Now
that the dragons have been unleashed,
it’s time to train, gather equipment and supplies, and set out to
slay them! For those in need of a few tricks of the trade to help
them slay a dragon, there’s the Dragonslayer’s Handbook. This Player
Companion book provides players
with background information on dragons, new feats and archetypes
focused on dragonslaying, new spells, new equipment, and more.
There’s
no denying that the Dragonslayer’s Handbook
is a bit of a niche product. It’s geared towards player characters
who intend to make a career out of slaying dragons, and many of the
abilities and archetypes won’t see much use unless the campaign
features dragons quite regularly. As such, the book may not be of
great value to many games. However, those games that do focus more
heavily on dragons will find much to benefit from in the book. There
are some very nifty new options in here, including a whole new
category of equipment called dragoncraft items, along with the
aforementioned feats, spells, etc. That’s also not to say campaigns
that only feature dragons occasionally can’t gain any benefit from
the book. Dragoncraft items can easily show up in any campaign, as
can the other equipment and many of the spells. It will just have
lower utility in such cases.
Like
most Player Companions,
the Dragonslayer’s Handbook
opens with an overview of its topic, providing what is considered
common knowledge about dragons (information that doesn’t require a
Knowledge check to know). This includes basic information about the
ten most well-known types of dragons (the five chromatic and five
metallic). It then goes on to advise how best to prepare to slay a
dragon and provides a few equipment kits that may be useful. Next up
is information on typical dragon lairs, including forest, march,
mountain, underground, and underwater lairs.
The
meat of the book really starts with the chapter “Dealing with
Dragons”. One thing I’ve really liked about how Paizo has handled
Pathfinder is that it continues to support options introduced in
later books, not just the initial core books, which tended to be the
pattern with 3.5 D&D. As well as providing extensive advice on
bargaining with dragons, this chapter includes three new bardic
masterpieces. Masterpieces were first introduced in Ultimate Magic, and are special
performance abilities that bards can gain by sacrificing a feat or
spell known. Of the new masterpieces here, Ancients’
Flight, is particularly fun. It
compels dragons to recite an epic poem telling the story of their
race’s creation, making it impossible for them to use their bite
attacks, breath weapons, spells with vocal components, or any other
activity involving their mouths for the duration of the effect.
The
next chapter provides brief backgrounds on six of the most notorious
dragons on Golarion. Five of these dragons are detailed in Dragons
Unleashed, making this a nice
cross-over reference between the two products and can help
gamemasters looking to set up the presence of one or more of these
dragons in their games. The sixth dragon is Mengkare, the gold dragon
ruler of Hermea, who is briefly detailed in the Inner Sea World Guide. There is
also a sidebar containing a new story feat, Dragon-Touched
(continuing
the support of newer options—story feats were first introduced in
Ultimate Campaign). Story
feats have a tendency to be quite specific, and players need to work
with their gamemasters to be sure any story feat is appropriate for
their campaigns. However, Dragon-Touched is very specific and very
niche. The initial benefit provides bonuses against a particular type
of dragon chosen by the player, such as a blue dragon. While the
bonuses are quite decent, to get much use out of the feat, you need
to encounter multiple
blue dragons (or whatever dragon type you’ve chosen) over the
course of the campaign. The completion benefit allows you to add
additional dragon types, but even there you must first defeat one of
those types without the benefit of the feat before gaining its
benefit on further dragons. This means you also have to encounter
multiples of each type to see use of the feat’s abilities. It’s a
feat that will require quite a lot of patience for little gain, and I
can’t imagine many players selecting it.
After
providing some information on lesser dragonkind (such as drakes,
linnorms, and wyverns), and an absolutely wonderful centre-spread
diagram of dragon anatomy, the book introduces dragoncrafting. By
taking the new Dragoncrafting feat, characters can create dragoncraft
items, special equipment made from the body parts of dragons.
Dragoncraft items are very similar to alchemical items—indeed,
several dragoncraft items (such as Dahak’s fire and dragon’s gut)
actually require Craft (alchemy) in addition to the Dragoncrafting
feat. Overall, the abilities of dragoncraft items are not
substantially different from many alchemical items, so not everyone
may see the utility in the Dragoncrafting feat when they can just put
some ranks in Craft (alchemy) and use their feat slot for something
else. However, dragoncraft items do add an interesting bit of colour
to the game. I’m tempted to remove the feat requirement in
my games and just make
it a branch of alchemical items that require fresh dragon parts in
order to create them.
The
next chapter covers several dragonslaying organizations from across
the Inner Sea region and provides some suggestions for forming your
own dragonslaying group. There are also three new teamwork feats for
ganging up on dragons.
The
remaining chapters focus heavily on new mechanical options. There are
three new archetypes (dragon drinker for sorcerers, dragon hunter for
rangers, and wyrm sniper for gunslingers), quite a few new feats and
spells, and lots of new equipment and magic items. Apart from the
archetypes, many of the options in these last few chapters could
easily see use in more than just dragon-focused campaigns as they are
things that either don’t require as heavy an investment (such as
the relatively cheap dragon muzzle item) or are useful against more
than just dragons. One of my favourites is Snoutgrip. This feat
allows you to make an immediate action grapple attempt after a
creature misses you on a bite attack. If you are successful on your
grapple, you are holding the creature’s mouth shut. Of the
archetypes, the wyrm sniper is actually more of a siege engine
specialist than a dragon specialist, so it could work in a slightly
wider variety of campaigns, but the other two are quite
hyper-specialized and really only work in a dragon-focused campaign.
Although
the Dragonslayer’s Handbook
deals mostly with very specialized characters, campaigns focused
around dragons and dragonslaying will find it a very useful book. It
contains numerous new options that will help characters triumph over
their dragon opponents. However, games where dragons are not the
focus and only show up very occasionally will not find it all that
useful. When creating characters for a new campaign, players should
check with their gamemasters whether this book will be of use. If so,
they can then go wild with its options. And gamemasters who include
this book in their games should make sure there are lots of dragons
for the PCs to fight.
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