears as a crystalline eyeball almost
Casting Time 1 standard action too large to be held in one hand. Gouges mar its surface and
Components V, S a golden triangle is embedded deep in the black iris—the
Range close (25 ft. + 5 ft./level) symbol of the Saoc Brethren of the lost nation of Lirgen.
Target one creature The city of Oagon was home to a cadre of wealthy
Duration 1 round/level merchants and astrologers who were the unknowing
Saving Throw Fortitude negates (see below); Spell Resistance yes minions of the blue dragon Abenatrex. By sending false
Your spell slowly begins to eat away at the defenses of your target. prophecies into their dreams, she directed the development
If the target fails its saving throw, it loses 1 point from any damage of trade between Lirgen and its neighbors. Proud of her
reduction and natural armor bonus it may have. If the initial save achievements, Abenatrex made the fatal error of revealing
was not successful, the target may attempt a new saving throw herself to her underlings, expecting respect. What she
each round for the duration of the spell or continue to suffer actually received was a pretense of fealty from subjects who
cumulative losses. If the first save fails but a subsequent save turned the tables on her and stole what they perceived as
succeeds, the eroding effects stop at that point, though any of the their gold from under her nose. Through powerful magic, the
penalties already accrued remain until the spell expires. At the end Lirgeni took her entire hoard to fill their already overflowing
of the spell’s duration, the target’s damage reduction and natural coffers. For a while, Abenatrex remained oblivious to the
armor bonus immediately return to normal. immense slight, but inevitably, one of the wizards made a
Only one erode defenses spell can affect a particular target mistake and their ruse was revealed. Driven mad with rage
at any one time. and confusion, Abenatrex clawed out her own unbelieving
eyes and frenziedly collapsed her lair around her.
GRAVITY WELL From out of the rubble, one of her eyes was recovered,
School transmutation; Level druid 6, sorcerer/wizard 5 and over the decades since Lirgen’s fall, the Eye of Abenatrex
Casting Time 1 standard action has been sought by kings and dragons alike.
Components V, S, M (a small lead weight) Effects: The Eye of Abenatrex can be held in the hand or
Range medium (100 ft. + 10 ft./level) mounted atop a staff. The bearer of the eye is immune to the
Target one creature effects of the illusory hoard spell and can cast dispel magic
Duration 1 round/level (D) three times per day using his character level as the effect’s
Saving Throw Fortitude negates; Spell Resistance no caster level. If mounted on a staff, the eye also automatically
You bring into being a localized region of increased gravity that casts dispel magic (CL 13th), targeting any illusions it interacts
crushes a creature to the ground. Affected targets weigh twice with. Also, any sorcerer of the draconic bloodline who wields
as much as normal, can move only at half speed, jump only half the eye adds all spells on pages 28–29 to her spells known.
as far as normal, and can lift and carry only half as much as
normal. Any flying target has its maneuverability worsened by
two steps (from good to poor, for example; minimum clumsy) ILLUSORY HOARD
and plummets to the ground unless it succeeds at a DC 25 Fly School illusion (phantasm) [mind-affecting]; Level bard 4,
check to remain in the air. sorcerer/wizard 5
Freedom of movement negates the effects of this spell. A Casting Time 1 standard action
creature targeted by gravity well behaves normally in the area Components S, M (an item from the hoard, see below)
of a reverse gravity spell. Range medium (100 ft. + 10 ft./level)
Target one creature
HEART OF THE MAMMOTH Duration 1 hour/level (D)
School transmutation; Level cleric 8, druid 8, sorcerer/wizard 8, Saving Throw Will negates (and see below); Spell Resistance yes
witch 8 The spell forces the target to believe that nothing in its hoard
Casting Time 1 standard action is missing or has been disturbed. This spell fools all the senses,
Components V, S, F (a fetish of mammoth hair soaked in convincing the target that its hoard feels and behaves as it
dragon’s blood) should. Only if the target tries to use an item from this illusory
Range touch hoard for some other purpose does it receive another saving
Target creature touched throw to disbelieve the effects of the spell (a wizard trying to
Duration 1 round/level use an illusory wand or a dragon trying to unlock a door with
Saving Throw Will (harmless); Spell Resistance no an illusory key). For the purposes of this spell, a hoard is any
The target creature becomes stronger, hardier, and imbued with the amount of treasure that is too big to be carried by the treasure’s
courage of the greatest megafauna of the tundra. The spell grants owner without magical tools such as bags of holding or portable
a +8 enhancement bonus to Strength and Constitution, immunity to holes, such as a dragon’s hoard, a king’s treasury, a merchant’s
fear, a +4 morale bonus to Will saves, and doubles the critical threat strongbox, or a thief’s hidden cache.
range of all its attacks against creatures of the dragon type (this The material component is any item worth 10 gp or more taken
does not stack with Improved Critical, keen edge, or similar effects). from the original hoard. This item is consumed by the spell.

29
Magic I†ems
Dragons aren’t the only creatures known to collect and hoard powerful items. In fact, the very same dragonslayers who
would see the dragons dead often share their love of magic items—from weapons to armor to staves of power. These
items can, if properly employed, mark the difference between life and death when face-to-face with a dragon.

PRICE PRICE
BOOTS OF THE VENGEFUL BEHIR 5,400 DRAGON’S TAIL 32,310 GP
SLOT feet CL 5th WEIGHT 1 lb. SLOT none CL 13th WEIGHT 12 lbs.
AURA moderate transmutation AURA strong conjuration and transmutation

These heavy boots are made of blue This +2 dragonbane guisarme seems to vibrate with a low
leather. Three times per day, when the hum. On a successful hit, the target must succeed at a DC 20
wearer speaks the command word, he can Fortitude save or become staggered for 1 round. If the target is
attempt a bull rush the following round as of the dragon type and the dragon fails its save, the creature is
if one size category larger than normal. If stunned for 1 round and staggered for 2 rounds thereafter. It is
the target of the bull rush is a dragon, the wearer is treated as staggered for 1 round even on a successful save.
if two size categories larger than normal. This bull rush attempt CONSTRUCTION REQUIREMENTS COST 16,155 GP
does not provoke attacks of opportunity. Craft Magic Arms and Armor, resonating wordUM, summon monster I
CONSTRUCTION REQUIREMENTS COST 2,700 GP
PRICE
Craft Wondrous Item, enlarge person
ELIXIR OF ELEMENTAL PROTECTION 1,800 GP

PRICE SLOT none CL 9th WEIGHT —


DEATH’S PRESERVATION BANDED MAIL 22,400 GP AURA moderate abjuration
SLOT armor CL 18th WEIGHT 35 lbs.
Scintillating colors swirl through this liquid. The elixir grants the
AURA strong conjuration and divination
drinker 100 points of protection from the first type of elemental
This +2 light fortification banded mail damage he takes after drinking it. Unused points of protection
has a small, ovoid stone set in the dissipate 1 hour after the liquid is consumed.
left shoulder. The armor monitors the CONSTRUCTION REQUIREMENTS COST 900 GP
wearer’s hit point total as the spell Craft Wondrous Item, protection from energy
status. If an attack against the wearer
PRICE
does enough damage to kill him
HEXING RUNES 10,000 GP
outright, he and his gear are teleported
SLOT neck CL 8th WEIGHT —
to a specific location determined at the time of the armor’s
AURA moderate abjuration
creation. This effect acts in all other ways as the spell word of
recall, with the predetermined location considered the place of These runes may be carved from wood or cast in silver and are
sanctuary. The wearer’s body is protected from decomposition worn on a leather cord. When a witch prepares her spells, she
for 18 days as per the gentle repose spell. Once this ability may also choose to use the hexing runes to augment one hex
has been used, the stone set into the armor crumbles to dust she can use. The save DC of this hex increases by 1 for 24 hours.
and the armor reverts to being a suit of +2 light fortification Additionally, once per day when she speaks the command
banded mail. word, the wearer gains the benefits of the ward hex as if cast
CONSTRUCTION REQUIREMENTS COST 11,200 GP by an 8th level witch.
Craft Magic Arms and Armor, contingency, gentle repose, limited CONSTRUCTION REQUIREMENTS COST 5,000 GP
wish or miracle, word of recall Craft Wondrous Item, Spell Focus (abjuration), resistance,
creator must be able to use the ward hexAPG
PRICE
DRAGONFORM ARMOR 24,120 GP PRICE
SLOT armor CL 11th WEIGHT 15 lbs. INCENSE OF DULLED SENSES 1,500 GP
AURA moderate transmutation SLOT none CL 10th WEIGHT —
AURA moderate abjuration
This +1 leather armor is the same color as the dragon type with
which it is associated and has been worked to resemble dragon This gray incense smells of cold granite. When burned, the smoke
hide. Once per day the wearer can speak the command word from the incense spreads to fill a space equal to ten 10-foot
and transform into the associated dragon type as the form of cubes. This smoke remains stationary unless moved by wind.
the dragon I spell. This effect lasts 11 minutes. If inhaled by a creature with blindsense, scent, or tremorsense,
CONSTRUCTION REQUIREMENTS COST 12,060 GP the creature must attempt a DC 20 Fortitude save. If it fails the
Craft Magic Arms and Armor, form of the dragon I save, it does not benefit from its blindsense, tremorsense, or

30
PRICE
scent abilities for 10 minutes. After 10 minutes the smoke from
SCALED SASH 73,000 GP
the incense dissipates and loses all magical properties.
SLOT chest CL 11th WEIGHT 1 lb.
CONSTRUCTION REQUIREMENTS COST 750 GP
AURA moderate transmutation
Craft Wondrous Item, blindness/deafness
Glittering with every movement, this
PRICE
NET OF SNARING 28,940 GP
sash is associated with a specific type
of chromatic dragon. Three times per
SLOT none CL 11th WEIGHT 6 lbs.
day, the wearer may convert all the
AURA moderate conjuration and transmutation
damage dealt by a single attack with a
This +1 distance net seems lighter than expected and is melee, ranged, or natural weapon into
slightly sticky to the touch. Three times per day, the wielder the matching dragon’s breath weapon
may speak the command word and throw the net of snaring damage type. The amount of damage dealt remains unaffected.
at a target. This is a ranged touch attack with a range of 40 The sash may be used after the attack’s results are known, but
feet. The net immediately grows by two size categories. If the must be declared before damage has been rolled. Attacks dealing
attack hits, the target must succeed at a DC 25 Reflex save any type of energy damage cannot be converted in this manner
or become entangled. So long as the wielder retains control unless the energy type of the original damage is the same as
of the trailing rope, he may attempt or otherwise act on a that granted by the scaled sash. If the original attack would be
grapple as a free action that does not provoke an attack of affected by damage reduction, the converted damage is reduced
opportunity. Speaking the command word again shrinks the as if it did not bypass the damage reduction, even if the target
item to normal size so long as no creature is confined within it. has no special defenses against the converted energy type
CONSTRUCTION REQUIREMENTS COST 14,470 GP For example, an archer wearing a black scaled sash makes
Craft Magic Arms and Armor, levitate, permanency, shrink item, web a successful attack against a target with his longbow. Before
rolling damage on the hit, he opts to use his sash to convert the
PRICE
PERILOUS GLOVES 10,000 GP
damage dealt to acid damage. Damage is rolled normally, but
deals acid damage instead of piercing damage. This includes
SLOT hands CL 1st WEIGHT 1 lb.
damage dealt from additional effects such as sneak attack,
AURA faint transmutation and necromancy
favored enemy, and the bane special weapon property.
These black gloves glow slightly during CONSTRUCTION REQUIREMENTS COST 36,500 GP
combat. Once per day, if the wearer’s Craft Wondrous Item, form of the dragon I
unarmed attack threatens a critical hit,
PRICE
the critical confirmation roll gains a
STAFF OF HUNTING 51,000 GP
+2 bonus. Regardless of whether the critical is confirmed, the
SLOT none CL 13th WEIGHT 5 lbs.
attack does an additional 1d8 points of damage.
AURA strong varies
CONSTRUCTION REQUIREMENTS COST 2,500 GP
Craft Wondrous Item, inflict light wounds, unerring weaponUC This length of aged ivory is carved with numerous hunting
scenes which seem to animate and tell a story when the staff is
PRICE
RING OF FEAR REFLECTION 48,000 GP
rotated. It allows the use of the following spells:
• Acute sensesUM (1 charge)
SLOT ring CL 7th WEIGHT —
• Bard’s escapeAPG (4 charges)
AURA moderate abjuration and necromancy
• Locate creature (2 charges)
This simple silver ring has a fear rune etched into its • Unwilling shieldAPG (3 charges)
hammered apex. The ring provides a morale bonus versus CONSTRUCTION REQUIREMENTS COST 25,500 GP
fear effects. This bonus starts at +0 and can advance no Craft Staff, acute sensesUM, bard’s escapeAPG, locate creature,
higher than +5. unwilling shieldAPG
Every time the wearer succeeds at a Will save versus a fear
PRICE
affect, the ring’s bonus increases by +1. Should the wearer
STAFF OF INTERNAL ASSAULT 20,800 GP
fail a Will save versus fear, the ring’s bonus immediately falls
SLOT none CL 8th WEIGHT 5 lbs.
to +0.
AURA moderate varies
If the bonus is +5 and the wearer is affected by a fear
effect and succeeds at her Will save, the ring automatically Crumbling bark continuously flakes from this solid, aged oak
reflects the fear effect back to its source. If the source is a staff without diminishing its size. It allows the use of the
creature not immune to fear, it must succeed at a Will save at following spells:
the DC made by the ring’s wearer or be affected by the fear • Calcific touchAPG (2 charges)
effect. Only the source of an area fear effect is targeted by • Corrosive touchUM (1 charge)
such a reflected spell. • Touch injectionUC (2 charges)
CONSTRUCTION REQUIREMENTS COST 24,000 GP CONSTRUCTION REQUIREMENTS COST 10,400 GP
Forge Ring, fear, remove fear, resistance Craft Staff, calcific touchAPG, corrosive touchUM, touch injectionUC

31
Nex† Mon†h!
Grab your wayfinder and embark on incredible missions with Pathfinder Player Companion: Pathfinder
Society Primer! This volume contains everything you need to join the illustrious Pathfinder Society
and start down the road to becoming one of Golarion’s finest adventurers, explorers, and chroniclers.
Tips and tricks from hardened Pathfinder veterans accompany the latest tools and gear used by
Pathfinders in the field to create a priceless resource for the aspiring field agent. New spells,
weapons, and magic items make sure that your next risky mission isn’t your last. Whether you’re a member of
Paizo’s worldwide Pathfinder Society Organized Play campaign or a freelance Pathfinder in another campaign,
Pathfinder Player Companion: Pathfinder Society Primer is a must-have for any Pathfinder Society agent.

WOULD YOU LIKE TO KNOW MORE?


Now that you have all the tools you need to make a character centered on hunting and slaying dragons, you
need to start using those skills! Whether you devote yourself to eliminating all evil dragons from the face of Golarion
or join a campaign centered on defeating one specific draconic threat, one thing’s certain: adventure awaits!

Who better to challenge marauding Looking for a famous dragon to set Want to play a full campaign in which
dragons than heroic knights? your dragonslaying sights on? With your dragonslayer PC can shine?
Learn all there is to know about Pathfinder Campaign Setting: Dragons Check out Pathfinder Module: The
the weapons and ways of such Unleashed, choose one of 15 dragons Dragon’s Demand, which takes you
valiant heroes with Pathfinder Player from across Golarion to build your from humble beginnings at 1st level
Companion: Knights of the Inner Sea! character and campaign around. to the dragon’s den at 7th level!

OPEN GAME LICENSE VERSION 1.0A


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(“Wizards”). All Rights Reserved. Game Content you Distribute.
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2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to
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terms or conditions may be applied to any Open Game Content distributed using this License. Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, and Skip
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, Williams, based on material by E. Gary Gygax and Dave Arneson.
worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. Dracolisk from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You God Games; Author: Scott Greene, based on original material by Gary Gygax.
represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed Dragon, Faerie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by
by this License. Frog God Games; Author: Scott Greene, based on original material by Brian Jaeger and Gary Gygax.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact Pathfinder Player Companion: Dragonslayer’s Handbook © 2013, Paizo Publishing, LLC; Authors: Shaun Hocking,
text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must Marie Small, and Jerome Virnich.

32
Dragons by Age
A wise dragonslayer spends just as much time researching the ADULT
capabilities of her foe as she does actively hunting and fighting it. By the time they’ve reached adulthood (101–200 years), most
Much of the more useful information from such efforts concerns dragons are more than twice as large as they were in their youth,
the dragon’s defensive capabilities, its surfeit of natural attacks, and have developed the ability to cast spells in addition to their
and its powerful supernatural abilities—most of which can be growing repertoire of spell-like abilities. Particularly large breeds
deduced by referencing the creature’s size and specific species. can crush their foes under their immense bodies at this age, though
The chart below compares the sizes of a red dragon throughout others still rely on their newly acquired frightful presence to send
its life, from wyrmling to great wyrm—the paragon of its kind. their enemies running. Adult dragons are generally resistant to
Dragons have even more age categories, but only those stages in nonmagical attacks as well as many spell effects.
which they experience the greatest changes are described here.
OLD
WYRMLING A dragon in its fifth or sixth century of life (401–600 years) is
These are the youngest dragons, who range from hatchlings to considered old, and has generally grown to double its adult size.
5-year-olds. Though typically smaller in size than the average These aged dragons add to their physical attacks the ability to
human, they nevertheless still possess a number of abilities that sweep their massive tails across the battlefield. Their magical
make them formidable foes, including a breath weapon, a set of repertoires of both spells and spell-like abilities continue to
sharp claws, and a powerful bite—as well as the ability to f ly. develop, and their defenses keep growing with them.

YOUNG GREAT WYRM


By this age (16–25 years), most dragons have grown to a height The eldest dragons (those that have lived more than 12 centuries)
nearly twice that of the average human, and present a formidable are called great wyrms, and reach the largest size possible for
threat to even experienced dragonslayers. Around this age, many their specif ic breeds. These pinnacles of dragonkind generally
dragons add to their arsenals the ability to attack with their strong have a combination of spells, spell-like abilities, defenses,
wings and mighty tails, and generally gain the first of their spell- physical attacks, and unique abilities capable of challenging
like abilities, each unique to the dragon’s specific breed. even the most experienced dragonslayers.
The Lair Awaits
Prepare yourself to do battle with the ultimate monsters with Pathfinder Player Companion:
Dragonslayer’s Handbook. Discover the secrets of dragonkind, from devastating red dragons
®
to venomous wyverns. Learn how to survive battle with ravenous wyrms, but also
how to manipulate such creatures through guile, or even capture them alive.
Master the right tactics to employ in battle against dragons of all types,
including how to locate and survive their treacherous lairs—the homes of
their legendary hoards. Once you know your foe, join the ranks of the Inner Sea’s greatest
dragon hunters, learn their tested methods, adopt their lethal gear, and employ their massive,

dragon-fighting war machines. New archetypes, feats, spells, magic items, and more give you
the edge against even the deadliest dragons.
No hero’s career has truly begun until she’s slain her first dragon—let Pathfinder Player
Companion: Dragonslayer’s Handbook start you on the path to legend. Inside this book,
you’ll find: ®
► Tips to aid even the most inexperienced dragonslayers in dealing with dragons,
preparing to hunt them, and forming organizations of like-minded adventurers.

► Traits and story feats to help you create character backgrounds involving some of the
most infamous draconic threats in the Inner Sea region.

► Dozens of new traits to further ingrain your character in the world of Golarion and
make sure that his first adventure isn’t his last.

► An all-new system of crafting alchemical and mundane items out of the bodies of
slain dragons.

► New magic items, spells, and feats for characters planning to do battle with dragons,
whether willingly or out of necessity, including new siege weapon ammunition.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying
Game, but can easily be incorporated into any fantasy world.

paizo.com/pathfinder
Printed in China. PZO9434

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