Ruins of Adventure
Wyrmslayer
St. George he was for England,
And before he killed the dragon
He drunk a pint of English ale
Out of an English flagon.
Base Requirements
- Races: Any
- Sub-Classes: Paladin
- Ability Requirements: Muscle 14, Aim 10, Fitness 10
- Alignments: Lawful Good
- Starting Cash: By class
Weapon Proficiencies
- Weapon Slots: +1 slot
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Allowed Weapons: See below
- Allowed Armors: Any armor and shields
Non-Weapon Proficiencies:
- Non-weapon Slots: By class
- Available Categories: By class
- Bonus Non-weapon Proficiencies: Dragon Lore, Land-based Riding, Modern Language (chromatic dragon), Religion
- Required Proficiencies: none
- Recommended Proficiencies: Airborne Riding, Armorer, Direction Sense, Endurance, Healing, Hunting, Mountaineering, Survival, Tracking, Weaponsmithing, Weather Sense.
- Forbidden Proficiencies: none
Overview: The Wyrmslayer is the sworn enemy of dragons and has devoted his life to their destruction. Battle-hardened and fiercely determined, the Wyrmslayer roams the world in search of the hated creatures. Even the mightiest dragons tremble at the approach of a Wyrmslayer, as few humans pose a greater threat.
Only a select few qualify to become Wyrmslayers, with the final choice up to the gods. If a candidate meets the basic physical requirements, he declares his intention to become a Wyrmslayer before he takes his Oath of Ennoblement. As part of his oath, he pledges to destroy all dragons, singling out a particular species of true dragons as his Principal Foe. The principal foe can be a black, blue, green, red, white, or any other species prominent in the campaign world. Once a candidate names his principal foe, it remains the same for the rest of his career.
After completing his oath, that night, his deity appears to him in a vision, giving him a quest to demonstrate his courage. If he completes the quest, the deity grants him the special attributes described below; the paladin is then a Wyrmslayer. Typical quests include:
- Retrieving an egg from the nest of a principal foe.
- Finding and destroying the lair of a principal foe.
- Singlehandedly defending a village from an attack by a principal foe.
Description: Wyrmslayers are primed for mounted combat, wearing the best armor they can afford (seldom less than plate mail). Green leather cloak, metal body shield, and halo optional.
Role-Playing: The Wyrmslayer obsessed with killing dragons. Nomadic and restless, the Wyrmslayer spends most of his time searching for his nemeses. Even Wyrmslayers formally affiliated with governments or churches have unusual freedom of movement; their superiors know that Wyrmslayers function best when left alone.
Though preferring to operate by themselves, Wyrmslayers will join adventuring parties if their travels take them through dragon territory. A Wyrmslayer fulfills his fealty obligations as well as any paladin, yet he may withdraw and brood if he goes too long without engaging his principal enemy. His eagerness to battle dragons impresses some as courageous, others as foolhardy. No one, however, doubts his resolve.
Special Abilities:
- Unlike other Paladins, the Wyrmslayer’s vow of non-violence is not absolute. His vow of nonviolence does not apply to dragonkind, including not only true dragons, but drakes, wyverns, half-dragons, and their ilk. The Wyrmslayer must recognize and accurately identify the target as a dragon (requiring a successful Dragon Lore check) before he may engage in violence against it.
- The Wyrmslayers deity enchants any shield the Wyrmslayer carries to magically protect him against dragon breath. If the Wyrmslayer makes a successful saving throw vs. breath weapon, the breath weapon causes no damage. If the throw fails, the Wyrmslayer suffers half damage. This only functions when the wyrmslayer is carrying a shield. This enchantment shield counts against the Wyrmslayer’s magical item limit.
- A Wyrmslayer is immune to the fear aura of his principal foe. He gains a +4 bonus to his saving throws to avoid the effects of fear from all other species of true dragons. His bonded mount shares this immunity, but normal mounts do not.
- When a Wyrmslayer makes a successful weapon attack against his principal foe, he receives a damage bonus equal to his level.If a Wyrmslayer makes a successful attack against a dragon other than his principal foe, he receives a +1 damage bonus. A bonded mount inflicts double damage against the Wyrmslayer’s principal foe and receives a +1 damage bonus against dragons other than the principal foe.
- Wyrmslayers gain a double-strength aura of protection from dragons in a 10-ft. radius. Dragons suffer a -2 to all attack rolls against the knight and those within the area of effect, and those in the area receive a +2 bonus on saving throws against the dragons spells and breath weapon.
- Wyrmslayers can use a dragon call once per month, summoning a dragon to battle. If the dragon is within 1 mile per level of the Wyrmslayer, it must make a morale check. If the check fails, the dragon must leave its lair and engage the knight immediately.
- Special Rewards: If the Wyrmslayer is primarily responsible for killing, banishing, or otherwise eliminating a principal foe of Wyrm or Greater Wyrm level, his deity arranges for him to receive a special reward. The DM determines if the Wyrmslayer is eligible for the reward; for instance, the Wyrmslayer may earn the reward if he inflicted most of the damage leading to the foe’s death, or if he tricked the foe into entering another plane of existence from which return is impossible. Typical rewards include:
- A grant of land large enough for a stronghold.
- Donation of all labor and materials to build a stronghold.
- Revelation of the principal foe’s secret treasure horde, containing a fortune in gold and gems (which, of course, the Wyrmslayer donates to a charitable institution).
- A magical gift, such as:
- Immunity to the spells of his principal foe. If the Wyrmslayer makes a successful saving throw, he suffers no damage from these spells. If he fails his throw, he suffers half damage.
- Transformation of a normal sword into a holy sword.
- Permanent access to an extra priest spell sphere. The Wyrmslayer picks the sphere of his choice, or the DM provides options. The extra access doesn’t affect the number or level of spells the Wyrmslayer can learn.
- Permanent transformation of the bonded mount into a young silver dragon. The silver dragon serves out the rest of the mount’s term; if the original mount had served seven years, the dragon will serve three more. The dragon follows all the rules for bonded mounts. However, it’s not necessary to train the dragon, as it carries out instructions with the same facility as any loyal, intelligent follower.
Special Disadvantages:
- Wyrmslayers may only become proficient in weapons designed to inflict high damage against large-sized enemies. They may not become proficient in weapon groups unless the group is comprised only of weapons in this category. Allowed weapons include: Fork-bladed Angon, Awl Pike, Two-handed Axe, Bardiche, Chijiriki, Double Crossbow, Bladeback Flail, Glaive-Guisarme, Halberd, Heavy Lance, Medium Lance, Mallet, Sledge, Shakujo Yari, Long Spear, Spetum, Hornhead Staff, Bastard Sword, Claymore, Great Scimitar, Katana, Longsword, Tetsu-to, Two-handed Sword, and Trident. No other weapons are permitted.
- Because he is unable to conceal his hatred, the Wyrmslayer suffers a –4 penalty to all encounter reactions with any dragon.
- The Wyrmslayer seeks out his principal foe in combat situations, choosing it as the target of his attacks in preference all other potential opponents. If the party encounters a horde of goblins and a black dragon, and the dragon is the Wyrmslayer’s principal foe, the Wyrmslayer attacks the dragon and leaves the goblins to his comrades. If the Wyrmslayer spots his foe’s prints in the mud or hears rumors of his foe in a nearby forest, he feels compelled to track it down unless his companions forcibly restrain him or convince him of the inappropriateness of his actions. The Wyrmslayer’s compulsion doesn’t necessarily interfere with his good judgment or responsibilities to his companions. If his principal foe tumbles into a fiery chasm, the Wyrmslayer won’t leap in. If a comrade needs him, the Wyrmslayer interrupts his combat with the principal foe to help out, resuming his attacks against the principal foe when his comrade is safe.
- Because of their narrow focus, Wyrmslayers lose the paladin’s protection from evil, protection from disease, and detect evil abilities, as well as the ability to turn undead. They are protected only against dragons.
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