620_17668_DraconomiconA.qxd 9/8/03 4:13 PM Page 131
Table 3–9: The Hoardstealer Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Special Darkvision +30 ft., trapfinding Hide from dragons 1/day Trap sense +2, deep pockets Treasure dowsing 1/day Darkvision +60 ft. Trap sense +4,hide from dragons 2/day Treasure dowsing 2/day Skill mastery Darkvision +90 ft., trap sense +6 Treasure dowsing 3/day, hide from dragons 3/day
the hoardstealer must have an Intelligence score of at least 10 + the spell’s level, so a hoardstealer with an Intelligence of 10 or lower cannot cast these spells. Hoardstealer bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the hoardstealer’s Int modifier. When the hoardstealer gets 0 spells of a given level (for instance, 1st-level spells for a 1st-level hoardstealer), he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The hoardstealer’s spell list appears below. A hoardstealer casts spells just as a wizard does. Darkvision (Su): At 1st level, a hoardstealer gains darkvision with a range of 30 feet, or the range of his existing darkvision improves by 30 feet if he already has the ability. At 5th level and at 9th level, the range of the hoardstealer’s darkvision extends another 30 feet, to a maximum of +90 feet at 9th level. Trapfinding (Ex): Like a rogue, a hoardstealer can use the Search skill to locate traps when the task has a DC higher than 20. He may also use the Disable Device skill to disarm a magic trap. A hoardstealer who beats a trap’s DC by 10 or more can study a trap, figure out how it works, and bypass it (with his party) without disarming it. Hide from Dragons (Sp): A 2nd-level hoardstealer can cast hide from dragons on himself once per day. This functions as the spell of the same name (see page 113), except that it only affects the hoardstealer and lasts for only 1 round per level. At 6th level, the hoardstealer may use this ability twice per day. At 10th level, he may use it three times per day. Trap Sense (Ex): Starting at 3rd level, a hoardstealer gains an intuitive sense that alerts him to danger from traps, giving him a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks by traps. At 6th level these bonuses rise to +4, and at 9th level to +6. These bonuses stack with trap sense bonuses gained from other classes. Deep Pockets (Su): Once per day, a 3rd-level hoardstealer can turn any container—from a waistcoat pocket to a backpack to a barrel—into the equivalent of a bag of holding. The container’s weight remains the same, but it becomes capable of holding up to 10 cubic feet (or 100 pounds) of material per level. The duration of this effect is 1 hour per level. If the effect ends prematurely (such as by being dispelled), everything within the container spills out onto the floor.
—— Spells per Day —— 1st 2nd 3rd 4th 0 — — — 1 — — — 1 0 — — 1 1 — — 1 1 0 — 1 1 1 — 2 1 1 0 2 1 1 1 2 2 1 1 2 2 2 1
Treasure Dowsing (Su): Once per day, a 4th-level hoardstealer can concentrate (a full-round action) to detect the location of the largest mass of metal or minerals within a range of 10 feet per level. If the hoardstealer concentrates on a specific metal or mineral (such as gold or diamonds), he detects the location of each such deposit within range. This is otherwise identical to the effect of a rod of metal and mineral detection (see page 236 of the Dungeon Master’s Guide). At 7th level, the hoardstealer may use this ability twice per day. At 10th level, he may use it three times per day. Skill Mastery (Ex): At 8th level, a hoardstealer may select a number of skills equal to 3 + his Int modifier. When making a skill check with one of these skills, the hoardstealer may take 10 even if stress and distractions would normally prevent him from doing so. He becomes so certain in his ability that he can use his skill reliably under adverse conditions, such as when an angry dragon pursues him down a tunnel.
CHAPTER 3:
Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7
THE PLAYER’S PERSPECTIVE
Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Hoardstealer Spell List Hoardstealers choose their spells from the following list. 1st Level: detect magic, detect secret doors, expeditious retreat, ghost sound, identify, Tenser’s floating disk, Nystul’s magic aura, read magic, unseen servant. 2nd Level: cat’s grace, knock, invisibility, locate object, resist energy, spider climb. 3rd Level: arcane sight, clairaudience/clairvoyance, dispel magic, protection from energy, shrink item. 4th Level: arcane eye, dimension door, freedom of movement, hide from dragons*. *New spell detailed on page 106.
INITIATE OF THE DRACONIC MYSTERIES Not all who explore the mysterious powers of dragons do so out of heritage or religious faith. Some become students of knowledge that leads to greater power. Most initiates of the draconic mysteries are monks, though some fighters follow the path as well. In rare cases, barbarians, rangers, or rogues have been known to become initiates. NPC initiates may gather in quiet places of study to share their learning and practice their techniques. Or they may test their powers in the field, either alone or with others who respect their ways. Regardless of her company, the initiate of the draconic mysteries remains a strange and
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