Dragons

The king of all fantasy beasts makes his triumphant appearance in this mammoth, 196-page addition to the D20 System core line, incorporating rules for dragon hunters, dragon riders, aerial combat, new dragons, and thoroughly re-defining the ten major dragons that started it all.
 

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Dragons

Dragons is the third in a line on "thematic" D20 system books by Alderac Entertainment Group (the first two being Dungeons and Evil). As the name implies, Dragons is a sourcebook for the D20 system including campaign ideas and new rules material regarding one of the most powerful creatures in the fantasy genre.

A First Look

Dragons is a 208 page perfect-bound softcover book. The cover is color. The background is a greenish grey with light grey "marble" motif lines across it, similar to Evil. A color picture of a dragon amidst a conflagration adorns the front cover.

The interior is black-and-white. The interior art is of good quality, and primarily serves a decorative vice illustrative purpose in that little of the art seems to directly depict concepts described in the text. The layout is fairly simple, using two columns of text and highlight Open Game Content material where appropriate.

The book has thin margins. However, as with the prior two books in the series, the typeface used is relatively large, both in comparison to other D20 system publishers and AEG's other recent products. For example, both the new D20 Rokugan book and the 7th Sea accessory The Montaigne Revolution use a much more compact font, giving them better overall text density. AEG would do well to extend this sort of content density to their non-L5R D20 system products.

The book is relatively large for a softback, and as is often the case with larger books, gives you more pages per dollar than smaller books. However, at $26.95, it is priced similar to hardbounds of the same size, so AEG isn't sparing you any money by going with a perfect-bound format.

A Deeper Look

Dragons is organized into four sections: From Whence Legends Come (which is mostly legends, and possibilities for playing during a primordial time when dragons warred), To Touch the Sky (mostly PC oriented rules material), What Lies Beyond (more GM oriented rules material), and From Bone To Sinew (which is mostly exposition on the nature of Dragons).

Section One: From Whence Legends Come

The first section concentrates on the legends of and about dragons. The chapter starts with a well written short story about a dragon tired of his lot in the world. The first part of the section entitled "The Past" offers a history of the dragons as it might have been in a typical D&D-style campaign world. This version of events is a nice alternative to the one that exists in D&D canon, which may be a nice jumping-off point for your own version of Dragon legends.

This version of draconic lore includes four draconic patron deities, one for each major alignment outlined for the major dragon types of the game (LG, CG, LE, CE). The ideas around them are interesting, and it makes a nice alternative to the Bahamut/Tiamat duo from D&D canon.

After the legends of the Dragon Wars are outlined, some brief rules are presented for playing a campaign during this era.

Next, a subsection entitled "Draconic Legends" details the legends and lore regarding some prominent Dragons. The statistics for these dragons are in Section 4.

A subsection entitled "From the Heavens" details more Draconic deities, the cosmology of draconic lore, and notes on draconic priests, including a new ice clerical domain. However, this section is somewhat confusing in that apparently it was written by a different author than the "The Past" subsection, and no attempts were made to reconcile the different views of draconic deities mentions, or present them as different options.

The final subsection, entitled "Dragon Cults", discusses the possibility of cults of lesser beings centered around a legendary dragon, and presents an example of such a cult, the Obsidian Brotherhood. The Obsidian Brotherhood is a cult centered around a black dragon. The cult example includes history, a description of the region that they inhabit, and some key NPCs in the cult.

Section Two: To Touch the Sky

This section is the first mainly rules oriented section and includes many "crunchy bits" that are primarily aimed at standard (i.e., non-dragon) characters.

The first part of this section discusses new uses for old skills, much in the same vein as the D&D 3e classbooks, providing ideas for creative implementation of skills in the game, especially a game involving dragons. New uses include using alchemy to know which parts of a dragon might have magical properties, using bluff to flatter NPCs, and using decipher script to create ciphers. Also, a new craft subskill is introduced: dragonsmithing. This skill assists a character attempting to use dragon parts to craft items. Some of these uses may seem obvious, but they may provide the GM with food for thought and some simple ideas on how to realize these uses per the game.

The section introduces several new feats. Most of them are interesting, useful, and balanced. For example, dragon friend provides a bonus to diplomacy rolls when dealing with dragons, or saves against dragon fear. Dragonsmith allows you to reduce the cost of item creation when using dragon parts... but woe betide you if the local dragon populace discovers that your character has this feat. Invincible gives you bonuses when reduced below half of your full HP. Contortionist provides a bonus to rolls to escape artist rolls when attempting to escape a grapple.

This section introduces five new prestige classes intended for standard PC types. This includes:

-Air lord - a class focussed on the art of riding a flying mount. The one feature that may not work too well is the fact that the air lord gets a variety of different mounts as they go up levels. I can sort of understand why they did this - it allows the character to have access to more impressive mounts at higher levels. However, in some campaigns this will not fit with the concept of some riders of flying creatures, who are frequently associated with a specific creature.

-Dragons slayer - You knew this one was coming, right? The dragon slayer is the archetypal slayer of dragons, with combat moves and resistances that are of optimum use against dragons. The only class ability I question is the improved power attack ability, which doubles the bonus damage from the power attack feat. It seems like this may be too powerful, and of much more use against creatures other than dragons, since dragons have a very high AC.

-Student of the Dragon - This is a monk/martial artist variant whose style was derived from those of a shape-shifting dragon. It is similar to a monk, but receives dragon-themed class abilities instead of the monk class abilities.

-Wyrmfoe - An interesting concept, a wyrmfoe is a spellcaster that ingests the blood of dragons to gain great magical power. The class falls for one of the most common prestige class pratfalls: it has full spellcasting advancement combined with an impressive array of abilities. If you knocks a few levels out of its spellcasting advancement, this would make a fine prestige class.

-Wyrm spawn - A decent concept, the character class represents the awakening of draconic abilities in a character who has the blood of dragons. The major flaw of this class is that is does not give the character any BAB advancement, with the excuse that "this is not actually a class." Well, if it was not actually a class it would be a template. If it is written up as a class, it should be treated as a class (and aren't dragons known for their ferocity in combat, anyways?) If you are warm to the concept, I recommend you go with the dragon disciple in Tome & Blood instead.

The section introduces a number of new standard items that may assist the players against dragons especially if they are in the unfortunate circumstance of having to face these mighty beasts without the aid of magic, such as in a low magic campaign. A wingripper arrow causes a target dragon to lose part of its movement flying rate on a critical hit instead of improved damage. Kanegor's bitter pill is an alchemical combination that can even make a dragon nauseous.

A few pages are spent discussing dragons as allies, familiars, and mounts. Some thought is given to the implications on game balance of such allies, and provides advice and ideas on handling such boons. The one thing that bothered me is that it sort of implied that wizards and sorcerers can select a psuedodragon as a familiar, something that is beyond the scope of what familiars are allowable under the core D20 system rules.

The meatiest subsection is one entitled "Dragon Alchemy." It goes through various body parts of a dragon and theorizes on the magic powers they may possess. Tables for each body part that lists what standard D20 system magic item or enchantment each dragon race corresponds to. A simple system is provided for providing a bonus to magic items created using these components, but I think you would be better off ignoring these rules and using the power component rules in the DMG.

This is followed by a menagerie of new magic items. Some are concerned with or derived from dragonkind; with others, the reason for inclusion in this book isn't quite so clear. The items include the cloak of the wyrm (provides an armor bonus, energy resistance as the assoicated dragon's energy type, and one other special ability), the dragon tooth choker (a necklace that allows the wearer to breath dragon breath), and weapons of accord (a weapon enchantment that makes any promise made while holding the sword binding as a geas.) At the upper end are artifacts like the crown of the ivory emperor, which is a helm sized for a very large dragon and can give a user command over dragons, but weak characters may be torn apart by its magic.

The "Dragon Magic" subsection introduces a variety of spells that concern dragon. Become dragon is a special purpose shapechange that allows a user to gain not only the shape of a dragon, but some of its magical abilities. Some spells like Blessing of the Ages (allows a dragon to sacrifice ability points as a boon for lesser beings) are great campaign elements. Death curse provides a potent final retribution. Magical husbandry is a spell that allows the engineering of new races, and can be used to explain the presence of half dragons in a campaign. Retain natural armor and retain supernatural powers allow a polymorphed dragon to retain their powers.

The spells are fairly interesting and useful. There are a few I find questionable, though. One spell (a spell that protects from dragon breath with multiple variations) has an "instantaneous" casting time; a free action casting time or a spell that is cast and then goes off when attacked by a breath weapon would have been more in keeping with the system. The most questionable spell is smother magic, which is a 5th level spell that has no saving throw or spell resistance that suppresses the target's ability to use magic.

The chapter ends with a few pages on the topic of aerial combat. The rules are brief and well considered additions to the existing system, and includes such things as facing (considering creatures turning is limited while flying, one cannot simple ignore facing) and abstract movement.

Section Three: What Lies Beyond

The third section is a selection of new game material more oriented towards the DM. The section leads off by introducing a number of new creatures. The first creatures so introduced are the elemental dragons. Elemental dragons do not have an age category as material dragons do, being formed of primal elements. They are all approximately equivalent to old dragons, and are treated as elementals with regards to resistances and immunities.

A variety of undead dragons are introduced, including skeletal, ghoul, ghost, vampire, and mummified dragons. Most of these are treated much as templates except for skeletons (which have statistics that depend on the size of the original dragon) and mummified dragons (which for some reason always used dragons of a similar size and has a single standard statistic block describing them.) In addition to this, there is a dragon golem, which is a draconic version of a flesh golem, but uses a template approach.

Some new dragon species are introduced in this section. One of these species is a race of powerful benevolent otherplanar dragons called the dragons of benevolent wisdom. They do not have age categories and are universally powerful. The other three new species are the carrion dragon, the dragon of whispers, and the dragon of misrule. The description of these creatures implies that they have different age levels as standard dragons do, but there are no tables for abilities by age. An AEG representative I conversed with to implied that these creatures were supposed to be used in much the same fashion as a template would, it that you could use the existing dragon statistics as a baseline. Considering that they had CRs and hit dice ranges defined for them, it did not seem like that would sufficiently fill out these creature's abilities.

Part of the section is devoted to dragon tactics. Most of this subsection is commentary on how dragons would use many spells, spell like abilities, or magic items. I found this section to be of little value, as many of the tactics presented seem like fairly obvious use of the spell or item.

The section contains a treatise on dragonlairs. Though some of the points are commonsense, there are some good ideas and stylistic considerations contained therein. The subsection includes some ideas for exotic locations for dragon lairs, and a complete statted-out lair in an iceberg.

There is a short second section that introduces four new non-draconic monsters: the coin creature (a monster that appears as treasure and can strike a bargain with the owner of a hoard to guard it), the draconic stalker (a creature of legend with a taste for dragon blood and the ability to take it), the hoard beetle (a creature used by dragons to keep their hoards clean and safe), and the hoard sentinel (a plant that can warn a dragon of intruders.) None of these are particularly gripping, but sound like they could make good element in dragon related adventures.

Part of the section is devoted to the concept of dragon characters, particularly dragon player characters. Some level headed advice is presented for dealing with such a campaign. However, the end of this section is rather weak. A number of "draconic prestige classes" are introduced, but each is merely a more powerful version of one of the core classes. This struck me as both uninspiring and out of keeping with the nature of the prestige class mechanic.

The last part of the chapter is entitled "A World Lit Only By Dragon Fire." It describes some ideas behind a campaign in which the chromatic dragons actually unite under a charismatic dictator and do what they probably should have done some time ago - take over the world. The evil dragons totally deconstruct magic as it exists in most games and make it so that no arcane spellcaster can use their spells without the consent of a dragon, as all magic flows from dragons. There are only a few bastions of the standard PC races left, and they only exist through the grace of the good metallic dragons. This campaign is actually one of the more interesting ideas in the book.

Section Four: From Bone to Sinew

The last section is more homogeneous than any of the prior section. It outlines the ecology, physiology, and mindset of the dragons. The section begins with a general overview, and then delves into details of each of the 10 basic D20 system dragon types.

This section is long on exposition and short on rules material. Save for the stat blocks of some legendary dragons described earlier, the section is entirely descriptive. Though long, if you find yourself in need of some ideas for adventures involving or personalities of dragons, this are some very good ideas to be had.

Conclusion

As with the prior books in the series, this is a mixed bag. There is some very good stuff mixed in with some disappointing material. For the most part, the rules material is fairly well done except for the strange adversity to providing all the required statistics that you would expect for a dragon.

Though the book is not as poorly organized as Evil was, it could definitely have been better organized and presented. The book would have come off much stronger if all of the authors worked on consolidating their visions, or at the very least the designer had made an effort to point them out as different options and presented them in a consistent format. For example, the campaign ideas might have benefitted if they were presented in a single section as "dragon campaign ideas".

As with the prior two books, the typeface of this book is entirely too large and gives the book a padded feel. Some of the weaker material in the book (the dragon tactics and the dragon prestige classes come immediately to ming) could have been edited out and a denser presentation used, which would have resulted in a less expensive, more worthwhile product.

Still, this is not a bad book. There are many good ideas to be had, though they may came at a bit of a high price for my liking.

-Alan D. Kohler
 

This product is great if you are running Dragonstar, Dragonlance or one of the suggested dragon-centric campaigns. Its only good if you have 1 or 2 dragon encounters in your campaign and if you don't use dragons, well, you wouldn't even think about using it.

Like the other AEG theme books, Dragons is targeted more to the DM and contains an eclectic mix of fiction, prose, feats, skill uses, prestige classes and magic items.

Considerable space is devoted to the use of every dragon part. When I say every, I mean every. There are parts of dragons that I had never even realized existed, probably because they didn't until the new d20 illustrations were released. Every part is assigned a magic item that it provides a substantial discount against for creation costs. Dragon parts now have a value on par with their hordes. The drawback is that having dragon parts seems to prejudice every dragon you meet against you and if you kill good dragons then the standard races begin to hate you as well. Try explaining your gold dragon shield by saying it was already dead when you got there and see how far you get. You can quintuple your lifespan by eating a properly prepared dragon egg but dragons will recognize this on sight.

The feats are esoteric with a few that might have practical application.

There is a more balanced variant of the Windrider (this book precedes MoTW) and a monk variant on par with some of the monks from OA.

The rest of the book is mostly made up of dragon-centric campain info and descriptions of legendary dragons and their stats.
 

Dragons

Dragons are a big part of the fantasy game. They are rare, powerful creatures that are often the focus of adventures and even some campaigns. Dragons have a sense of awe from them. Everyone knows and most seem to own Draconomicon by Wizards of the Coast. However, there is another lesser known book about dragons called Dragons. It is almost four years old and made for 3.0 but I have gotten a lot of use out it in the many years I have owned it.

Alderac Entertainment Group (AEG) has recently been doing less d20 work then in previous years. But they had a great series of books people referred to as the One Word Titles. Simply they were single word names and they covered one single topic but did it well. The book is paperback and over two hundred pages. The paper is not high quality, the art is so so, and the layout is okay. The table of contents is not that great and there is no index so finding things in the book is not that easy. In fact if you sit this book next to the hard bound full colored glossy page Draconomicon it is hard to see how it could compare. The Draconomicon is a great looking book, a coffee table book if you will. But I don’t have a coffee table and I am more interesting in the ideas in the book then how well it looks.

Dragons is a book filled with some interesting ideas. My favorite of all though oddly enough has nothing to do with dragons. It is a very cool zero level Bard spell called Sharing the Ancient Lore. It allows others to see share a memory of the caster. It is a simple neat spell that really has no combat ability or is powerful. But in the four years I have had this book I have made good use of the spell. It Is the little things like this that make this book for me.

Now some of the rules in the book are not that good. The prestige classes are pretty cool my favorite being the Student of the dragon a monk oriented class that gives some neat dragon inspired abilities. Others like the dragon Slayer have been done by others but still are not that bad. The feat collection is an interesting variety again including some like Dragon Friend and Hamstring that have been seen in other products at least in name and basic ability.

One area that the book shines in is Dragon Alchemy. This section suggests using dragon parts to craft certain items. It has uses for the blood, bones, brains, claws, crests, ears, eggs, eyes, glands, heart, horns, kidneys, livers, ligaments, lungs, muscles, necks, tongues, scales and hide, stomachs, tails, and teeth of each of the ten common dragons. There is a lot of information and it makes for some good alternate treasures and reasons for hunting dragons. It also is one of the few products that basically lists power components for creating magical items an alternate rule that does not get enough print.

Another area I like that some probably will not is the Dragon Classes. These are five level base classes of increased power. So, instead of having the dragon take fighter levels to boost his power, give him draconic fighter levels and he gets a feat each of the five levels. The classes are stronger and made for NPC dragons to make them more powerful as Dragons should be. The classes are a little stronger then the base classes and nicely more focused on the dragon. The Draconic Rogue gets treasure sense and the Draconic Sorcerer gets his spell like abilities as known spells.

Third book despite being a little outdated still has some good options and ideas between its covers. I mentioned a few of my favorites but there is more that this book offers. Many of the other books in the series are like this one, not great on appearance but high quality in the ideas contained in it. Dragons is not going to serve as a replacement for Draconomicon but will serve as a good companion piece.
 

Enchanted Trinkets Complete

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