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Pathfinder: Book of Magic: Dragon Spells and Archetypes

Are You a Sheep? No. You’re a Dragon. Be a Dragon!

Dragons should be terrifying with their thick scales and their huge jaws and their deadly breath weapons. The draconic ability to cast spells should be just as iconic and fear-inducing, which really cannot be done with the same spells any wizard can learn. At the same time, those that hunt down dragons need specialized spells to counteract the deadly abilities dragons possess. Arm yourself with these spells and archetypes and take down these deadly beasts.

Book of Magic: Dragon Spells and Archetypes is a great resource for any spellcasting character in the Pathfinder Roleplaying Game. This short supplement features:

  • 20 New Spells—Some for the dragon hunter, some for the dragon
  • 5 New Class Options—theme your character to associate your character more like a dragon or to hunt these wyrms

Make Your Dragons Terrifying or Tremble With Fear!

Download Book of Magic: Dragon Spells and Archetypes today at the JBE Shop, DriveThruRPG/RPGNow, the Open Gaming Store and Paizo.

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13th Age: More Metallic Dragons

Book of Beasts: Monsters of the Great Druid (13th Age)Last month, we posted a pair of metallic dragons. After discussing the direction on the 13th Age forums, we have several new ideas that we would like to share with you.

Medium Lead Dragon

3rd level blocker [DRAGON]
Initiative: +8

Claws and bite +7 vs. AC (2 attacks)—4 damage
Natural 16+: The lead dragon can make an acid breath attack as a free action.

[Special trigger] C: Acid breath +7 vs. PD (1d3 nearby enemies)—2 acid damage
Natural odd hit: The target cannot cannot take a move action on its next turn.
Natural even hit: The target takes damage from poison lead breath.

Burrow: Unlike other dragons, a lead dragon has no wings and cannot fly. However, it can burrow. See the “Burrow” section in Chapter 7 of the 13th Age Roleplaying Game Core Rulebook.

Resist acid 12+: When an acid attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC 19
PD 17
MD 13
HP 45

Nastier Specials
[Special Trigger]Poison Lead Breath: The target also takes 2 ongoing poison damage.

Resist weapon 12+: When an attack that targets this creature is made with a physical weapon, the attacker must roll a natural 12+ on the attack roll or it only deals half damage. Damage from other sources, such as spells, are treated as normal. Magic weapon ignore this.


Medium Iron Dragon

1st level troop [DRAGON]
Initiative: +4

Claws and bite +5 vs. AC (2 attacks)—2 damage
Natural even hit: The iron dragon can make a cold breath attack as a free action.

[Special trigger] C: Cold breath +5 vs. PD (1d3 nearby enemies)—1 cold damage
Natural 18+: The target is dazed until the end of its next turn.
Natural even hit: The target wearing heavy armor suffer from magnetic armor as an ongoing effect.

Resist cold 12+: When a cold attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC 16
PD 15
MD 11
HP 27

Nastier Specials
[Special Trigger]Magnetic Armor: The target’s armor attracts metal, making it easier to be hit. The armor itself grants all attacks from metallic sources, such as swords, axes, and any attack from a metallic dragon, a +2 bonus. A hard save end this effect.

Download Book of Beasts: Monsters of the Great Druid for your 13th Age/Archmage game today at DriveThruRPG/RPGNow.com and d20PFSRD.com

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13th Age: Metallic Dragons

Book of Beasts: Monsters of the Great Druid (13th Age)
Book of Beasts: Monsters of the Great Druid (13th Age)
We at Jon Brazer Enterprises are hard at work on new releases for 13th Age. Recently, however, it was asked on the 13th Age Forums about metallic dragons. I thought it would be fun to take a few moments to state up a few. So here goes:

Medium Silver Dragon
1st level caster [DRAGON]
Initiative: +5
Vulnerability: fire

Claws and bite +6 vs. AC (2 attacks)—2 damage
Natural 16+: The silver dragon can make a freezing breath attack as a free action.

[Special trigger]C: Freezing breath +5 vs PD (1d3 nearby enemies)—2 cold damage
Natural even hit: Targets cannot pop free for 1 round

Resist cold 12+: When a cold attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

Forced honesty: All nearby creatures that wish to lie to the silver dragon must roll a d20 and add their level vs. this creature’s MD.

AC 17
PD 14
MD 11
HP 27


Medium Copper Dragon
2nd level wrecker [DRAGON]
Initiative: +4

Claws and bite +7 vs. AC (3 attacks)—3 damage

C: Conductive breath +7 vs PD (1d3 nearby enemies)—2 lightning damage
Natural 18+: The copper dragon may make a conductive breath attack as a free action that targets 1d3 enemies that are nearby this target.

Intermittent breath: A medium copper dragon can use conductive breath 1d4 times per battle, but never two turns in a row.

Resist lightning 12+: When a lightning attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC 18
PD 16
MD 12
HP 35

Download Book of Beasts: Monsters of the Great Druid for your 13th Age/Archmage game today at DriveThruRPG/RPGNow.com and d20PFSRD.com

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Legend: Looking for a Smaller Dragon?

One of the monsters more commonly I see requested is some type of dragon that does not require the players to be super humans to take on. Well, ask and you shall receive. This smaller dragon, we’re calling a wyvernling is usable in your campaign today. It is far less powerful than the legendary dragons which means that it your players will be far less likely to be digested in the dragon’s stomach. And today we even have a small piece of artwork for it. Enjoy.

As always, Legendary Factions: Common Factions 1 is available at DriveThruRPG.com. These factions will add new flavor to your game as well as provide plot hooks that you can enhance your world. Pick this up today.


Wyvernling

Frequently described as being highly aggressive and tiny when compared to dragons, wyvernlings have far fewer similarities than most humans assume. Wyvernlings must walk along the ground or climb trees as they do not have wings. They are also far less powerful. On average, wyvernlings are as smart as humans but they are far less intelligent and magically gifted as their larger brethren. One thing they have in common with dragons is their mutual love for gold and riches. Wyvernlings, however, are far more aggressive in their persuit of wealth.

STR 5d6 (18) CON 4d6 (14) SIZ 2d6+6 (13) INT 2d6+6 (13) POW 3d6 (11) DEX 2d6+2 (9) CHA 3d6+2 (13)

1d20     Hit Location     AP/HP
1-2        Tail                   6/8
3-4        Right Hind Leg   6/6
5-6        Left Hind Leg     6/6
7-9        Hindquarters      6/7
10-12    Forequarters      6/8
13-15    Right Front Leg  6/6
16-18    Left Front Leg    6/6
19-20    Head                 6/6

Combat Actions             2
Damage Modifier            +1d4
Magic Points     11
Movement         9m/6m (climb)
Strike Rank       +11

Typical Armor: Scales (AP 6). No Armor Penalty
Traits: Breathe Flame (1d6, 1/hour), Dark Sight, Formidable Natural Weapons, Night Sight

Skills: Athletics 70%, Brawn 50%, Evade 60%, Evaluate 40%, Lore (Regional) 40%, Persistence 43%, Resilience 60%, Stealth 55%
Common Magic: Demoralize, Detect Gold

Combat Styles
Bite 60%, Claw 50%, Tail Bash 60%

Weapons
Type          Size     Reach        Damage     AP/HP        Range
Bite            M         L                1d6+1d4      As for Head –
Claw           S          S                1d6+1d4      As for Leg   –
Tail Bash     M         L                1d4+1d4      As for Tail    –