council of wyrms conversion for pathfinder

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This is a completely OGL compatible version of TSR's old Council of Wyrms campaign for the Pathfinder Role-Playing game. Finally d20 dragon characters with old school flavor.

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Page 1: Council of Wyrms Conversion for Pathfinder
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Cover: (c) 1996 by Jane Iwin, Simply Software

The art used in this book comes from four main sources Dee Dreslough 1996-2008 www.dreslough.com, public domain clipart (most from www.draconian.com), Simply Software’s Sci-Fi & Fantasy Clipart 3 and Witches and Wizards Clipart both edited by Jon Gustafson and © 1997-2008, No Hassle Home

Designation of Open Game Content: All texts pertaining to game mechanics and statistics are declared open game content.

Designation of Product Identity: The following items are hereby designated as Product Identity as provided in section 1(e) of the Open Game License and are not Open Content: The entire introduction; all titles, and all proper nouns, including character names, locations, and named items; all art (with the exception of any that are in the public domain), and all registered trademarks.

DISCLAIMER

The Pathfinder Roleplaying game is owned and created by the awesome people of Paizo. Go check

them out at http://paizo.com Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility.

COPYRIGHT NOTICE Copyright Information - d20™ System Conversion of Council of the Wyrms Pathfinder Edition, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc. ©2002 Wizards of the Coast, Inc. Compliance of Conversion Policy, Open Game License and the d20 System Trademark License: Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD Conversion Agreement. A current version of this policy can be obtained at: (http://www.wizards.com/d20/conversionpolicy.asp). The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

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Table of Contents

Introduction 4 Pathfinder General Conversion Rules 5 Converting Book One: Rules Draconic Racial Class Features 6 Chromatic Dragons 10 Black 11 Blue 13 Green 15 Red 17 White 19 Metallic Dragons 21 Brass 22 Bronze 24 Copper 26 Gold 28 Silver 30 Primal Dragons 32 Brine 33 Cloud 35 Crystal 37 Magma 39 Umbral 41 New Race: Half-Dragon 43 Converting Book Two: Campaign Draconic Classes 45 Draconic Skills & Feats 46 Draconic Specific Items 51 The Dragon Gods 53 New Prestige Classes 54 Converting Book Three: Adventures Adventure One: Not the Draca 60 Adventure Two: Color Blind 60 Adventure Three: The Terrible Alliance 65 Adventure Four: Stolen Hoards 69 Converting the Appendixes Appendix One: New Monsters 72 Appendix Two: Converted NPCs 76 Converting Other Dragon Types 82 Sovereign Dragon 84 OGL 86

And the wild beasts of the islands shall cry in their desolate houses, and dragons in their pleasant palaces.

-Isaiah 13:22

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Introduction

In 1994 Bill Slavicsek published the “Council of Wyrms” box set which was billed as “the first time TSR game dragons could become player characters1!” COW (for short) was popular and became even more so when it was republished by Wizards of the Coast™ as a hard bound “Players Option” book in the year 1999. Unfortunately this was just before WOTC published their own version of “the worlds most famous RPG” and no other COW material was ever published. Despite repeated requests, WOTC declined to publish an updated version of Council of Wyrms because it was thought to be too unbalancing using the new rules. This did not stop the requests however and this prompted Dragon™ magazine to publish official conversions for the metallic and chromatic dragons in issues 320 and 332. However these conversions stressed making the dragons exactly as in the 3rd edition core rules and had little of the flavor of the dragons from Io’s Blood. I thus did my own conversion which quickly became obsolete when Hasbro bought out WOTC and published yet another version of “the game that can no longer be named”. This version was so disliked that it divided the fan base of the product and Piazo publishing created their own version of the game in 2009 that quickly out sold all its competition. This conversion guide is meant for people who wish to use the COW sourcebook with the Pathfinder core rules. As gem dragons were not made open content they do not exist in the Pathfinder game and have been replaced with the Primal Dragons found in Bestiary 2. This book uses the Primal Dragons instead of the gem dragons but the cultures of the original clans can still be used. To use this book you will need Council of Wyrms, the Pathfinder Core Rulebook, the Pathfinder Roleplaying Game Bestiary and Bestiary II. The books Psionics Unleashed and the Advanced Player’s Guide will also be useful for a few skills and feats. Those who game with a computer may use the Pathfinder SRD http://www.d20pfsrd.com instead. These books plus this paper should be all that is needed to make your character ROAR!

1 Actually Dragons by Cory Glaberson (© 1986, Mayfair Games for the first edition of the game) preceded COW by eight years and is very similar.

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Pathfinder General Conversion Rules The following rules should be used when converting Council of Wyrms (COW for short) to the Pathfinder RPG. Book One: Rules--

Ability Scores: use the Pathfinder rules. Ignore minimum and maximum ability scores, the COW racial adjustments, class restrictions and level limits, and starting dragon strength scores. These rules are all superseded by the Pathfinder rules and the rules in this volume.

The Races: all of the fluff information contained in this section can be left as is. Gem dragons

have been replaced with Primal dragons and the Draconic and Half-Dragon racial rules given in this volume replace those in COW. The only game information one needs to keep are the age category, age in years, and the information on preferred.

Classes and Kits: These rules are replaced by the Pathfinder classes and prestige classes. Now

any dragon can become psionic not just the neutral dragons.

Experience and Advancement: These rules become superseded by the ones in Pathfinder and this volume.

Proficiencies: These rules are replaced by the Pathfinder skill and feat system. See this volume for

more information on dragon appropriate skills and converted feats.

Special and Innate Abilities and Spells: These are superseded by the Pathfinder abilities given in this volume.

Book Two: Campaign -- Most of this volume is fluff text so can remain as is. One of the few exceptions is the rules for losing one’s hoard. In Table 18 replace “THACO reduced by one level” with “Base Attack Bonus” reduced by one level. The rules for Dragon weapons in Table 20 and the kit rules (now prestige classes) must also be replaced with the rules in this book. Book Three: Adventures -- Other than converting of the monsters to Pathfinder’s creatures most of these adventures can be left as is. What few changes are needed can be found in the chapter on converting the Adventures given in this volume.

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Draconic Racial Class Features Council of Wyrms features fifteen dragon races divided into three families, the Chromatic (evil) dragons, the Gem (neutral) dragons, and the Metallic (good) dragons. In the rules below the Gem dragons have been replaced with the Primal dragons with their cultural equivalent mentioned in the description. The information given here replaces all the character creation/racial information in COW. Each dragon type is a “racial class” that uses the following tables. A dragon cannot multiclass into another dragon race (obviously) but can multiclass into as many normal Classes or Prestige Classes as he likes as long as the normal rule for multi classing are followed. In every case the dragon race is always the favored class. The special abilities of each dragon type have changed somewhat in Pathfinder and the racial classes below reflect the new rules. In cases where a dragon’s power has been changed the old power will be given as a bonus spell. The stats given below are common to all the dragon racial classes. Dragon Racial Type: Pathfinder dragons are immune to effects that only affect humanoids, such as charm person spells. Of course this is less important in a COW campaign than in a typical game world due to the prevalence of dragon affecting magic during the time period of Io’s Blood. Dragon Senses: all dragons now have darkvision at 120 ft. and blindsense at 60 ft. They see four times as well as a human in dim light and twice as well in normal light. Hit Dice: Every level a dragon gains on his racial class allows him to roll 1d12 for hit points. Base Attack Bonus: The BAB of Pathfinder is equal to the dragon’s level so a dragon of level 5 would have a BAB of 5. Four Legged: Due to being four-legged, dragons receive a +4 racial bonus to their CMD against trip attacks and their carrying capacity increases by 50% Attributes: Determine attributes as normal for then apply the Racial Ability Adjustments found in the description for your dragon’s type in this book. The Dragon’s strength will increase with each rise in age category; this increase is in addition to the standard ability score increases that occur at every four levels. As a dragon ages his dexterity in the use of his fore-claws will decrease due to size. It’s hard to pick up a tiny ring with sword sized talons. As a result a penalty to dexterity is given as the dragon increases in size. This modifier is only applied to rolls that involve manual dexterity and not to those involving agility (i.e. jumping, flying, or attacking.) This modifier is given in the racial description.

Size Level Dexterity Penalty T, S, & M 0

L -1 H -2 G -3 C -4

AC: The Armor Class given is natural armor and size modifier only. Armor Class increases as the character rises in level. All Armor class is modified by the character’s size category as given in the core rulebook and is already figured into the dragon’s racial description. Breath Weapon: Using a breath weapon is a supernatural ability and a standard action. A dragon can use its breath weapon once every 1d4 rounds. If a breath weapon deals damage, those caught in the area can

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attempt Reflex saves to take half damage. The save DC against a breath weapon is 10 + 1/2 the dragon’s HD (racial class level) + the dragon’s Constitution modifier.

Dragon Combat Abilities & Damage Table Size Reach in feet Bite Claws Wings Tail Slap Tail Sweep Crush

Tiny 0 or 5 (bite) 1d4 1d3 - - - - Small 5 1d6 1d4 - - - - Medium 5 1d8 1d6 1d4 - - - Large 5 or 10 for bite 2d6 1d8 1d6 1d8 - - Huge 10 or 15 for bite 2d8 2d6 1d8 2d6 - 2d8 Gargantuan 15 or 20 for bite 4d6 2d8 2d6 2d8 2d6 4d6 Colossal 20 or 30 for bite 4d8 4d6 2d8 4d6 2d8 2d8 Attack Bonus Full Full -5 -5 Reflex save Reflex save Damage Bonus 1 ½ 1 ½ 1 ½ 1 ½ 1 ½

Dragon Breath Dimension (Length in feet) Dragon Speed Size Line Cone/Cloud) Fly Speed MC One Day MPH Tiny 30 15 100 Average 120 10 Small 40 20 150 Average 160 15

Medium 60 30 150 Average 160 15 Large 80 40 200 Poor 240 20 Huge 100 50 200 Poor 240 20

Gargantuan 120 60 250 Clumsy 320 25 Colossal 140 70 250 Clumsy 320 25

Fear Aura: This ability is now called “Frightful Presence”. A potentially affected creature resists using Willpower save at a difficulty equaling the Dragon’s HD/ racial level + the dragon’s Charisma modifier. Those who make the save are immune to the dragon’s fear aura for 24 hours. Those that fail become Panicked (if they have less than 4 hit dice) or Shaken (if they have more than 5 HD) for 4d6 rounds. Dragons are immune to the fear aura of other dragons. Dragons do not gain this ability until Young Adult Age. A dragon’s fear aura has a range equal to 30 feet x the dragon’s age category. Immunities (ex): All Pathfinder dragons have an immunity to sleep and paralysis effects.

Optional Rule

Dragons are not automatically immune to sleep and charm effects until they reach Juvenile age. This rule is recommended to increase playability at low levels and to make the Pathfinder dragons more equal in power to those in the COW setting. Languages: Dragon characters automatically start out speaking High Draconic and their family language (chromatic, metallic, or primal) plus one bonus language per Int modifier. Bonus languages include Abyssal, Aquan, Auran, Dwarfish, Elvin, Giant, Gnomish, Common, Goblin, Ignan, Infernal, Orc, Sylvan, Terran, and Undercommon. In addition all dragons in this setting have Telepathic Speech. Telepathy allows a dragon to communicate mentally with any intelligent creature it is able to link its mind with. The base number for this power differs with each dragon race and increases with age. Skills: A dragon character gains 6 skill ranks plus Intelligence modifier per level. Common draconic class skills are Diplomacy (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (Int), Perception (Wis), Sense Motive (Wis), and Spell craft, and use Magic Device (Cha). Each dragon race will have additional available class skills that will be listed in that dragon’s description.

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Weapon and Armor Proficiencies: A dragon has no automatic proficiency in weapons or armor in dragon form unless they take the appropriate feat. Dragons able to take human form are proficient with simple weapons. Damage Reduction: Dragons will eventually receive the Damage Reduction Powers. This ability works as in the bestiary and the first number stacks so a dragon with DR 10/magic who gains DR +5/magic upon gaining a new level will actually have a DR of 15/magic. Note that a dragon’s claws and teeth count as magical weapons for the purposes of overcoming Damage Reduction. Spell Resistance: Dragons will eventually receive Spell Resistance. In Spell Resistance (SR) the subsequent bonuses stack so that a dragon that has SR 10 and receives SR +1 upon gaining a new level will have a total SR of 11. Spells: A dragon knows and casts arcane spells as a sorcerer of the level indicated in its specific description. Its caster level depends on its age, as shown for each type. In contrast spell-like abilities are cast at at a level equal the dragon’s total racial level/Hit Dice. Special and Innate Abilities: Due to changes between the editions some abilities have been renamed or moved to a different age level. Where ability has been removed from the current edition I have restored it whenever possible. Note that when using a dragon from the Bestiary it may have abilities beyond those of a typical PC dragon of its level and less feats. Just assume it exchanged abilities for feats.

Saving Throws: All dragons have the following class features involving saving throws, placed here instead of in the class description to save space and prevent repetition. Level Saves

1 +2 2 +3 3 +3 4 +4 5 +4 6 +5 7 +5 8 +6 9 +6 10 +7

11 +7 12 +8 13 +8 14 +9 15 +9 16 +10 17 +10 18 +11 19 +11 20 +12 21 +12 22 +13

23 +13 24 +14 25 +14 26 +14 27 +14 28 +16 29 +16 30 +17 31 +17 32 +18

Levels: Normal player character races can only rise to 20th level. Due to the unique nature of dragons they can rise to over that level limit. The reason for this is that dragons have immense numbers of hit dice and if each hit dice equals a level then a full grown dragon is a very high level indeed. To raise in level a dragon earns experience points as normal. However whenever she is trying to reach a new age level (wyrmling, very young, young, juvenile, young adult, adult, mature adult, old, very old, ancient - also called venerable in some products -, wyrm, great wyrm, and paragon) the dragon must also

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have an amount of treasure in its bonded hoard equal to the dragon’s level x 1,000. The rest of the advancement rules are the same as in Council of Wyrms. There is a price for this power, the more powerful the dragon the longer it takes that dragon to grow past the hatchling stage and eventually into Great Wyrm age. This long maturation alone will keep most players from choosing a golden powerhouse as a lowly brass will gain great wyrmhood much faster than its glittering cousin. To determine the amount of experience needed to raise past level 20 use this chart in addition to the one in the Pathfinder Core Rules. These “epic level” ranks can also be used for normal characters in high level games.

Level XP needed Feats Ability Score Increases

Slow Medium Fast 21 6,850,000 4,650,000 3,100,000 11th - 22 8,350,000 5,700,000 3.800,000 - 23 9,850,000 6,750,000 4,500,000 12th - 24 11,350,000 7,800,000 5,200,000 6th 25 12,850,000 8,850,000 5,900,000 13th - 26 14,350,000 9,900,000 6,600,000 - 27 15,850,000 10,950.000 7,300,000 14th - 28 17,350,000 12,000,000 8,000,000 7th 29 18,850,000 13,050,000 8,700,000 15th - 30 20,350,000 14,100,000 9,400,000 - 31 21,850,000 15,150,000 10,100,000 16th - 32 23,350,000 16,200,000 10,800,000 8th

A dragon’s ultimate goal is to reach Paragon rank. A Paragon is a dragon that has bodily moved on to become the servant of an avatar of one of the draconic gods. Such a dragon immediately relocates onto the outer planes and becomes an epic character upon attaining level 32. They are the representatives of the gods and put in charge of some heavenly (or hellish) duty and so become NPCs in all but the most epic of games. However few dragons ever attain this rank for they must do so before death overtakes them.

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The chromatic dragons are the stereotypical evil dragons of the Pathfinder game and represent precious stones. In the core COW rules they are strictly non-player characters.

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Black Dragons have glossy black scales and live in the southern swamps of Io’s Blood. A black dragon breathes a line shaped blast of acid and all dragons of this race take no damage from acid. Black dragons are Chaotic Evil in alignment and belong to the Water subtype. The eggs of black dragons are dusky shelled mottled with onyx. Their additional class skills are: Handle Animal (Cha). Stealth (Dex), and Swim (Str) Black Dragons have the following Ability Adjustments: Dexterity +3, Constitution +1, Intelligence -1, and Charisma -1 Starting Movement: 30 feet, Fly 100 feet (average), and Swim 30 feet Starting Natural AC: 4 (+0 natural, +4 size)

Black Dragon Special Abilities Acid Pool (Su) The dragon can use its breath weapon to create a pool of acid as a standard action. This acid pool has a radius of 5 feet per age category of the dragon. When an acid pool is created, anyone inside its area takes an amount of damage equal to the dragon’s breath weapon (Reflex half). Any creature that starts its turn touching this pool takes damage, but can make a Reflex save for half. Each round, the total damage dice of the pool is halved until the result would be less than 1d6. The acid pool floats on water, and deals damage to anything on the surface. Acidic Bite (Su) the dragons bite deals an additional 2d6 points of acid damage. An ancient dragon’s damage increases to 4d6, and a great wrym’s to 6d6. Charm Reptiles (Sp) This ability works as a mass charm monster spell that affects only reptilian animals. It can be used three times per day and is cast as an 8th level spell. Corrupt Water (Sp) Once per day the dragon can stagnate 10 cubic feet of still water, making it foul and unable to support water-breathing life. The ability spoils liquids containing water so any liquid-based magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to the dragon’s frightful presence) or become ruined. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon’s frightful presence. Immunity to Acid (Ex) The Dragon takes no damage from Acid attacks. Speak with Reptiles (Sp) the dragon gains the ability to speak with reptiles. This ability is constant and functions as the spell speak with animals, but only with reptilian animals.

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Spell-Like Abilities (Sp) a black dragon gains the following spell-like abilities, usable at will upon reaching the listed age category. Juvenile: darkness (radius 10 feet per age category); Old: plant growth; Ancient: insect plague. Swamp Stride (Ex) the dragon can move through bogs and quicksand without penalty at its normal speed. Telepathy (Su) the dragon can speak mentally to anyone it can link its mind with. To link minds the dragon simply rolls the percentage. Telepathic speech causes no damage it simply allows the dragon to talk with any intelligent creature. Water Breathing (Ex) The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Age Level

Level &

HD

Age Category

Size Breath Damage (Acid)

Caster Level

Special

0 1 Hatchling D 1d4 - Immunity to Acid, Water Breathing, Telepathy 10%

2 Hatchling D 1d4 - AC +1 3 Hatchling D 1d6 - AC +1

1 4 Wyrmling T 2d6 - AC +1 size mod +2, Str +1 5 Wyrmling T 3d6 - Speed +30 feet, Swim +30 feet

2 6 Very Young S 4d6 Str +1, AC +3 size mod +1, Fly +50 feet (average), Telepathy +5%

7 Very Young S 5d6 - Swamp Stride 3 8 Young M 6d6 - Str +1, AC +3 size mod 0, Telepathy

+5% 9 Young M 7d6 - Speak with Reptiles

4 10 Juvenile M 8d6 - Str +1, AC +3, Telepathy +5% 11 Juvenile M 9d6 - Darkness

5 12 Young Adult M 10d6 1st Str +1, AC +3, Telepathy +5% 13 Young Adult M 11d6 2nd DR5/magic, SR 18

6 14 Adult L 12d6 3rd Str +1, AC +3 size mod -1, Dex -1, Fly +50 feet (poor), Frightful Presence, Telepathy +5%

15 Adult L 13d6 4th Corrupt Water, SR +1, 7 16 Mature Adult L 14d6 5th Str +1, AC +3, Telepathy +5% 17 Mature Adult L 15d6 6th DR+5/Magic, SR +1

8 18 Old L 16d6 7th Str +1, Acidic Bite, AC +3, Telepathy +5%

19 Old L 17d6 8th Plat Growth, SR +2 9 20 Very Old L 18d6 9th Str +1, , AC +3, Telepathy +5% 21 Very Old L 19d6 10th DR +5/Magic, SR +1

10 22 Ancient H 20d6 11th Str +1, AC +3 size mod -2, Dex -1, Telepathy +5%

23 Ancient H 21d6 12th Acid Pool , Insect Plague, SR +1 11 24 Wyrm H 22d6 13th Str +1, AC +3

25 Wyrm H 23d6 14th DR +5/magic, SR +1 12 26 Great Wyrm G 24d6 15th Str +1, AC +3 size mod -4, Dex -1,

Fly +50 feet (clumsy), 27 Great Wyrm G 25d6 16th SR +1 28 Great Wyrm G 26d6 17th Charm Reptiles 29 Great Wyrm G 27d6 18th SR +1 30 Great Wyrm G 28d6 19th Telepathy +5% 31 Great Wyrm G 29d6 20th Bonus Feat

13 32 Paragon C 30d6 20th Str +1, AC +3 size mod -8, Dex -1, Telepathy +5%

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Blue Dragons have dark blue scales and live in the southern deserts of Io’s Blood. A blue dragon breathes a line shaped bolt of lightning and all dragons of this race take no damage from electricity. The eggs of blue dragons are azure shelled with sapphire mottling. Blue dragons are Lawful Evil in alignment and belong to the Earth subtype. Their additional class skills are: Appraise (Int), Stealth (Dex), and Survival (Wis). Blue Dragons have the following Ability Adjustments: Strength +1, Dexterity +2, and Constitution +1 Starting Movement: 30 feet, fly 100 feet (average), Burrow 10 feet Starting AC: 2 (natural +0, size +2)

Blue Dragon Special Abilities Desert Thirst (Su) A blue dragon can cast create water at will (CL equals its level). Alternatively, it can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to the dragon’s breath weapon) or be destroyed. Electricity Aura (Su) An adult blue dragon is surrounded by an aura of electricity. Creatures within 5 feet take 1d6 points of electricity damage at the beginning of the dragon’s turn. An old dragon’s aura extends to 10 feet. An ancient dragon’s damage increases to 2d6. The dragon can suppress this aura at will. Mirage (Su) An old or older blue dragon can make itself appear to be in two places at once as a free action for a number of rounds per day equal to its Hit Dice. This ability functions as project image but the dragon can use its breath weapon through the mirage. Sandstorm (Su) as a standard action, the dragon can create a sandstorm centered on itself with a radius of 1,200 feet. Creatures other than the dragon inside the storm take 2d6 points of damage per round in addition to the normal sandstorm penalties (Pathfinder RPG Core Rulebook 431). This sandstorm lasts for up to 1 hour, but can be dismissed by the dragon as a free action. Sound Imitation (Ex) A very young or older blue dragon can mimic any voice or sound it has heard by making a successful Bluff check against a listener’s Sense Motive check. Spell-Like Abilities (Sp) a blue dragon gains the following spell-like abilities, usable at will upon reaching the listed age category. Young: ghost sound; Juvenile: minor image; Adult: ventriloquism; Old: hallucinatory terrain; Ancient: veil and control winds; Great wyrm: mirage arcana. Storm Breath (Su) An ancient or older blue dragon can use its breath weapon to create a storm of lightning. This functions as call lightning storm, but the damage is equal to the dragon’s breath weapon. The dragon can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is equal to the

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dragon’s breath weapon DC. Additional uses of this ability extend the duration by an additional 1d6 rounds. Telepathy (Su) See Black dragon entry for a description of this ability Age

Level Level

& HD

Age Category

Size Breath Damage

Caster Level

Special

0 1 Hatchling T 1d4 - Immune to Electricity, Telepathy 12% 2 Hatchling T 1d4 - AC+1 3 Hatchling T 1d4 - AC+1 4 Hatchling T 1d6 - AC+1 5 Hatchling T 1d8 - AC+1

1 6 Wyrmling S 2d8 Str +1, AC +1 size mod +1, Telepathy +5%, Speed +10, Fly +50 (average), Burrow +10

7 Wyrmling S 3d8 - Desert Thirst 2 8 Very Young M 4d8 - Str +1, AC+3 size mod 0, Telepathy

+5% 9 Very Young M 5d8 - Sound Imitation

3 10 Young L 6d8 - Str +1, AC+3 size mod -1, Dex -1, Telepathy +5%, Fly +50 (poor)

11 Young L 7d8 - Ghost Sound 4 12 Juvenile L 8d8 1st Frightful Presence, Str +1, AC+3,

Telepathy +5% 13 Juvenile L 9d8 2nd Minor Image

5 14 Young Adult H 10d8 3rd Str +1, AC+3 size mod -2, Dex -1, Telepathy +5%

15 Young Adult H 11d8 4th DR 5/magic, SR 24 6 16 Adult H 12d8 5th Electricity Aura, Str +1, AC+3,

Telepathy +5% 17 Adult H 13d8 6th Ventriloquism, SR +1

7 18 Mature Adult H 14d8 7th Str +1, AC+3, Telepathy +5% 19 Mature Adult H 15d8 8th DR +5/magic , SR +1

8 20 Old G 16d8 9th Str +1, AC+3 size mod -4, Dex -1, Telepathy +5%, Fly +50 (clumsy), Mirage

21 Old G 17d8 10th Hallucinatory Terrain, SR +2 9 22 Very Old G 18d8 11th Str +1, AC+3, Telepathy +5% 23 Very Old G 19d8 12th DR+5/magic, SR +1

10 24 Ancient G 20d8 13th Str +1, Storm Breath, Viel, AC+3, Telepathy +5%,

25 Ancient G 21d8 14th Control Winds 1/day, SR +1 11 26 Wyrm G 22d8 15th Str +1, AC+3, Telepathy +5%

27 Wyrm G 23d8 16th DR+5/magic, SR +1 12 28 Great Wyrm C 24d8 17th Sandstorm, Str +1, AC+3 size mod -8,

Dex -1 29 Great Wyrm C 25d8 18th SR +2 30 Great Wyrm C 26d8 19th Telepathy +5% 31 Great Wyrm C 27d8 20th Mirage Arcana

13 32 Paragon C 28d8 20th Str +1, AC+3, Telepathy +5%, SR +1

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Green Dragons have bright green scales and live in the temperate woods of Io’s Blood. A green dragon breathes a cone shaped blast of corrosive poison gas and all dragons of this race take no damage from acid. Green dragons are Lawful Evil in alignment and belong to the Air subtype. Green dragon eggs are grass green with emerald mottling. Their additional class skills are: Stealth (Dex), Survival (Wis), Swim (Str) Green Dragons have the following Ability adjustments: Strength +1, Dexterity +2, and Constitution +1 Starting Movement: 30, fly 100 (average), swim 30 Starting AC: 2 (natural +0, size +2)

Green Dragon Special Abilities

Awaken Treants (Su) the dragon can animate up to four trees to protect it. These trees use treant stats and can be called from any Huge or larger living tree. This is a standard action and the treants remain animated for 1 hour, at which time they revert to being ordinary trees. Camouflage (Ex) the dragon can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment. Immunity to Acid (Ex) see the entry for the Black Dragon for a full description of this ability. Miasma (Su) the dragon can use its breath weapon to create a cloud of acid as a standard action. The cloud moves with the dragon and has a radius of 20 feet. When it’s created, anyone inside this area takes an amount of damage equal to half the dragon’s breath weapon (Reflex save for half damage) and the number of damage dice rolled is halved each round until the result would be less than 1d6 in which case the gas disperses. A strong wind, such as that created by a gust of wind, will disperse the cloud in only 1 round. Spell-Like Abilities (Sp) A green dragon gains the following spell-like abilities, usable at will upon reaching the listed age category. Young: entangle; Juvenile: charm person; Adult: Suggestion; Mature Adult: Warp Wood; Old: plant growth; Ancient: dominate person; Great wyrm: command plants. Telepathy (Su) See Black dragon entry for a description of this ability Trackless Step (Ex) the dragon using this ability does not leave a trail in natural surroundings and cannot be tracked. Water Breathing (Ex) See Black Dragon entry for a description of this ability

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Woodland Stride (Ex) the dragon can move through foliage at full speed without taking damage or suffering any impairment. Areas of foliage that have been magically manipulated affect it normally. Age

Level Level

& HD

Age Category

Size Breath Damage

Caster Level

Special

0 1 Hatchling T 1d4 - Telepathy 10, Immunity to Acid 2 Hatchling T 1d4 - AC +1 3 Hatchling T 1d4 - AC +1 4 Hatchling T 1d6 - AC+1

1 5 Wyrmling S 2d6 - Str +1, AC +1, Telepathy +5%, Speed +10, Swim +10, Fly +50

6 Wyrmling S 3d6 Water Breathing 2 7 Very Young M 4d6 - Str +1, AC +3 size mod 0,Telepathy

+5% 8 Very Young M 5d6 - Woodland Stride

3 9 Young L 6d6 - Str +1, AC +3 size mod -1, Dex -1, Telepathy +5%, Fly +50 (poor)

10 Young L 7d6 - Entangle 4 11 Juvenile L 8d6 1st Str +1, AC +3, Frightful Presence,

Telepathy +5% 12 Juvenile L 9d6 2nd Charm Person

5 13 Young Adult H 10d6 3rd Str +1, AC +3 size mod -2, Dex -1, Telepathy +5%

14 Young Adult H 11d6 4th DR 5/magic, SR 23 6 15 Adult H 12d6 5th Str +1, AC +3, Telepathy +5%,

Trackless Step 16 Adult H 13d6 6th SR +1, Suggestion

7 17 Mature Adult H 14d6 7th Str +1, AC +3, Telepathy +5% 18 Mature Adult H 15d6 8th DR +5/magic, SR +1, Warp Wood

8 19 Old G 16d6 9th Str +1, AC +3 size mod -4, Dex -1, Camouflage, Telepathy +5%, Fly +50 (clumsy)

20 Old G 17d6 10th Plant Growth, SR +2 9 21 Very Old G 18d6 11th Str +1, AC +3, Telepathy +5% 22 Very Old G 19d6 12th DR +5/magic, SR +1

10 23 Ancient G 20d6 13th Str +1, AC +3, Miasma, Telepathy +5% 24 Ancient G 21d6 14th Dominate Person, SR +1

11 25 Wyrm G 22d6 15th Str +1, AC +3, Telepathy +5% 26 Wyrm G 23d6 16th DR +5/magic. SR +1

12 27 Great Wyrm C 24d6 17th Str +1, AC +3 size mod -8, Dex -1 28 Great Wyrm C 25d6 18th Command Plants, SR +2 29 Great Wyrm C 26d6 19th Awaken Treants 30 Great Wyrm C 27d6 20th Telepathy +5% 31 Great Wyrm C 28d6 20th Bonus Feat

13 32 Paragon C 29d6 20th Str +1, AC +3, Telepathy +5%

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Red Dragons have brilliant red scales and live in the southern and central volcanic mountains of Io’s Blood. A red dragon breathes a cone shaped blast of roaring flame and all dragons of this race take no damage from fire. Their deep red eggs have ruby mottling. Red dragons are Chaotic Evil in alignment and belong to the Fire subtype so are vulnerable to cold. Red Dragon additional class skills are: Appraise (Int), Bluff (Cha), Diplomacy (Cha), and Stealth (Dex), Red Dragons have the following Ability Adjustments: Strength +3, Dexterity +2, and Constitution +2. Starting Movement: 30, fly 100 (average) Starting AC: 2 (natural +0, Size +2)

Red Dragon Special Abilities Detect Gems (Sp) the dragon can detect gems three times per day. This functions as locate object, but can only be used to locate gemstones. Fire Aura (Su) the dragon is surrounded by an aura of flames. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the dragon’s turn. An old dragon’s aura extends to 10 feet. An ancient dragon’s damage increases to 2d6. This power can be suppressed or activated at will as a free action. Incinerate (Su) the dragon can incinerate creatures in its fiery breath. A creature reduced to less than 0 hit points by its breath weapon must make a Fortitude save (using the breath weapon’s DC). Failure indicates that the creature is reduced to ash. Creatures destroyed in this way can only be restored to life through true resurrection or similar magic. Manipulate flames (Su) the dragon can control any fire spell within 10 feet per age category of the dragon as a standard action. This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so desires. Melt Stone (Su) the dragon can use its breath weapon to melt rock at a range of 100 feet, affecting a 5-foot-radius area per age category. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.

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Smoke Vision (Ex) the dragon can see perfectly in smoky conditions (such as those created by pyrotechnics). Spell-Like Abilities (Sp) the dragon gains the following spell-like abilities, usable at will upon reaching the listed age category. Young: detect magic; Juvenile: pyrotechnics; Adult: suggestion; Mature Adult: Heat Metal; Old: wall of fire; Ancient: find the path; Very Old: Hypnotism, Great wyrm: discern location. Telepathy (Su) See Black dragon entry for a description of this ability Age

Level Level

& HD

Age Category

Size Breath Damage

Caster Level

Special

0 1 Hatchling T 1d4 - Fire subtype, Telepathy 16% 2 Hatchling T 1d4 - AC +1 3 Hatchling T 1d4 - AC +1 4 Hatchling T 1d6 - AC+1 5 Hatchling T 1d8 - AC+1 6 Hatchling T 1d10 - AC +1 1 7 Wyrmling S 2d10 - Str +1, AC +1 size mod +1, Speed 40,

Fly +50 (average), Telepathy 5% 8 Wyrmling S 3d10 - Detect Gems 2 9 Very Young M 4d10 - Str +1, AC +3 size mod 0, Telepathy 5% 10 Very Young M 5d10 - Smoke Vision 3 11 Young L 6d10 1st Str +1, Dex -1. AC +3 size mod -1, Fly

+50 (poor) 12 Young L 7d10 2nd Telepathy 5%, 4 13 Juvenile L 8d10 3rd Str +1, AC +3, Frightful Presence 14 Juvenile L 9d10 4th Telepathy 5%, Pyrotechnics 5 15 Young Adult H 10d10 5th Str +1, Dex -1, AC +3 size mod -2 16 Young Adult H 11d10 6th DR 5/magic. SR 25, Telepathy 5%, 6 17 Adult H 12d10 7th Str +1, AC +3, Fire Aura,, SR +1 18 Adult H 13d10 8th Suggestion, Telepathy 5%, 7 19 Mature Adult H 14d10 9th Str +1, AC +3, Telepathy 5% 20 Mature Adult H 15d10 10th DR +5/magic. SR +1, Heat Metal 8 21 Old G 16d10 11th Str +1, SR +1, Dex -1, AC +3 size mod -

4 , Manipulate flames, Fly +50 (clumsy) 22 Old G 17d10 12th Wall of fire, Telepathy 5%, 9 23 Very Old G 18d10 13th Str +1, AC +3, Hypnotism 24 Very Old G 19d10 14th DR +5.magic, DR +1, Telepathy 5%,

10 25 Ancient G 20d10 15th Str +1, AC +3, SR +1, Melt Stone 26 Ancient G 21d10 16th Find the path, Telepathy 5%,

11 27 Wyrm G 22d10 17th Str +1, AC +3, 28 Wyrm G 22d10 18th DR +5/magic, SR +1, Telepathy 5%,

12 29 Great Wyrm C 23d10 19th Str +1, Dex -1, AC +3 size mod -8 , Telepathy 5%

30 Great Wyrm C 24d10 20th SR +1, Discern Location 31 Great Wyrm C 25d10 20th Incinerate

13 32 Paragon C 2dd10 20th Str +1, AC +3, SR +1, Telepathy 5%

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White Dragons have snow white scales and live in the arctic tundra of the far northern islands of Io’s Blood. A white dragon breathes a cone shaped blast of frigid frost and all dragons of this race take no damage from cold. Their eggs have shells of pearly mottled with diamonds. White dragons are Chaotic Evil in alignment and belong to the Cold subtype so are vulnerable to fire. White dragon additional class skills are: Stealth (Dex) and Swim (Str). White Dragons have the following Ability Adjustments: Dexterity +3, Constitution +1, Intelligence -2, and Charisma -2. Starting Movement: 40, fly 100 (average), burrow 30 Starting AC: 4 (natural +0, size +4)

White Dragon Special Abilities

Blizzard (Su) the dragon can use its breath weapon to create a blizzard as a standard action. This creates heavy snow conditions in a 50-foot radius for 1 minute, centered on the dragon. This snow slows movement (4 squares of movement per square entered) and limits vision as fog does. Cold Aura (Su) the dragon radiates an aura of cold. All creatures within 5 feet of the dragon take 1d6 points of cold damage at the beginning of the dragon’s turn. An old dragon’s aura extends to 10 feet. An ancient dragon’s damage increases to 2d6. The dragon can suppress or activate this power as a free action. Freezing Fog (Sp) the dragon can use this ability three times per day. It is similar to an acid fog spell but deals cold damage instead of acid damage. It also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its ice walking ability. This ability is the equivalent of a 6th level spell. Ice Shape (Su) the dragon can shape ice and snow at will. This ability functions as stone shape, but only targeting ice and snow, not stone. A white dragon’s caster level for this effect is equal to its Hit Dice. Ice Tomb (Sp) the dragon can, as a standard action, cause a creature to sink into ice. This works as imprisonment, but only while the target is touching an icy surface. The dragon can use this ability once per day (CL equals dragon’s HD). Targets entombed by this ability can be freed by casting freedom or by physically freeing the creature from the ice (Hardness 0, 360 hit points). The save DC is Charisma-based. Ice Walking (Ex) This ability works like a constantly active spider climb spell, but the surfaces the dragon climbs must be icy. The dragon can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

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Snow Vision (Ex) the white dragon learns to see perfectly well in snowy conditions. The does not suffer any penalties to Perception checks while in snow. Spell-Like Abilities (Sp) A white dragon gains the following spell-like abilities usable at will upon reaching the listed age category. Juvenile: fog cloud; Young adult: gust of wind; Ancient: wall of ice; Great wyrm: control weather. Telepathy (Su) see Black dragon entry for description. Age

Level Level

& HD

Age Category

Size Breath Damage

Caster Level

Special

0 1 Hatchling D 1d4 - Cold Subtype, Telepathy 7% 2 Hatchling D 1d4 - AC +1, Speed +30, 1 3 Wyrmling T 2d4 - Str +1, AC +1 (size mod +2) 4 Wyrmling T 3d4 - Telepathy 5% 2 5 Very Young S 4d4 - Str +1, AC +3 (size mod +1) 6 Very Young S 5d4 - Snow Vision, Telepathy 5% 3 7 Young M 6d4 - Str +1, AC +3 (size mod +0), Fly +50

(average) 8 Young M 7d4 - Ice Shape, Telepathy 5% 4 9 Juvenile M 8d4 - Str +1, AC +3, Fog Cloud 10 Juvenile M 9d4 - Telepathy 5% 5 11 Young Adult L 10d4 - Str +1, Dex -1, AC +3 (size mod -1),

Fly +50 (poor), Gust of wind 12 Young Adult L 11d4 - DR 5/magic, SR 20, Telepathy 5% 6 13 Adult L 12d4 1st Str +1, AC +3, Frightful presence 14 Adult L 13d4 2nd Cold Aura, SR +1, Telepathy 5% 7 15 Mature Adult L 14d4 3rd Str +1, AC +3 16 Mature Adult L 15d4 4th DR +5/magic, SR +1, Telepathy 5% 8 17 Old H 16d4 5th Str +1, Dex -1, AC +3 (size mod -2) 18 Old H 17d4 6th SR +2, Freezing Fog, Telepathy 5% 9 19 Very Old H 18d4 7th Str +1, AC +3 20 Very Old H 19d4 8th DR +5/magic SR +1, Telepathy 5%

10 21 Ancient H 20d4 9th Str +1, AC +3, Blizzard 22 Ancient H 21d4 10th SR +1, Wall of ice, Telepathy 5%

11 23 Wyrm H 22d4 11th Str +1, AC +3 24 Wyrm H 23d4 12th , DR +5/magic, SR +1, Telepathy 5%

12 25 Great Wyrm G 25d4 13th Str +1, Dex -1, AC +3 (size mod -4), Fly +50 (clumsy)

26 Great Wyrm G 26d4 14th SR +1 27 Great Wyrm G 27d4 15th Control Weather 28 Great Wyrm G 28d4 16th SR +1 29 Great Wyrm G 29d4 17th Ice Tomb 30 Great Wyrm G 30d4 18th Telepathy 5% 31 Great Wyrm G 31d4 19th Bonus Feat

13 32 Paragon C 32d4 20th Str +1, Dex -1, AC +3 size mod -8), SR +1, Telepathy 5%

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The metallic dragons are the stereotypical good dragons of the Pathfinder game and represent precious metals. In the core COW rules they are the recommended Player Characters along with the neutral dragons.

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Brass Dragons have golden brown scales and live in the central deserts of Io’s Blood. A brass dragon breathes a line shaped ray of fire and all dragons of this race take no damage from flames or heat. Their eggs are dull yellow with dark greenish mottling. Brass dragons are Chaotic Good in alignment and belong to the Fire subtype so are vulnerable to cold. Brass Dragon additional class skills are: Bluff (Cha), Heal (Ws), Linguistics (Int), and Survival (Wis) Brass Dragons have the following Ability Adjustments: Dexterity +3 and Constitution +1. Starting Movement: 30, fly 100 (average), Burrow 30 Starting AC: 4 (natural +0, Size +4)

Brass Dragon Special Abilities

Desert Thirst (Sp) see Blue dragon entry for description. Desert Wind (Su) the dragon can call up the desert wind to serve him. This functions as gust of wind, but any creature in its path must make a Fortitude save or be blinded for 1d4 rounds by the sand. The save DC for this effect is equal to the dragon’s breath weapon DC Fire Aura (Su) the dragon is surrounded by an aura of intense heat. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the dragon’s turn. An ancient dragon’s aura extends to 10 feet. An Great Wyrm dragon’s damage increases to 2d6. This is a free action that can be suppressed or activated at will. Move Sand (Sp) the dragon can move sand to excavate ruins or hide treasure. This functions as a move earth spell, but it only affects sand. The dragon uses his HD in place of his caster level for this effect. This is equivalent to a 5th-level spell. Sandstorm (Su) see the entry on the Blue Dragon for a full description of this entry. . Sleep Breath (Su) Instead of fire, the dragon can breathe out a cone of sleep gas. Creatures within the cone must succeed on a Will save or fall asleep for 1d6 rounds plus 1 round per age category of the dragon. Spell-Like Abilities (Sp) the dragon gains the following spell-like abilities, usable at will upon reaching the listed age category. Very young: speak with animals; Juvenile: endure elements; Adult: suggestion; Old: control winds; Ancient: control weather; Great wyrm: whirlwind

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Summon Djinni (Sp) once per day the dragon can summon a Genie. This works just like works like a 9th level summon monster spell, except that it always summons one noble djinni. Telepathy (Su) see Black dragon entry for description. Unlike most draconic breeds brass dragons are not born telepathic. Age

Level Level

& HD

Age Category

Size Breath Damage

Caster Level

Special

0 1 Hatchling D 1d4 - Fire subtype 2 Hatchling D 1d4 - AC +1 3 Hatchling D 1d4 - AC +1

1 4 Wyrmling T 2d4 - Str+1, AC +1 (size mod +2), Sleep Breath, Speed +30

5 Wyrmling T 3d4 - Telepathy 5% 2 6 Very Young S 4d4 - Str+1, Fly +50 (average), AC +3 (size

mod +1) 7 Very Young S 5d4 - Speak with animals, Telepathy +5%

3 8 Young M 6d4 1st Str+1, AC +3 (Size mod +0), Move sand

9 Young M 7d4 2nd Desert thirst, Telepathy +5% 4 10 Juvenile M 8d4 3rd Str+1, AC +3, AC +3, Desert Wind, 11 Juvenile M 9d4 4th Endure elements, Telepathy +5%

5 12 Young Adult L 10d4 5th Str+1, Fly +50 (poor), Dex -1, AC +3 (size mod -1)

13 Young Adult L 11d4 6th DR 5/magic , SR 23, Telepathy +5% 7 14 Adult L 12d4 7th Str+1, AC +3, SR +1, Frightful presence 15 Adult L 13d4 8th Suggestion, Telepathy +5%

8 16 Mature Adult L 14d4 9th Str+1, AC +3, 17 Mature Adult L 15d4 10th DR +5/magic, SR +1, Telepathy +5%

9 18 Old H 16d4 11th Str+1, Dex -1, AC +3 (size mod -2), Control winds

19 Old H 17d4 12th SR +2, fire aura, Telepathy +5% 10 20 Very Old H 18d4 13th Str+1, AC +3

21 Very Old H 19d4 14th DR +5/magic, SR +1, Telepathy +5% 11 22 Ancient H 20d4 15th Str+1, AC +3, Control weather

23 Ancient H 21d4 16th SR +1, Sandstorm, Telepathy +5% 12 24 Wyrm H 22d4 17th Str+1, AC +3

25 Wyrm H 23d4 18th DR +5/magic, SR +1, Telepathy +5% 26 Great Wyrm G 25d4 19th Str+1, Fly +50 (clumsy), Dex -1, AC +3

(size mod -4) 27 Great Wyrm G 26d4 20th SR +1 28 Great Wyrm G 27d4 20th Whirlwind 29 Great Wyrm G 28d4 20th SR +1 30 Great Wyrm G 29d4 20th Summon Djinni 31 Great Wyrm G 30d4 20th Telepathy 5%

13 32 Paragon C 31d4 20th Str+1, Dex -1, AC +3 (size mod -8), SR +1, Telepathy 5%

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Bronze Dragons have greenish gold scales mottled with blue. They live in the southern seacoasts of Io’s Blood. A bronze dragon breathes a line shaped blast of lightning and all dragons of this race take no damage from electricity. Their eggs are yellow green with deep greenish-blue mottling. Bronze dragons are Lawful Good in alignment and belong to the Water subtype. Their additional class skills are: Stealth (Dex) and Swim (Str) Bronze Dragons have the following Ability Adjustments: Strength +1, Dexterity +2, Constitution +1, Intelligence +2, Wisdom +2, and Charisma +2. Starting Movement: 30, fly 100 (average), swim 60 Starting AC: 2 (natural +0, size +2)

Bronze Dragon Special Abilities

Airy Water (Su) three times a day the dragon can make an amount of water equal to a 10 foot radius per age category (centered on the dragon) turn into air. Those within the airy water will seem to be on dry land (if on the sea floor) or falling (if above the sea floor) with water overhead and to the sides. Those in the airy water can move, breathe, and speak as normal and neither they nor their possessions will become wet as long as they are under the airy water. Change Shape (Su) the dragon can take any animal or humanoid form 3/day as if using polymorph. Electricity Aura (Su) an old or older bronze dragon has an aura of electricity. All creatures within 5 feet take 1d6 points of electricity damage at the start of the dragon’s turn. An ancient dragon’s aura is 10 feet. A great wyrm’s damage increases to 2d6. A bronze dragon can suppress this aura at will Repulsion Breath (Su) Instead of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets must make a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category. This is a mind-affecting compulsion effect. Spell-Like Abilities (Sp) the dragon gains the following spell-like abilities, usable at will upon reaching the listed age category. Very young: speak with animals; Juvenile: create food and water; Adult: fog cloud; Old: detect thoughts; Ancient: control water; Great wyrm: control weather Tidal Wave (Su) the dragon can cause the sea to rise up and crush his enemies once per day as a standard action. This affects an area of coastline 120 feet in length and targets all creatures within 40 feet of the shore—treat the targets as if they were struck by an avalanche (Pathfinder RPG Core Rulebook 429) and

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are all in the bury zone. The save DC to halve this damage is equal to the dragon’s breath weapon DC. Those who fail their saves take full damage and are drawn 60 feet off shore and deposited 20 feet under the surface on the round after the wave hits. Vortex (Ex) the dragon can create a vortex as a standard action, just like an elder water elemental l (see page 127 of the Bestiary). The bronze dragon can maintain this vortex for 1 round per age category. Water Breathing (Ex) see the Black Dragon entry for description. Wave Mastery (Su) the dragon, along with creatures or vessels within 50 feet, can move at twice its normal speed in water for up to 10 minutes per age category per day. Telepathy (Su) see Black dragon entry for description.

Age

Level Level

& HD

Age Category

Size Breath Damage

Caster Level

Special

0 1 Hatchling T 1d4 - Immunity to electricity, water breathing, Telepathy 16%

2 Hatching T 1d4 - AC +1 3 Hatching T 1d4 - AC +1 4 Hatching T 1d4 - AC +1 5 Hatching S 1d6 - AC +1

1 6 Wyrmling S 2d6 - Str +1, Speed +30, Fly +50 (average), AC +1, Repulsion breath

7 Wyrmling S 3d6 - Telepathy 5% 8 Very Young M 4d6 - AC +3, Speak with animals

2 9 Very Young M 5d6 - Telepathy 5% 10 Young L 6d6 1st Str +1, Dex-1, Fly +50 (poor), AC +3,

Change shape 11 Young L 7d6 2nd Telepathy 5%

3 12 Juvenile L 8d6 3rd Str +1, AC +3, create food and water 13 Juvenile L 9d6 4th Wave mastery, Telepathy 5% 14 Young Adult H 10d6 5th Str +1, Dex-1, AC +3

4 15 Young Adult H 11d6 6th DR 5/magic, SR 24, Telepathy 5% 16 Adult H 12d6 7th Str +1, AC +3, frightful presence 17 Adult H 13d6 8th SR +1, fog cloud, Telepathy 5%

5 18 Mature Adult H 14d6 9th Str +1, AC +3, Airy Water 19 Mature Adult H 15d6 10th DR +5/magic, SR +1, Telepathy 5% 20 Old G 16d6 11th Str +1, Dex-1, Fly +50 (clumsy), AC +3,

Detect Thoughts 6 21 Old G 17d6 12th Electricity Aura, SR +2, Telepathy 5% 22 Very Old G 18d6 13th Str +1, AC +3 23 Very Old G 19d6 14th DR +5/magic, SR +1, Telepathy 5%

7 24 Ancient G 20d6 15th Str +1, AC +3, Control Water 25 Ancient G 21d6 16th SR +1,Telepathy 5%, Vortex 26 Wyrm G 22d6 17th Str +1, AC +3

8 27 Wyrm G 23d6 18th DR +5/magic, SR +1, Telepathy 5% 28 Great Wyrm C 24d6 19th Str +1, Dex-1, AC +3 29 Great Wyrm C 25d6 20th SR +2, Control Weather

9 30 Great Wyrm C 26d6 20th Tidal Wave 31 Great Wyrm C 27d6 20th Telepathy 5% 32 Paragon C 28d6 20th Str+1, AC +3, SR +1, Telepathy 5%

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Copper Dragons have reddish orange scales and live in the badlands and foothills of Io’s Blood. A copper dragon breathes a line shaped blast of acid and all dragons of this race take no damage from acid. Their eggs are orange mottled with dark green. Copper dragons are Chaotic Good in alignment and belong to the Earth subtype. Their additional class skills are: Bluff (Cha), Craft (Dex), Perform (Cha), and Stealth (Dex) Copper Dragons have the following Ability Adjustments: Dexterity +3, Intelligence +1, Wisdom +1, and Charisma +1. Starting Movement: 30, fly 100 (average) Starting AC: 4 (natural +1, Size +4)

Copper Dragon Special Abilities

Climb Stone (Ex) the dragon can climb on stone surfaces as though using the spider climb spell, Deadly Joke (Sp) Once per day, as a standard action, the dragon can tell a joke that kills. This affects one target, and functions as power word kill. This is a language-dependent sonic effect. Mass Laughter (Sp) the dragon can tell a fantastic joke once per day as a standard action. All creatures within 10 feet per age category must make a Will save or laugh for 1 round per age category, as if affected by hideous laughter. The save DC is Charisma-based. This is equal to a 6th-level spell. Neutralize Poison (Sp) the dragon can detoxify any sort of venom in any creature or object it touches as in the spell Neutralize Poison. This ability can be used up to 3 times per day. Slow Aura (Su) the dragon is surrounded by an aura of slowness. All creatures within 5 feet of the dragon must make a Will save or be affected as per slow for 1 round. An ancient dragon’s aura extends to 10 feet. For great wyrm copper dragons, those opponents that fail their saves are slowed for 1d4 rounds. The DC of this save is equal to the dragon’s breath weapon. A copper dragon can suppress or activate this aura at will as a free action Slow Breath (Su) Instead of a line of acid, a copper dragon can breathe a cone of slowing gas. Those in the cone must make a Fortitude save or be slowed (as per the spell slow) for 1d6 rounds plus 1 round per age category of the dragon. Spell-Like Abilities (Sp) the dragon gains the following spell-like abilities, usable at will upon reaching the listed age category. Very young: grease; Juvenile: hideous laughter; Adult: stone shape; Old: transmute rock to mud/mud to rock; Ancient: wall of stone; Great wyrm: move earth

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Telepathy (Su) see Black dragon entry for description. Trap Master (Ex) the dragon receives a +1 bonus per age category on Craft (traps) and Perception checks made to locate a trap. Upon becoming a mature adult, he can also use Disable Device to disarm magic traps as if he is a rogue. Uncanny Dodge (Ex) the dragon can never be caught flat-footed. This ability functions like the rogue ability of the same name.

Age

Level Level

& HD

Age Category

Size Breath Damage

Caster Level

Special

0 1 Hatchling D 1d4 - Immunity to acid, Telepathy 14 2 Hatchling D 1d4 - AC +1 3 Hatchling D 1d4 - AC+1, climb stone 4 Hatchling D 1d6 - AC+1

1 5 Wyrmling T 2d6 - Str +1, AC +1 (size mod +2), Speed +10, Slow breath

6 Wyrmling T 3d6 - Telepathy +5 % 2 7 Very Young S 4d6 - Str+1, AC +3, Fly +50 (average),

Grease 8 Very Young S 5d6 - Telepathy +5 %

3 9 Young M 6d6 1st Str +1, AC +3 (size mod +0), Uncanny Dodge

10 Young M 7d6 2nd Neutralize Poison, Telepathy +5% 4 11 Juvenile M 8d6 3rd Str +1, AC +3, Trap Master 12 Juvenile M 9d6 4th Hideous Laughter, Telepathy +5%

5 13 Young Adult L 10d6 5th Str +1, Dex -1, AC +3 (size mod -1), Fly +50 (poor)

14 Young Adult L 11d6 6th DR 5/magic, SR 22, Telepathy +5% 6 15 Adult L 12d6 7th Str +1, AC +3, Frightful Presence 16 Adult L 13d6 8th SR +1, Stone shape, Telepathy +5%

7 17 Mature Adult L 14d6 9th Str +1, AC +3 18 Mature Adult L 15d6 10th DR +5/magic, SR +1, Telepathy +5%

8 19 Old H 16d6 11th Str +1, Dex-1, AC +3 (size mod -2), Slow Aura

20 Old H 17d6 12th SR +2, Transmute rock/mud, Telepathy +5%

9 21 Very Old H 18d6 13th Str +1, AC +3 22 Very Old H 19d6 14th DR +5.magic, SR +1, Telepathy +5%

10 23 Ancient H 20d6 15th Str +1, AC +3, Mass Laughter 24 Ancient H 21d6 16th SR +1, Wall of stone, Telepathy +5%

11 25 Wyrm H 22d6 17th Str +1, AC +3 26 Wyrm H 23d6 18th DR +5/magic, SR+1. Telepathy +5%

12 27 Great Wyrm G 24d6 19th Str +1, Dex -1, AC +3 (size mod -4), Fly +50 (clumsy)

28 Great Wyrm G 25d6 20th SR +2 29 Great Wyrm G 26d6 20th Move Earth 30 Great Wyrm G 27d6 20th Deadly Joke 31 Great Wyrm G 28d6 20th Telepathy 5%

13 32 Paragon C 29d6 20th Str+1, AC +3 (size mod -8), SR +1, Telepathy +5%

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Gold Dragons have golden yellow scales and live in the temperate mountains of Io’s Blood. A gold dragon breathes a cone shaped blast of flame and all dragons of this race take no damage from fire or heat. Their eggs are a solid gold in color. Gold dragons are Lawful Good in alignment and belong to the Fire subtype so are vulnerable to cold. Their additional class skills are: Appraise (Int), Heal (Wis), and Swim (Str). Gold Dragons have the following Ability Adjustments: Strength +3, Dexterity +2, Constitution +2, Intelligence +2, Wisdom +2, and Charisma +2. Starting Movement: 30, fly 100 (average), swim 30 Starting AC: 2 (natural +0, size +2)

Gold Dragon Special Abilities Change Shape (Su) the dragon can assume any animal or humanoid form three times per day as if using polymorph. Detect Gems (Sp) as in the Red dragon entry. Detect Lies (SP) three times a day the dragon can tell if someone is lying as in the spell Discern Lies. Divine Aid (Sp) Once a week the dragon can call upon celestial powers for aid as if using a miracle spell. Fast Flight (Ex) A young or older gold dragon is treated as one size category larger when determining his fly speed. This is automatically calculated in the chart below. Fire Aura (Su) as in the Brass dragon entry Luck (Sp) Once per day the dragon can touch a gem and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature within a given radius of it (10 ft. per age category) receives a +1 luck bonus on all saving throws. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon. This ability is the equivalent of a 2nd-level spell. Spell-Like Abilities (Sp) the gains the following spell-like abilities upon reaching the listed age category. Its caster level for these effects is equal to its Hit Dice, and any save DCs are Charisma-based. The dragon can use these abilities at will. Hatchling: Speak with animals; Very young: detect evil; Juvenile: bless; Adult: daylight; Old: lesser geas; Ancient: sunburst; Great wyrm: foresight.

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Summon Animals (Sp) once per day the dragon can summon a small animal as in the spell Summon Nature’s ally 1. Telepathy (Su) as in the Black dragon entry Water Breathing (Sp) as in the Black dragon entry Weakening Breath (Su) Instead of a cone of fire, a gold dragon can breathe a cone of weakening gas. Creatures within the cone must succeed on a Fortitude save or take 1 point of Strength damage per age category (Will save half).

Age Level

Level &

HD

Age Category

Size Breath Damage

Caster Level

Special

0 1 Hatchling T 1d4 - Fire subtype, Water breathing, speak with animals, Telepathy 18%

2 Hatching T 1d4 - AC +1 3 Hatching T 1d4 - AC +1 4 Hatching T 1d4 - AC +1 5 Hatching T 1d6 - AC +1 6 Hatchling T 1d8 - AC +1 7 Hatchling T 1d10 - AC +1 1 8 Wyrmling S 2d10 - Str +1, Speed +30, Fly +50 (average), AC

+1 (size mod -1) 9 Wyrmling S 3d10 - Weakening breath, Telepathy 5% 2 10 Very Young M 4d10 - Str +1, AC +3 (size mod 0), Detect evil 11 Very Young M 5d10 - Change shape, Telepathy 5% 3 12 Young L 6d10 1st Str +1, Dex-1, Fast Flight: Fly +100 (poor),

AC +3 (size mod -1) 13 Young L 7d10 2nd Detect Gems, Telepathy 5% 4 14 Juvenile L 8d10 3rd Str +1, AC +3, Bless 15 Juvenile L 9d10 4th Discern Lies, Telepathy 5% 5 16 Young Adult H 10d10 5th Str +1, Dex -1, AC +3 (size mod -2) 17 Young Adult H 11d10 6th SR 25, DR 5/magic, Telepathy 5% 6 18 Adult H 12d10 7th Str +1, AC +3, Frightful presence, Luck,

Daylight 19 Adult H 13d10 8th SR +1, Summon animals, Telepathy 5% 7 20 Mature Adult H 14d10 9th Str +1, AC +3 21 Mature Adult H 15d10 10th DR +5/magic, SR +1, Telepathy 5% 8 22 Old G 16d10 11th Str +1, Dex -1, AC +3 (size mod -4), Fly +50

(clumsy), Fire Aura 23 Old G 17d10 12th SR +2, Geas/quest, Telepathy 5% 9 24 Very Old G 18d10 13th Str +1, AC +3 25 Very Old G 19d10 14th DR +5/magic, SR +1, Telepathy 5%

10 26 Ancient G 20d10 15th Str +1, AC+3, sunburst 27 Ancient G 21d10 16th SR +1, Telepathy 5%

11 28 Wyrm G 22d10 17th Str +1, AC +3 29 Wyrm G 23d10 18th DR+5/magic. SR +1, Telepathy 5%

12 30 Great Wyrm C 24d10 19th Str +1, Dex -1, AC +3 (size mod -8), Foresight, Telepathy 5%

31 Great Wyrm C 25d10 20th SR +2, Divine Aid 13 32 Paragon C 26d10 20th Str +1, AC +3, Telepathy 5%

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Silver Dragons have silver scales and live in the southern mountains of Io’s Blood. A silver dragon breathes a cone shaped blast of frost and all dragons of this race take no damage from cold. Their eggs are solid silver in color. Silver dragons are Lawful Good in alignment and belong to the Cold subtype, so are vulnerable to fire. Silver dragon additional class skills are: Acrobatics (Dex), Disguise (Cha), and Heal (Wis). Silver Dragons have the following Ability Adjustments: Strength +1, Dexterity +2, Constitution +1, Intelligence +2, Wisdom +2, and Charisma +2. Starting Movement: 30, fly 100 (average) Starting AC: 2 (natural +0, size mod +2)

Silver Dragon Special Abilities

Change Shape (Su) the dragon can assume any animal or humanoid form three times per day as if using polymorph. Cloud walking (Su) the dragon can tread on clouds or fog as though on solid ground. Cold Aura (Su) the dragon is surrounded by an aura of cold. All creatures within 5 feet of the dragon take 1d6 points of cold damage at the beginning of the dragon’s turn. An ancient dragon’s aura extends to 10 feet. A great wyrm’s aura damage increases to 2d6. The can suppress or activate this aura at will as a free action. Fog Vision (Ex) the dragon can see perfectly well in fog and clouds Graceful Flight (Ex) A young or older silver dragon’s aerial maneuverability is one step better than normal, this is already calculated in the chart below. Paralyzing Breath (Su) Instead of a cone of cold, the dragon can breathe a cone of paralyzing gas. Creatures within the cone must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon. Reflective Scales (Su) Any spell that targets the dragon and fails to penetrate the dragon’s spell resistance might be reflected by the mirror-like hide. If the caster level check to penetrate the dragon’s spell resistance is failed by 5 or more, the spell is reflected. If the check fails by 4 or less, the spell is merely wasted. This otherwise functions as spell turning

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Spell-Like Abilities (Sp) the dragon gains the following spell-like abilities, usable at will upon reaching the listed age category. Very young: detect evil; Juvenile: feather fall; Adult: fog cloud; Old: control winds; Ancient: control weather; Great wyrm: reverse gravity Telepathy (Su) as in the Black dragon entry True Courage (Ex) the dragon can fight on through pain and death. When reduced to below 0 hit points, it remains conscious, automatically stabilizes, and can continue to act (although it is staggered). If it takes damage or is the target of a spell that causes its death, it remains alive for 1 round and can act normally (it is not staggered this time) before falling over dead. Age

Level Level

& HD

Age Category

Size Breath Damage

Caster Level

Special

0 1 Hatchling T 1d4 - Cold subtype, Telepathy 16% 2 Hatching T 1d4 - AC +1 3 Hatching T 1d4 - AC +1 4 Hatching T 1d4 - AC +1 5 Hatching T 1d6 - AC +1 6 Hatchling T 1d8 - AC +1, Paralyzing Breath

1 7 Wyrmling S 2d8 - Str +1, AC +1 (size mod +1), Speed +10, Fly +50 (average)

8 Wyrmling S 3d8 - Change Shape, Telepathy 5% 9 Very Young M 4d8 - Str +1, AC +3 (size mod +0),

Cloudwalking 10 Very Young M 5d8 - Detect Evil, Telepathy 5% 11 Young L 6d8 1st Str +1, Dex-1, AC +3 (size mod -1),

Graceful Flight: Fly +50 (average) 12 Young L 7d8 2nd Telepathy 5% 13 Juvenile L 8d8 3rd Str +1, AC +3, Fog Vision 14 Juvenile L 9d8 4th her Fall, Telepathy 5% 15 Young Adult H 10d8 5th Str +1, Dex-1, AC +3 (size mod -2) 16 Young Adult H 11d8 6th DR 5/magic. SR 24, Telepathy 5% 17 Adult H 12d8 7th Str +1, AC +3, Frightful presence 18 Adult H 13d8 8th SR +1, Fog Cloud, Telepathy 5% 19 Mature Adult H 14d8 9th Str +1, AC +3, 20 Mature Adult H 15d8 10th DR +5/magic, SR +1, Telepathy 5% 21 Old G 16d8 11th Str +1, Dex -1, AC +3 (size mod -4), Fly

+50 (poor), Cold aura 22 Old G 17d8 12th SR +2, Control winds, Telepathy 5% 23 Very Old G 18d8 13th Str +1, AC +3 24 Very Old G 19d8 14th DR 5/magc. SR +1, Telepathy 5% 25 Ancient G 20d8 15th Str +1, AC +3, AC +3, Reflective scales 26 Ancient G 21d8 16th SR +1, Control Weather, Telepathy 5% 27 Wyrm G 22d8 17th AC +3, Str +1 28 Wyrm G 23d8 18th DR +5/magic, SR +1, Telepathy 5% 29 Great Wyrm C 24d8 19th Str +1, Dex-1, AC +3 (size mod -8),

Reverse Gravity 30 Great Wyrm C 25d8 20th SR +2, Telepathy 5% 31 Great Wyrm C 26d8 20th True Courage 32 Paragon C 27d8 20th Str +1, SR +1, AC +3, Telepathy 5%

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The original primal dragons of the Pathfinder game were of multiple alignments and could hold any role in the game. In this book they will take the place of the COW gem dragons and will be strictly of neutral alignments. Primal dragons represent the elements and are allowed to be Player Characters.

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The Brine dragons replace the Topaz dragons of COW and can keep the same clan names, habitat, and culture of the original species. Brine Dragons have blue-green scales and live in the tropical seas of Io’s Blood. A brine dragon’s breath weapon is a line of acid that resembles a jet of water. Naturally these dragons are immune to acid. The eggs of this dragon resemble large pieces of turquoise. Brine dragons are Lawful Neutral in alignment and belong to the Water and Extraplanar subtypes. Brine dragon additional class skills are: Bluff (Cha), Heal (Wis), Survival (Wis), and Swim (Str). Brine Dragons have the following Ability Adjustments: Strength +3, Dexterity +2, and Intelligence +1. Starting Movement: 30, fly 100 (average), swim 30 Starting AC: 4 (natural +0, size +4)

Topaz Dragon Special Abilities Airy Water (Su) see bronze dragon entry for description. Blink (Sp) three times a day the dragon can teleport in a random sequence as in the Blink spell. Capsize (Ex) the dragon can capsize a boat or ship by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher. For each size category larger the ship is than the brine dragon’s size, the dragon takes a cumulative –10 penalty on the check. Desiccating Bite (Su) the dragons bite causes weakness, dealing 1d2 points of Strength drain in addition to its normal damage. A great wyrm’s bite deals 1d4 points of Strength drain. A Fortitude save (DC equals the dragon’s breath weapon save DC) negates the Strength drain. Painful strikes (Su) the dragon’s natural attacks are so laden with salt and acidic crystals that every time it strikes a creature with one of these attacks, the target must make a Fortitude save (DC equals the dragon’s breath weapon save DC) or be stunned for a round from the pain Protection from Good or Evil (Sp) 3 times a day the dragon can cast either Protection from Good or Protection from Evil as the spells of the same names.

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Spell-like Abilities (Sp) the dragon gains the following spell-like abilities, usable at will (unless indicated otherwise) at the listed age. Very young: speak with animals (fish only); Young: obscuring mist; Juvenile: water breathing; Adult: control water; Ancient: horrid wilting (3/day); Great wyrm: tsunami* (3/day, this spell is from the Pathfinder RPG Advanced Player’s Guide). Telepathy (Su) see Black dragon entry for description. Water Breathing (Ex) see the entry on the Black dragon for description. Age

Level Level

& HD

Age Category

Size Breath Damage

Caster Level

Special

0 1 Hatchling D 1d4 - Water Breathing, Telepathy 12% 2 Hatching D 1d4 - AC +1 3 Hatching D 1d6 - AC +1

1 4 Wyrmling T 2d6 - Str +1, AC +1 (size mod +2), Speed +30, Swim +30

5 Wyrmling T 3d6 - Telepathy 5% 2 6 Very Young S 4d6 -- Str +1, AC +3 (size mod +1), Speak

With Animals (sp) 7 Very Young S 5d6 - Telepathy 5%

3 8 Young M 6d6 1st Str +1, AC +3 (size mod +0), Obscuring Mist

9 Young M 7d6 2nd Protection from good/evil, Telepathy 5% 4 10 Juvenile M 8d6 3rd Str +1, AC +3, Water Breathing Spell 11 Juvenile M 9d6 4th Blink , Telepathy 5%

5 12 Young Adult L 10d6 5th Str +1. Dex -1, AC+3 (size mod -1), Fly +50 (poor)

13 Young Adult L 11d6 6th Dr 5/magic. SR 21, Telepathy 5% 6 14 Adult L 12d6 7th Str +1, AC +3, Frightful presence

15 Adult L 13d6 8th Control Water, SR +1, Telepathy 5% 7 16 Mature Adult L 14d6 9th Str +1, AC +3, Airy Water , 17 Mature Adult L 15d6 10th DR +5/magic, SR +1, Telepathy 5%

8 18 Old H 16d6 11th Str +1, Dex -1, AC +3 (size mod -2), Capsize

19 Old H 17d6 12th SR +2, Telepathy 5% 9 20 Very Old H 18d6 13th Str +1, AC +3 21 Very Old H 19d6 14th DR +5/magic, SR +1, Telepathy 5%

10 22 Ancient H 20d6 15th Str +1, AC +3, Desiccating bite, 23 Ancient H 21d6 16th SR +1, Horrid Wilting, Telepathy 5%

11 24 Wyrm H 22d6 17th Str +1, AC +3 25 Wyrm H 23d6 18th DR +5/Magic, SR +1, Telepathy 5%

12 26 Great Wyrm G 24d6 19th Str +1, AC +3 (size mod -4 27 Great Wyrm G 25d6 20th SR +1 28 Great Wyrm G 26d6 20th Painful Strikes 29 Great Wyrm G 27d6 20th SR +1 30 Great Wyrm G 28d6 20th Telepathy 5% 31 Great Wyrm G 29d6 20th Tsunami

13 32 Paragon C 30d6 20th Str +1, SR +1, Telepathy 5%

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Cloud dragons replace the Amethyst Dragons of Io’s blood and can keep the same clan names, habitat, and culture as that species. Cloud dragons have pale blue white scales (often with a pearlescent sheen) and live in the north of Io’s Blood. Cloud dragons breathe a cone shaped blast of lightning and all dragons of this race take no damage from electricity. Cloud dragons are Chaotic Neutral in alignment and belong to the air and extraplanar subtypes. Cloud dragon eggs resemble giant pearls. Cloud Dragon additional class skills are: Appraise (Int), Stealth (Dex), Survival (Wis), and Swim (Str). Cloud Dragons have the following Ability Adjustments: Dexterity +1, Constitution +1, Wisdom +2, and Charisma +1. Starting Movement: 30, fly 100 (average), Swim 30 Starting AC: 2 (natural +0, size +2)

Cloud Dragon Special Abilities Change Shape (Su) the dragon can assume any animal or humanoid form three times per day as if using polymorph. Cloud form (Su) the dragon can change itself into a cloudy vapor as a swift action for a number of rounds per day equal to its Hit Dice. This ability functions as gaseous form but the dragon’s fly speed is unchanged. Cloud Breath (Su) the dragon’s breath weapon creates a cloud that persists in its cone shape for 1d4 rounds. Treat this cloud as a fog cloud that deals electricity damage equal to half the dragon’s breath weapon damage to any creature that ends its turn still within the cloud (Reflex save halves the damage-DC equals the dragon’s breath weapon save DC). Cloud Walking (Su) see Silver dragon for a full description of this power. Mist vision (Su) A cloud dragon can see through fog, clouds, and similar obscuring effects with perfect clarity. Spell-like Abilities (Sp) A cloud dragon gains the following spell-like abilities, usable at will (unless indicated otherwise) on reaching the listed age category. Young: Water Walk , Very young: obscuring mist; Juvenile: neutralize poison, Young: fog cloud; Adult: solid fog; Old: cloudkill (3/day) and resilient sphere (3/day); Ancient: control weather (1/day). wind walk; Great wyrm: storm of vengeance (1/day), scrying (1/day).

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Telepathy (Su) see Black dragon entry for description Thundering Bite (Su) the dragons bite makes a thundering crash whenever it attacks, dealing an additional 2d6 points of sonic damage. A great wyrm’s thundering bite deals an additional 4d6 sonic damage. Water Breathing (Ex) see Black Dragon entry for description Age

Level Level

& HD

Age Category

Size Breath Damage

Caster Level

Special

0 1 Hatchling T 1d4 - Telepathy 18%, Cloud walk 2 Hatching T 1d4 - AC+1, water breathing 3 Hatching T 1d4 - AC+1 4 Hatching T 1d6 - AC+1, Mist Vision 5 Hatching T 1d8 - AC+1

1 6 Wyrmling S 2d8 - Str +1, AC+1 (size mod -1), Speed +10, Swim +10, Fly +50 (average)

7 Wyrmling S 3d8 - Telepathy +5% 2 8 Very Young M 4d8 - Str +1, AC+3 (size mod +0), Obscuring

Mist 9 Very Young M 5d8 - Telepathy +5%

3 10 Young L 6d8 Str +1, Dex -1, AC+3 (size mod -1), Fly +50 (poor), Fog Cloud

11 Young L 7d8 Water Walk, Telepathy +5% 4 12 Juvenile L 8d8 1st Str +1, AC+3, Frightful Presence 13 Juvenile L 9d8 2nd Neutralize Poison, Telepathy +5%

5 14 Young Adult H 10d8 3rd Str +1, Dex -1, AC+3 (size mod -2) 15 Young Adult H 11d8 4th DR 5/magic, SR 24, Telepathy +5%

6 16 Adult H 12d8 5th Str +1, AC+3 , SR +1, Cloud form, Solid fog,

17 Adult H 13d8 6th Shape change, Telepathy +5% 7 18 Mature Adult H 14d8 7th Str +1, AC+3 19 Mature Adult H 15d8 8th DR +5/magic. SR +1, Telepathy +5%

8 20 Old G 16d8 9th Str +1, Dex -1, AC+3 (size mod -4), Fly +50 (clumsy), Cloudkill

21 Old G 17d8 10th SR +2, Resilient sphere, Telepathy +5% 9 22 Very Old G 18d8 11th Str +1, AC+3 23 Very Old G 19d8 12th DR +5/magic, SR +1

10 24 Ancient G 20d8 13th Str +1, AC+3 , SR +1, Thundering Bite 25 Ancient G 21d8 14th Telepathy +5%, Control weather

11 26 Wyrm G 22d8 15th Str +1, AC+3 27 Wyrm G 23d8 16th DR +5/magic, SR +1, Telepathy +5%

12 28 Great Wyrm C 24d8 17th Str +1, AC+3 (size mod -8), Cloud Breath,

29 Great Wyrm C 25d8 18th SR +2, Storm of Vengeance 30 Great Wyrm C 26d8 19th Telepathy +5% 31 Great Wyrm C 27d8 20th Scrying

13 32 Paragon C 28d8 20th Str+1, SR +1, Telepathy +5%

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The Primal crystal dragons replace the crystal dragons from COW but otherwise share the same clan names, habitat, and culture. Crystal Dragons have pale scales that glitter with color like cut crystal and wings like stained glass. They live in the northern arctic mountains of Io’s Blood and their breath is a deafening cone shaped blast of sonic force. All dragons of this race take no damage from sonic attacks. Crystal dragons are Lawful neutral in alignment and belong to the earth and extraplanar subtype. Crystal dragon eggs are mottled in white and pastel hues making them resemble large opals. Crystal Dragon additional class skills are: Bluff (Cha), Climb (Str), Disguise (Cha), Stealth (Dex), and Survival (Wis). Crystal Dragons have the following Ability Adjustments: Strength -1, Dexterity +3, Constitution +1, and Charisma +3. Starting Movement: 30, fly 100 (average), burrow 30, Climb 30 Starting AC: 4 (natural +0, size +4)

Crystal Dragon Special Abilities

. Luck Scale (Su) Once per day the dragon can remove one of its own scales and enspell it to bring good luck. As long as the dragon carries the scale, it receives a +1 luck bonus on all saving throws. If the dragon gives this enspelled scale to another creature, than that bearer gets the bonus The effect lasts one hour per the age category of the dragon. This ability is the equivalent of a 2nd-level spell. Razor sharp (Sp) All of the dragon’s natural attacks deal slashing damage. Ray Reflection (Ex) the dragon’s scales reflect ray spells back upon the ray’s source if the ray fails to overcome the dragon’s spell resistance. Scintillating Aura (Su) the dragon radiates an aura of scintillating color from its jeweled scales to a radius of 60 feet. All within this area must make a Will save each round to avoid being stunned (if the victim has 15 or fewer Hit Dice) or confused (if the victim has more than 15 Hit Dice) for 1 round. The save DC is equal to the dragon’s breath weapon save DC. This is a mind-affecting effect. The dragon can activate or suppress this aura as a free action. Spell-like Abilities (Sp) the dragon gains the following spell-like abilities, usable at will (unless indicated otherwise) upon reaching the listed age category. Wyrmling: charm person, Very young: color spray;

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Juvenile: glitterdust; Adult: rainbow pattern; Mature Adult: suggestion 3/day, Old: stone to flesh (3/day); Ancient: prismatic spray (3/day); Great wyrm: imprisonment (1/day) and control winds 3/day). Telepathy (Su) see Black dragon entry for description. Tremorsense (Ex) the dragon gains tremorsense to a range of 30 ft. (increases to 60 ft. at adult, and to 120 ft. at old

Age

Level Level

& HD

Age Category

Size Breath Damage

Caster Level

Special

0 1 Hatchling D 1d4 - Telepathy 10% 2 Hatchling D 1d4 - AC +1, Razor Sharp

1 3 Wyrmling T 2d4 - Str +1, AC +1 (size mod +2), Speed +30, Telepathy 5%

4 Wyrmling T 3d4 - Charm Person 2 5 Very Young S 4d4 - Str +1, AC +3 (size mod +1), Fly +50

(average), Color Spray 6 Very Young S 5d4 - Telepathy 5%

3 7 Young M 6d4 - Str +1, AC +3 (size mod +0), Tremorsense

8 Young M 7d4 - Telepathy 5% 4 9 Juvenile M 8d4 - Str +1, AC +3, Glitterdust, 10 Juvenile M 9d4 - Telepathy 5%

5 11 Young Adult L 10d4 - Str +1, Dex -1, AC +3 (size mod -1), Fly +50 (poor)

12 Young Adult L 11d4 - DR 5/magic, SR 20, Telepathy 5% 6 13 Adult L 12d4 - Str +1, AC +3, Frightful presence 14 Adult L 13d4 - Rainbow pattern, SR +1, Telepathy 5%

7 15 Mature Adult L 14d4 - Str +1. AC +3, Suggestion 16 Mature Adult L 15d4 - DR +5/magic, SR +1, Telepathy 5%

8 17 Old H 16d4 - Str +1, Dex -1, AC +3 (size mod -2), Stone to flesh

18 Old H 17d4 - SR +2, Telepathy 5% 9 19 Very Old H 18d4 - Str +1, AC +3, Luck Scale 20 Very Old H 19d4 1st DR +5/magic, SR +1, Telepathy 5%

10 21 Ancient H 20d4 2nd Str +1, AC +3, Ray reflection 22 Ancient H 21d4 3rd Prismatic spray, SR +1, Telepathy 5%

11 23 Wyrm H 22d4 4th Str +1, AC +3 24 Wyrm H 23d4 5th DR +5/magic, SR +1, Telepathy 5%

12 25 Great Wyrm G 25d4 6th Str +1, Dex -1, Fly +50 (clumsy), AC +3 (size mod -4)

26 Great Wyrm G 26d4 7th Scintillating aura 27 Great Wyrm G 27d4 8th Imprisonment 28 Great Wyrm G 28d4 9th SR +1 29 Great Wyrm G 29d4 10th Telepathy 5% 30 Great Wyrm G 30d4 11th SR+1 31 Great Wyrm G 31d4 12th Control winds

13 32 Paragon C 32d4 13th Str +1, Dex -1, AC +3 (size mod -4), SR +1, Telepathy 5%

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Magma dragons replace the Emerald Dragons of Io’s Blood and have the same clan names, habitat, and culture. Magma dragons have scales of jet black mottled with bright red. They live in the southern mountains and jungles of Io’s Blood and have a cone breath weapon of raging fire. Naturally dragons of this race take no damage from fire. Magmas are Chaotic Neutral in alignment and belong to the fire and extraplanar subtypes so are vulnerable to cold. Magma dragon eggs are dark red mottled with black and resemble bloodstone. Magma Dragon additional class skills are: Acrobatics (Dex), Climb (Str), Slight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str). Magma Dragons have the following Ability Adjustments: Strength +1, Dexterity +3, Constitution +1, Intelligence +1, Wisdom +1, and Charisma +1. Starting Movement: 30, fly 100 (average) Starting AC: 4 (natural +0, size +4)

Magma Dragon Special Abilities Flame Walk (Sup) the dragon can walk on molten lava as if it was solid ground and without getting burned. This works exactly as the spell Water walk except that it works on molten lava and magma only. Magma tomb (Su) Once per day the dragon can spit lava onto a target within 120 feet, dealing damage normally for its breath weapon. This magma cools instantly-it does not continue doing damage at this point but does entrap the victim (see universal monster rules in appendix; DC equals the dragon’s breath weapon save DC, 3d6 minutes, hardness 8, hp 45). Magma Breath (Su) Three times per day the dragon can breathe a cone of lava instead of fire. The damage is unchanged, but the magma clings to those it damages, dealing half damage each round thereafter for 1d3 rounds. After this magma cools, it crumbles to dust. Minute Meteors (Su) 3 times per day the dragon can summon a number of fiery orbs equal to his age level. These fiery globes are about one foot in radius and hurl towards the target doing 1d4 points of damage each to the target and one point of damage to any other creature within five feet of the target. One target can be struck per orb or the dragon can wait and “throw” one orb per round until they are all used up. This is equivalent to a 4th level spell.

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Spell-like Abilities (Sp) the dragon gains the following spell-like abilities, usable at will (unless indicated otherwise) on reaching the listed age category. Very young: burning hands; Young: ghost sound; Juvenile: hypnotism 3/day and scorching ray; Adult: wall of fire; Mature: hold person 3/day, Old: fire shield (warm shield, constant); Very Old: Animate objects (stone objects only, 1/day); Ancient: delayed blast fireball (3/day); Wyrm: lesser geas 1/day; Great wyrm: wall of lava (this spell is from the Pathfinder RPG Advanced Player’s Guide). Superheated (Su) At young age and older, a magma dragon’s bite attack deals additional fire damage equal to its age category. Telepathy (Su) see Black dragon entry for description. Age

Level Level

& HD

Age Category

Size Breath Damage

Caster Level

Special

0 1 Hatchling D 1d4 - fire subtype, telepathy 14% 2 Hatchling D 1d4 - AC +1 3 Hatchling D 1d4 - AC+1 4 Hatchling D 1d6 - AC +1 1 5 Wyrmling T 2d6 - Str +1, Speed +30, speed +10, AC +1

(size mod -2) 6 Wyrmling T 3d6 - flame walk, telepathy 5% 2 7 Very Young S 4d6 1st Str +1, AC +3 (size mod -1) 8 Very Young S 5d6 2nd Burning hands, telepathy 5% 3 9 Young M 6d6 3rd Str +1, AC +3 (size mod +0),

superheated 10 Young M 7d6 4th Ghost sound, telepathy 5% 4 11 Juvenile M 8d6 5th Str +1, AC +3, scorching ray 12 Juvenile M 9d6 6th Hypnotism, telepathy 5% 5 13 Young Adult L 10d6 7th Str +1, Dex -1, AC +3 (size mod -1) 14 Young Adult L 11d6 8th DR 5/magic, SR 24, telepathy 5% 6 15 Adult L 12d6 9th Str +1, SR +1, AC +3, frightful

presence, wall of fire 16 Adult L 13d6 10th Minute meteor, telepathy 5% 7 17 Mature Adult L 14d6 11th Str +1, AC +3, DR +5/magic 18 Mature Adult L 15d6 12th SR +1, hold person, telepathy 5% 8 19 Old H 16d6 13th Str +1, Dex -1, AC +3 (size mod -2), fire

shield, 20 Old H 17d6 14th SR +2, telepathy 5% 9 21 Very Old H 18d6 15th Str +1, AC +3, animate objects 22 Very Old H 19d6 16th DR +5/magic, SR +1

10 23 Ancient H 20d6 17th Str +1, AC +3, magma breath 24 Ancient H 21d6 18th delayed blast fireball, SR +1, telepathy

5% 11 25 Wyrm H 22d6 19th Str +1, AC +3, lesser geas

26 Wyrm H 23d6 20th DR +5/magic, SR +1, telepathy 5% 12 27 Great Wyrm G 24d6 20th Str +1, Dex -1, AC +3 (size mod -4)

28 Great Wyrm G 25d6 20th SR +2 29 Great Wyrm G 26d6 20th Wall of Lava 30 Great Wyrm G 27d6 20th Telepathy 5% 31 Great Wyrm G 28d6 20th Magma tomb

13 32 Paragon C 29d6 20th Str+1, AC +3 (size mod -8), SR +1, telepathy 5%

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Umbral dragons replace the Sapphire Dragons of Io’s Blood and share the same clan names, habitat, and culture as that species. Umbral dragons have dark grey scales and live in underneath the southern jungles of Io’s Blood. An Umbral dragon breathes a cone of negative energy but, although it deals negative energy damage, an Umbral dragon’s breath weapon does not heal undead creatures. All dragons of this type are immune to cold, energy drain, and death effects. Umbrals are Chaotic Neutral in alignment and belong to the extraplanar subtype. Umbral dragon eggs are black mottled with purple so as to resemble large pieces of charoite. An Umbral dragon’s class skills are: Appraise (Int), Bluff (Cha), Stealth (Dex), and Survival (Wis). Umbral Dragons have the following Ability Adjustments: Strength +1, Dexterity +3, Constitution +1, Intelligence +1, and Wisdom +1. Starting Movement: 30, fly 100 (average) Starting AC: 2 (natural 0, size +2)

Sapphire Dragon Special Abilities

Create shadows (Su) any creature slain by the dragon rises as a shadow (if 8 HD or less) or greater shadow (if above 8 HD) under the Umbral dragon’s control 1d4 rounds later Energy Drain (Su) the deals 1 negative level with each successful bite or claw attack (1 level, DC 32). Ghost Bane (Su) the dragon’s physical attacks deal damage to incorporeal creatures normally. Shadow Breath (Su) Three times per day the dragon can breathe a cone of shadows. Creatures who fail a Fortitude save are blinded for 1d4 rounds and take 1 point of Str drain per age category possessed by the dragon. A successful save negates the blindness and reduces Str drain to 1d4 points’ Spell-like Abilities (Sp) the dragon gains the following spell-like abilities, usable at will (unless indicated otherwise) on reaching the listed age category. Wyrmling: continual flame (3/day); Very Young: darkness; Young: stone shape (3/day); Juvenile: vampiric touch; Young Adult: antimagic field (1/day); Adult: shadow walk; Mature Adult: passwall; Old: project image; Ancient: finger of death (3/day), Wyrm: wall of stone (3/day); Great wyrm: sunbeam (3/day) and shades. Telepathy (Su) see Black dragon entry for description.

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Age Level

Level &

HD

Age Category

Size Breath Damage

Caster Level

Special

0 1 Hatchling T 1d4 - Telepathy 16% 2 Hatchling T 1d4 - AC +1 3 Hatchling T 1d4 - AC +1 4 Hatchling T 1d4 - AC +1 5 Hatchling T 1d6 - AC +1 6 Hatchling T 1d8 - AC +1

1 7 Wyrmling S 2d8 - Str +1, AC +1 (size mod +1), Speed +10, fly +50 (average)

8 Wyrmling S 3d8 - Continual flame, Telepathy 5% 2 9 Very Young M 4d8 - Str +1, AC +3 (size mod +0), darkness 10 Very Young M 5d8 - Telepathy 5%

3 11 Young L 6d8 1st Str +1, Dex -1, AC +3 (size mod -1), Fly +50 (poor), ghost bane

12 Young L 7d8 2nd Stone shape, Telepathy 5% 4 13 Juvenile L 8d8 3rd Str +1, AC +2, frightful presence 14 Juvenile L 9d8 4th vampiric touch, Telepathy 5%

5 15 Young Adult H 10d8 5th Str +1, Dex -1, AC +3 (size mod -2). Antimagic field

16 Young Adult H 11d8 6th DR 5/magic, SR 24, Telepathy 5% 6 17 Adult H 12d8 7th Str +1, AC +3, shadow breath 18 Adult H 13d8 8th SR +1, shadow walk, Telepathy 5%

7 19 Mature Adult H 14d8 9th Str +1, Dex -1, AC +3, passwall 20 Mature Adult H 15d8 10th DR +5/magic, SR +1, Telepathy 5%

8 21 Old G 16d8 11th Str +1, Dex -1, AC +3 (size mod -4), Fly +50 (clumsy), project image,

22 Old G 17d8 12th SR +2, Telepathy 5% 9 23 Very Old G 18d8 13th Str +1, AC +3 24 Very Old G 19d8 14th DR +5/magic, SR +1, Telepathy 5%

10 25 Ancient G 20d8 15th Str +1, AC +3. create shadow 26 Ancient G 21d8 16th SR +1, finger of death, Telepathy 5%

11 27 Wyrm G 22d8 17th Str +1, AC +3, wall of stone 28 Wyrm G 23d8 18th DR +5/magic, SR +1, Telepathy 5%

12 29 Great Wyrm C 24d8 19th Str +1, AC +3, energy drain, 30 Great Wyrm C 25d8 20th SR +2, shades, Telepathy 5% 31 Great Wyrm C 26d8 20th Sunbeam

13 32 Paragon C 27d8 20th Str +1, AC +3, SR +1, Telepathy 5%

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New Race: Half Dragons Humanoid half dragons do not exist in Pathfinder but as the COW half-dragons are totally different than those of 3rd edition then a new race is prudent. Half-dragons are the result of a male dragon with the change shape ability mating with a demihuman vassal. They are born resembling their demihuman mother but with hair and eyes the color of their dragon father. By adolescence they have grown tall and lean with elvish grace, snake-like eyes and the barest hint of horns upon the brow. Half-dragons have no wings, tails, or scales. If a half-dragon takes levels in the Sorcerer class it must be in the Draconic Bloodline. Half-Dragon Racial Traits +2 to any one ability score: Half dragon characters gain a +2 bonus to one ability score of their choice at character creation. This should be one of the bonuses possessed by their demihuman parent. Medium: No matter what the parent demihuman race their half-dragon offspring grow to medium size and thus have no bonuses or penalties due to size. Normal Speed: Half-dragons have a base speed of 30 feet. Demihuman Racial Abilities: Half-dragons start out with all the racial bonuses of their parent race (dwarf, elf, or gnome) given below...

Dwarf Elf Gnome Darkvision Low-light vision Low-light vision Greed Elvin immunities Defensive training Hatred Elvin magic Hatred Stonecutting Keen senses Keen senses Claws: the half-dragon’s fingers end in claws that do 1d4 points of damage plus your strength bonus. These are natural weapons that allow the half-dragon to make two claw attacks on a full attack action using your full attack bonus. Half-dragons with Sorcerer levels get the damage increase per sorcerer level as in that class. Breath Weapon: the half-dragon can breathe the breath weapon of its dragon parent (fire for half golds, cold for half silvers, and electricity for half bronzes and clouds) twice per day. The breath is a 30 foot cone (or 60 foot line for bronzes) and does 1d6 points of damage. Those caught in the breath get a reflex save for half damage. The DC for this save is 10 + your Charisma modifier. Half Dragons with Sorcerer levels gain an additional use of the breath at 20th level and an increase in damage per level of sorcerer.

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Weapon Familiarity and Languages: as demihuman parent and Draconic. Half Dragon Discretionary Abilities: These are now feats rather than racial traits. See the chapter on feats for details. Special: Because of the universal distaste that characters in this setting feel for half-dragons they receive a -2 penalty to encounter reactions when dealing with NPCs.

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Draconic Classes In COW each dragon race was a class and every dragon had to choose a kit to determine that dragon’s profession. In Pathfinder kits are no longer used. In order to obtain the benefits once contained in the draconic kits the dragon character can simply multiclass into a Pathfinder base class. This greatly simplifies dragon classes as converting the dragon to the classes of Pathfinder is simplicity itself as shown in the chart below…

COW Kit Multiclass into Dragon PC = None, just use racial class

Dragon Priest = Cleric Dragon Psionicist = Psion

Dragon Mage = Wizard Dragon Sage = Sorcerer (any non-dragon bloodline)

So to make a dragon mage simply multiclass and take a few levels of Wizard for your character. This is done the same way as any other multiclassed character, so a red dragon with four levels of his racial class and two of Wizard (Red Dragon 4/ Wizard 2 for a total of 6th level) would roll 1d12 + 1d12 +1d12 +1d12 +1d6 +1d6 for hit points. In addition to the four core dragon classes, a dragon can also take Fighter (Dragon Warrior), Bard (Dragon Harper), Druid (Dragon Shaman), Monk, and Ranger. It is unlikely that a dragon will have the single-minded loyalty to a deity needed to become a Paladin or would stoop to such a lowly profession as those employed by Rouges. As for Barbarians, how utterly uncivilized – this is Io’s Blood after all not some realm dominated by humans. On the other hand a dragon who has escaped from captivity in the land of the fire or frost dragons can choose barbarian to reflect his earlier environment. Other classes, such as those in the Advanced Player’s Guide may be allowed depending on the DM.

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Draconic Skills & Feats In 1st COW the both skills and feats were included in a category called proficiencies. Most of Council of Wyrms proficiencies can be included in already listed skills and feats from the core Pathfinder rules. The few who can not are covered by the Draconomicon ™ published by WOTC. Note that some skills (such as knowledge) can be represented by a single mechanic and others could only be changed to their closest equivalent feat. Skills and feats are obtained as normal for characters using the core rules.

Council of Wyrm Proficiencies Conversion Chart

“Proficiency” Pathfinder Skill Type Sourcebook Alertness Alertness Feat Core Rulebook Ancient History Knowledge (History) Skill Core Rulebook Appraising Appraise Skill Core Rulebook Aerial Combat Flyby Attack Feat Bestiary 1 Astrology Knowledge (new variant) Skill Core Rulebook Chanting Perform Skill Core Rulebook Claw/Claw & Claw/Claw/Bite Multiattack Feat Bestiary 1 Debate Persuasive Feat Core Rulebook Direction Sense Survival Skill Core Rulebook Dragon Flight Fly Skill Core Rulebook Endurance Endurance Feat Core Rulebook Etiquette Diplomacy Skill Core Rulebook Fishing Survival Skill Core Rulebook Gaming Profession Skill Core Rulebook Harness Subconscious Body Fuel Feat Psionics Unleashed Healing Heal Skill Core Rulebook Herbalism Knowledge (nature) Skill Core Rulebook Hunting Survival Skill Core Rulebook Hypnosis Autohypnosis Skill Psionics Unleashed Intimidation Intimidate Skill Core Rulebook Languages (Ancient & Modern) Linguistics Skill Core Rulebook Local History Knowledge (local) Skill Core Rulebook Looting Improved Steal Feat Advanced Player’s Guide Lore Knowledge (any) Skill Core Rulebook Meditative Focus Psionic Focus Feat Psionics Unleashed Mining Knowledge (new variant) Skill Core Rulebook Navigation Survival Skill Core Rulebook Observation Perception Skill Core Rulebook Plummet Fly Skill Bestiary 1 Poetry Perform Skill Core Rulebook Psioncraft Knowledge (psionics) Skill Psionics Unleashed Reading/Writing Linguistics Skill Core Rulebook Rejuvenation Psionic Body Feat Psionics Unleashed Religion Knowledge (religion) Skill Core Rulebook Rulership Leadership Feat Core Rulebook Set Traps Disable Device Skill Core Rulebook Singing Perform Skill Core Rulebook Snatch Snatch Feat Bestiary 1 Spellcraft (P or W) Spellcraft Skill Core Rulebook Stall Hover Feat Bestiary 1 Stewardship Profession (stewardship) Skill Core Rulebook Survival Survival Skill Core Rulebook Swimming Swim Skill Core Rulebook Tail mace Exotic Weapon Proficiency Feat Core Rulebook

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Tease Bluff Skill Core Rulebook Tracking Survival Feat Core Rulebook Trick Bluff Skill Core Rulebook Wing Spur Exotic Weapon Proficiency Feat Core Rulebook

Automatic Feats These Proficiencies are considered automatic skills in Pathfinder. A young dragon can do these maneuvers instinctively without training. Simply consider them to be additional class abilities. The combat modifiers are as in the tables on page 6.

Proficiency Natural Attack Notes Bite Bite Automatic weapon

Breath Weapon Breath Weapon Automatic weapon Claw Claw Automatic weapon

Burrow Burrow Only in dragon types with that form of movement Dragon Flight Fly Only in dragon types with that form of movement

Roll Crush Automatically usable by any dragon of Huge or greater size Tail Slap Tail Slap Automatically usable by any dragon of Large or greater size

Wing Buffet Wings Automatically usable by any dragon of Medium or greater size

For all other COW proficiencies see the section on new feats found below.

New Feats The feats in this section can be used in addition to those in the Bestiary. All the feats here are adapted from the combat proficiencies in Council of Wyrms and its predecessor, Dragons by Cory Glaberson. These feats can be used for other monsters if they fit the requirements, just change the word “dragon’ to that of the new monster. Barrel Roll (General) When in flight you can twist and turn your body so quickly that opponents have trouble striking you. Prerequisites: fly speed 100 or higher. Benefit: when using this feat while engaged in aerial combat you gain a +5 bonus to armor class. However, the elaborate maneuvering required means that the dragon cannot use any physical or magical attacks including its breath weapon in the same round it uses a barrel roll.

Body Shake (Combat) You can send a ripple down your entire body, causing any creature on your back to fall off. Prerequisites: Size Huge or larger with a long (instead of tall) body shape. Benefit: When using this feat any creature on your back that is not strapped in must make a Reflex save (Difficulty equal to the dragon’s Base Attack Bonus) or fall off. A body shake is also good for ejecting ropes, vines, grappling tentacles, or other non-magical entanglements. In the air a dragon itself must make a Reflex save as well to stay in the air, otherwise he must land for at least one round.

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Change Breath Weapon (Meta Breath) You can actually change the chemical composition of your breath weapon. This feat may be taken multiple times for different breath effects. Prerequisites: Breath Weapon attack. Benefit: by eating certain foods and not using your natural breath weapon for a full day you can change it to another breath type. A dragon can only learn to change its primary breath weapon and only a single type of breath may be learned each time this feat is taken. When the new breath is activated it takes the place of your old breath for 24 hours. The new breath does the same amount of damage as the dragon type given below and a dragon cannot take a breath type he already has naturally (so a bronze dragon cannot take lightning or repulsion gas). Below is a list of possible variant breath weapons, others are possible with the GM’s approval. This feat may seem trivial but imagine the horror of a Dragon slayer who has invested in many potions of fire resistance when the red dragon he is attacking lets loose a blast of freezing frost instead of flame.

1. Acid (as in a Black dragon) 2. Cold (as in a White dragon) 3. Fire (as in a Red dragon) 4. Lightning (as in a Blue dragon) 5. Paralysis Gas (as in a Silver dragon) 6. Poison Gas (as in a Green dragon) 7. Repulsion Gas (as in a Bronze dragon) 8. Sleep (as in a Brass Dragon) 9. Slow Gas (as in a Copper dragon) 10. Weakening Breath (as in a Gold dragon)

Danger Sense (General) You have a sixth sense that warns you of impending danger. Prerequisites: Alertness. Benefit: when a trap or hidden opponent is about you feel a sudden warning tingle and urge to duck or dodge. This allows you to make an automatic Spot check to detect traps or receive initiative against hidden or invisible foes before they can attack. This feat does nothing against traps or foes that are out in the open and if the Spot check is failed you sense nothing out of the ordinary.

Discretionary Abilities (Racial) You have inherited one of the abilities of your dragon parent. Prerequisites: Half Dragon. Benefit: The half dragon gains one of the spell-like or supernatural abilities given below whenever he takes this feat. These abilities are inherited from the dragon parent. Fearful Presence works the same as in the Bestiary page 300. Unlike in the original rules these abilities do not replace the standard racial ones given in the half dragon racial description. The abilities you can choose depend on your draconic parent as given in the list below. This feat may be taken multiple times to gain multiple different abilities.

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Half Bronze Discretionary Abilities

Half Cloud Discretionary Abilities

Create food and water (2/day) Darkvision 60 feet (constant)

Detect Thoughts (1/day) Dragon fear (1/day)

Immunity to electricity (constant) Speak with animals (at will)

Cloud walking (as parent dragon, 1 hour per level pr day)

Darkvision 60 feet (constant) Dragon fear 1/day Fog cloud (1/day)

Immunity to electricity (constant) Obscuring mist (2/day)

Water breathing (at will)

Half Gold Discretionary Abilities

Half Silver Discretionary Abilities

Darkvision 90 feet (constant) Discern lies 2/day Dragon fear 1/day

Immunity to fire (constant) Sleep (2/day)

Speak with animals (at wills) Water breathing (at will)

Cloud walking (as parent dragon, 1 hour per level pr day)

Darkvision 90 feet (constant) Dragon fear 1/day Feather fall (1/day) Fog cloud (1/day)

Immunity to cold (constant)

Grab & Drag (Combat) Instead of carrying your prey aloft when you snatch it from the ground you can drag it along the ground for extra damage. Prerequisites: Snatch. Benefit: if a flying dragon gets two successful claw attacks against a ground dwelling opponent who is at least three size levels smaller than the dragon than the dragon can opt to perform a Grab & Drag. The dragon skims the earth, dragging his helpless victim for 1d10 rounds. For each round dragged the victim takes claw damage plus an additional 1d6 points on damage. In addition when first grabbed the victim must make a Reflex save (difficulty equal to the dragon’s Base Attack Bonus) or have his arms trapped and be unable to strike back at the dragon. A dragon dragging a victim cannot land or attack with any weapon (other than its breath) until 1d6 rounds after it has released its victim as the dragon must wheel about and regain height before attacking again.

Horrifying Roar (General) You can release a roar that causes panic in all who hear it. Prerequisites: fearful presence, size large or larger. Benefit: anyone hearing your roar, including other dragons, must make a Will Save (Difficulty 10 + ½ the roaring dragon’s Hit Dice + its Charisma Modifier) or immediately lose initiative on the next round after hearing the roar. In addition creatures with less than four hit dice will immediately flee in panic for 1d6 rounds. A dragon can roar in this fashion a number of times per day equal to his age level before straining his lungs.

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Kick (Combat) You can kick backwards with a rear claw to injure opponents behind you. Prerequisites: must have a natural claw attack and be size Small or larger. Benefit: you can kick with your hind claws for normal claw damage. Any opponent struck must make a Reflex roll (DC 10 + the strength modifier of the Dragon) or be kicked backwards 5 feet per age category of the dragon. Another Reflex save (same DC) is than made to see if the kicked opponent remains on his feet or falls down. A dragon cannot use a tail attack while kicking.

Kindredbond (General) You can bond with a dragon (or if a dragon you can bond with a human, demi-human, or humanoid vassal). All dragons from Io’s Blood must have this Feat by Juvenile Age and only a single creature may be bonded with at a time. Prerequisites: The dragon must be less than Juvenile age and a humanoid vassal must be of level 10 or less to take this feat. Benefit: The bond establishes an empathic link between a dragon and a chosen vassal. The pair can communicate through this link in a limited way (they will know when each other is hungry, scared, angry, etc) and in combat situations the pair also gain a +1 bonus to attacks and Armor Class if the kindred is actually riding the dragon. This bond is permanent and lasts until the death of one of the parties.

Lair Clairaudience (General) The dragon with this feat has a connection with his hoard that allows him to know whenever it has been disturbed. Prerequisites: Dragon, Intelligence 12 or higher, Hoard worth 2000gp or more. Benefit: The dragon hears a warning alarm whenever someone other than himself or his kindred touches his hoard. The ability has a range of one mile per age category. Whilst within that range a Dragon who gets the warning may focus it’s mind on the treasure in it’s lair and hear any noise within a range of twenty per age category) from that point. To listen the dragon simply makes a Perception roll at difficulty 15.

Raking Kick (Combat) If you make a successful attack in which the bite and BOTH front claws hit, and the opponent is the same size or larger than you, than you can rake the opponent with your rear claws as well. Prerequisites: Natural Claw Attack, Multiattack, and the opponent must be the same size or larger than you. Benefit: you slash with your hind claws with a normal attack roll for both hind feet. Each attack that succeeds does normal claw damage.

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Ramming (Combat) Instead of biting, casting a spell, or using your breath you can use your horns to attack a creature (or object) that is in front of you. Prerequisites: Horns or an armored skull, size Large or larger. Benefit: you can attack with your horns for 1d6 points of damage if standing still and 2d6 points of damage if you have a running (or flying) start of 100 feet or more. Such an attack does bludgeoning damage and has a -5 attack bonus and a Strength x 1.5 damage bonus. Dragons may also use this attack to break bridges or smash-down doors.

Smoke Breath (General) Instead of breathing fire you can breathe out a cloud of blinding smoke. Prerequisites: Fire breath weapon. Benefit: any dragon that can breathe fire can also produce smoke when they take this feat. The smoke is breathed out instead of fire and it is a cone-shaped cloud that obscures vision and causes a severe bout of coughing (subtracting 4 from all rolls) for 20 rounds plus one round per age level of the dragon.

Weather Sense (General) You can feel the currents of the wind and the flow of air masses in your vicinity. Prerequisites: Alertness. Benefit: you can make a spot check know what the weather will be for the next six hours. This feat can also be used in flight to check for thermals and wind speed giving a dragon or other flying creature a +1 bonus to all flight or aerial combat checks.

Draconic Specific Items

Weapons Council of Wyrms introduced a number of dragon specific weapons. It can be concluded that the use of these weapons are unique to Io’s Blood or were lost in later time periods. Like all weapons they may be enchanted or elaborately decorated. Such magical or ceremonial weapons will cost double or even triple the price of the simple everyday weapons priced here. Tail Mace: a heavy metal ball, often spiked, that is worn over the tip of the tail. To use a Tail mace a dragon must have the Tail Slap attack. A tail mace adds +4 to the damage of a tail slap. Wing Spurs: a pair of sharp swords worn on the dragon’s wings. To use a wing spur the dragon must have one on each wing and have the Wing Buffet attack. The wing spurs add +2 to the damage of the wing buffet attack.

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Talon Sheaths: a set of sharpened metal “gloves” that fit over the claws on a dragon’s fore-talons. To use talon sheaths the dragon must have a claw attack. Talon sheaths add a +2 to claw damage.

Weapon Cost Dmg Critical Range Weight Type

Tail Mace 20 gp +4 x2 - 30 lbs Bludgeoning Wing Spurs 10 gp +2 19-20/x2 - 6 lbs Slashing

Talon Sheaths 30 gp +2 X2 - 10 lbs Slashing

Orbs of Io These magical crystal balls are kept by every Lord of every dragon clan and another sits in the council Aerie. In Pathfinder terms these items have the following game statistics... Aura: Strong enchantment CL: 20th, Slot: none, Weight: 5 lbs All Orbs of Io can be used to communicate verbally and visually with the possessors of all the other orbs. It forms a constant link with all the other orbs once activated. As anyone with one orb can eavesdrop on any other orb once they are activated they are usually used only for emergencies or to summon the Lords to council. These orbs are typically kept in special chambers with a guardian that can report when the orb is activated. They can only be activated by a dragon of wyrm age or older.

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The Dragon Gods

This chapter gives a brief conversion of the dragon deities of Io’s Blood in Pathfinder terms. Some of these gods are more fully described in the Draconomicon others are unique to the Io’s Blood setting. I have also added a god missing since 1st edition, Sardior, king of the Neutral Dragons as the Primal dragons need a patron god to round out the duo of Bahamut and Tiamat.

Deity Portfolio AL Domains Aasternian Goddess of invention, Trickery, &

Luck CN Chaos, Charm, Liberation, Luck, Trickery

Arcanic Goddess of Magic, Music, and Story CN Chaos, Knowledge, Magic, Protection, Rune Bahamut King of the Metallic Dragons LG Good, Glory, Law, Nobility, Protection Chronepsis God of the Dead, Fate, & Time N Death, Healing, Knowledge, Travel, Repose Elemtia Goddess of the Elements CN Air, Destruction, Earth, Fire, Water Falazure God of Corruption, Undeath, &

Disease NE Death, Evil, Darkness, Destruction, War

Io The Lord of all Dragons N Community, Knowledge, Magic, Strength, War

Sardior Prince of the Primal Dragons N Animal, Earth, Protection, Sun, Trickery Tamara Goddess of Mercy & Life NG Animal, Good, Healing, Plant, Sun Tiamat Queen of the Chromatic Dragons LE Destruction, Evil, Law, Trickery, Water

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New Prestige Classes These prestige classes are translations of non-dragon kits from Council of Wyrms. The fluff text for these classes can be found at the end of the second book of COW. The prestige classes presented in this volume are: Dragon Slayer of Io: an order of human dragon slayers founded by the great dragon god to slay those dragons that displease him. Half-Dragon Exile: A half-dragon thrown out of her community simply for being born. Half-Dragon Ward: A half-dragon taken under the wing of a dragon patron. Kindred Dragon Rider: A demihuman who rides into battle atop his dragon master.

Dragon Slayer of Io Hit Dice: d10 Requirements: To qualify to become a Dragon Slayer of Io, a character must fulfill all of the following criteria.

Base Attack Bonus: +3 Attributes: Strength 14, Intelligence 10, and Constitution 12 or better. Feats: Iron Will, Power Attack Special: in order to become a dragon slayer of Io a character must be human and know the

Draconic language. He must also have at least one weapon enchanted against dragons. Class Skills: The Dragon Slayer of Io’s class skills (and the key abilities for that skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha) Knowledge: dragons (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Ranks per Level: 2 + Intelligence modifier. Class Features: all of the following are class features of the Dragon Slayer of Io prestige class.

Weapon and Armor Proficiency: All dragon slayers of Io are proficient with all simple and martial weapons, all shields, and all armor.

Armor of Io (su): Dragon Slayer’s of Io are presented with a special suit of Dragon Hide Plate

armor (see core rulebook). Once every two levels the armor increases in AC by one.

Attack Bonus (ex): The Dragon Slayer of Io gains a +2 bonus to all attack rolls against all creatures of the dragon subtype. In addition the player must choose one of the 15 dragon races in Io’s Blood, the character then gains a +4 attack bonus against all members of that dragon race.

Breath Stun (ex): The Dragon slayer of Io can strike a dragon in the throat preventing the use of

its breath weapon. This attack is made at a -4 penalty. If successful the dragon not only takes damage but cannot use its breath weapon for a number of rounds equal to the points of damage taken.

Breath Weapon Defense (su): members of this prestige class save against dragon breath at a

higher level than normal. On a successful save they take no damage and on a failed save they take only half-damage.

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Dragon Killing Blow (ex): when fighting any creature of the dragon type the dragon slayer of Io

gets to add his level to the damage roll so has a +10 bonus to damage.

Fear Immunity (su): Dragon Slayers of Io are immune to the effects of a dragon’s frightful presence.

Great Blow (ex): The Dragon Slayer if Io puts everything he has into a blow against a creature of

the dragon type. The player states how many hit points he wishes to expend then rolls at attack with a -4 penalty. On a success the strike causes normal damage plus the additional points of damage expended by the dragon slayer. These hit points are lost even if the great blow misses.

Heroic Mount (su): The dragon slayer is presented by an unusually gifted steed by his god. This

steed is exactly like a Paladin’s steed. The bonded mount shares the breath weapon and fear immunity features of its rider. Should the Dragon Slayer of Io already have a paladin’s steed than that steed gains the following bonuses: immunity from frightful presence, breath weapon defense and a pair of wings allowing flight at twice normal ground movement at average maneuverability.

Wing Attack (ex): The Dragon Slayer of Io can aim a blow at the dragon’s wings in an attempt to

disable its ability to fly. This attack is made at a -3 penalty and the blow will ground the dragon for a number of rounds equal to the amount of damage inflicted.

Dragon Slayer of Io Level BAB Fort

Saves Ref

Saves Will

Saves Special

1 +1 +2 +2 +0 Armor of Io, Fear Immunity 2 +2 +3 +3 +0 Great Blow 3 +3 +3 +3 +1 Armor of Io: AC +1, Attack Bonus 4 +4 +4 +4 +1 Breath Weapon Defense 5 +5 +4 +4 +1 Armor of Io: AC +1, Heroic Mount 6 +6 +5 +5 +2 Breath Stun 7 +7 +5 +5 +2 Armor of Io: AC +1 8 +8 +6 +6 +2 Wing Attack 9 +9 +6 +6 +3 Armor of Io: AC +1

10 +10 +7 +7 +3 Dragon Killing Blow

Half-Dragon Exile Hit Dice: d6 Requirements: To qualify to become a half-dragon exile, a character must fulfill all of the following criteria.

Base Attack Bonus: +2 Attributes: Constitution 13 or better. Skills: Heal and Survival Special: in order to become a half-dragon exile a character must be a half-dragon. In addition, due

to the circumstances of the characters exile the dislike that most NPCs feel for half dragons increases to a -3 penalty.

Class Skills: The half-dragon exile’s class skills (and the key abilities for that skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha),

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Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str). Skill Ranks per Level: 5 + Intelligence modifier. Class Features: all of the following are class features of the half-dragon exile prestige class.

Weapon and Armor Proficiency: All half-dragon exile is proficient with all simple weapons, shields, and armor.

Bonus Feats: The half-dragon exile may choose a feat from the following list: Agile Maneuvers,

Alertness, Athletic, Combat Reflexes, Dodge, Endurance, Fleet, Great Fortitude, Quick Draw, Run, Self-Sufficient, Stealthy, and Toughness. The character must meet all the perquisites of the feat to select it.

Draconic Terrain (ex): The half dragon exile is skilled at moving in the terrain favored by his

draconic heritage and has learned to use the natural features of this environment to his advantage. The half-dragon must choose one of the following ‘favored terrains depending on his type: Aquatic for half-bronze dragons, Desert for half-gold dragons, Forest for half-silver dragons, or Mountains for half-cloud dragons. When on this favored terrain, the half-dragon exile gains a +2 circumstance bonus to Perception, Stealth, and Survival checks.

Expert Tracker (ex): When making Survival or Perception checks to track any creature, the half-

dragon exile may add 1/2 his class levels to his roll as a competence bonus.

Find Shelter (ex): By making a DC 15 Survival check, the half-dragon exile can find someplace safe to hole up. This may be an abandoned building, a hidden cave, a hollow tree, or a dry spot under a bridge. Finding the shelter without this ability requires a DC 30 Perception check, so those within are reasonably safe from accidental discovery, and can take the time needed to mend wounds, examine artifacts, or otherwise pass a few hours or days in relative safety. The GM should specify the type of shelter found when this ability is used, and it should be appropriate to the terrain and the area.

Survivor (ex): The half-dragon exile is skilled at surviving on limited rations and in harsh

conditions. He gains a +4 competence bonus to all checks to avoid the ill effects of starvation, thirst, or extreme heat and cold. This applies only to ‘environmental’ effects and not to the effects of direct exposure to fire, cold-based magical abilities, and so on.

Wilderness Guide (ex): The half-dragon exile can aid others when in his draconic terrain,

granting them one-half his bonuses to Perception and Survival checks.

Half-Dragon Exile Level BAB Fort

Saves Ref

Saves Will

Saves Special

1 +0 +1 +1 +0 Draconic Terrain 2 +1 +2 +2 +0 Bonus Feat 3 +2 +2 +2 +1 Find Shelter 4 +3 +2 +2 +1 Bonus Feat 5 +3 +3 +3 +1 Expert Tracker 6 +4 +3 +3 +2 Bonus Feat 7 +5 +4 +4 +2 Survivor 8 +6 +4 +4 +2 Bonus Feat 9 +6 +4 +4 +3 Wilderness Guide

10 +7 +5 +5 +3 Bonus Feat

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Half-Dragon Ward Hit Dice: d10 Requirements: To qualify to become a Half-dragon ward, a character must fulfill all of the following criteria.

Skills: Bluff, Diplomacy, Knowledge (nobility), Linguistics, and Perform. Special: in order to become a half-dragon ward a character must be a half-dragon who has been

chosen as a ward by a dragon of the same alignment. In addition, thanks to the influence of the character’s dragon patron the dislike that most NPCs feel for half dragons decreases to a -1 penalty

Class Skills: The Half-Dragon Ward’s class skills (and the key abilities for that skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Heal (Wis), Knowledge (geography, history, and religion all Int), Linguistics (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str). Skill Ranks per Level: 8 + Intelligence modifier. Class Features: all of the following are class features of the half-dragon ward prestige class.

Weapon and Armor Proficiency: All half-dragon exile is proficient with all simple weapons, shields, and armor.

Bonus Feats: The half-dragon ward may choose a from the following list: Arcane Armor

Training, Athletic, Iron Will, Magical Aptitude, Master Craftsman, Persuasive, and Skill Focus. The character must meet all the perquisites of the feat to select it.

Charming Demeanor (Ex): The ward is a master at diplomatic relations with dragons. As a result

mere demihuman have no chance to resist his captivating charm. He may make a Diplomacy or Bluff check opposed by his target’s Sense Motive check. If the ward beats his opponent’s roll by 10 or more than his target is overwhelmed by the ward’s charm and acts as if under a Charm Person spell cast by the ward. This effect lasts 3d6 minutes. The ward can use this ability once per day plus his Charisma modifier.

Connections (Ex): The half-dragon ward often travels to care for the business of his patron. This

brings him into contact with politicians of all species, criminals, and other shady characters. If within clan territory the character can always find someone who is willing to sell him information or illegal goods (such as poisons or potions of dragon control), often at an inflated (1d4 times normal) prices.

Dragon Patron (Ex): Due to his connection with his patron dragon the half dragon ward can

demand food and shelter from vassals of his patron’s clan. In addition he can requisition any mundane, alchemical, or magical item worth up to 100 gps in total value per month. Once per year he may receive a more expensive item due to a request from the Patron itself. Furthermore the ward may demand sanctuary from allied clans as long as he does not abuse their hospitality.

Dragon Sense (Ex): The ward has been around shape-shifted dragons all his life so has come to

easily detect their mannerisms. Whenever the ward encounters a dragon in demihuman form (either due to natural shape changing or polymorph spells) he may make a Perception check at Difficulty 10 + the dragon’s age category to recognize that the person is really a dragon.

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Dragon Protection (Ex): The character has been around his patron (and other dragons) for so long that he can resist their abilities easier than most. The half-dragon ward gains a +2 morale bonus to all saves against a dragon’s attacks, including its breath weapon, spells and spell-like abilities.

Immunity to Dragon Fear (Ex): The ward is so used to working around dragons that he has

grown immune to the frightful presence of dragons.

Half-Dragon Ward

Level BAB Fort Saves

Ref Saves

Will Saves

Special

1 +0 +0 +2 +0 Draconic Patron 2 +1 +0 +3 +0 Bonus Feat 3 +2 +1 +3 +1 Connections 4 +3 +1 +4 +1 Bonus Feat 5 +3 +1 +4 +1 Charming Demeanor 6 +4 +2 +5 +2 Bonus Feat 7 +5 +2 +5 +2 Immunity to Dragon Fear 8 +6 +2 +6 +2 Dragon Sense 9 +6 +3 +6 +3 Dragon Protection

10 +7 +3 +7 +3 Bonus Feat

Kindred Dragon Rider Hit Dice: d10 Requirements: To qualify to become a Kindred Dragon Rider, a character must fulfill all of the following criteria.

Base Attack Bonus: +5 Attributes: Strength 14 and Wisdom 15 or better. Feats: Kindredbond, Mounted Combat, Weapon Focus

(Heavy Lance) Special: in order to become a kindred dragon rider a

character must speak Draconic and be the servant of a dragon who also has the kindredbond feat.

Class Skills: The Kindred dragon rider’s class skills (and the key abilities for that skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Perception (Wis), Profession (Int), Ride (Dex), and Survival (Wis). Skill Ranks per Level: 2 + Intelligence modifier. Class Features: all of the following are class features of the kindred dragon rider prestige class.

Weapon and Armor Proficiency: All kindred dragon riders are proficient with all simple and martial weapons and all armor but not shields.

Attack Bonus: The kindred dragon rider becomes so attuned to his master that he gains a +1

bonus to attack rolls and armor class when fighting upon his master’s back. In addition he gains a +2 bonus to all Perception checks made while on his master’s back.

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Bonding: The rider and the dragon can now communicate telepathically at will over any distance.

Once per day, as a free action, the rider can gain Spell Resistance equal to that of the dragon for 1d4+1 rounds.

Bonus Feats: the kindred dragon rider gains a feat drawn from the following list: Mounted

Archery, Ride-By Attack, Spirited Charge, Trample, or Unseat. He must meet all the prerequisites for this

Kindred Immunity: While mounted on or within 10 feet of his dragon mount, a kindred dragon

rider is immune to the frightful presence of dragons.

Master of Dragons: A kindred dragon rider may add his prestige class level as a bonus to any Ride checks made when riding his dragon.

Master of the Air: The kindred dragon ridden by a kindred dragon rider enjoys maneuverability

of one grade better than normal (maximum perfect maneuverability). For instance, a dragon with poor maneuverability will have average maneuverability when being ridded by his kindred.

Perfect Balance: The kindred dragon rider can react instantly to try to avoid falling when his

dragon rears, loops, or dives. If any damage or ability should cause him to be knocked from the saddle than the kindred dragon rider can instantly roll a Dexterity check with a bonus equal to the age level of his dragon to avoid falling.

Kindred Dragon Rider Level BAB Fort

Saves Ref

Saves Will

Saves Special

1 +1 +0 +2 +2 Perfect Balance 2 +2 +0 +3 +3 Attack Bonus 3 +3 +1 +3 +3 Bonus Feat 4 +4 +1 +4 +4 Kindred Immunity 5 +5 +2 +4 +4 Master of Dragons 6 +6 +2 +5 +5 Bonus Feat 7 +7 +3 +5 +5 Bonding 8 +8 +3 +6 +6 Bonus Feat 9 +9 +4 +6 +6 Master of the Air

10 +10 +4 +7 +7 Bonus Feat

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Adventures The adventures in Council of Wyrms need conversion due to the many changes in the rules since 2nd edition. Most of these changes are character or monster conversions that can easily be solved with the core rules. As the level progression has also changed reduce all story bonus experience by two zeros, so that a 10,000 xp story bonus becomes a 100 xp story bonus. Any new monsters will be detailed in the Appendix One.

Adventure One: Not the Draca Due to the changes in hatchling rules to make them balanced with other races there needs to be a major change in this adventure. The hatchlings of 2nd edition were effectively the wyrmlings of this volume so the ogre workers need to be changed to something less powerful, such as orcs. As Krug is a “boss encounter” that is presumed to escape in the story it is OK to keep him an ogre. Krug Bonebreaker: use Pathfinder Roleplaying Game Bestiary; Ogre, page 220, 33 hp, Int 10 Ogres (14): use Pathfinder Roleplaying Game Bestiary, orc, page 222 instead

Adventure Two: Color Blind Most of the changes in this adventure consist of converting the NPCs and monsters. The only other change is in the Perception rules that start in event two. In Pathfinder the higher roll is the most successful rather than the lower. For example a result that says three or less in COW would by Three or more when using the Pathfinder rules given here. Monsters Frost Giant Raiders (12): use Pathfinder Roleplaying Game Bestiary; Giant, Frost, page 149. Trolls, Marine Scrags (5): use Pathfinder Roleplaying Game Bestiary; Scrag, page 268. Dragon NPCs Keryst, Young Adult Cloud Dragon CR 12; XP: 19,200 N, Huge dragon (air), level 15 Init +3; Senses dragon senses, mist vision; Perception +18, Aura frightful presence (150 ft., DC 18) DEFENSE AC: 24; Touch 7, Flat-Footed 24 (natural +17, Size -2, Dex -1) Hp 122 hp (15d12 + 60)

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Fort +13, Ref +8, Will +13 DR 5/magic; SR 24 Immune: electricity, paralysis, sleep, sleep, charm effects OFFENSE Speed 40ft; swim 40 feet, fly 200 (poor) Melee bite +19 (2d8 +9), 2 claws +19 (2d6+6), wing buffet +17 (1d8 +3), tail slap +17 (2d6+9), crush +14 (2d8+9, reflex save for half damage) Special Attacks: breath weapon (50 foot cone, DC 21, 11d8) STATISTICS Str 22 (+6), Dex 9 (-1), Con 19 (+4), Int 17 (+3), Wis 18 (+4), Cha 17 (+3) Base Atk +15, CMB: +19, CMD: +28 (+4 vs. trip attacks) Space 15 ft.; Reach 10 ft. (15 ft. with bite) Feats: Acrobatics, Deceitful, Flyby Attack, Improved Critical (bite), Improved Initiative, Leadership, Multiattack, Skill Focus (Diplomacy) Skills: Appraise +18, Bluff +11, Diplomacy +21, Fly +17, Intimidate +15, Perception +18. Sense Motive +18, Spell Craft +17, Stealth +14, Survival +19, Swim +16 Languages Draconic (High, Primal), Common, Dwarfish, Elfin, SQ: Telepathy 43%, Spell-Like Abilities (CL 15th), Spells (CL 3rd, concentration +6) Spell-Like Abilities: CL: 15 At Will - Cloud Walk, Water Breathing, Mist Vision, Obscuring Mist, Fog Cloud, Water Walk, Neutralize Poison Spells Known CL: 4th 1st (6/day): charm person (DC 15), shield, true strike 0 (at will): arcane lock, detect poison, light, message, read magic Snowfire, Very Young White Dragon CR 4; XP: 1,200 CE Small dragon (cold) level 6 Init +6; Senses dragon senses; snow vision, Perception +5 DEFENSE AC: 16; Touch 13, Flat-Footed 14 (natural +3, Size +1, Dex +2) Hp 36 hp currently 14 (6d12+12) Fort +7, Ref +7, Will +5 Immune cold, paralysis, sleep, charm effects OFFENSE Speed 60 ft., burrow 30 ft., swim 60 ft, fly 150 (average). Melee bite +7 (1d6+3), 2 claws +7 (1d4 +2) Special Attacks: breath weapon (20 foot cone, DC 15, 5d4 cold) STATISTICS Str 15 (+2), Dex 14 (+2), Con 15 (+2), Int 7(-2), Wis 11 (+0), Cha 8 (-1) Base Atk +6, CMB: +7, CMD: +21 (+4 vs. trip attacks) Space 5 ft.; Reach 5 ft. (10 ft. with bite) Feats: Alertness, Improved Initiative, Kick Skills: Fly+9, Intimidate +5, Perception +8, Sense Motive +8, Stealth +8, Swim +8, Survival +6 Languages Draconic (Chromatic, High)

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SQ Telepathy 17%, Spell-like abilities (CL 6th) Spell-Like Abilities: CL: 6, at will - Icewalking Dwarf Elder NPCs Hammerim CR 7; XP: 3,200 LN, Dwarf, 8th level Fighter Init +0; Senses darkvision 60 feet, Perception + 3(+2 to notice unusual stonework, secret doors, or traps) DEFENSE AC: 14 (+4 against Giants); Touch 10; Flat-Footed 12 (natural +0, Size +0, Dex +2, Chain Shirt +4) Hp 62 hp (8d10+24) Fort +9, Ref +2, Will +9 (+11 vs. fear effects) Immune +2 to save vs. poison, spells, and spell-like abilities OFFENSE Speed 20ft. Melee +12/+7 (1d8+1 battleaxe, critical x3) Special Attacks: +1 on attack rolls vs. orcs and goblins STATISTICS Str 17 (+3), Dex 11 (+0), Con 16 (+3), Int 13(+1), Wis 9 (-1), Cha 14 (+2) Base Atk +8/+3, CMB: +11, CMD: +22 (+4 to resist bull rush or trip) Space 5 ft; Reach 5 ft. Feats: Alertness, Blind-Fight, Catch-Off-Guard, Combat Expertise, Combat Reflexes, Stand Still, Endurance, Diehard, Leadership Skills: Appraise +2 (+4 to appraise nonmagical stones), Craft +8, Intimidate +8, Knowledge (dungeoneering) + 10, Knowledge: engineering +8, Perception +3, Survival +9 Languages Dwarven, Draconic SQ Armor training 2, Weapon Training 1 (axes) Malletal CR 9; XP: 6,400 LN, Dwarf, 10th level Fighter Init +2; Senses darkvision 60 feet, Perception +2 (+2 to notice unusual stonework, secret doors, or traps) DEFENSE AC: 16 (+4 vs. Giants); Touch 12, Flat-Footed 14 (natural +0, Size +0, Dex +2, Chain Shirt +4) Hp 94 hp (10d10+20) Fort +9, Ref +5, Will +3 (+6 vs. Fear effects) Immune +2 to save vs. poison, spells, and spell-like abilities OFFENSE Speed 20ft. Melee 14/9 (1d8+2 magic war hammer, critical x3) Special Attacks: +1 on attack rolls vs. orcs and goblins STATISTICS

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Str 16 (+3), Dex 15 (+2), Con 15 (+2), Int 11(+0), Wis 11 (+0), Cha 10 (+0) Base Atk +10/+5, CMB: +13, CMD: + 25 (+4 bonus to resist bull rush or trip) Feats: 11 Blind Fight, Alertness, Catch Off-Guard, Cleave, Combat Reflexes, Critical Focus, Defensive Combat Training, Diehard, Dodge, Endurance, Power Attack Skills: Appraise +2 (+4 on appraise checks for nonmagical stones), Climb +8, Craft +5, Diplomacy+6, Handle Animal +5, Intimidate +5, Profession +5, Sense Motive +2, Survival +5 Languages Dwarven SQ, Armor Training 2, Weapon Training 2 (axes & hammers) Naluri CR 8; XP: 4,800 LE, Dwarf, 9th level Rouge Init +; Senses darkvision 60 feet, Perception +10 (+2 to notice unusual stonework, secret doors, or traps) DEFENSE AC: 13 (+4 vs. giants, +3 vs. traps); Touch 13, Flat-Footed 13 (natural +0, Size +0, Dex +3) Hp 37 hp (9d8+18) Fort +5, Ref +9 (+3 to avoid traps), Will +5 Immune +2 to save vs. poison, spells, and spell-like abilities OFFENSE Speed 20ft. Melee +10/+6 (1d6+2 magical short sword, critical 19-20/x2) Special Attacks: +1 on attack rolls vs. orcs and goblins, Sneak attack 5d6 STATISTICS Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 16(+3), Wis 14 (+2), Cha 17 (+3) Base Atk +6/+2, CMB: +9, CMD: +18 (+4 bonus to resist bull rush or trip) Feats: Agile Maneuvers, Athletic, Blind Fight, Nimble Moves Skills: Acrobatics +11, Appraise +11 (4 on appraise checks for nonmagical stones), Bluff +11, Craft +11, Climb +5, Diplomacy +13, Disable Device +13, Disguise +11, Escape Artist +14, Intimidate +11, Knowledge (Dungeoneering) +11, Profession +10, Perception +10, Sense motive +10, Slight of Hand +11, Stealth +15, Swim +12, Use Magic Device +11 Rouge Talents: Fast Stealth, Ledge Walker, Quick Disable, Rouge Crawl Languages Dwarven, Draconic, Giant SQ, Trapfinding (see skills), Evasion (½damage on a successful Reflex save), Uncanny Dodge, Improved Uncanny Dodge (can no longer be flanked) Magic Item: potion of cloud dragon control Other Dwarf NPCs Mordiak CR 2; XP: 600 LN, Dwarf, 3rd level Fighter Init +0; Senses darkvision 60 feet, Perception +1 (+2 to notice unusual stonework, secret doors, or traps) DEFENSE

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AC: 13 (+4 against Giants); Touch 10, Flat-Footed 13 (natural +0, Size +0, Dex +0, Studded Leather +3) Hp 18 hp (3d10+3) Fort +4, Ref +0, Will +0 (+1 vs. fear effects) Immune +2 to save vs. poison, spells, and spell-like abilities OFFENSE Speed 20 ft. Melee +7 (1d8 Battle Axe, critical x3) Special Attacks: +1 on attack rolls vs. orcs and goblins STATISTICS Str 18 (+4), Dex 11 (+0), Con 12 (+1), Int 8(-1), Wis 9 (-1), Cha 10 (+0) Base Atk +3, CMB: +7, CMD: + 17 (+4 bonus to resist bull rush or trip) Feats: Alertness, Blind Fight, Catch Off-Guard Skills: Appraise +1 (+2 on appraise checks for nonmagical stones), Climb +8, Profession +3) Languages Dwarven SQ Armor Training 1 Torvin CR 5; XP: 1,600 LG, Dwarf, 6th level Fighter Init +1; Senses darkvision 60 feet, Perception + (+2 to notice unusual stonework, secret doors, or traps) DEFENSE AC: 15 (+4 against giants); Touch 11, Flat-Footed 14 (natural +0, Size +0, Dex +1, Dodge +1, Studded Leather +3) Hp 62 hp (6d10+12) Fort +7, Ref +3, Will +1 Immune +2 to save vs. poison, spells, and spell-like abilities OFFENSE Speed 20ft. Melee +10/+5 (1d8 long spear, critical x3) Special Attacks: +1 on attack rolls vs. orcs and goblins STATISTICS Str 18 (+4), Dex 13 (+1), Con 15 (+2), Int 9(-1), Wis 8 (-1), Cha 12 (+1) Base Atk +6/+1, CMB: +10, CMD: +21 (+4 bonus to resist bull rush or trip) Feats: Athletic, Blind-Fight, Cleave, Combat Reflexes, Disruptive, Dodge, Nimble Moves Skills: Appraise +1 (+2 on appraise checks for nonmagical stones), Climb +7, Knowledge (engineering) +4, Ride +5, Swim +10 Languages Dwarven SQ bravery 2, armor training, weapon training 2

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Adventure Three: The Terrible Alliance Monsters & Monstrous NPCs Frost Giants: use Pathfinder Roleplaying Game Bestiary; Giant, Frost; page 149 Frost Giant Chief: Odifal: use Pathfinder Roleplaying Game Bestiary; Giant, Frost, page 149 with the Advanced Creature Template, page 294; Ring of Energy Resistance (20 points, fire), 2 scrolls of Protection from Energy (36 points), Battle Axe +3. Ice Toads: use Pathfinder Roleplaying Game Bestiary II; Toad, Glacier, page 268 Ice Trolls: use Pathfinder Roleplaying Game Bestiary II Troll. Ice, page 271 Ogre Guards: use Pathfinder Roleplaying Game Bestiary; Ogre, page 220 Ogre Females: use Pathfinder Roleplaying Game Bestiary; Ogre, page 220, hp 19, unarmed 1d4 Ogre Leader: Krug Bonebreaker: use Pathfinder Roleplaying Game Bestiary; Ogre, page 220, with the Advanced Creature Template, page 294; hp 48; Halberd 2d8+7, potion of healing 4d8 Ogre Shaman: use Pathfinder Roleplaying Game Bestiary; Ogre, page 220, hp 220; potion of fire breath -as fireball spell 1d6 usable 3 times after imbibing once every 4 rounds; Spells: Bane, Cure Light Wounds, Magic Stone Ogre Warriors: use Pathfinder Roleplaying Game Bestiary; Ogre, page 220, hp 21; Spear 1d8+7 Ogre Youths: use Pathfinder Roleplaying Game Bestiary; Ogre, page 220 with the Young Template page 295 Polar Bears: use Pathfinder Roleplaying Game Bestiary; Bear, Grizzly 31, with the Advanced Creature Template, page 294 Remorhaz: Pathfinder Roleplaying Game Bestiary; Ogre, page 233 White Puddings: use Pathfinder Roleplaying Game Bestiary; Black Pudding, page 35, cold subtype Winter Wolves: use Pathfinder Roleplaying Game Bestiary; Worg, Winter Wolf, page 280 Yeti: use Pathfinder Roleplaying Game Bestiary; Yeti, page 287

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Dragon NPCs Snowfire, Juvenile White Dragon CR 8; XP: 4,800 CE Medium dragon (cold) level 9 Init +6; Senses dragon senses; snow vision, Perception +5 DEFENSE AC: 21; Touch 12, Flat-Footed 19 (natural +9, Size +0, Dex +2) Hp 81 hp (9d12+18) Fort +8, Ref +8, Will +6 Immune cold, paralysis, sleep, charm effects OFFENSE Speed 60 ft., burrow 30 ft., swim 60 ft, fly 200 (average). Melee bite +12 (1d8+4), 2 claws +12 (1d6 +3), Wings +7 (1d4+1) Special Attacks: breath weapon (30 foot cone, DC 16, 8d4 cold) STATISTICS Str 17 (+3), Dex 14 (+2), Con 15 (+2), Int 7(-2), Wis 11 (+0), Cha 8 (-1) Base Atk +9, CMB: +12, CMD: +24 (+4 vs. trip attacks) Space 5 ft.; Reach 5 ft. (10 ft. with bite) Feats: Alertness, Flyby Attack, Improved Initiative, Kick, Kindredbond Skills: Fly +5, Intimidate +7, Knowledge (arcane) + 8, Perception +8, Sense Motive +8, Stealth +11, Swim +8, Survival +6 Languages Draconic (Chromatic, High) SQ Telepathy 22% Spell-Like Abilities: CL: 9, at will - Fog Cloud, Ice Shape, Ice Walking Two Juvenile White Dragons CR 7; XP: 3,200 CE Medium dragon (cold) Init +8; Senses dragon senses; snow vision, Perception +18 DEFENSE AC: 25; Touch 21, Flat-Footed 14 (natural +11, Size +0, Dex +4) HP: 100 (9d12 + 36) Fort +10, Ref +10, Will +7 Immune cold, paralysis, sleep OFFENSE Speed 60 ft., burrow 30 ft., swim 60 ft, fly 150 (average). Melee bite +14 (1d8+7), 2 claws +14 (1d6+5), Wings +9 (1d4 + 2) Special Attacks: breath weapon 8d4 (30 foot cone, DC18, cold) STATISTICS Str 21 (+5), Dex 18 (+4), Con 19 (+4), Int 10 (+0), Wis 13 (+1), Cha 10 (+0)

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Base Atk +9, CMB: +14, CMD: +18 (+4 vs. trip attacks) Space 5 ft.; Reach 5 ft. (10 ft. with bite) Feats: Alertness, Improved Critical (bite), Improved Initiative, Power Attack Skills: Fly +13; Intimidate +13, Perception +17, Stealth +17, Swim +13 Languages Draconic (Chromatic, High) SQ Telepathy 22% Spell-Like Abilities: CL: 9, at will - Fog Cloud, Ice Shape, Ice Walking Humanoid NPCs Daress CR 11; XP: 12,800 LE, Human, 4th level Fighter, 8th level Dragon Slayer of Io (Total Level 12) Init +3; Perception +9 DEFENSE AC: 24 ; Touch 12, Flat-Footed 23 (natural +0, Size +0, Dex +1, Dodge +1, Armor of Io +12 (armor check -4) Hp 87 hp (12d10+36) Fort +13, Ref +10, Will +5 (+1 vs. fear) Immune Breath Weapon Defense, Fear immunity OFFENSE Speed 30ft. Melee +16 (+19 vs. dragons, +21 vs. gold dragons) includes Attack bonuses vs. dragons & weapon focus Damage 1d8+3 long sword +1 against dragons, critical 19-20 x2) Special Attacks: Breath Stun, Great Blow, Wing Attack STATISTICS Str 16 (+3), Dex 17 (+3), Con 16 (+3), Int 12(+1), Wis 11 (+0), Cha 14 (+2) Base Atk +12, CMB: +15, CMD: +28 Feats: Alertness, Blind Fight, Cleave, Combat Reflexes, Critical Focus, Dodge, Iron Will, Power Attack, Skill Focus (knowledge dragons), Weapon Focus (longsword) Skills: Acrobatics +10, Climb +10, Craft +8, Handle Animal +9, Intimidate +9, Knowledge (dragons) +15, Knowledge (dungeoneering) +9, Perception +7, Profession +7, Ride +10, Survival +7, Swim +10 Languages Common, Draconic SQ Bravery, Armor Training, Heroic Mount (not present), Ring of Energy Resistance (20 points, fire) Kandoz CR 11; XP: 12,800 LE, Human, 3rd level Fighter, 8th level Dragon Slayer of Io (Total Level 12) Init +3; Perception + 7 DEFENSE AC: 23; Touch 11, Flat-Footed 22 (natural +0, Size +0, Dex +1, Armor of Io +12. armor check penalty 5)

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Hp 76 hp (12d10+24) Fort +11, Ref +10, Will +4 (+1 vs. fear) Immune Breath Weapon Defense, Fear immunity OFFENSE Speed 30ft. Melee +16 (+17 on attack rolls vs. dragons, +20 vs. silver dragons) includes Attack bonuses vs. dragons & weapon focus Damage 1d8 +4 long sword (+1 against dragons, critical 19-20 x2) Special Attacks: Great Blow, Breath Stun, Wing Attack STATISTICS Str 18 (+4), Dex 16 (+3), Con 15 (+2), Int 10(+0), Wis 8 (-1), Cha 12 (+1) Base Atk +11, CMB: +15, CMD: +28 Feats: Alertness, Blind Fight, Cleave, Catch-off Guard, Combat Reflexes, Iron Will, Power Attack, Weapon Focus (longsword) Skills: Acrobatics +8, Climb +9, Craft+6, Handle Animal +6, Intimidate 6, Knowledge(dragons) +10, Knowledge (dungeoneering) +5, Linguistics +1, Perception 7, Profession 5, ride +8, Survival +5, Swim +9 Languages Common, Draconic SQ Bravery, Armor Training, Heroic Mount (not present), Ring of Energy Resistance (20 points cold) Nardus CR 4; XP: 1,200 LG, Half-Dragon (Elf), 5th level Fighter Init +2; Senses low-light vision, elven senses, Perception +9 DEFENSE AC: 13; Touch 13, Flat-Footed 11 (natural +0, Size +0, Dex +2, Dodge +1) Hp 34 hp (5d10+5) Fort +5, Ref +3, Will +4 Immune to cold and to magic sleep effects, +2 saves vs. enchantment spells/effects OFFENSE Speed 30ft. Melee +7 (claws 1d4 +2) Special Attacks: breath weapon, 30 ft. cone, 1d6 cold damage, DC 12 STATISTICS Str 15 (+2), Dex 14 (+2), Con 13 (+1), Int 11(+0), Wis 16 (+3), Cha 15 (+2) Base Atk +5, CMB: +7, CMD: +19 Feats: Discretionary Abilities (2), Arcane Armor Training, Dodge, Power Attack Skills: Climb +7, Craft +5, Handle Animal +7, Knowledge (dungeoneering) +4, Perception +7, Profession +4, Survival +7, Swim +6 Languages Common, Elven, Draconic SQ +2 racial bonus on caster level checks made to overcome spell resistance, +2 racial bonus to spellcraft check to identify magic items, bravery, armor training, weapon training (long sword) Spells: CL 5 - Feather Fall (1/day)

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Adventure Four: Stolen Hoards Monsters Bulettes: use Pathfinder Roleplaying Game Bestiary; Bulette, page 39 Drow Warriors: use Pathfinder Roleplaying Game Bestiary; Drow, page 115 Duergar Warriors: use Pathfinder Roleplaying Game Bestiary; Duergar, page 117 Clay Golems: use Pathfinder Roleplaying Game Bestiary; Golem, Clay, page 159. Dragon punch inflicts 2 hit points plus its strength modifier and a the size modifier given in COW. Giant Stone Golems: use Pathfinder Roleplaying Game Bestiary; Golem, Stone, page 163 with the Advanced Creature Template, page 294, hp 104, permanently hasted (as the spell) Giant Slugs: use Pathfinder Roleplaying Game Bestiary; Slug, Giant, page 254 Iron Golems: use Pathfinder Roleplaying Game Bestiary; Golem, Iron, page 162

Olive Slime (new monster: Olive Slime, see appendix one) Olive Slime Creature: Juvenile Blue Dragon (new monster: Slime Zombie, see appendix one) Various NPCs Hammerim CR 12; XP: 19,200 LE, Dwarf, 13th level Fighter Init -1; Senses darkvision 60 feet, Perception +5 (+2 to notice unusual stonework, secret doors, or traps) DEFENSE AC: 20 (+4 against Giants); Touch 9; Flat-Footed 20 (natural +0, Size +0, Dex -1, Full Mail +9, enchanted+2) Hp 104 hp (12d10+26) Fort +10, Ref +3, Will +4 (+3 vs. fear effects) Immune +2 to save vs. poison, spells, and spell-like abilities OFFENSE Speed 20ft. Melee +16/+11 /+6 (1d8+4 battleaxe, critical x3) +2 to all attacks and damage when using Potion of Bull’s Strength Special Attacks: +1 on attack rolls vs. orcs and goblins STATISTICS Str 15 (+2)/ 19 with potion (+4), Dex 9 (-1), Con 15 (+2), Int 13(+1), Wis 10 (+0), Cha 14 (+2) Base Atk +13/+8/+3, CMB: +15, CMD: +24 (+4 to resist bull rush or trip) Space 5 ft; Reach 5 ft. Feats: Alertness, Blind-Fight, Catch-Off-Guard, Cleave, Combat Expertise, Combat Reflexes, Critical Focus, Stand Still, Endurance, Diehard, Leadership, Power Attack, Weapon Focus (axe)

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Skills: Appraise +2 (+4 to appraise nonmagical stones), Craft +8, Climb +7, Handle Animal +4, Intimidate +8, Knowledge (dungeoneering) + 10, Knowledge: engineering +8, Perception +3, Survival +9, Swim +8 Languages Dwarven, Draconic SQ Bravery 3, Armor training 3, Weapon Training 3 (axes) , 3 potions of Healing, Potion of Bull’s Strength, 1 Potion of Iron Body (all potions are at a caster level of 12). Kolar CR 5; XP: 1,600 LE, Duergar, 6th level Fighter Init +1; Senses darkvision 120 feet, Perception +1 (dazzled in bright light) DEFENSE AC: 17; Touch 11; Flat-Footed 16 (natural +0, Size +0, Dex+1, Chain Mail +6) Hp 48 hp (6d10+18) Fort +8, Ref +3, Will +0 (+2 vs. spells and spell-like effects) Immune to paralysis, phantasms, and poison OFFENSE Speed 20ft. Melee+12/+7 (Short Sword 1d6+6 critical 19-20 x2) or +11/+6 (Warhammer 1d8+4, critical x3) Special Attacks: +1 on attack rolls vs. orcs and goblins STATISTICS Str 17 (+3), Dex 12 (+1), Con 16 (+3), Int 12(+1), Wis 7 (-2), Cha 11 (+0) Base Atk +6/+1, CMB: +9, CMD: +20 (+4 to resist bull rush or trip) Space 5 ft; Reach 5 ft. Feats: Arcane Armor Training, Cleave, Combat Reflexes, Endurance, Power Attack, Cleave, Weapon Focus (war hammer) Skills: Climb + 9, Craft +7, Intimidate +6, Diplomacy +3, Knowledge: dungeneering +7, Knowledge: engineering +4, Perception +3, Profession + 4, Stealth +4, Survival +4, Swim +9 Languages Common, Dwarven, Undercommon, Draconic SQ bravery 2, Armor training 1, Weapon training 1 Spell-like abilities: enlarge person and invisibility (self only, caster level 6) Zoberraz CR 22; XP: 614,400 CE, Drow, 11th level Fighter, 12th level Wizard (total level 23) Init +4; Senses darkvision 120 feet, Perception +2 (+2 racial bonus, abrupt exposure to bright light blinds for 1 round) DEFENSE AC: 21; Touch 15; Flat-Footed 16 (natural +0, Size +0, Dex +4, Dodge +1, Chain Mail +6) Hp 53 hp (11d10+11 & 12d6+12) Fort +12, Ref +11, Will +13 (+2 vs. enchantment spells) Immune to magic sleep effects. SR 29, never risk poisoning self

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OFFENSE Speed 30ft. Melee +21/11/5 (dagger 1d4+3, critical 19-20 x2) Special Attacks: hand of the apprentice (to hit +20 + range, max range 30 feet) STATISTICS Str 13 (+1), Dex 18 (+4), Con 12 (+1), Int 17 (+3), Wis 14 (+2), Cha 17 (+3) Base Atk +17/+7/+1, CMB: +15, CMD: +24 (+4 to resist bull rush or trip) Space 5 ft; Reach 5 ft. Feats: Agile Maneuvers, Arcane Armor Mastery, Arcane Armor Training, Arcane Strike, Athletic, Blind-Fight, Brew Potion, Combat Reflexes, Craft Magic Arms & Armor, Craft Wondrous Item, Combat Casting, Deceitful, Dodge, Eschew Materials, Empower Spell, Quicken Spell, Scribe Scroll, Silent Spell, Stealthy Skills: Appraise +13, Bluff +6, Climb +16, Craft +13, Disguise +6, Fly +14, Handle Animal +13, Knowledge: Arcana +15, Knowledge: History +12, Knowledge: Planes +12, Knowledge: Dungeoneering +13, Linguistics +13, Profession +12, Ride +14, Spellcraft +13, Stealth +15, Survival 12, Swim +15 Languages Dwarven, Draconic, Common, Elven, Undercommon SQ Arcane bond (Amulet), Armor training 3, Bravery 3, Hand of the Apprentice, Metamagic Mastery, Weapon Training 2 Spell-like abilities: dancing lights darkness, faerie fire 1/day at a caster level of 23 Spells Known: 6th (2/day): Antimagic Field, Geas/Quest, Mislead 5th (3/day): Cloudkill, Dismissal, Teleport, Wall of Force 4th (3/day): Dimension Door, Ice Storm 3rd (5/day): Dispel Magic, Fireball, Fly, Haste, Vampiric Touch 2nd (5/day): Blur, Bull’s Strength, Darkness, Detect Thoughts, Invisibility, Levitate, Mirror Image, Spider Climb 1st (4/day): Alarm, Burning Hands, Chill Touch, Jump, Summon Monster 1, Feather Fall 0 (at will): but only uses Dancing Lights, Detect Magic, Light, and Read Magic

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Appendix One: New Monsters

Olive Slime CR 4 XP 1,200 Hazard, Plant (fungus) Type infestation; Save Will DC 15 Onset 1 day; Frequency 1/day Effect 1d6 Con damage Olive slime is a sticky green growth found in dark, damp underground areas. It clings to ceilings, floors and walls and consumes any organic matter it contacts. Olive slime can detect prey by vibration to a range of 30 feet and drops from ceilings and walls when it detects movement beneath it. When a patch of olive slime drops and attaches to a host, it secretes a numbing poison that makes its presence go almost unnoticed (DC 20 Perception check to notice). A creature standing next to the host can easily see the slime - further away than five feet, a DC 15 Perception check is required. An olive slime that has attached itself affects the thinking patterns of its victim, making the host’s main concern the feeding and protecting the olive slime (including keeping the creature hidden from any adventuring companions). This effect is similar to a charm monster spell (CL 6th). If a creature attempts to remove the olive slime from the host, the host either attacks that creature or attempts to flee the area. The only way to successfully break the link is to destroy the olive slime, destroy the host, or remove the olive slime from the host. A single patch of olive slime deals 1d6 points of Constitution damage each day as it devours flesh, replacing skin and muscle tissue. Additionally, the host must double its normal food intake each day or sustain an additional 1 point of Constitution damage each day. On days the host does not eat enough food, it does not heal any damage naturally (including ability damage). When the host’s Constitution reaches 0, it dies and its body transforms into a slime zombie. Olive slime can be burned, cut away (dealing an equal amount of damage to the host as well), or frozen. Anything that deals acid, cold, or fire damage, or a remove disease spell destroys a patch of olive slime.

Slime Zombie Slime zombies are created when a living creature is slain by a patch of olive slime. The slime zombie’s sole purpose for existence is to capture or kill new prey for the olive slime that created it. A slime zombie resembles the original creature in shape but is composed of olive green slime with no distinguishing marks or facial features observable as if it was a creature-shaped blob of ooze. It can speak to others of its kind through telepathy, but otherwise makes no sound or noise. Creating a Slime Zombie “Slime zombie” is an acquired template that can be added to any corporeal creature except undead, constructs, or elementals (referred to hereafter as the “base creature”). CR: See the table below. AL: Always neutral.

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Type: The creature’s type changes to plant. It loses any subtypes it has, such as alignment subtypes (such as good) and subtypes that indicate kind (such as augmented or reptilian). It otherwise uses the base creature’s statistics and special abilities except as noted here. Senses: A slime zombie gains darkvision 60 ft and low-light vision. Armor Class: Natural armor bonus increases by a number based on the slime zombie’s Size as in the table below. Hit Dice: Drop any Hit Dice from non-racial class levels (to a minimum of 1), double the number of Hit Dice left, and convert them to d8s. Saves: A slime zombie has good Fortitude saves and poor Reflex and Will saves. Defensive Abilities: A slime zombie gains DR based on its Hit Dice: DR 5/-- (if 5 or less HD); DR 10/-- (if 6 to 10 HD); DR 15/-- (if 11 or more HD). It gains immunity to electricity in addition to all of the defensive abilities granted by the plant type. Weaknesses: A slime zombie has vulnerability to green slime. It takes 2d6 points of damage per round it touches green slime. If brought to 0 hit points, the slime zombie does not transform into a patch of olive slime. Speed: The base creature’s speed decreases by 10 feet (to a minimum of 20 ft.). If the creature had a swim speed it remains the same. All other types of movement are lost. Attacks: A slime zombie loses all the attacks of the base creature and gains a slam attack if it did not already have one. Damage for the slam attack depends on the slime zombie’s size as in the table below. Special Attacks: The slime zombie loses all the special attacks of the base creature, but gains the following: Death Throes (Ex) When a slime zombie is brought to 0 hit points, its structure collapses and it transforms in a single round as a pool of olive slime. Infestation (Ex) Any creature hit by the slime zombie’s slam attack must succeed on a Fortitude save or be infested with olive slime. This infestation works as described in the olive slime entry. The save DC is Constitution-based. BAB: A slime zombie’s save base attack is equal to 3/4 its Hit Dice. Abilities: Str +2, Dex –2. Its Int changes to 2, its Wis to 10, and its Cha to 1. Skills: A slime zombie loses all of its skill ranks. It gains Perception as a class skill and can never possess any skills other than that. It gains skill ranks as a plant. Feats: A slime zombie retains all of the base creature’s feats (but may not be able to use a feat if it loses the prerequisites). Special Qualities: The slime zombie loses all of the special qualities of the base creature, but gains the following: Mind Link (Su)

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A slime zombie is linked symbiotically with the patch of olive slime that created it. This link has a maximum range of 200 miles. Both the slime zombie and olive slime must be on the same plane of existence. Telepathic Bond (Su) Olive slime zombies have a telepathic bond with each other to a range of 100 feet if they were created by the same olive slime. This bond allows them rudimentary communication with one another

Challenge Rating Natural Armor & Damage Size AC Damage

Hit Dice CR Fine +1 1 Up to 1 1 Diminutive +1 1d2

2-3 2 Tiny +1 1d3 4-6 3 Small +2 1d4 7-8 4 Medium +3 1d6

9-11 5 Large +4 1d8 12-15 6 Huge +5 2d6 16-17 7 Gargantuan +6 2d8 18-19 8 Colossal +8 4d6

20 10 Sample Slime Zombie: Juvenile Blue Dragon CR 6; XP: 2,400 N Huge plant Init +5; Senses darkvision 60 ft and low-light vision, Perception +51 DEFENSE AC: 28; Touch 9, Flat-Footed 27 (natural +19, Size -2, Dex +1) HD 24 HP: 216 (24d8 + 96) Fort +17, Ref +8, Will +7 Immune electricity, paralysis, sleep, poison, polymorph, all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), and stunning DR: 15/-- OFFENSE Speed 30 ft Melee +26 (slam 2d6+7) Special Attacks: Death Throws, Infestation (Optional: one fun variant that ties in with the fact that this slime zombie used to be a dragon is to give it a slime breath. This works the same as infestation but acts as an 80 foot line. The slime breath can be used once every 4 rounds and the zombie cannot make a slam attack if it makes a breath attack.) STATISTICS Str 25 (+7), Dex 12 (+1), Con 19 (+4), Int 2 (-4), Wis 10 (+0), Cha 1 (-5) Base Atk +21, CMB: +26, CMD: +37 (+4 vs. trip attacks) Space 10 ft.; Reach 10 ft. (15 ft. with head) Feats: Dazzling Display (cannot use), Improved Initiative, Multiattack (cannot use), Shatter Defenses, Weapon Focus (bite, cannot use) Skills: Perception +51 Languages Nil SQ mind link, telepathic bond, weakness to green slime (see slime zombie)

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Undead Dragon Slayer These horrors are the animated remains of those human dragon slayers who invaded Io’s Blood long ago during the dragon wars. Brought to terrifying unlife these ghoulish creatures seek to slay any dragon or those who aid dragonkind. To create an undead dragon slayer use the Skeletal Champion Template (Pathfinder Bestiary page 252) on any Dragon Slayer of Io with a prestige class of level 3 or higher and a total level of 9 or higher. In addition increase CR by 1 and give the monster SR 5. 11th level Undead Dragon Slayer CR 7; XP: 3,200 LE, Undead, 3rd level Fighter, 8th level Dragon Slayer of Io Init +5; Perception + 7 DEFENSE AC: 25; Touch 11, Flat-Footed 24 (natural +2, Size +0, Dex +1, Armor of Io +12. armor check penalty 5) Hp 74 hp (3d8 +8d10 +11) Fort +11, Ref +10, Will +4 (+1 vs. fear) Immune Breath Weapon Defense, Fear immunity, cold immunity, undead traits DR: 5/bludgeoning SR: 5 OFFENSE Speed 30ft. Melee +16 (+17 on attack rolls vs. dragons, +20 vs. one specific dragon type) includes Attack bonuses vs. dragons & weapon focus Damage 1d4 +4 (claws), 1d8 +4 long sword (+1 against dragons, critical 19-20 x2) Special Attacks: Great Blow, Breath Stun, Wing Attack STATISTICS Str 18 (+4), Dex 16 (+3), Con _ Int 10(+0), Wis 8 (-1), Cha 12 (+1) Base Atk +11, CMB: +15, CMD: +28 Feats: Alertness, Blind Fight, Cleave, Catch-off Guard, Combat Reflexes, Iron Will, Improved Initiative, Power Attack, Weapon Focus (longsword) Skills: Acrobatics +8, Climb +9, Craft+6, Handle Animal +6, Intimidate 6, Knowledge(dragons) +10, Knowledge (dungeoneering) +5, Linguistics +1, Perception 7, Profession 5, ride +8, Survival +5, Swim +9 Languages Common, Draconic SQ Bravery, Armor Training, Heroic Mount (not present)

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Appendix Two: Converted NPCs This chapter converts the major NPCs detailed in Council of Wyrms boxed set to the Pathfinder system. Here you will find the Council custodian, Deathstream the Old, and other characters mentioned but not detailed in the Players Option version. Deathstream, Old Male Black Dragon Leader of clan Blackmoon, he has made a deal with Infernis the Dracolich. CR 18; XP: 153,600 CE Large dragon (water) level 19 Init +4; Senses dragon senses; Perception +16 DEFENSE AC: 35; Touch 14, Flat-Footed 35 (natural +21, Size +4, Dex +0) HP: 94 hp (19d12 +19) Fort +12, Ref +11, Will +9 Immune: acid, paralysis, sleep, charm effects DR 10/Magic; SR +20 OFFENSE Speed 60 ft., burrow 30 ft., swim 60 ft, fly 200 (poor). Melee bite +26 (2d6+3), 2 claws +25 (1d8+2), wings +23 (1d6+1), tail slap +23 (1d8+3) Special Attacks: breath weapon (20 foot cone, DC 20, 17d6 acid) STATISTICS Str 14 (+2), Dex 11 (+0), Con 12 (+1), Int 11 (-0), Wis 7 (-2), Cha 12 (+1) Base Atk +19, CMB: +25, CMD: +25 (+4 vs. trip attacks) Space 5 ft.; Reach 5 ft. (10 ft. with bite) Feats: 10 feats Alertness, Danger Sense, Flyby Attack, Improved Initiative, Kick, Kindredbond, Multiattack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite) Skills: Diplomacy +12 Escape Artist +11, Fly +16 Intimidate +12, Handle Animal +12, Knowledge (Geography) +11, Linguistics +8, Perception +16, Sense Motive +9, Spellcraft +11, Stealth +14, Swim +13, Use Magic Device +12 Languages: Aquan, Common, Draconic (Chromatic, High, Metallic), Dwarven. Elven, Gnomish, Sylvan, Undercommon SQ Frightful Presence (DC: 20, range: 240 feet), Swamp Stride, Speak with reptiles, Telepathy 45%, Water Breathing Spell-Like Abilities: CL: 19, at will - darkness (radius 80 feet), plant growth Spells: CL: 8 4th (3/day): dimension door 3rd (5/day): dispel magic, slow (DC 14) 2nd (6/day): pyrotechnics, summon swarm, whispering wind 1st (6/day): charm person, chill touch, identify, silent image, sleep 0 (at will): dancing lights, detect magic, light, mage hand, mending, message, prestidigitation, read magic

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Kuniff Dell, Male Gnome Kindred The Kindred of Deathstream the Old CR 7; XP: 3,200 NE Fighter 8 Init +1; Senses: low-light vision; Perception + 5 DEFENSE AC: 12 (+4 against giants); Touch 12, Flat-Footed 11 (natural +0, Size +1, Dex +1) Hp 61 hp (8d10+8) Fort +7, Ref +3, Will +1 (+3 vs. Fear Effects) Immune: +2 vs. illusion spells & effects OFFENSE Speed 30 ft. Melee +12/+6 (short sword+2; 1d4+5, critical 19-20/x2) Special Attacks: +1 on attack rolls vs. reptilians and goblins. STATISTICS Str 14 (+2), Dex 12 (+1), Con 12 (+1), Int 14 (+2), Wis 8 (-1), Cha 11 (+0) Base Atk +8/+3, CMB: +11, CMD: +12 Space 5 ft.; Reach 5 ft. Feats: Alertness, Arcane Armor Training, Athletic, Blind Fight, Catch Off-Guard, Combat Expertise, Combat Reflexes, Fleet (+2) Skills: Climb +10, Craft +10 (armor), Handle Animal +6, Intimidate +6, Knowledge (dungeneering) +8, Knowledge (engineering) +8, Perception +5, Profession +5 (smith), Ride +7, Survival +5, Swim +10 Languages Common, Draconic (Chromatic, High), Gnome, Sylvan SQ +1 DC to any saving throws vs. any illusion spells cast by the character, Armor training 2, Weapon Training 1 (blades) Infernis, Male Red Dracolich Infernis is an undead dragon who wishes to rule all of Io’s Blood. Infernis was never the strongest of his clutch and when he found himself deteriorating due to age long before he could ascend to paragonhood he took the drastic step of lichdom to attain immortality. He is an ancient red dragon with the lich template. CR 21; XP: 409,600 CE undead (fire) level 25 Init +3; Senses dragon senses, smoke vision, Perception +37 DEFENSE AC: 40; Touch 7, Flat-Footed 39 (natural +33, Size -4, Dex +1) Hp 25d8+25 (150 hp) Fort +16, Ref +15, Will +14 Immune: fire, cold, electricity, paralysis, sleep, charm effects, undead immunities DR 15/bludgening & magic; SR: 30, Channel Resistance +4

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Weaknesses: vulnerable to cold OFFENSE Speed 40 ft., fly 250 (clumsy). Melee bite +25 (4d6+6), 1 touch +25 (1d8 +12) harms the living and heals the undead, 1 claw +25 (2d 8+4), 2 wings +23 (2d6+2), tail slap +23 (2d8+6) Special Attacks: breath weapon (60 foot cone, DC 26, 20d10 fire), Fire Aura (2d6, 15 foot radius), Paralyzing Touch (DC 13), manipulate flames, melt stone (20d6/10d6, 50 foot radius) STATISTICS Str 19 (+4), Dex 13 (+1), Con 14 (+2), Int 16(+3), Wis 11 (+0), Cha 13 (+1) Base Atk +25, CMB: +25, CMD: +36 (+4 vs. trip attacks) Space 20 ft.; Reach 15 ft. (20 ft. with bite) Feats: Cleave, Critical Mastery, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell, Stunning Critical, Vital Strike Skills: Appraise +31, Bluff +29, Diplomacy +29, Fly +13, Intimidate +29, Knowledge (arcana) +31, Knowledge (history) +31, Perception +37, Sense Motive +37, Spellcraft +31, Stealth +25 Languages Abyssal, Draconic (Chromatic and High), Common, Dwarven SQ Frightful Presence (DC: 26, Range: 300 feet), Telepathy 66%, Rejuvenation Spell-like Abilities: CL 25 (At Will): detect magic; find the path, heat metal, pyrotechnics (DC 13), suggestion (DC 14), wall of fire Spells Known: CL 15 7th (4/day): limited wish, spell turning 6th (6/day): antimagic field, contingency, greater dispel magic 5th (6/day): polymorph, telekinesis (DC 16), teleport, wall of force 4th (6/day): fear (DC 15), greater invisibility, scrying, solid fog 3rd (7/day): dispel magic, lightning bolt, major image, tongues 2nd (7/day): alter self, darkness, mirror image, see invisibility, spider climb 1st (7/day): alarm, grease (DC 12), magic missile, shield, true strike 0 (at will): arcane mark, bleed, light, mage hand, mending, message, open/close, prestidigitation, read magic Mykell, Great Wyrm Female Cloud Dragon The Grand Custodian of the Council of Wyrms CR 46; XP: 2,048,000 N colossal dragon (air, extraplanar) level 30, Psion level 17 (total 47) Init +2; Senses dragon senses, mist vision, Perception +19 DEFENSE AC 46; Touch 8 , Flat-Footed 44 (natural +38, Size -8, Dex +2, Kinetic Aura +4) Hp 325 hp (30d12 +30 & 17d6+17) Fort +23, Ref +24, Will +28 Immune electricity, paralysis, sleeps OFFENSE Speed 30 ft, swim 30 ft, fly 250 ft (clumsy).

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Melee bite +33/+28 (4d8+4 plus 4d6 thundering bite), 2 claws +33/+28 (4d6 +4), 2 wings +31/+26 (2d8+1), tail slap +31/+26 (4d6+4), tail sweep (reflex save, 2d8+4), crush (reflex save, 2d8+4) Special Attacks: breath weapon (70 foot cone, DC: 41, 26d8), cloud breath (13d8 for 2d4 rounds) STATISTICS Str 16 (+3), Dex 14 (+2), Con 13 (+1), Int 17 (+3), Wis 13 (+1), Cha 18 (+4) Base Atk +38/+33, CMB: +33, CMD: +45 (+4 vs. trip attacks) Space 20 ft.; Reach 20 ft. (30 ft. with bite) Feats: Brew Potion, Craft Magic Arms & Armor, Craft Wondrous item, Critical Focus, Barrel Roll, Expanded Knowledge (x3), Dazzling Display, Flyby Attack, Forge Ring, Hover, Improved Critical (bite), Kindredbond, Leadership, Multiattack, Opportunity Power, Persuasive, Power Attack, Scribe Scroll, Skill Focus (Diplomacy), Snatch, Stunning Critical, Weapon Focus (bite & claws), Wingover Skills: Appraise +20, Autohypnosis +18, Craft (jewelry) +20, Craft (books) +20, Diplomacy +29, Disable Device +19, Escape Artist +19, Fly +21, Heal +17, Intimidate +23, Knowledge (astrology) +20, Knowledge (history) +20, Knowledge (local) +20, Knowledge (mining) +20, Knowledge (psionics) +20, Knowledge (religion) +20, Linguistics +17, Perception +19, Profession (custodian) +18, Sense Motive +18, Spellcraft +20, Stealth +19, Survival +18, Swim +20, Use Magic Device +21 Languages Auran, Common, Draconic (Chromatic, High, Metallic, Primal), Dwarven, Elvin, Gnomish SQ change shape (3/day), cloud form (30 rounds/day), frightful presence: range 360 feet, DC 34, telepathy 78%, water breathing, Spell-Like Abilities: CL: 30, at will - cloudkill, fog cloud, control weather (1/day), neutralize poison, obscuring mist, resilient sphere, solid fog, storm of vengeance, water walk, wind walk Spells: CL: 19th 9th (3/day): refuge, wail of the banshee 8th (5/day): binding, dimensional lock, mind blank 7th (6/day): banishment, greater teleport, teleport object 6th (6/day): geas/quest, greater dispel magic, true seeing, 5th (6/day): cone of cold, dismissal, polymorph, teleport 4th (7/day): elemental body, geas (lesser), ice storm, locate creature 3rd (7/day): arcane sight, wind wall, stinking cloud, suggestion 2nd (7day): eagle’s splendor, gust of wind, misdirection, see invisibility, spectral hand 1st (7/day): charm person, detect secret doors, detect undead, unseen servant, grease 0 (at will): arcane mark, detect magic, detect poison, light, mage hand, mending, message, open/close, resistance Psionics: Power Points: 275 9th level: tornado blast, 8th level: psychokinetic sphere 7th level: reddopsi, 6th level: dispelling buffer, null psionics field 5th level: energy current, fiery discorporation, 4th level: control body, energy ball, inertial barrier, intellect fortress, telekinetic maneuver, 3rd level: telekinetic barrier, mental barrier, energy cone, eradicate invisibility, telekinetic force, 2nd Level: body equilibrium, concussion blast, control air, control sound, dispel psionics, ego whip, energy missile

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1st level: control flames, control light, control object, energy ray, force screen, inertial armor, matter agitation Bonus/no cost (at will): detect psionics, far hand, my light (1round/level), telekinetic hurl (up to 5lbs, 30 foot range, damage: 4d4) Bonus/no cost (1/day): Energetic Recharge Elmoren, Male Elf Vassal Head teacher at the Council Aerie CR 10; XP: 9,600 CG Fighter 6/Wizard 5 (total level: 11) Init +3; Senses low-light vision; Perception +3 DEFENSE AC: 13; Touch 13, Flat-Footed 10 (natural +0, Size +0, Dex +3) Hp 24 hp (6d10 & 5d6) Fort +6, Ref +6, Will +6 Immune to magic sleep effects, +2 racial bonus against enchantment & sleep effects, +2 racial bonus on caster level checks made to overcome SR, +2 vs. fear effects. OFFENSE Speed 30 ft. Melee +11/+4 (Long Sword 1d8+2; critical 19-20/x2) Special Attacks: hand of the apprentice (+11+ range, max range 30 feet), STATISTICS Str 15 (+2), Dex 17 (+3), Con 11 (+0), Int 15(+2), Wis 11 (+0), Cha 16 (+3) Base Atk +8/+1, CMB: +10, CMD: +23 Space 5 ft.; Reach 5 ft. Feats: Agile Maneuvers, Alertness, Arcane Armor Training, Arcane Strike, Athletic, Blind Fight, Brew Potion, Craft Staff, Forge Ring, Scribe Scroll, Vital Strike Skills: Alertness +4, Appraise +8, Craft +8, Climb +10, Fly +8, Handle Animal +8, Intimidate +8, Knowledge (dungeneering) +8, Knowledge (engendering) +8, Knowledge +8, Linguistics +7, Perception+3, Profession +6, Ride +8, Sense Motive +4, Spellcraft +8, Survival +6, Swim +7 Languages: Common, Draconic (Chromatic, High, Primal). Elvin SQ Arcane Bond (staff), +2 on Spellcraft checks to identify magic items, Armor & Weapon Training 1 Spells: CL: 5th 3rd (1/day): dispel magic, fireball 2nd (3day): levitate, locate object, obscure object 1st (4/day): alarm, arcane lock, erase, feather fall, magic missile, shield, identify, silent image 0 (4/day): all Fireclaw, Hatchling Female Red Dragon

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Hatched with the player characters in Adventure one (Not the Draca) and the token evil character of the party CR ½; XP: 200 CE Tiny dragon (fire) level 1 Init +2; Senses dragon senses; Perception +5 DEFENSE AC: 14; Touch 14, Flat-Footed 12 (natural +0, Size +2, Dex +2) Hp 9 hp (1d12+1) Fort +3, Ref +4, Will +1 Immune paralysis, sleep, fire, heat (takes double damage from cold) OFFENSE Speed 30 ft., fly 100 (average) Melee bite +4 (1d4+1), 2 claws +4 (1d 3+1) Special Attacks: breath weapon (15 foot cone, DC 11, 1d4 fire), frightful presence (DC: +0, range 30 feet), STATISTICS Str 12 (+1), Dex 14 (+2), Con 13 (+1), Int 12 (+1), Wis 8 (-1), Cha 9 (-1) Base Atk +1, CMB: +4, CMD: +16 (+4 vs. trip attacks) Space 0 ft.; Reach 0 ft. (5 ft. with bite) Feats: Cleave, Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Vital Strike Skills: Appraise +5, Bluff +4, Fly +6, Perception +5, Stealth +6 Languages Common, Draconic (Chromatic and High) SQ Telepathy 16 % Upon Gaining Level Two: one level in Red Dragon adds +1 to natural AC, +1 to all saving throws, and 7 skill points.

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Converting Other Dragon Types

First find (or make) a full Pathfinder description of the dragon type you want to convert, Make sure you include its elemental subtype (if any) and alignment. Example: Nora is a fan of Naomi Novak’s Temeraire Series so decides to convert the Sovereign Imperial Dragon (of Bestiary 3) as it is closest to that book’s Tien Lung. According to the book Sovereign Dragons have no subtype and are Neutral. On a copy of the Dragon Racial Chart place all the dragons Age Levels on the appropriate column depending on the Level/Hit Dice that Age falls upon. This is the main step in the conversion and everything depends on it. Now label the 1st level age category “Hatchling” and the 30th category as “Paragon”. Example: Looking at the stats for a sovereign dragon Nora finds that a Wyrmling of that breed has 8 hit dice so a Sovereign dragon reaches Wyrmling age at 8th level. The 10 hit dice Very Young Dragon reaches that stage at level 10, the 12 Hit dice Young dragon reaches young age at level 12, the 14 hit dice Juvenile reaches that stage at level 14, and so on. In the columns indicated in the row containing each age level write down the Size, Caster Level, and Breath Weapon Damage (if any). In the columns indicated “Special” at the appropriate age level write down the AC, SR (if any), Size modifiers, Speed and Special Abilities exactly as found in source entry. Now add the +1 Strength increase per age level and any Dexterity penalty due to size. Example: Nora does as indicated and ends up with a partially filled Class chart. Here is the example chart up to Very Young age:

Age

Level Level

& HD

Age Category

Size Breath Damage

Caster Level

Special

0 1 Hatchling T AC size mod +2 2 T 3 T 4 T 5 T 6 T

7 T 1 8 Wyrmling S 2d6 ST +1, AC 7 size mod +1, Dogmatic Discordance,

Speed 50 9 S 2 10 Very

Young M 4d6 ST+1, AC 10 size mod +0. Detect Evil/Good

Now fill in the blanks and “empty levels” in the following ways…

1. In Age everything up to the next Age Category is the same, so a dragon is a Hatchling until it reaches the level marked Wyrmling and is a Wyrmling until it reaches Young age, and so on.

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2. Size is handled the same as age, with a dragon being one size until it reaches another.

3. Base Attack Bonus: Simply change the given value up or down the scale (as indicated) by one per category.

4. Breath Weapon: Simply change the number of dice to be rolled by one per level. For example, if

the breath is 8d4 for a level 12th dragon then it would be 9d4 for a 13th level dragon and 7d4 for a 11th level dragon. If a dragon does not have a breath weapon simply mark with the “nil” symbol.

5. Speed: If the speed changes with age simply give that ability as a bonus in the appropriate

“Special” age in which it manifests. For example, a dragon with a Wyrmling speed of 60, Fly 100 that has its speed increased to 60, fly 150 at Juvenile age will have a Fly +50 in the “Special” column under Juvenile.

6. SR: Spell Resistance is indicated in the “Special” column. As it changes with age simply give the

changes as a bonus to SR at the appropriate age level. For example, a dragon that gains Spell Resistance 20 at Adult age will have “Gains SR: 20” written in at the appropriate level. This same dragon’s SR increases to 25at the Mature Adult stage so it would have “SR+5” written in the appropriate row.

7. Distribute Special Abilities: Fill up those “empty” levels with the various items you now have

marked in the “Special” column under the appropriate age. The first level of an age category should always contain the +1 Strength Bonus and any AC bonuses that are gained with the dragon’s new armored hide. The other features can be distributed as you like - one to three abilities per level - until all the rows have been used. If necessary give the dragon spell-like abilities or a bonus feat to round out the list so there are no “empty levels”.

Nora fills in the blanks on the chart. Distributing abilities fairly. Here is the same example chart given above, now with the blanks filled in and the “Special features” distributed evenly throughout the appropriate age level… Age Level Level &

HD Age

Category Size Breath

Damage Caster Level

Special

0 1 Hatchling T Nil 2 Hatchling T Nil AC +1 3 Hatchling T Nil AC +1 4 Hatchling T Nil AC +1 5 Hatchling T Nil AC +1 6 Hatchling T 1d4 AC +1

7 Hatchling T 1d6 AC+1 1 8 Wyrmling S 2d6 ST +1, AC+1 size mod +1, Speed +20, Fly 50 9 Wyrmling S 3d6 Dogmatic Discordance 2 10 Very Young M 4d6 ST +1. AC +3 size mod +0, Fly +50 (poor) 11 Very Young M 5d6 Detect Evil/Good

Now determine the attribute bonuses and penalties and write it out. This can be easily done by looking at the dragon’s Wyrmling Attributes. The Target Number of each attribute is 10 and every two attributes above the target number gets a +1 bonus and every two points below gets a -1 penalty. Write out a definition of each special ability and you now have another dragon PC to game with. Example: Nora determines the attributes for a Wyrmling Sovereign Dragon as given in Bestiary 3.

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Str 17, Dex 14, Con 15, Int 14, Wis 15, Cha 14 Strength 17-10 =7; 7 divided by 2 = 3.5 rounded down to 3 so the dragon’s Strength bonus is +3. Nora does the same calculation with the rest of the attributes and writes the results down. She finds that the Sovereign dragon gets no special ability at level 1 so gives it a bonus feat in that slot. At last she is finished and here is the result…

Sovereign Dragons are golden scaled imperial dragons that live in the mountains of the Far East. A Sovereign dragon breathes a cone shaped blast ear shattering sound and hurricane force winds and all dragons of this race take no damage from sonic attacks. Sovereign Dragon class skills are: Appraise Bluff, Heal, Perform, and Spellcraft. Most Sovereign dragons are Neutral in alignment and have no subtype. Sovereign Dragons have the following Ability Adjustments: Strength +3, Dexterity +2, Constitution +2, Intelligence +2, Wisdom +2, and Charisma +2. Starting Movement: 60 Starting Natural AC: 2 (natural 0, size +2)

Sovereign Dragon Abilities

Change Shape (Su) The dragon can assume any humanoid form three times per day as polymorph. Dogmatic Discordance (Su) Good or evil creatures take a –2 penalty when making saving throws against the dragon’s spells, spell-like abilities, breath weapon, and aura. Golden Armor (Su) Once per day as a standard action, the dragon can cover its form in golden armor, granting it a +4 armor bonus to AC and energy resistance 15 to one energy type, chosen at the time the armor is summoned. This armor lasts for a number of rounds equal to the dragon’s age category. The sovereign dragon can dismiss the armor as a free action. Master Counterspelling (Su) The dragon can counterspell once per round as an immediate action. It need not know the spell it is countering, but can instead expend any spell that is one level higher to automatically counter the spell. Spells: Sovereign dragons gain the spells Detect Evil/Good at very young age, Calm Emotions at Juvenile age, Tongues at Adult Age, Sympathetic Vibration at Old age, Prismatic Spray at Ancient Age, and Moment of Presence at Great Wyrm Age.

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Violent Retort (Ex) When the dragon takes damage from a melee attack critical hit, it can, as an immediate action, make a claw or tail slap attack against the creature that made the critical hit. Age

Level Level

& HD

Age Category

Size Breath Damage

Caster Level

Special

0 1 Hatchling T Nil Bonus Feat 2 Hatchling T Nil AC +1 3 Hatchling T Nil AC +1 4 Hatchling T Nil AC +1 5 Hatchling T Nil AC +1 6 Hatchling T 1d4 AC +1

7 Hatchling T 1d6 AC+1 1 8 Wyrmling S 2d6 ST +1, , AC+1 size mod +1, Speed +20,

Fly 50 9 Wyrmling S 3d6 Dogmatic Discordance

2 10 Very Young M 4d6 ST +1, AC +3 size mod +0, Fly +50 (poor)

11 Very Young M 5d6 Detect Evil/Good 3 12 Young L 6d6 1st ST +1, , AC +3 size mod -1, Dex -1, Fly

+100 (poor) 13 Young L 7d6 2nd Change Shape, Violent Retort

4 14 Juvenile L 8d6 3rd ST +1, AC +3, Calm Emotions 15 Juvenile L 9d6 4th Frightful Presence, SR 24

5 16 Young Adult H 10d6 5th ST +1, AC +3 size mod -2, Dex -1, , DR 5/magic

17 Young Adult H 11d6 6th Spell Resistance +1 6 18 Adult H 12d6 7th ST +1, AC +3, Tongues 19 Adult H 13d6 8th DR 5/magic SR +1

7 20 Mature Adult H 14d6 9th ST +1, AC +3, DR +5/magic, 21 Mature Adult H 15d6 10th SR +1

8 22 Old G 16d6 11th ST +1, AC +3 size mod -4, Dex -1, Golden Armor.

23 Old G 17d6 12th SR +1, Sympathetic Vibration 9 24 Very Old G 18d6 13th ST +1, AC +3, DR +5/magic 25 Very Old G 19d6 14th SR +1, Fly +50(clumsy)

10 26 Ancient G 20d6 15th ST +1, AC +3, Prismatic spray 27 Ancient G 21d6 16th SR +1 28 Wyrm G 22d6 17th ST +1 ,AC 3, DR +5/magc 29 Wyrm G 23d6 18th SR +1 30 Great Wyrm C 24d6 19th ST +1, AC +3 size mod -8, Dex -1,

Master Counterspelling, 31 Great Wyrm C 25d6 19th SR +1, Moment of Prescience 32 Paragon C 26d6 20th ST +1

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OPEN GAME LICENSE OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation

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D20™ System Conversion of Council of Wyrms ©2002; Author Keith Tovey Encyclopedia Arcane - Dragon Magic ©2003, Mongoose Publishing, Editor Matthew Sprange. Wizards of the Coast, Inc. System Reference Document. ©2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson MARS: A Roleplaying Game of Planetary Romance, Copyright 2006, Adamant Entertainment. Authors: Lizard, Gareth-Michael Skarka, Ian Sturrock Modern System Reference Document © 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Pathfinder RPG Core Rulebook. ©2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Advanced Player's Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor. Pathfinder RPG Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 4, © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen RadneyMacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor. Pathfinder Campaign Setting: Artifacts & Legends. (c) 2012, Paizo Publishing, LLC; Author: F. Wesley Schneider. Psionics Unleashed. © 2010, Dreamscarred Press. Tome of Horrors Complete ©2011, Necromancer Games, Inc; Author Scott Greene Ultimate Prestige Classes, Volume 1 ©2002, Mongoose Publishing. Compiled by Alejandro Melchor. END OF LICENSE

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