hb:dragon_hunter:armaments

Dragon Hunter Armaments

This page contains the rules and abilities of a dragon hunter's armaments, including the rituals involved for unlocking their power, and creation time.

Crafting a set of draconic armaments requires the corpse of a huge or larger true dragon and a total of 240 hours of work. This time can be split up as the dragon hunter chooses, though he must be well rested to craft without error. Should the dragon hunter not need to sleep for any reason, this means that he may be able to complete the armaments in as little as 10 days of non stop work, but more often a dragon hunter will spend 8-16 hours per day crafting, resulting in the completion of his armaments in 15-30 days. The armaments bear clear indication of what kind of dragon was used to craft it.

To unlock the power contained within the draconic armaments used by dragon hunters they must prove their worth by showing great virtue by displaying Courage, Loyalty, Honesty and Honour, despite any dire circumstances. Most dragon hunters will have proven their Courage during their induction in obtaining the corpse of a dragon for their initial training, but for each seal they must prove their dedication to the remaining virtues. For each virtue that is upheld under great duress, for example displaying honour to even the most vile of villains, speaking the truth in the name of justice, even when the consequences would result in personal loss, or displaying unwavering loyalty to one's lord or family in spite of personal gain or glory, the dragon hunter unlocks a new tier of abilities for his armaments.

All draconic armaments begin as +1 equipment for having unlocked the seal of valor. The next seal, the seal of Loyalty unlocks the abilities up to level 10. The third seal, the seal of Honesty unlocks abilities up to level 16. The final seal, the seal of Honour, unlocks the abilities up to level 20. The deeds that allow him to do so can be performed in any order, though the rituals to unlock the seals must be completed in the proper order. They may be unlocked as early as the dragon hunter wishes, but a dragon hunter's armaments do not grant abilities beyond the character level of the wielder.

Each seal also requires the expenditure of resources in an 8 hour long ritual. The seal of loyalty requires expending 10,000gp worth of resources. The seal of Honesty requires the expenditure of 40,000gp worth of resources, and the seal of Honour requires the expenditure of 100,000gp.

Once unlocked, these seals need not be repeated should the dragon hunter create a new set of armaments in the future, either to replace lost or existing armaments, or his complementary set that he gains from the Wyrmbane ability.

Level Abilities
Seal of Loyalty (10,000gp)
5th Touch of Grace 1/day (Cure Light Wounds)
6th Light Fortification
7th +2
8th Endure Elements
9th Touch of Grace 2/day (Cure Moderate Wounds)
10th Aegis of the Knight +3
Seal of Honesty (40,000gp)
11th +3
12th Medium Fortification
13th Touch of Grace 3/day (Cure Serious Wounds), Aegis of the Knight +4
14th Tactical Jaunt
15th +4
16th Aegis of the Knight +5
Seal of Honour (100,000gp)
17th Touch of Grace 4/day (Cure Critical Wounds)
18th Spellbreaker 1/day
19th +5, Aegis of the Knight +6
20th Arifact Ascension, Heavy Fortification


Touch of Grace: Grants the wearer the ability to use cure light wounds 1/day at a caster level equal to the wielder's unlock level by speaking a command word and touching the creature to be harmed (or healed if it is an undead target). At 9th level he gains an additional use of the ability, and it is instead cure moderate wounds, at 13th level he gains another additional use and it becomes cure serious wounds. Finally at level 17, he gains yet another additional use and it becomes cure critical wounds.

Fortification: At 6th level the armour gains the light fortification enchantment. This improved to medium fortification at 12th level, and heavy fortification at 20th level.

Endure Elements: At 8th level, the wearer is constantly under the effects of an endure elements effect.

Aegis of the Knight: At 10th level once per day as an immediate action the wearer is able to grant himself and all allies within 20ft a +3 perfection bonus to AC. This bonus increases by +1 for each unlock level above 10 (max +6 at level 19). The effect lasts for 1 minute. If the wearer has the wyrmbane class feature, he may activate this ability and Strike of the Knight with the same action.

Tactical Jaunt: At 14th level the wearer is able to escape the harrowing grasp of a dragon. The wearer can teleport up to 10ft as a free action. His destination must be within line of sight and effect, and he cannot use this ability to move into a space occupied by another creature or a solid object, any attempt to do so simply fails, and the use is expended. The wearer may bring up to his heavy load along with him. He can use this ability a number of times equal to his charisma modifier (minimum 1).

Spellbreaker: At 18th level the wearer gains the benefit of damage reduction 5/-. Additionally, 1/day, he may use the greater spell immunity spell at a caster level equal to his unlock level.

Artifact Ascension: At 20th level the dragon hunter's armaments fully unlock their artifact heritage, continuing to function within antimagic fields, though certain areas and null magic zones may still continue to affect them.



Level Abilities
Seal of Loyalty (10,000gp)
5th Touch of Fury 1/day (Inflict Light Wounds)
6th Dragonbane1
7th +21
8th Strength of the Ages2
9th Touch of Fury 2/day (Inflict Moderate Wounds)
10th Strike of the Knight +3
Seal of Honesty (40,000gp)
11th +31
12th Harrow the Dragon2
13th Touch of Fury 3/day (Inflict Serious Wounds), Strike of the Knight +4
14th Earthbind
15th +41
16th Strike of the Knight +5, Antimagic Field
Seal of Honour (100,000gp)
17th Touch of Fury 4/day (Inflict Critical Wounds)
18th Counter the Arcane
19th +51, Strike of the Knight +6
20th Arifact Ascension, Wyrmslayer2
1: In the case that the draconic armaments include two items, either two weapons, or a weapon and a shield, this enhancement bonus applies to both items where applicable.
2: In the case that the draconic armaments include two weapons, these abilities are triggered if either weapon qualifies, and do not stack if both qualify.
Limited use abilities only have one pool of uses for the set of armaments.

Touch of Fury: Grants the wearer the ability to use inflict light wounds 1/day at a caster level equal to the wielder's unlock level by speaking a command word and touching the creature to be healed (or harmed if it is an undead target). At 9th level he gains an additional use of the ability, and it is instead inflict moderate wounds, at 13th level he gains another additional use and it becomes inflict serious wounds. Finally at level 17, he gains yet another additional use and it becomes inflict critical wounds. The save DC for this ability is 10 + the level of the spell + the wielder's charisma modifier, or 10 + 1-1/2 times the level of the spell, whichever is higher.

Dragonbane: At 6th level the weapon gains the dragonbane weapon enhancement.

Strength of the Ages: At 8th level the weapon grants the wielder a +2 untyped bonus to strength while wielding it.

Strike of the Knight: At 10th level once per day as an immediate action the wearer is able to grant himself and all allies within 20ft a +3 perfection bonus to attack and damage. This bonus increases by +1 for each unlock level above 10 (max +6 at level 19). The effect lasts for 1 minute. If the wearer has the wyrmbane class feature, he may activate this ability and Aegis of the Knight with the same action.

Harrow the Dragon: At 12th level the weapon becomes especially deadly when bathed in the blood of dragons. Each round that the weapon deals damage to a dragon it's enhancement bonus against that dragon increases by 1, up to a maximum enhancement bonus equal to the dragon's age category (including the benefit of the dragonbane quality). Each round therafter that the weapon does not damage the dragon, it's enhancement bonus is reduced by one, until it's enhancement bonus returns to it's normal bonus. For dragons that do not have age categories, the maximum bonus is instead 1/4 of the dragon's HD, up to a maximum of 10 at 40HD.

Earthbind: At 14th level the weapon grants the wielder the ability to use the earthbind spell on dragons at will, automatically overcoming any spell resistance the dragon may possess, with a caster level equal to his unlock level. The save DC for this ability is 12 + the wielder's charisma modifier, or 13, whichever is higher.

Antimagic Field: At 16th level the weapon grants the wielder the ability to use antimagic field once per day with a caster level equal to his unlock level.

Counter the Arcane: At 18th level the weapon grants the wielder the ability to counter an arcane spell 1/day as an immediate action as if using a greater dispel magic spell with a caster level equal to his unlock level. The wielder must be aware of the spell's caster, and cannot use this ability if flat-footed.


Artifact Ascension: At 20th level the dragon hunter's armaments fully unlock their artifact heritage, continuing to function within antimagic fields, though certain areas and null magic zones may still continue to affect them.

Wyrmslayer: At 20th level the weapon becomes especially potent against dragons. Any dragon brought to 0 or fewer hit points by the weapon loses it's ability to cast spells for 1 year. While this normally is not an issue, as the dragon is typically slain shortly therafter, it is especially potent against older dragons who usually have many magical contingencies in place to ensure their return to the material realm upon their death, crippling them immensely, especially when combined with the permanent injuries they would have sustained at the hands of the dragon hunter's dragonblight ability.

  • hb/dragon_hunter/armaments.txt
  • Last modified: 2016/11/06 17:12
  • by 127.0.0.1