Dragon Order Rule Set  


 

The following additional rules are used in conjunction with the Epic BIRTHRIGHT campaign. The rules cover special templates, feats and prestige classes available to members of the Order of the Dragon.


Acolyte of the Dragon

 

“Acolyte of the Dragon” is an acquired template that is applied to all characters (both aspiring armsmen and would-be keepers) that complete their induction into the Order of the Dragon (or the Draconic Knights). Only the strongest and most dedicated are accepted, for the Dragon do not accept the unworthy into his service.

Aspiring Acolytes generally begin their training around the age of five or six. For most the training is complete around the age of 15 or 16, but this can vary somewhat; younger Acolytes are rare, but it is not uncommon for the acceptance to be delayed for a few years.

Creating an Acolyte.

Prerequisites: Lawful alignment, patron deity Draco, elite character, Intimidate 1 rank, Knowledge (religion) 1 rank, Ride 1 rank, Survival 1 rank, Warcraft 1 rank.

Template Skills: Unchanged from the base class.

Template Proficiencies: Unchanged from the base class.

Template Benefits:

Bonus Feats: An Acolyte of the Dragon gets Alertness, Combat Reflexes, Endurance, Mounted Combat, Strong Will, and Toughness as bonus feats.

Mark of the Dragon: An Acolyte of the Dragon gets Dragonmarked as a bonus feat (see Chapter 5: Feats/Dragon Feats).

Background Feats: An colyte of the Dragon can select the following Background Feats – Battle Brother, Bullheaded, Cool Head, Discipline, Fearless, Focused, Furious Charge, Strong Soul, Survivor, Tireless, and Warrior Instincts.

Template Hindrances:

Dedication: Must remain of lawful alignment, retain Draco as a patron deity, be loyal to the Order of the Dragon, faithful to the Celestial Pillars, and observe the commandments of the Book of the Dragon. Alignment change, changing patron deity, disobeying the Order, willfully breaking the Pillars, or ignoring the commandments will result in the expulsion and execution of the offender.

Poverty: An acolyte may never own anything; all his possessions belong to the Order of the Dragon. If an acolyte comes into possession of any material wealth or magical items, they must all be tithed to the Order. The Order will decide what, if any, of such gold and magic to award successful acolytes with.

Service: An acolyte is never free to do as he pleases, but must always strive to follow the orders and intents of the Order to the best of his abilities. For the average member of the Order, this will mean endless toil from the day he enters service to the day that he dies. In the absence of instructions, initiates are expected to use their discretion, but always work to further the Order’s agendas.

Purpose: An acolyte must always be ready to give up his life in service to the Order. No matter the odds, an acolyte is expected to obey orders and accept his fate. The Shadow is ALWAYS to be opposed, not matter when or where it rears its ugly head. Indeed, only through death in combat with the Shadow can a member of the Order truly gain in honor.


Initiate of the Dragon

 

“Initiate of the Dragon” is an acquired template that can be applied to any character that possesses the Acolyte of the Dragon template. Acolytes that have finished their final training and been assigned to a Chapter, where they have proven their dedication and worth, are the ones who are initiated into the mysteries of the dragon. Armsmen are always Initiates; before this time they are armsmen-in-training and not full battle brothers. Keeper acolytes are put through the same motions, and are generally only granted Initiation after mastering both arcane and divine magic. Before that time are considered apprentices and not full members of their Chapter.

Initiates are taught some of the deeper purposes of the Order; that the Shadow is returning to Aebrynis, and that the Order is all that stands between humanity and endless Shadow.

Prerequisite: Knowledge (arcana) 1 rank, Acolyte of the Dragon.

Template Benefits:

            Shield of Light: Initiates get a +4 morale bonus saves against fear.    

Template Hindrances: Unchanged from the Acolyte of the Dragon template.


Dragontouched

 

“Dragontouched” is an acquired template that can be added to any small, medium or large animal, fey, humanoid, magical beast, or monstrous humanoid (referred to hereafter as the base creature).

Creating a Dragontouced

A dragontouched uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type it unchanged. Size is unchanged. Do not recalculate Hit dice, base attack bonus or saves.

Special Qualities: A dragontouched retains all the special qualities of the base creature and gets a number of additional special qualities.

Immunities (Ex): A dragontouched is immune to sleep and paralysis effects.

Senses (Ex): A dragontouched gains darkvision 60’ and nightvision x2.

Feats: A dragontouched may immediately choose two Dragon feats upon acquiring the template. A dragontouched can choose Dragon feats in place of General feats (but not in place of bonus feats).

Environment: Same as base creature.

Challenge Rating: Same as base creature +0.

Alignment: Same as base creature.           

Level Adjustment: Same as base creature +1.


Drake

 

“Drake” is either an inherited or acquired template that can be added to any small, medium or large fey, humanoid, or monstrous humanoid (referred to hereafter as the base creature).

Creating a Drake

A drake uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The base creature’s type changes to dragon. Size increases by one category to a maximum of large size. Do not recalculate Hit Dice, base attack bonus, or saves.

Speed: A drake has wings and can fly at twice its base land speed (maximum 120 ft.) with average maneuverability

Defense: Natural armor improves by +1.

Attack: A drake has two claw attacks and a bite attack, and the claws are the primary natural weapons. If the base creature can use weapons, the drake retains this ability. A drake fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.

Full Attack: A drake fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.

Damage: Drakes have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.

Size

Bite Damage

Claw Damage

Small

1d6/x2

1d4/x2

Medium

1d8/x2

1d6/x2

Large

2d6/x2

1d8/x2

Special Attacks: A drake retains all the special attacks of the base creature.

Breath Weapon (Su): A drake gains a breath weapon, usable once per day, than can be used as a 60 ft. line or a 30 ft. cone. A drake’s breath weapon deals 6d10 points of acid and fire damage. A successful Reflex save (DC 10 + 1/2 drake’s HD + drake’s Con modifier) reduces damage by half.

Special Qualities: A drake retains all the special qualities of the base creature and gets a number of additional special qualities.

Change Shape (Su): As a standard action a drake can change at will between drake form and the form of the base creature. In its original form, the drake loses its natural attacks, its ability to fly and the use of its breath weapon. A drake can remain in its base creature form indefinitely. A change in form cannot be dispelled, but a drake reverts to its drake form when killed. A true seeing spell or ability reveals its drake form.

Immunities (Ex): A drake is immune to sleep and paralysis effects, and has resistance to acid and fire 10.

Senses (Ex): A drake gains darkvision 60’ and nightvision x2.

Feats: A drake may immediately choose two Dragon feats upon acquiring the template. A drake can choose Dragon feats in place of general feats. A drake can choose applicable Monstrous feats in place of General feat (but not in place of bonus feats).

Abilities: Str +4, Dex +0, Con +2, Int +2, Wis +0, Cha +2.

Environment: Same as either the base creature.

Challenge Rating: Same as base creature +2 (minimum 3).

Alignment: Same as base creature.           

Level Adjustment: Same as base creature +2 (+3 total with Dragontouched).


Dragon Feats

 

Dragon feats are normally only available to members of the Order of the Dragon.

Dragonmarked [General, Dragon]

You bear the Mark of the Dragon. Over your heart has been placed the image of Draco, Shield of Anuire. On your soul has been placed the Bond of Allegiance – you belong forever to the Dragon, in this world and the next.

Benefit: You get a +2 sacred bonus on all saving throws against fear effects, death effects, and energy drain. You can now select Dragon feats in place of you general feats.

Special: Your soul belongs to the Dragon, even should you be expelled from the Order, or change you patron deity.

Dragontouched [Dragon]

You have the favor of the Celestial Dragon. You have started the slow metamorphosis that over the course of many years will turn you into a drake.

Prerequisite: Dragonmarked, character level 6th+.

Benefit: You gain the Dragontouched template.

Drakeform [Dragon]

Your form has slowly changed over the course of many years, until the metamorphosis of man and dragon is complete; you have become a drake.

Prerequisite: Dragonmarked, Dragontouched, two linked dragon feats, two other dragon feats, character level 15th+.

Benefit: You gain the Drake template (the Drake template replaces the Dragontouched template).

Shadowmarked [General, Shadow]

You have forsworn your allegiance and pledged your soul to the Black Dragon, sundering your bond to the Celestial Dragon and binding you to eternal servitude to the Shadow.

Prerequisite: Evil alignment, Dragonmarked.

Benefit: You get a +2 profane bonus on all saving throws against mind effects, death effects, and energy drain (you lose any sacred bonuses provided by Mark of the Dragon). You can now select Shadow feats in place of your general feats (you retain the ability to select Dragon feats in place of your general feats).

Special: Your soul belongs to the Dark One, even should you be expelled from the Black Order, or change you patron deity.

 

Path of Claws and Fangs

Claws of the Dragon [Dragon]

Your fingers turn into iron-hard claws tipped with vicious talons. They become lethal weapons, while retaining the manual dexterity of human hands. As a standard action you may return your hands to their normal appearance, but if you do you can no longer make claw attacks.

Perquisites: Dragonmarked.

Benefit: You have two primary natural claw attacks. If fighting without weapons you use a claw when making an attack action. You can still use weapons. If you are using a weapon and have a hand free, you can use a claw as a natural secondary attack. Your claw attacks count as magic for purposes of bypassing DR.

Size

Claw Damage

Small

1d4/19-20

Medium

1d6/19-20

Large

1d8/19-20

Fangs of the Dragon [Dragon]

Your talons become razor-sharp blades, easily capable of rending flesh and steel alike. Your facial features change to accommodate the growth of lethal fangs. As a standard action you may return your hands and/or you face to their normal appearance, but if you do you can no longer make claw and/or bite attacks.

Perquisites: Str 15+, Dragonmarked, Claws of the Dragon, character level 12th+.

Benefit: You gain a natural secondary bite attack in addition to your claw attacks. All your natural weapons count as magic and lawful for purposes of bypassing DR.

Size

Bite Damage

Claw Damage

Small

1d8/x3

1d6/19-20

Medium

2d6/x3

1d8/19-20

Large

3d6/x3

2d6/19-20

 

Path of Prowess and Grace

Prowess of the Dragon [Dragon]

Your body changes subtly, so that you gain the benefits of a dragon’s superior speed and reflexes.

Perquisites: Dragonmarked.

Benefit: Your base land speed increases by +10 ft. You gain a +4 racial bonus to all Balance, Climb, and Jump checks.

Grace of the Dragon [Dragon]

Your body continues to adapt, giving you additional modes of movement. You grow dragon wings from your back, allowing you to use winged flight and a strong tail that can propel you quickly through water. As a full-round action you may dismiss the wings and/or tail (and vice versa), but if you do you no longer have a fly and/or swim speed.

Perquisites: Dex 15+, Dragonmarked, Prowess of the Dragon, character level 12th+.

Benefit: You gain a swim speed of 20 feet and the ability to breathe underwater. You have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. You can always choose to take 10 on a Swim check, even if distracted or endangered. You can use the run action while swimming, provided you swim in a straight line. You gain a fly speed equal to thrice your base land speed (maximum 150 ft.) with good maneuverability.

 

Path of Scales and Flesh

Scales of the Dragon [Dragon]

Tiny dragon-scales protect your body, giving your skin a slightly colored hue (as appropriate) and offering tremendous protection. As a standard action you may return your skin to its normal appearance (and vice versa), but if you do you no longer gain a natural armor bonus.

Perquisites: Dragonmarked.

Benefit: You get a +3 natural armor bonus.

Flesh of the Dragon [Dragon]

Your very flesh has become tough like that of a dragon, making you more or less immune to normal damage.

Perquisites: Con 15+, Dragonmarked, Scales of the Dragon, character level 12th+.

Benefit: You get DR 5/Magic and immunity to acid and fire.

 

Path of Eyes and Mind

Eyes of the Dragon [Dragon]

Your eyes turn into the reptilian eyes of a dragon, allowing you to see well in the dark. You can dismiss the eyes as a standard action (and vice versa), but if you do you no longer gain any benefits from this feat.

Perquisites: Dragonmarked.

Benefit: You get darkvision (120 ft.) and nightvision (x4). You gain a +4 bonus to all saving throws against illusions.

Mind of the Dragon [Dragon]

Your mind becomes cunning like a dragon’s and also allows you to grasp the mysteries of magic more easily.

Perquisites: Int 15+, Dragonmarked, Eyes of the Dragon, character level 12th+.

Benefit: Your get blindsense (30 ft.). You may automatically disbelieve any illusion you come into contact with (at the illusion’s normal DC). You may use detect magic or read magic at will as spell-like abilities.

 

Path of Heart and Spirit

Heart of the Dragon [Dragon]

Dragons know no fear, and neither do you. Nor do they kill easily, being far too stubborn to admit defeat.

Perquisites: Dragonmarked.

Benefit: You are immune to fear effects, death effects, and energy drain.

Spirit of the Dragon [Dragon]

The spirit of a true dragon has awakened within you, protecting you from the harmful effects of magics weaved by lesser beings.

Perquisites: Wis 15+, Dragonmarked, Heart of the Dragon, character level 12th+.

Benefit: You get SR 15 + character level.

 

Path of Presence and Visage

Presence of the Dragon [Dragon]

Just like a true dragon, you exude an aura of fear.

Perquisites: Dragonmarked.

Benefit: You unsettle enemies within a radius of 30 feet. You only affect creatures with fewer HD than yourself. A potentially affected creature that succeeds on a Will save (DC 10 + ½ your character level + your Cha bonus) remains immune to your presence for 24 hours. On a failure, creatures become shaken for 2d6 rounds.

Visage of the Dragon [Dragon]

Your countenance and manners change to more closely resemble those of a dragon, greatly enhancing your ability to force your will one the weak-minded.

Perquisites: Cha 15+, Dragonmarked, Presence of the Dragon, character level 12th+.

Benefit: You presence extends to 60 feet and on a failure creatures become frightened for 4d6 rounds.

 


Epic Dragon Feats

 

Epic dragon feats are only available to epic-level drakes that meet the prerequisites.

Epic Fangs [Dragon, Epic]

You gain mastery over the dragon’s most formidable weapon; it dragonfire breath.

Perquisites: Str 25+, Drakeform, Claws of the Dragon, Fangs of the Dragon, character level 21st+.

Benefit: You may utilize you breath weapon a number of times per day equal to your character level. You must wait for 1d4 rounds after using your breath weapon before breathing again.

Epic Grace [Dragon, Epic]

Your tail and wings grow strong enough to be useful in combat, granting you extra natural attacks.

Perquisites: Dex 25+, Drakeform, Prowess of the Dragon, Grace of the Dragon, character level 21st+.

Benefit: You may use your wings and tail to attack. You gain two secondary natural wing attacks and a secondary natural tail slap attack. The tail attack does at much damage as a claw attack would and the wing attacks do damage as a claw of a drake one size category smaller.

Epic Flesh [Dragon, Epic]

Your flesh is not pure dragon-flesh, making you almost impervious to ordinary weapons and adding to your energy immunities.

Perquisites: Con 25+, Drakeform, Scales of the Dragon, Flesh of the Dragon, character level 21st+.

Benefit: Your damage reduction improves to DR 10/Magic and evil. You gain resistance to cold and electricity 10.

Epic Mind [Dragon, Epic]

Your mind is no longer human, but fully draconic and impervious to feeble attempt at tampering and scrying. You also gain added insight into the magical mysteries.

Perquisites: Int 25+, Drakeform, Eyes of the Dragon, Mind of the Dragon, character level 21st+.

Benefit: You are immune to all mind effects and any divination spell targeting you will automatically fail or produce erroneous results (DM discretion). Any increase in spell level from the application of meta-magic feats is reduced by 1 (total, not by 1 per feat applied).

Epic Spirit [Dragon, Epic]

You are as wild and free as a true dragon and cannot easily be captured or rendered helpless.

Perquisites: Wis 25+, Drakeform, Heart of the Dragon, Spirit of the Dragon, character level 21st+.

Benefit: You cannot be magically restrained; any spell or effect that somehow renders you mobility impeded, imprisoned, immobile, helpless, prone, or otherwise interferes with your freedom automatically fail to affect you. You gain a +20 bonus on Escape Artist checks or Strength checks to break bonds.

Epic Visage [Dragon, Epic]

You look no different, but enemies that dare face you soon realize that they are facing a dragon, and not a mere mortal.

Perquisites: Cha 25+, Drakeform, Presence of the Dragon, Visage of the Dragon, character level 21st+.

Benefit: You presence extends to 120 feet and on a failure creatures become panicked for 4d6 rounds. Even on a successful save creatures become shaken for 2d6 rounds.


Dragon Order Templar

 

The Dragon Order Templar is the prestige class adopted by the majority of armsmen that show enough promise to warrant the favor of the Dragon. Each Chapter (except the Gold) has its own unique characteristics; refer to specific chapter descriptions for details about additional requirements, benefits and hindrances.

Within the Anuirean Order there are no Gold Templars at all, only acolytes and Lord Commanders of the Gold. Within the Draconic Knights all Templars are of the Gold, and upon taking their first Templar level they must choose what other Chapter they will emulate (except the Black).

TABLE 6-X: DRAGON ORDER TEMPLAR

 

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

 

Special

 

Spells per Day

 

1st

+1

+1

+0

+1

Mettle, Special Ability I

+1 divine caster level

2nd

+2

+2

+1

+2

Smite 1/day or Other

+1 divine caster level

3rd

+3

+2

+1

+2

Bonus Feat

+1 divine caster level

4th

+4

+3

+1

+3

Special Ability II

---

5th

+5

+3

+2

+3

Smite 2/day or Other

+1 divine caster level

6th

+6

+4

+2

+4

Bonus Feat

+1 divine caster level

7th

+7

+4

+3

+4

Special Ability III

+1 divine caster level

8th

+8

+5

+3

+5

Smite 3/day or Other

---

9th

+9

+5

+3

+5

Bonus Feat

+1 divine caster level

10th

+10

+6

+4

+6

Special Ability IV

+1 divine caster level

 

Game rule information

Hit Dice: d10

Requirements

To qualify to become a dragon order templar, a character must fulfill all the following criteria.

Alignment: Any lawful.

Patron: Draco

Base Attack Bonus: +4.

Skills: Command 8 ranks, Intimidate 5 ranks, Knowledge (arcana) 2 ranks, Knowledge (religion) 5 ranks, Ride 5 ranks, Survival 2 ranks, Warcraft 8 ranks.

Special: Acolyte of the Dragon, Dragonmarked.

Class Skills

The dragon order templar’s class skills (and the key ability for each skill) are Climb (Str), Command (Cha), Craft* (Int), Handle Animal (Wis), Intimidate (Cha), Jump (Str), Knowledge* (Int), Perform* (Cha), Profession* (Wis), Ride (Dex), Swim (Str), Warcraft (Int).

Skill Points at Each Level: 1d4 + Int modifier (2 + Int modifier).

Proficiencies

Starting Proficiency Feats: A dragon order templar’s proficiencies remain unchanged.

Bonus Proficiency Feats: Every three levels (2nd, 5th, and 8th).

Class Features

All of the following are class features of the dragon order templar.

Mettle (Su): A templar may add his Charisma bonus to all saving throws.

Special Ability (Varies): A templars acquires special abilities based on his Chapter. Refer to the Chapter descriptions for details.

Spells: A templar prepares and casts divine magic in a manner similar to clerics. Some chapters have different rules concerning templar spellcasting.

Smite (Su): Metallic templars may smite Shadowspawn (aberrations, evil magical beasts, evil monstrous humanoids, evil outsiders, and undead). The templar’s Charisma bonus (if any) is added to the attack roll, and his total class level to the damage roll. Otherwise this ability is similar to a paladin’s smite ability.

Other (Varies): Each of the chromatic Chapters have their own special abilities that replace the smite ability.

Bonus Feats: The templar gains a bonus fighter feats.

Spell List

The following divine spells are made available to the dragon order templar. Note that some Chapters have different spell lists.

0 – level: detect magic, detect poison, guidance, light, resistance, virtue.

1st – level: alarm, bless, bless weapon, cause fear, command, detect shadowspawn*, divine favor, entropic shield, magic weapon, mount, remove fear, shield of faith.

2nd – level: aid, bull’s strength, bear’s endurance, calm emotions, enthrall, hold person, protection from arrows, remove paralysis, shield other, spiritual weapon, status.

3rd – level: blindness/deafness, daylight, dispel magic, invisibility purge, magic weapon (greater), magic vestment, prayer, searing light.

4th – level: crushing despair, death ward, dispel evil*, divine power, freedom of movement, hold monster, sending.

*as evil but functions against: aberrations, evil monstrous humanoids, evil magical beasts, evil outsiders, and undead.


Lord Commander of the Dragon

 

The Lord Commander of the Dragon is a prestige class reserved for experienced Dragon Order Templars. Lord Commanders represent the upper echelons of the Order and only those who have proven themselves beyond doubt time and time again can hope to gain the favor of the Dragon and achieve this exalted rank.

Within the Anuirean Order all Lord Commanders originally belong to the Gold. Once a candidate has proven him worth he is summoned to Daulton and must leave his old Chapter behind. Lord Commanders are subsequently assigned to the Chapters to fill the ranks of the senior officers. In later years, after the Gold had fallen into disfavor with the Dragon, each Chapter was free to name its own Lord Commanders. Within the Draconic Knights there are no such restrictions. Any suitable candidate can be accepted into the ranks of the Lord Commanders.

TABLE 6-X: LORD COMMANDER

 

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

 

Special

Spells per day

1st

+1

+1

+0

+1

Leadership

+1 caster level

2nd

+2

+2

+1

+2

Bonus feat

+1 caster level

3rd

+3

+2

+1

+2

Bonus feat

+1 caster level

4th

+4

+3

+1

+3

Bonus feat

+1 caster level

5th

+5

+3

+2

+3

Bonus feat

+1 caster level

 

Game rule information

Hit Dice: d12

Requirements

To qualify to become a lord commander of the dragon, a character must fulfill all the following criteria.

Alignment: Any lawful.

Patron: Draco

Base Attack Bonus: +11.

Skills: Command 15 ranks, Intimidate 8 ranks, Knowledge (arcana) 5 ranks, Knowledge (religion) 8 ranks, Ride 8 ranks, Survival 5 ranks, Warcraft 15 ranks.

Special: Acolyte of the Dragon, Dragonmarked, Dragontouched.

Skills and proficiencies

Class skills: A lord commander of the gold’s class skills (and the key ability for each skill) are Administrate (Int), Climb (Str), Command (Cha), Craft* (Int), Diplomacy (Cha), Handle Animal (Wis), Intimidate (Cha), Jump (Str), Knowledge* (Int), Perform* (Cha), Profession* (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), Warcraft (Int).

Skill Points at Each Level: 1d6 + Int modifier (4 + Int modifier)

Proficiencies

Starting Proficiency Feats: A lord commander’s proficiencies remain unchanged.

Bonus Proficiency Feats: Every two levels (1st, 3rd and 5th).

Class Features

All of the following are class features of a lord commander of the gold.

Hit Dice: d10

Leadership (Ex): The lord commander gains leadership as a bonus feat. If he already has the leadership feat, he gains a +2 bonus to his leadership score instead.

Bonus Feats: The lord commander gains a bonus general feat. A lord commander cannot use these feats to purchase additional dragon feats.

Spells per Day: The lord commander gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before she added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class before he became a lord commander, he must decide to which class he adds each level of lord commander for the purpose of determining spells per day.

Spell List

The following spells are made available to the lord commander; they are cast as arcane, divine, or primordial spells based on the type of magic already available to the lord commander.

2nd – level: eagle’s splendor, fox’ cunning, heroism, owl’s wisdom, tongues.

3rd – level:  daylight, fear, invisibility purge, remove disease, phantom steed.

4th – level: break enchantment, discern lies, dismissal, restoration, stoneskin.

5th – level: command (greater), commune, dispel magic (greater), disrupting weapon, hallow, holy sword, righteous might, true seeing.

6th – level: banishment, bear’s endurance (mass), bull’s strength (mass), dictum, eyebite, forbiddance, undeath to death.


Keeper of the Dragon

 

The Keepers of the Dragon are the Orders spiritual stewards and arcane protectors. Their primary task is to protect the legions of the Order from harmful magic. Secondary tasks include healing and supporting the troops with offensive magics. Keepers are a breed apart, that is true, but they are also an integral part of the Order, both spiritually and magically.

The vast majority of keepers begin their careers as monks, as a source of basic martial training suitable for their vocation. Some very rare keepers start their careers as armsmen and only later discover their special talents. All keepers invariably take levels in both arcane and divine spellcasting classes. Most are multiclassed as wizard/clerics, but a small minority takes levels of druid or sorcerer. It is customary for each keeper to focus his initial training on either arcane or divine magic, and advanced keepers usually retain that focus throughout their careers. The highest-ranking keepers of the order usually end up taking archmage or hierophant levels once they’ve completed the keeper class.

Within the Anuirean Order all keepers undergo their training in Daulton under the tutelage of Gold Keepers. Once their basic training is finished they are assigned to a Chapter and expected to serve there for the rest of their careers, unless invited to join the Keepers of Gold.

TABLE 6-X: KEEPER OF THE DRAGON

 

 

Level

Base

Attack

Bonus

 

Fort

Save

 

Ref

Save

 

Will

Save

 

 

Special

 

 

Spells per day

1st

+0

+1

+1

+1

Monk abilities

+1 level of existing arcane/divine class

2nd

+1

+2

+2

+2

 

+1 level of existing arcane/divine class

3rd

+2

+2

+2

+2

 

+1 level of existing arcane/divine class

4th

+3

+3

+3

+3

 

+1 level of existing arcane/divine class

5th

+3

+3

+3

+3

 

+1 level of existing arcane/divine class

6th

+4

+4

+4

+4

 

+1 level of existing arcane/divine class

7th

+5

+4

+4

+4

 

+1 level of existing arcane/divine class

8th

+6

+5

+5

+5

 

+1 level of existing arcane/divine class

9th

+6

+5

+5

+5

 

+1 level of existing arcane/divine class

10th

+7

+6

+6

+6

 

+1 level of existing arcane/divine class

 

Game rule information

Hit Die: d6

Requirements

To qualify to become a keeper, a character must fulfill all the following criteria.

Alignment: Any lawful.

Deity: Draco.

Skills: Concentration 5 ranks, Knowledge (arcana) 8 ranks, Knowledge (religion) 8 ranks, Spellcraft 5 ranks

Spells: Able to cast 2nd-level spells. Able to cast both arcane and divine spells.

Special: Dragonmarked, Unarmed Strike ability, able to cast True magic.

Skills

Class skills: The keeper’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft* (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Perform* (Cha), Profession* (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at Each Level: 1d6 + Int modifier (4 + Int modifier)

Proficiencies

Starting Proficiency Feats: A keeper of the dragon’s proficiencies remain unchanged.

Bonus Proficiency Feats: Every five levels (4th and 9th).

Class Features

Monk abilities: A keeper’s class levels stack with his monk levels for determining his flurry of blows, unarmed damage, and special abilities (except bonus feats, slow fall, and speed bonus).

Spells per Day: When a keeper level is gained, the character gains new spells per day as if he had also gained a level in one arcane and one divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefits a character of that class would have gained (bonus feats, special abilities, and so on).


Natural Weapons

 

House Rule (Full Attack action and natural weapons): This house rule is intended to make the rules for having multiple natural attacks more similar to fighting with two weapons. It becomes fairly important since Dragon Order Templars and Drakes frequently fight with a combination of weapons and natural attacks.

A creature’s primary natural weapon functions exactly like a weapon (including a x1½ Str bonus if it is the creature’s sole weapon), gaining additional attacks for high BAB. If a creature has multiple primary attacks, it works the same as being armed with two (or more) weapons. Having a secondary attack for is similar to gaining additional off-hand attacks while fighting with multiple weapons (including x½ Str bonus).

Creatures with a high BAB can make the appropriate number of attacks with their primary natural weapon (just like a creature armed with a weapon would) when using the Full Attack action. Example: A drake with BAB +8 can make a single claw attack at +8 using the Attack Action, but when using the Full Attack action it gets attacks at +8/+3 with its primary claw.

A creature listed as having more than one primary natural weapon can make additional attacks with them when using the Full Attack action, but all attacks that round suffer a  –2 penalty (or no penalty with the Multiattack feat). In effect the extra primary natural weapons count as light weapons used with the Two-weapon Fighting feat. Additional primary natural attacks count as off-hand attacks, so they only get x½ Str bonus. Example: The same drake as above could make an additional attack with its other claw, but all attacks get a –2 penalty, so the drake would end up with attacks at +6/+1 and +6.

Secondary natural attacks also come into play when using a Full Attack, and are made with the usual –5 penalty to BAB (or –2 if with the Multiattack feat). They count as off-hand attacks, and thus gain only x½ Str bonus. Example: The same drake as above could make a bite attack in addition to its claw attacks. Since it is a secondary weapon, the attack has a –5 penalty (or –7 when used with multiple primary natural attacks).

Extended example: Under the original rules the drake would get two primary attacks, each at +8, and a secondary attack at +3 (or +6 if it had the Mutiattack feat). With the house rules, the same drake ends up with primary attacks at +6/+1, an additional primary attack at +6, and a secondary attack at +1 (it could drop the additional primary attack to avoid the –2 penalty on all attacks).

In sum creatures with natural weapons may or may not gain a benefit from this rule since, depending on their BAB and the number of attacks they have. Example: A troglodyte is not affected by this rule; with its low BAB, Multiattack feat, double claw attack and secondary bite attack, it has exactly the same Full Attack routine as before.  Powerful creatures with high BAB and only a single natural weapon benefit the most. Example: A nessian warhound normally has a single bite attack at +20. Using this rule it has three attacks at +20/+15/+10 because of its BAB +12.


Gold Chapter - Commanders

 

The leaders of the Gold are the Wise and enigmatic leaders of the Order. As such they are all are experienced templars or keepers, and many are drakes. In addition the Gold is also the color worn by those armsmen and templars called upon to serve in Daulton as instructors for new Acolytes.

Headquarters: Daulton, the City of the Dragon – Daulton is the home of the Great Pyramid, upon which rests the golden dragon statue of the Celestial Dragon. It is also a vast military complex, where new Acolytes are given training.

Key Chapter Houses: The Gold Order does not maintain any Chapter Houses, but Gold Commanders and Keepers are present wherever there is a major concentration of Order personnel.

Equipment: The Gold observes the commandments of the Book of the Dragon, and has the standard Order equipment.

Armsmen

The Gold Chapter does not really have any armsmen. The only line troops directly under Gold command are those Acolytes not yet assigned to a Chapter. In addition the Gold may call upon the service of experienced armsmen to serve as instructors for new Acolytes. Such armsmen usually permanently resign their old color when they take up the Gold. They are otherwise identical to armsmen from their old Chapter.

Templars

Like with armsmen the Gold does not really have any large body of templars as such. The only exception is that the Gold can require the services of an armsman from another Chapter to come serve as a senior instructor. In doing so he breaks his ties to his old Chapter for the duration. In addition (very rarely) will an experienced Gold armsman instructor gain the rank of templar. Both requisitioned templars and promoted armsmen advance as templars in accordance with their old Chapter.

Commanders

All true members of the Gold are high-level templars. Upon entering the Gold Chapter, they take a level in the Knight Commander of the Dragon prestige class. They may continue advancing in their previous prestige class as well, as long as at least every other level is taken in the Commander class.

Keepers

Keepers of the Gold are the Orders foremost experts on things magical and spiritual. They are tasked with the overall arcane and mystical security of the Order, and for interpreting the Will of the Dragon. Gold Keepers usually remain with the Gold for their entire lives, but sometimes particularly promising members of other Chapters are invited to join their Gold brethren and leave their old Chapter behind.

The Draconic Knights

Within the offshoot sect called the Draconic Knights all members are considered to be of the Gold (the Order on the other hand considers them misguided at best and traitors at worst). When a Draconic Knight advances, he must choose one other Chapter to emulate (except the Black) and observe all restrictions and benefits applicable to that Chapter.


Silver Chapter - Cavaliers

 

The templars of the Silver Chapter are regarded as the noblest warriors and finest leaders of the Order. Few of its members ever become templars, for the Silver maintains the highest standards for its officers. The chapter has the largest number of attached armsmen of all the Chapters, and makes up the bulk of the defensive forces manning the border fortresses.

Headquarters: Nowelton, the City of Ice; with the end of the last line of Talinie kings, the Silver Chapter assumed more or less full control over Nowelton. The city is now a shining beacon of civility and honor.

Key Chapter Houses: The Queenswall (Talinie), the Fortress (Mhoried), the Dwarfholm (Mur-Kilad), the Iron Ridge (Chimaeron); the Silver Chapter maintains sizeable garrisons in key location throughout Anuire, but their greatest concentration of warriors are centered on the four main defensive complexes.

Equipment: The Silver prefers plate armor of all kinds. Initiates generally wear half-plate and armsmen field-plate, while templars are equipped with full-plate. Longsword and heavy shield is the preferred arms of the Silver.

Armsmen

The armsmen of the Silver Chapter are expected to uphold the highest standards of personal appearance and correct etiquette. They are also instilled with an unflinching dedication to duty as they stand every vigilant as guards at the borders of Anuire.

Additional requirements: Diplomacy 1 rank.

Additional benefits: Get Negotiator as a bonus feat.

Templars

Silver Chapter Templars are leaders without peer, shining beacons of virtue and martial prowess. Templars of the Silver are renowned as being even more courageous than those of the rest of the Order.

Additional requirements: Lawful good alignment, Diplomacy 5 ranks, Knowledge (Anuire) 2 ranks, Leadership feat.

TABLE 6-X: SILVER CHAPTER TEMPLAR

 

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

 

Special

 

Spells per Day

1st

+1

+1

+0

+1

Mettle, leadership +2, aura of courage, special mount

+1 divine caster level

2nd

+2

+2

+1

+2

Smite 1/day

+1 divine caster level

3rd

+3

+2

+1

+2

Bonus Feat

+1 divine caster level

4th

+4

+3

+1

+3

Shadow ward, leadership +4

---

5th

+5

+3

+2

+3

Smite 2/day

+1 divine caster level

6th

+6

+4

+2

+4

Bonus Feat

+1 divine caster level

7th

+7

+4

+3

+4

Banish shadows, leadership +6

+1 divine caster level

8th

+8

+5

+3

+5

Smite 3/day

---

9th

+9

+5

+3

+5

Bonus Feat

+1 divine caster level

10th

+10

+6

+4

+6

Greater ward, leadership +8

+1 divine caster level

 

Leadership (Ex): +2 bonus to Leadership score. The bonus increases by +2 every three levels (4th, 7th and 10th)

Aura of Courage (Su): Immunity to fear effects. Each ally within 10 feet of gains a +4 morale bonus on saving throws against fear effects.

Special Mount (Sp): Special mount as per the paladin ability of the same name (always a heavy warhorse). If the silver templar has any paladin levels, total the levels of silver templar and paladin when determining the special powers of the mount.

Shadow Ward (Su): Always under the effect of a protection from shadowspawn spell. This effect can be dispelled (using character level for the dispel check), but it can be reactivated as a free action.

Banish Shadows (Sp): Can cast dispel evil, hallow or dismissal a total number of times equal to class level per day (using character level to determine spell effects).

Greater Ward (Su): The benefits from the Shadow Ward ability extends to all allies within 10 feet and its effects are doubled with regards to the templar (+4 deflection bonus to Defense and +4 resistance bonus to saves). In addition the templar gains SR 15 + character level against evil spells and spells (or spell-like abilities) cast by shadowspawn.

Keepers

Silver Chapter Keepers uphold the values of the Silver to the fullest. They act as advisors to their templar brethren in matters of religion and magic, but also about Anuirean politics. The Silver Keepers can also be found as counselors to the rulers of Anuire, fulfilling a role as both magical advisors and go-betweens between the nobility and the Order

Additional requirements: Lawful good or lawful neutral alignment, Diplomacy 5 ranks, Knowledge (Anuire) 5 ranks.

Additional benefits: Get Negotiator as a bonus feat.


Bronze Chapter - Mariners

 

The Bronze Chapter is very small, for their specialty is ships and the sea. The Chapter maintains a small fleet of warships, galleys and transports, but the Order in general rarely has use for their services. The Bronze Chapter has close ties with the temples of Nesirie and with several Khinasi city-states.

Headquarters: Ilien, the City of Sails – The bulk of the galley fleet is located in Ilien, and it represents the main striking power of the Order.

Key Chapter Houses: The Bronze Chapter maintains a significant naval presence in Ariya and Seaharrow; both fleets are composed primarily of sailing vessels suitable for local waters. The Bronze also have lesser Chapter Houses (naval outposts) scattered along the coasts of Cerilia, mostly in very defensible (and remote) locations.

Equipment: The Bronze does away with most of the heavy gear of the Book. Light armor and bucklers are fairly standard, as are light or one-handed piercing weapons. When defending their chapter houses, the Bronze have access to heavier arms and armor and a limited number of horses if the terrain is suitable.

Armsmen

Life on one of the Bronze Chapter’s ships is quite different from life on land, and requires initiates to learn new skills. Armsmen often pick up one or more levels of rogue to supplement their selection of skills. They are usually light armored and rarely fight on horseback, except when they act as guards for the Chapter Houses of the Bronze. It should be remembered, however, that they are still armsmen and as well versed in martial arts as their brothers in other Chapters. 

Additional requirements: Balance 1 rank, Climb 1 rank

Additional benefits: Get Sea Legs as a bonus feat.

Templars

Bronze Chapter Templars are excellent sea-captains and great explorers. Unlike their land-based brethren they usually disdain the use of heavy weapons and armor, trusting instead in their skill with the blade and their reactions to keep them safe.

Additional requirements: Balance 2 ranks, Climb 2 ranks, knowledge (geography) 2 ranks, Evasion ability.

TABLE 6-X: BRONZE CHAPTER TEMPLAR

 

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

 

Special

 

Spells per Day

1st

+1

+1

+0

+1

Mettle, canny defense, grace, improved reaction +2

+1 divine caster level

2nd

+2

+2

+1

+2

Smite 1/day

+1 divine caster level

3rd

+3

+2

+1

+2

Bonus Feat

+1 divine caster level

4th

+4

+3

+1

+3

Precise strike +1d6

---

5th

+5

+3

+2

+3

Smite 2/day

+1 divine caster level

6th

+6

+4

+2

+4

Bonus Feat

+1 divine caster level

7th

+7

+4

+3

+4

Acrobatic charge, improved reaction +4

+1 divine caster level

8th

+8

+5

+3

+5

Smite 3/day

---

9th

+9

+5

+3

+5

Bonus Feat

+1 divine caster level

10th

+10

+6

+4

+6

Precise strike +2d6

+1 divine caster level

 

Canny defense (Ex): When only wearing light armor and not using a shield (except a buckler), adds 1 point of Intelligence bonus (if any) per class level to Dexterity bonus to modify Armor Class while wielding a melee weapon. If caught flat-footed or otherwise denied Dexterity bonus, also loses this bonus.

Grace (Ex): +2 competence bonus on all Reflex saving throws when only wearing light armor and not using a shield (except a buckler).

Improved Reaction (Ex): +2 bonus on initiative checks (later increases to +4) when only wearing light armor and not using a shield (except a buckler).

Precise strike (Ex): Strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to the damage roll (later increase to +2d6). When making a precise strike, cannot attack with a weapon in the other hand (but may still use it for other purposes) or use a shield (except a buckler). A precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

Acrobatic Charge (Ex): Ability to charge in situations where others cannot. May charge over difficult terrain that normally slows movement. Depending on the circumstance, may still need to make appropriate checks to successfully move over the terrain.

Keepers

Bronze Keepers are masters of wind and weather, sea and salt. Every Bronze ship has a Keeper that functions as the ship’s navigator. They specialize in divining the best course to take for the Chapter’s ships, and also aid them with magic when needed; Bronze vessels almost always have favorable winds and currents and manage to avoid the hazards of the high seas. 

Additional requirements: Balance 2 ranks, knowledge (geography) 5 ranks, able to cast obscuring mists, gust of wind, and whispering wind.

Additional benefits: Get Air or Water as a bonus cleric domain.


Copper Chapter - Engineers

 

The men of the Copper Chapter are skilled miners, master smiths and expert engineers, but also tenacious fighters skilled in making the most out of the defense. The Copper Chapter has good relations with dwarves.

Headquarters: Lyssan, City of the Chimaeron

Key Chapter Houses: The Copper has major chapter houses in conjunction with all the major Silver fortifications. In addition they have a sizeable presence in the City of Anuire, where they work with Anuirean engineers on military and civic projects.

Equipment: The Copper favors heavy armor and tower shields for the added protection it gives them, and the longspear for its excellent reach and ability to keep the enemy at bay. The Copper is not big on mounted combat, but has access to some mounts.

Armsmen

The armsmen of the Copper Order are all expected to learn one of the skills for which the Order is famous.

Additional requirements: Craft (any) 1 rank.

Additional benefits: Skill Focus (any craft) as a bonus feat.

Templars

Copper Order templars are a special breed that does not focus too much on personal combat, but instead master the difficult arts of the engineer and the artillerist. The templars design, build, and maintain the many fortifications and other structure belonging to the Order. In addition their services are invaluable as builders and users of artillery, and as siege experts.

Additional requirements: Craft (any) 5 ranks, Knowledge (architecture & engineering) 5 ranks.

TABLE 6-X: COPPER ORDER TEMPLAR

 

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

 

Special

 

Spells per Day

1st

+1

+1

+0

+1

Mettle, skill focus, defensive stance 1/day

+1 divine caster level

2nd

+2

+2

+1

+2

Smite 1/day

+1 divine caster level

3rd

+3

+2

+1

+2

Bonus Feat

+1 divine caster level

4th

+4

+3

+1

+3

Uncanny dodge, defensive stance 2/day

---

5th

+5

+3

+2

+3

Smite 2/day

+1 divine caster level

6th

+6

+4

+2

+4

Bonus Feat

+1 divine caster level

7th

+7

+4

+3

+4

Mobile defense, defensive stance 3/day

+1 divine caster level

8th

+8

+5

+3

+5

Smite 3/day

---

9th

+9

+5

+3

+5

Bonus Feat

+1 divine caster level

10th

+10

+6

+4

+6

Improved uncanny dodge, Defensive stance 4/day

+1 divine caster level

 

Skill Focus: Gain Skill Focus (any) as a bonus feat.

 

 

Defensive Stance:  Gain phenomenal strength and durability, but cannot move from the spot that is defended. Gain +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to Defense. The increase in Constitution increases hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, cannot use skills or abilities that would require him to shift his position.

A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier (may end defensive stance voluntarily prior to this limit). At the end of the defensive stance, the defender is winded and takes a –2 penalty to Strength for the duration of that encounter. A character can only use his defensive stance a certain number of times per day as determined by his level. Using the defensive stance is a free action.

Uncanny Dodge (Ex): Retains Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by an invisible attacker (still loses any Dexterity bonus to Defense if immobilized). If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Mobile Defense (Ex): At 8th level, a dwarven defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.

Improved Uncanny Dodge (Ex): Can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the character. The exception to this defense is that a rogue at least four levels higher than the character can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Keepers

Copper Chapter Keepers are the Order’s foremost forgemasters. Unlike the templars and armsmen who work as engineers and laborers, the Keepers are cut for more delicate work. It is they that supply much of the magical arms and armor the Order relies on; other Chapters have their own production of course, but they can never match the Copper in quantity (and rarely in quality).

Additional requirements: Craft (any) 5 ranks, Knowledge (architectures & engineering) 2 ranks.

Additional benefits: Copper Chapter Keepers get a 25% discount on magic item creation.


Brass Chapter - Outriders

 

The Brass Chapter guards the Adurian possessions of Anuire from their headquarters in Mieres, and also maintains major chapter houses in the Khinasi Plains States. In later years the Chapter abandons its Mieran holdings in favor of focusing on guarding the Khinasi Plain States (offering security to Anuire’s eastern flank).

All the members of the Brass Chapter are female, a fact that is not well known outside the Order. To mainland Anuireans, the Chapter is all-male, a misconception that the Order’s leaders see no reason to do anything about. Indeed, many members of the Order assume that the insular Brass Chapter is all-male like the rest of the Order.

Headquarters: Seaward, the City of Gold (later Ber Dairas) – The Brass Chapter, as befits is highly mobile nature, is not strongly tied to any location. It has a mobile headquarters the usually sits within the walls of Ber Dairas, but the headquarters can quickly deploy to a new location if need be. As a result the Brass Chapter eschews many of the trappings of a Chapter headquarters – only items that can easily be transported by horse are kept.

Key Chapter Houses: Ber Dairas (later semin-permanent headquarters), Zikala, Ghoudaïa, and Shoufal; contains detachments of demi-Legion strength (2-4 Cohorts). Other smaller chapter houses are scattered around western Khinasi for rapid respons to any threat (at least one wing each).

Equipment: The Brass utilizes light warhorses instead of the medium horses standard in the Order. They also prefer fairly light armor, with improved mail being about the heaviest in use and use bucklers instead of true shields. The composite shortbow is primary weapon and the longspear their melee weapon of choice.

Armsmen

The female armsmen of the Brass Chapter are the finest missile cavalry in the Order (or maybe in all of Aebrynis). They continue the tradition of the Khinasi plains riders, and employ lighter armor that their male counterparts and have the composite shortbow as their primary weapon. Their horses are built for speed and endurance, not strengths, and are quicker and more surefooted than the medium warhorses preferred by the rest of the Order.

Additional requirements: Ride 5 ranks, Mounted Archery feat

Additional benefits: Get Skill Focus (ride) as a bonus feat.

Templars

Brass templars are the finest mounted archers in existence. They have extremely high mobility and their ability to strike suddenly and from a distance make it very difficult for their enemies to fight back.

Additional requirements: Ride 8 ranks, Survival 5 ranks.  

TABLE 6-X: BRASS ORDER TEMPLAR

 

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

 

Special

 

Spells per Day

1st

+1

+1

+0

+1

Mettle, ride bonus +2, improved mounted archery, special mount

+1 divine caster level

2nd

+2

+2

+1

+2

Smite 1/day

+1 divine caster level

3rd

+3

+2

+1

+2

Bonus Feat

+1 divine caster level

4th

+4

+3

+1

+3

Shield bond, ride bonus +4

---

5th

+5

+3

+2

+3

Smite 2/day

+1 divine caster level

6th

+6

+4

+2

+4

Bonus Feat

+1 divine caster level

7th

+7

+4

+3

+4

Burst of speed, ride bonus +6

+1 divine caster level

8th

+8

+5

+3

+5

Smite 3/day

---

9th

+9

+5

+3

+5

Bonus Feat

+1 divine caster level

10th

+10

+6

+4

+6

Endless ride, ride bonus +8

+1 divine caster level

Ride bonus (Ex): +2 competence bonus to Ride checks score. The bonus increases by +2 every three levels (4th, 7th and 10th).

Improved Mounted Archery (Ex): You take no penalty from using a missile weapon while your mount is taking a double move. The penalty incurred by a running mount is reduced to -2.

Special Mount (Sp): Special mount as per the paladin ability of the same name (always a light warhorse). If the brass templar has any paladin levels, total the levels of brass templar and paladin when determining the special powers of the mount.

Shield Bond (Su): You and your mount are under the effect of a two-way shield other spell (as long as you remain within 30 ft. of each other), but you always have to option of not taking damage inflicted upon the other party. This effect can be dispelled (using character level for the dispel check), but it can be reactivated as a free action.

Burst of Speed (Su): Your mount may double its land speed for up to 1 minute per day per templar level you have. Every use of this ability uses up at least 1 minute, even if you slow down your mount before the full minute has passed.

Endless ride (Su): Your mount never tires and no longer requires rest, sleep, food or water. When using tactical or local movement, the mount may run every round or minute without penalty. For the purposes of overland movement the mount may hustle for 24 hours a day without penalty (the templar is still subject to fatigue however).

Keepers

Like their martial counterparts, the Keepers of the Brass Chapter are also female. Brass Keepers are something of an oddity because most are bard/clerics. Brass Keepers follow the troops into battle, protecting them and urging them on.

Additional requirements: Ride 5 ranks, Bardic Knowledge ability.

Additional benefits: Get Skill Focus (ride) as a bonus feat, for the purposes of bard special abilities their bard and keeper levels stack (but their monk and keeper levels do not).


Black Chapter - The Fallen

 

The Black Chapter was created to seek out internal threat to Anuirean security by rooting out spies and cultist of the Shadow. They were from the outset masters of stealth and assassination, expert at using the enemy’s own methods against his servants. At some point the Black were seduced by the Shadow, through its servant the Black Dragon, and during the course of the Even of the Dead 1790 HC, the entire Black Chapter deserted and made its way to Kal-Saitharak. Perhaps it was their familiarity with the ways of evil eventually lead to their downfall. They are now the servants of the Black Dragon and the champions of the Shadow.

Headquarters: Kal-Saitharak – Within the rebuilt obsidian walls of the Kal-Saitharak the Fallen train their recruits and maintain their primary barracks. Following the Ascension of the Black Dragon and the following devastation wrought by Shaedan Draco, the headquarters was temporarily vacated, but was eventually reclaimed when the Black Flame was ignited.

Key Chapter Houses: Unknown, but is suspected that cells of the Fallen operate out of well-hidden Chapter Houses maintained within the borders of Anuire. Given their mastery of the Shadow World it is also highly likely that the Fallen have chapter houses there as well.

Armsmen

The Black Order obviously does not get any new recruits from Daulton, but trains its own armsmen in Kal-Saitharak. The Black Other is unlike the rest of the Order in that it welcomes non-human recruits. Orogs and goblins can be found within the ranks in fairly large numbers, but other creatures like ogres and gnolls are also present.

Additional requirements: Alignment (any evil), hide 1 rank, intimidate 1 rank, move silently 1 rank.

Additional benefits: Get Stealthy as a bonus feat. Black Chapter armsmen replace their Dragonmarked feat with the Shadowmarked feat.

Equipment: The Black uses standard Order gear, except when the situation warrants stealth. In those cases they will do away with most of their heavy equipment.

Templars

The templars of the Black Order are traitors of the worst sort, having abandoned their rightful master and taken service with the Dark One. They are powerful warriors, but are also masters of stealth and assassination.

Additional requirements: Hide 5 ranks, Intimidate 8 ranks, Move Silently 5 ranks, sneak attack ability; Command and Warcraft requirements are reduced to 5 ranks each.

Additional benefits:

Class Skills: Additionally – Balance, Decipher Script, Disable Device, Hide, Listen, Move Silently, Open Lock, Search, Sleight of hand, Spot, Tumble.

            Increased Skill Dice: d8 + Int modifier (6 + Int modifier)

Additional hindrances:

            Reduced Hit Dice: d8

Spell Selection: Instead of the normal Dragon Order spell list, Black Order templars use the Assassin spell list instead (as divine spells).

Mark of the Dragon/Dragon Feats: Instead of the normal Mark of the Dragon, Black Order templars receive the Dark One’s Mark.

TABLE 6-X: BLACK ORDER TEMPLAR

 

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

 

Special

 

Spells per Day

1st

+1

+1

+0

+1

Mettle, sneak attack +1d6, death attack, poison use

+1 divine caster level

2nd

+2

+2

+1

+2

Shadow sight

+1 divine caster level

3rd

+3

+2

+1

+2

Bonus Feat

+1 divine caster level

4th

+4

+3

+1

+3

Sneak attack +2d6

---

5th

+5

+3

+2

+3

Shadow walk

+1 divine caster level

6th

+6

+4

+2

+4

Bonus Feat

+1 divine caster level

7th

+7

+4

+3

+4

Sneak attack +3d6

+1 divine caster level

8th

+8

+5

+3

+5

Shadow guide

---

9th

+9

+5

+3

+5

Bonus Feat

+1 divine caster level

10th

+10

+6

+4

+6

Sneak attack +4d6

+1 divine caster level

 

Sneak Attack: As the rogue ability.

Death attack, poison use: As the assassin abilities.

Shadow Sight, Shadow Walk, and Shadow Guide: You get these feats as bonus feats.

Keepers

Black Chapter Keepers are usually referred to as Priests of Shadow. They are the foremost disciples of the Black Dragon. When they are not accompanying the warriors of the Black they are laboring ceaselessly to bring about the return of Azrai the Shadow.

The domains associated with the Black Dragon are Chaos, Darkness, Evil, Magic, and Trickery.

Additional requirements: Shadow Magic feat.

Additional benefits: Get Insidious Magic, Pernicious Magic, and Tenacious Magic as bonus feats.


Blue Chapter - Mystics

 

The Blue Chapter is the Order’s foremost students of arcane mysteries. They maintain a vigilant watch both within Anuire and without, looking for signs of the corrupt magics of the Shadow. Their keepers are expert at divining the cause of trouble in its infancy, and the templars of the Blue are subsequently sent to root it out before it grows in strength. The Blue is obsessed with security and secrecy, and go to great lengths to prevent unauthorized lore from falling into the wrong hands (this even applies to sharing some of their arcane lore with the rest of the Order – a source of some controversy).

Headquarters: Braeme, the Celestial City – Braeme is also the centre of worship for the temple of Ruornil, and is also something of a nexus for all things magical in Anuire. The Blue claims that its arcane library is the finest there is, greater even than the one in Daulton.

Key Chapter Houses: Alamier, Caerwil, Ilien; the Blue Chapter has concentrated its holdings in the southern realm of Medoere. There are a few smaller chapter houses scattered throughout Anuire, tasked either with studying and recording or with helping defend the front lines (keepers are common in the former houses, templars in the later).

Equipment: The Blue armsmen have great that approximates Order standards, but the templars (and other spellcasters) generally do away with a shield.  Mithral armor and shields are highly valued because they allow arcane spellcasters to use their magic with few problems.

Armsmen

Those armsmen that eventually become templars of the Blue almost always take one or more levels as sorcerers before they become accepted as true templars. Most Blue armsmen are not magically gifted, however, and they are considered fairly regular Order troops.

Additional requirements: Knowledge (arcana) 2 ranks.

Additional benefits: Blue Order armsmen get a +1 insight bonus on saves against spells (but not spell-like effects).

Templars

The templars of the Blue order are mages and warriors both, combing the martial and arcane arts into a lethal form of fighting. Most Blue Chapter Templars are fighters and sorcerers before entering the templar ranks. Unlike their brothers in other Chapters, Blue Templars do not utilize divine magic. To them the study of magic is the ultimate form of devotion to the Celestial Dragon.

Additional requirements: Concentration 5 ranks, Knowledge (arcana) 5 ranks, Spellcraft 5 ranks, Ability to cast 1st level arcane spells, proficient with any martial weapon group; Command and Warcraft requirements are reduced to 5 ranks each.

TABLE 6-X: BLUE DRAGON ORDER TEMPLAR

 

Level

Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

 

Special