TEXT: ®
  ™
  ®
  ™
  ®
  ™
  Dragonslayer’s 
  Handbook
  Dragonslayer’s 
  Handbook
  Dragonslayer’s 
  Handbook
  
  Know Your True Dragons
  The dragons of legend are most often true dragons, creatures of incredible power with lifespans stretching beyond the bounds of a 
  millennium. Such dragons are divided into four categories based on their shared abilities, appearances, and tendencies: chromatic, 
  metallic, primal, and imperial. Within each category are a number of specific draconic breeds that differ greatly from one another. Below 
  is a breakdown of the most common true dragons and some of their defining features.
  Chromatic Dragons
  	
  	
  Breath	
  Color	
  Alignment	
  Weapon	
  Environment	
  Weaknesses
  Black	
  CE	
  Line	of	acid	
  Warm	marshes	
  —
  Blue	
  LE	
  Line	of	electricity	
  Warm	deserts	
  —
  Green	
  LE	
  Cone	of	acid	
  Temperate	forests	
  —
  Red	
  CE	
  Cone	of	fire	
  Warm	mountains	
  Cold
  White	
  CE	
  Cone	of	cold	
  Cold	mountains	
  Fire
  Metallic Dragons
  	
  	
  Breath	
  Color	
  Alignment	
  Weapon	
  Environment	
  Weaknesses
  Brass	
  CG	
  Line	of	fire	
  Warm	deserts	
  Cold
  Bronze	
  LG	
  Line	of	electricity	 Temperate	coastlines	
  —
  Copper	
  CG	
  Line	of	acid	
  Warm	hills	
  —
  Gold	
  LG	
  Cone	of	fire	
  Warm	plains	
  Cold
  Silver	
  LG	
  Cone	of	cold	
  Temperate	mountains	
  Fire
  Primal Dragons
  	
  	
  Breath	
  Color	
  Alignment	
  Weapon	
  Environment	
  Weaknesses
  Brine	
  LN	
  Line	of	acid	
  Any	aquatic	
  —
  Cloud	
  CN	
  Cone	of	electricity	
  Any	sky	
  —
  Crystal	
  CG	
  Cone	of	sonic	
  Any	underground	
  —
  Magma	
  CN	
  Cone	of	fire	
  Any	mountains	
  Cold	
  	
  	
  	
  or	underground
  Umbral	
  CE	
  Cone	of	
  Any	
  —	
  	
  	
  negative	energy
  Imperial Dragons
  	
  	
  Breath	
  Color	
  Alignment	
  Weapon	
  Environment	
  Weaknesses
  Forest	
  CE	 Cone	of	piercing	rocks	
  Any	forest	
  —
  Sea	
  CG	
  Cone	of	fire	
  Any	aquatic	
  —
  Sky	
  LG	
  Cone	of	electricity	
  Temperate	
  —	
  	
  	
  	
  or	warm	mountains
  Sovereign	
  N	
  Cone	of	sonic	
  Any	mountains	
  —
  Underworld	 LE	
  Line	of	fire	
  Any	underground	
  Cold
  THE ORBS OF DRAGONKIND
  Legend tells of mysterious magical artifacts known as the orbs of dragonkind, which 
  grant their wielders power over dragons—especially those of one particular type 
  unique to each orb. Each of these fabled orbs is said to contain the essence and 
  personality of an ancient dragon of a different variety. The bearer of an orb can employ 
  the artifact to dominate dragons of its particular variety, bringing the powerful and 
  often willful creatures under the wielder’s complete control.
  Beyond granting control over dragons, each orb is believed to grant the wielder 
  a portion of the draconic defenses possessed by the draconic paragon held within 
  the glistening sphere. Many believe that the wielder of an orb of dragonkind becomes 
  immune to the breath weapon of the dragon type to which it is attuned, and even gains 
  the ability to use such a breath weapon as if he were a dragon!
  Dragonslayers all the world over seek out these powerful artifacts because their 
  powers would make the act of hunting and slaying dragons an almost simple task. 
  Experienced dragonslayers claim that wielding an orb of dragonkind allows one to 
  communicate across any distance with the possessors of the other orbs, allowing 
  like-minded dragonslayers to combine their efforts to dominate or destroy the 
  dragons of the world. 
  Furthermore, many accounts of the rare artifacts make note of their wielders’ 
  abilities to sense the presence of dragons over immense distances, especially dragons 
  of the type specific to the orb. A dragonslayer equipped with such a relic could simply 
  travel the world, and suddenly know all he needed to know about a nearby dragon in 
  order to hunt it down and eliminate it.
  Each orb is also said to imbue its wielder with a specific ability unique to that orb, 
  though what these benefits are is as much a legend as the orbs themselves. Alas, the 
  location of the orbs is a mystery—this elusive nature is yet another part of what makes 
  them so alluring to dragonslayers across Golarion.
  
  ON THE COVER
  ®
  ™
  ®
  ™
  ®
  ™
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game 
  or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
  Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  Pathfinder Player Companion: Dragonslayer’s Handbook © 2013, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo 
  Publishing, LLC, the Paizo golem logo, Pathfinder, Pathfinder Society, and GameMastery are registered trademarks of Paizo 
  Publishing, LLC; Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder 
  Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, 
  Pathfinder Roleplaying Game, Pathfinder Tales, and Rise of the Runelords are trademarks of Paizo Publishing, LLC.
  Printed in China.
  Paizo Publishing, LLC 
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Authors • Shaun Hocking, Marie Small, and  
  Jerome Virnich
  Cover Artist • Sam Burley
  Interior Artists • Paolo Puggioni, Maichol Quinto, 
  Bryan Sola, and Firat Solhan
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Senior Editor • James L. Sutter
  Development Lead • Mark Moreland
  Development Team • Logan Bonner, John Compton, 
  Adam Daigle, Rob McCreary, Mark Moreland, and 
  Patrick Renie
  Editorial Team • Judy Bauer, Christopher Carey, and 
  Ryan Macklin
  Editorial Interns • Jay Loomis and Cassidy Werner
  Lead Designer • Jason Bulmahn
  Design Team • Stephen Radney-MacFarland and  
  Sean K Reynolds
  Senior Art Director • Sarah E. Robinson
  Art Director • Andrew Vallas
  Graphic Designer • Sonja Morris
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Chief Technical Officer • Vic Wertz
  Senior Software Developer • Gary Teter
  Campaign Coordinator • Mike Brock
  Project Manager • Jessica Price
  Licensing Coordinator • Michael Kenway
  Customer Service Team • Erik Keith, Justin Riddler, 
  and Sara Marie Teter 
  Warehouse Team • Will Chase, Heather Payne,  
  Jeff Strand, and Kevin Underwood
  Website Team • Ross Byers, Liz Courts, Lissa Guillet, 
  and Chris Lambertz
  TABLE OF CONTENTS
  For Your CharaCter 
  2
  WaY oF the SlaYer 
  4
  PreParing to SlaY a Dragon 
  6
  Dragon lairS 
  8
  Dealing With DragonS 
  10
  MarkeD bY DragonS 
  12
  leSSer DragonkinD 
  14
  DraConiC anatoMY 
  16
  DragonCraFting 
  18
  DragonSlaYing organizationS 
  20
  DragonSlaYer arChetYPeS 
  22
  battling DragonS 
  24
  equiPMent anD Siege WeaPonS 
  26
  DragonSlaYer SPellS 
  28
  MagiC iteMS 
  30
  next Month! 
  32
  REFERENCE
  This Pathfinder Player Companion refers to several other Pathfinder Roleplaying Game 
  products and uses the following abbreviations. These books are not required to make use 
  of this Player Companion. Readers interested in references to Pathfinder RPG hardcovers can 
  find the complete rules from these books available for free at paizo.com/prd.
  Dragonslayers Ezren and Kyra defend 
  themselves against their menacing 
  foe, a mighty magma dragon, in this 
  action-packed scene by Sam Burley. 
  Advanced Player’s Guide 
  APG
  The Inner Sea World Guide 
  ISWG
  Ultimate Campaign 
  UCA
  Ultimate Combat 
  UC
  Ultimate Equipment 
  UE
  Ultimate Magic 
  UM
  
  ?
  For Your Charac†er
  QUESTIONS TO 
  ASK YOUR GM
  Asking your GM the following 
  questions can help you get the most 
  out of Pathfinder Player Companion: 
  Dragonslayer’s Handbook.
  Will this campaign feature 
  many dragons? Will they be major 
  villains or minor enemies?
  Is there a particular dragon 
  that has a large influence in the area 
  where this campaign will be starting? 
  What is known about this dragon?
  Will this campaign be using 
  any special rules subsets, such as 
  story feats, extended downtime, or 
  special weapons like siege weapons? 
  DID YOU KNOW? 
  In James Jacobs’s Sands of the Scorpion God campaign, the umbral dragon 
  Inkmaw has become a recurring villain after capturing the party and turning 
  them over to an evil subterranean cult.
  FOCUS  
  CHARACTERS
  This player companion highlights 
  options specific to characters of 
  the following classes, in addition 
  to elements that can apply to other 
  characters as well.
  barDS
  Masters of diplomacy, tellers of epic 
  tales, political schemers, and fonts 
  of ancient legends and arcane lore, 
  bards make excellent additions 
  to parties of dragonslayers. New 
  masterpieces (page 11) and spells 
  (page 28) add options for bards who 
  plan to interact with dragons—
  whether they aim to negotiate with 
  them or slay them.
  FighterS
  The iconic dragonslayer is a heavily 
  armored combatant facing off in a 
  one-on-one battle with a dragon, 
  with only his sword and shield to 
  protect him. Fighters can find a 
  series of new combat feats (pages 21 
  and 24) to help them specialize in 
  battling against draconic enemies.
  rangerS
  Few classes lend themselves to a 
  focus on slaying a specific creature 
  type like the ranger does. This book 
  provides a number of new options for 
  rangers, including a new archetype 
  (page 22), new combat feats (page 
  24), and magic items (page 30), all 
  designed to help rangers specialize 
  in fighting dragons.
  SorCererS
  Many sorcerers possess draconic 
  blood from which they draw their 
  arcane powers. These spellcasters 
  often find themselves naturally 
  drawn to hunting dragons. Within 
  this book, sorcerers will find a new 
  archetype (page 22) and several new 
  spells (page 28) to help them in their 
  dragonslaying efforts.
  FOR EVERY  
  CHARACTER
  Certain game elements transcend 
  the particulars of a character’s race 
  or class. The following elements 
  detailed in this book work equally 
  well for any character you can 
  play in the Pathfinder Roleplaying 
  Game, regardless of focus, type, 
  motivation, or background.
  hintS anD tiPS
  Several sections of this book present 
  strategies for combating dragons. 
  Whether it’s information on the 
  varieties of true dragons (page 5), 
  details on types of draconic lairs 
  (pages 8–9), or an overview of lesser 
  dragons (pages 14–15), this book 
  goes into detail on a number of 
  topics helpful to all characters with 
  dragonslaying ambitions.
  baCkgrounDS
  Dragons are iconic foes for good 
  reason, and it’s not out of the 
  realm of possibility that one or 
  more of their kind has directly 
  inf luenced your character’s life 
  in some way. Characters looking 
  for a draconic background will 
  find within a number of traits to 
  help anchor their motivation for 
  hunting and slaying dragons (pages 
  12–13), as well as details on several 
  dragonslaying organizations they 
  might belong to or wish to join in 
  the future (pages 20–21).
  equiPMent
  Characters of all classes can make 
  use of equipment designed to aid 
  in the slaying of dragons, and this 
  book provides plenty of new gear 
  for adventurers planning to battle 
  draconic foes. This includes quick 
  equipment kits for many types of 
  characters (page 7), a system for 
  creating powerful alchemical and 
  mundane 
  equipment 
  from 
  the 
  bodies of slain dragons (pages 
  18–19), and some new adventuring 
  gear—including new siege engine 
  ammunition designed with dragons 
  in mind (pages 26–27).
  MagiC iteMS
  True dragons possess a tremendous 
  number of powerful spellcasting 
  abilities, energy-based attacks, and 
  magical defenses. It’s only fitting 
  that the adventurers who dedicate 
  their careers to hunting and slaying 
  these creatures have equally potent 
  magical abilities. New magic items 
  (pages 30–31) provide new options 
  for such characters.
  In every Pathfinder Player Companion, you’ll find something for your character. This companion includes the following.
  2
  1
  2
  3
  
  RULES INDEX
  In addition to the archetypes on pages 22–23, the 
  dragoncraft items on pages 18–19, and the magic items 
  on pages 30–31, the following equipment, feats, traits, 
  and spells are presented on the pages of this Player 
  Companion listed below.
  EQUIPMENT	
  PAGE
  Balloon trap 
  26
  Ballista net 
  27
  Dragon muzzle 
  26
  Dragoncrafting kit 
  26
  Elemental proofing 
  26
  Flak 
  27
  Flechette bolt 
  27
  Knight’s kit 
  7
  Smoke cover 
  26
  Spotlight 
  27
  Tracker’s kit 
  7
  Trickster’s kit 
  7
  Weighted bolt 
  27
  Wing hobble 
  27
  Zephyr 
  27
  FEATS	
  PAGE
  Courage in Numbers (teamwork) 
  21
  Covering Shield (combat) 
  24
  Death from Below (combat) 
  25
  Dragoncrafting 
  18
  Dragonheart 
  25
  Dragonslayer (combat) 
  25
  Dragon-Touched (story) 
  13
  Flaying Critical (combat, critical) 
  25
  Overwhelm (combat, teamwork) 
  21
  Porcupine Defense (combat) 
  25
  Reach Defense (combat) 
  25
  Snoutgrip (combat) 
  25
  Tandem Evasion (combat, teamwork) 
  21
  Wingclipper (combat) 
  25
  REGIONAL	TRAITS	
  PAGE
  Centaur vengeance (Iobaria) 
  13
  Draconic vigil (Lastwall) 
  13
  Flotsam (The Shackles) 
  12
  Sun orchid harvester (Thuvia) 
  12
  Swamp survivor (Ustalav) 
  13
  Well bred (Hermea) 
  13
  SPELLS	
  PAGE
  Dragon turtle shell 
  28
  Draconic suppression 
  28
  Dragonvoice 
  28
  Dungeonsight 
  28
  Erode defenses 
  29
  Gravity well 
  29
  Heart of the mammoth 
  29
  Illusory hoard 
  29
  3
  
  Way of †he Slayer
  More than any other monsters, the dragons of Golarion 
  are borrowed from the real world. Just as they’ve occupied 
  the imaginations of Earth’s storytellers, so have they 
  manipulated and terrorized the people of Golarion, 
  standing among the most dreaded and respected of all 
  monsters. While the “true dragons” of Golarion are most 
  closely aligned with the flying, fire-breathing beasts of 
  Russian tales, there’s another, often marginalized element 
  in those stories: the hero who defeats a dragon in single 
  combat. Examples include Saint George, who famously 
  killed a plague-bearing dragon in Libya; Heracles, who 
  defeated the Lernaean Hydra by decapitating the beast 
  and cauterizing its severed necks; Li Chi, who slew a 
  mighty serpent in Chinese legend; and, in the tradition 
  of these world myths, Bard of Esgaroth, who killed the 
  dragon Smaug in J. R. R. Tolkien’s The Hobbit. In each 
  case, the protagonist undertook the feat at great personal 
  risk, putting his or her life on the line to protect the world 
  from a dragon’s rampage. These brave men and women are 
  dragonslayers—the world’s quintessential heroes.
  This guide provides you with everything you need to 
  elevate your character to the ranks of such legendary figures 
  by helping them perform a single, undeniably heroic deed: 
  slaying a dragon. But even if your character doesn’t have 
  a grudge against a particular dragon, the tools, options, 
  and strategies herein should provide indispensable aid in 
  taking on powerful beasts, whether draconic or otherwise!
  SLAYERS’ CAUSES
  Despite the danger, adventurers across Golarion risk their 
  lives while attempting to slay wyrms. Each dragonslayer 
  has her own unique motives, but one of the following might 
  make a great motivation for your dragonslaying character.
  Glory: For those adventurers who yearn to hear 
  accounts of their deeds, slaying a dragon is among the 
  quickest routes to such glory. The prospect of living a 
  life enhanced by the ease and luxury of fame leads many 
  glory-hounds on ill-advised ventures into dragon lairs.
  Power: Wyrms are both wise and deadly—a combination 
  of traits many ambitious humanoids would kill to possess. 
  From dragoncrafters who wish to harvest wyrm corpses 
  for alchemical ingredients (see page 18) to wizards who 
  hope to learn a dragon’s arcane secrets, many adventurers 
  hunt dragons to gain a measure of their power. 
  Treasure: Dragons’ avaricious natures make slaying 
  them one of Golarion’s quickest paths to great wealth. 
  Because more powerful dragons have more impressive 
  hoards, treasure seekers must weigh their acquisitiveness 
  against their chances for survival—a balance too few 
  adventurers navigate successfully.
  Vengeance: Many dragons regard other species as 
  humanoids view cattle: useful, but ultimately expendable. 
  This attitude earns dragons no shortage of enemies. For 
  every burned village, slaughtered family, or ruined temple 
  a dragon leaves in its wake, a vengeful dragonslayer is born.
  4
  
  DRAGON COLORS
  Among the most common and deadliest true dragons 
  are those of the chromatic and metallic breeds. Easily 
  identifiable by the color of their scales, these dragons and 
  specifics about their powers are widely known—especially 
  in areas where they prefer to make their lairs. While the 
  color and sheen of a dragon’s scales can be an excellent 
  indicator of that dragon’s combat capabilities, its breath 
  weapon, and its general disposition, wise dragonslayers 
  base their tactics on more than reports of a single color.  
  The following section presents what can be considered 
  common knowledge about the most pervasive breeds of 
  dragonkind. Characters can discover even more about 
  dragons by making use of Knowledge (arcana) checks, 
  which might reveal specifics of their abilities and defenses 
  (consult this book’s inside covers and your GM), offer 
  information on their physiology (see page 16 and 17 for 
  details on draconic anatomy), allow them to identify other 
  draconic races (see page 14), and more.
  ChroMatiC DragonS
  Chromatic dragons are almost unequivocally evil. They 
  revel in bloodshed, destruction, and the enlargement 
  of their hoards. These are the most commonly targeted 
  dragons by most good- or neutral-aligned dragonslayers.
  Black: Specializing in tyranny and intimidation, black 
  dragons prefer to dwell in marshes, bogs, and swamps. 
  They have a corrosive bite, and their breath weapon is acidic. 
  Their spellcraft deals in darkness, blight, and plague.
  Blue: Known as schemers and manipulators, blue dragons 
  prefer to outwit their opponents. Their spellcraft uses 
  illusion, compulsion, and abjuration. Their natural breath 
  weapon is electrified with the power of a lightning storm.
  Green: Dwelling in the deepest forests of Golarion, green 
  dragons are ferocious hunters, but are not unreasonable. 
  They breathe acid, are experts at camouflage, and may 
  summon poisonous clouds. Their magic is nature-based, 
  with a touch of divination.
  Red: The most iconic of the true dragon breeds, red dragons 
  relish cruelty. They tend to inhabit isolated mountain passes 
  and volcanic ranges. Red dragons are masters of fire, and 
  can incinerate creatures with their flaming breath. Their 
  spellcraft tends toward heat and destructive evocation.
  White: Though they are the smallest and weakest 
  of the true dragons, white dragons live in harsh arctic 
  climates which give them an environmental advantage. 
  These dragons breathe particles of ice and snow, and can 
  summon blizzards to freeze their enemies.
  MetalliC DragonS
  Unlike chromatic dragons, metallic dragons are almost 
  always good, and often act as guardians and protectors. 
  Though few adventurers hunt metallic dragons, they are 
  nevertheless often sought out for their guidance and wisdom.
  Brass: Highly sociable, brass dragons are cosmopolitan, 
  and enjoy good conversation. They are commonly found 
  in desert environments, where they manipulate the sand 
  to their advantages. Their breath weapons are heat-based, 
  and their spellcraft concentrates on wind control.
  Bronze: Mostly aquatic, bronze dragons are motivated 
  by justice and fairness. Their breath weapon is electrical 
  in nature, and they have several abilities that allow 
  them to move water. Their magic is often centered on 
  misdirection and weather manipulation.
  Copper: Whimsical and facetious, copper dragons 
  are atypically fun-loving among dragonkind. Fittingly, 
  copper dragons’ magic has to do with distorting physics, 
  as well as mood-altering effects. Their breath weapon is 
  acidic, and may also induce a lethargic state.
  Gold: Gold dragons are kind and virtuous, and are often 
  sought-after counselors. They have heat-based breath 
  weapons, though they seldom resort to violence. Gold 
  dragons often specialize in abjuration and healing magic. 
  Silver: Motivated by honor and mercy, silver dragons 
  have much in common with chivalric knights. They often 
  concentrate on curative and holy magic. Their breath 
  weapon is cold-based, and often used against tyrants or 
  the undead.
  COMMON KNOWLEDGE ABOUT DRAGONS
  While intimate knowledge of dragon behavior and biology 
  is limited to arcane specialists, adventurers with even a 
  modicum of experience know a few basic facts about the 
  great race of wyrms.
  Dragons	Love	Treasure: Good or evil, dragons of all colors 
  are collectors. Some prefer powerful magic items, some love 
  gem-encrusted baubles, and others prefer cultural artifacts. 
  Whatever its taste, every dragon hoards something.
  Dragons	 Are	 Geniuses: By the standards of most 
  humanoids, dragons have genius-level intellects. Quite often 
  it’s not a dragon’s fangs or claws that spell doom for potential 
  dragonslayers, but the mental and magical aptitude of the 
  slayer’s prey.
  Dragons	 Are	 Long-Lived: The lifespan of the average 
  dragon is more than 1,200 years. This longevity allows them 
  to accrue considerable experience, as well as the answers to 
  arcane mysteries that are normally beyond the reckoning of 
  relatively short-lived humanoids.
  Dragons	 Get	 Better	 with	 Age: Unlike most creatures, 
  which become wiser but less physically capable over time, 
  dragons continue to accrue power well into their twilight 
  years. Great wyrms are over 1,200 years old, and are much 
  more formidable than a younger dragon of the same species 
  and color.
  Dragons	Are	Resilient: Dragons are bound together by a 
  common set of biological traits that makes them formidable 
  adversaries. Every dragon has darkvision as well as low-light 
  vision. This makes it very difficult for slayers to use illumination 
  to their advantage, though not impossible. Dragons also have 
  immunity to magical sleep, as well as to paralysis effects. This 
  natural resiliency infuriates many casters who are used to 
  immobilizing their foes for easy victories.
  5
  
  Preparing †o Slay a Dragon
  The greatest mistake a dragonslayer can make is failing to adequately prepare for the task at hand prior to venturing into 
  her quarry’s lair. Ultimately, the more thorough an adventurer’s preparation for a dragon encounter, the greater her chance of 
  emerging victorious with all the riches and glory that come with such a feat—not to mention, with her life and body intact.
  RESEARCH
  The first step in taking on a dragon is to learn as much as 
  possible about the creature, its abilities, its lair, its allies, 
  and its tactics. One can hardly ensure one has the proper 
  equipment to survive the encounter if one doesn’t know 
  what to expect. Inefficiently wandering the wilderness 
  hoping to stumble across the dragon’s lair is almost 
  always a less effective tactic than taking a strategic 
  approach to the location based on previous planning. 
  The most valuable thing a dragonslayer can take into 
  a dragon’s lair is not a magic sword or holy shield, but 
  knowledge of her enemy.
  It is rare for a dragon to catch the attention of a 
  dragonslayer without first making itself known to the 
  inhabitants of its lair’s outlying region. After all, if a 
  dragon hasn’t wreaked havoc on local farmers’ crops 
  and livestock, razed a wilderness outpost, or otherwise 
  made a name for itself, few adventurers will ever 
  hear of it to begin with. Listening to local or regional 
  legends and gossip or—in instances of particularly 
  aged 
  dragons—researching 
  historical 
  records 
  of 
  nearby cities and national capitals can often provide an 
  aspiring dragonslayer with the first hints that a dragon 
  lairs in a particular region. Characters with ranks in 
  Diplomacy, Knowledge (history), or Knowledge (local) are 
  particularly apt to uncover a dragon’s presence and kick 
  off the research process.
  Once a particular dragon has been identified, the next 
  step is to dig into eyewitness accounts of the dragon. 
  Take note of physical descriptions of the dragon, 
  especially those relating to color and size (knowing that 
  fear and bravado often cause witnesses to exaggerate 
  the latter). Examine sites of recent dragon attacks; they 
  can also provide invaluable insight into the beast’s 
  combat abilities. With adept use of the Survival skill, 
  most dragonslayers can gather clues about the shape, 
  intensity, and energy type of a dragon’s breath weapon, 
  as well as its relative size, through a combination of 
  assessing damage and analyzing prints left in the 
  creature’s wake. Some dragons are known for long 
  periods of absence between attacks, especially those of 
  advanced age. In such cases, many of the details of the 
  dragon’s age, color, and tactics should be well known, 
  but more specific elements of research may require the 
  use of divinations such as contact other plane or legend 
  lore, as eyewitnesses and physical evidence of recent 
  attacks may be impossible to obtain. 
  A wise dragonslayer not only investigates her quarry, but 
  also explores the potential consequences of success. What 
  actions has the dragon taken to justify its slaying? What 
  are the dragonslayer’s ultimate goals in destroying the 
  creature, and what are her plans after the dragon is dead? 
  What repercussions might the adventurers expect from the 
  dragon’s potential allies or even its enemies once it is dead?
  The final stage of research is putting all the 
  pieces together, typically using Knowledge (arcana) 
  to identify the specific defensive and offensive 
  abilities the dragon is likely to employ when 
  encountered, as well as the nature of its magical 
  abilities. Access to a library, the stories 
  of retired former dragonslayers, or the 
  wisdom of local sages can be key in such 
  research, especially to identify 
  particularly esoteric properties of 
  especially aged dragons.
  PREPARATION
  Thorough research allows one to apply 
  the knowledge gained before setting out 
  to find a dragon. Such preparation can 
  take the form of mapping a route to 
  the dragon’s lair, ensuring the party is 
  properly equipped both to withstand 
  6
  
  the dragon’s attacks and to capitalize on any weaknesses 
  in its defense, and knowing who in town should be 
  told of the adventure in case local law enforcement has 
  something to say about the dragon hunt. Just as knowing 
  one’s enemy is the best means of surviving an encounter 
  with a dragon, every potential dragonslayer should be 
  ready to use that knowledge to grant herself an advantage 
  in such an encounter.
  No dragonslayer is fully prepared until she has an 
  assortment of potions, wands, and scrolls of resistance 
  to energy or protection from energy attuned to the breath 
  weapon of her quarry. But even those immune to a 
  dragon’s iconic attack must have some way to bring down 
  the foe. Consider any elemental weaknesses the creature 
  may posses, as well as the possibility of the dragon having 
  damage reduction and spell resistance.
  Additional equipment to consider includes items that 
  grant new modes of movement or augment existing 
  methods to easily the combat environmental advantages 
  from which most dragons benefit when fighting in their 
  lairs. Mundane tools such as grappling hooks, pitons, 
  ropes, and ladders can make even the most remote lair 
  easier to reach; magic items like an elixir of swimming 
  when facing a black dragon in its watery home or a potion 
  of fly to eliminate all flying dragons’ aerial advantages 
  can even the odds of success once combat begins.
  If a particular dragon has been a threat to the local 
  people, there’s no harm in asking them for help. Whether 
  it’s the local clergy offering to provide free healing upon 
  a dragonslayer’s return, or a farmer willing to use his 
  cattle as bait to draw the creature out, most adventurers 
  can’t afford to turn down any advantage against a dragon. 
  Furthermore, dragons are proud and greedy creatures, 
  and sometimes the investment in a single item valued 
  by a dragon can ingratiate an adventurer with the beast 
  enough to convince it to lower its guard.
  Providing the hunt is successful, a dragonslayer needs 
  some way to carry the dragon’s hoard out of its lair. Sacks, 
  saddlebags, mules, hirelings, bags of holding, or handy 
  haversacks are all good ways to ensure the material rewards of 
  killing a dragon don’t remain buried under its slain corpse.
  EQUIPMENT KITS
  The following equipment kits are useful to a variety of 
  different types of dragonslayer. These kits supplement 
  those found in Pathfinder RPG Ultimate Equipment 
  (particularly the dragonslayer’s kit on page 63). Items 
  from this kit can be found in the Pathfinder RPG Core 
  Rulebook or (where indicated) in Ultimate Equipment.
  KNIGHT’S	KIT
  Price	751 gp; Weight	17 lbs.
  This kit is designed for melee-focused warriors who hope to kill 
  or capture a dragon. It includes 50 feet of chain, a crowbar, an 
  everburning torch, an application of fire (or frost) ward gelUE, 
  fire-resistant bootsUE, a potion of resist energy, three sacks, a 
  shield sconceUE, a simple lock, and a weapon cordUE.
  TRACKER’S	KIT
  Price	563 gp; Weight	33 lbs.
  The exact location of a dragon’s lair must sometimes be learned 
  through exploration. This kit provides tools helpful in tracking a 
  dragon back to its lair and includes an area mapUE, a climber’s 
  kit, an elixir of swimming, an everburning torch, a footprint 
  bookUE, a grappling hook, a hammer, eight pitons, four sacks, 
  and 100 feet of silk rope.
  TRICKSTER’S	KIT
  Price	474 gp; Weight	23 lbs.
  For those brave enough to match wits with draconic intellects, 
  this kit can help a dragonslayer sneak into or out of a dragon’s 
  lair or trick a dragon should the interloper be discovered. 
  It includes a pot of alchemical greaseUE, a board gameUE, five 
  candles, a candle lampUE, a common snorkelUE, fake footprint 
  shoesUE, a grappling hook, a mirror, a periscopeUE, a potion of 
  eagle’s splendor, two sacks, a scent cloakUE, 50 feet of silk rope, 
  a smokestick, a dose of sneezing powderUE, five tindertwigs, and 
  50 feet of twine.
  EVALUATING YOUR DRACONIC FOE
  Sometimes you may have no substantial evidence to help 
  you prepare for an encounter with a dragon. Below are 
  a few simple ways that you can quickly expand on what 
  you know.
  Question	 Witnesses: This should always be your first 
  objective when you have nothing else to go on. Witnesses 
  can tell you the color and the size of the dragon. Make sure 
  to ask not just what the dragon looked like, but also how it 
  behaved. Did it seem to be surveying the area as though 
  looking for something, or did it already know where to 
  find its target? Was it aggressive? Disinterested? Did it say 
  anything? Try to question multiple witnesses; a watchtower 
  guard attempting to sound brave and an aging fisherman 
  used to telling tall tales likely have differing accounts of the 
  same dragon attack.
  Examine	Damage: Go to the spot where the dragon 
  attacked. Did it hurt anyone? Or kill any livestock? You 
  may be able to get an idea of the dragon’s size from 
  the wounds it inflicted or tracks in the ground. Are there 
  any scorch marks? Acid burns? Frost damage? Across 
  how large an area does the damage encompass? This 
  information, combined with any witness testimonies, 
  can help you identify a dragon’s approximate age. 
  Remember that a dragon’s breath weapon increases in 
  size and intensity as it grows older. 
  Listen	 to	 Local	 Legends: Even if there are no 
  witnesses, a few minutes questioning residents can 
  help you pin down where to find the dragon. If the 
  creature has long plagued a region, chances are that 
  someone knows where it lairs. Dragons tend to prefer 
  particular terrain, so this may help you identify the type 
  of dragon you will be facing. If there are no marshes 
  within a day’s ride, the monster is unlikely to be a black 
  dragon, for example.
  7
  
  Dragon Lairs
  As iconic as any dragon is the lair it creates. Even when a dragon is slain away from its home, knowing about its lair 
  can provide insight into the dragon’s allies, resources, and the location of its hoard. The following should help prepare 
  dragonslayers venturing into lands inhabited by dragons with advice, tools, and a variety of useful character options.
  Some dragon lairs are well known, while others are so 
  well hidden that a dragonslayer must follow his prey back 
  to the site to locate it. Simply finding a dragon’s lair is 
  often as much a part of slaying a dragon as the battle 
  itself. The harsher the environment surrounding the 
  lair, the more difficult such a task can become.
  Dragons’ racial abilities allow them to take advantage 
  of a number of different terrains, each requiring a diverse 
  set of skills a dragonslayer must possess to successfully 
  find the dragon’s lair. Several of the most common types 
  are examined below, along with suggestions of character 
  options to consider when hunting a dragon in such environs.
  FOREST
  Dragons living in forests often incorporate the natural 
  foliage of the region into their lairs, such as vine-choked 
  caverns, vast hollows beneath the roots of the forests’ 
  eldest trees, or soaring cathedrals of dense growth 
  accessible only through walls of nettles and thorns. 
  In addition to providing cover and concealment for 
  a dragon, its lair, or its allies, undergrowth may make 
  travel slow and noisy, giving ample notice to the dragon 
  that a threat approaches. 
  When making a foray into the realm of a forest-dwelling 
  dragon consider the following options.
  Character Options: Jungle druid domainUM, Nimble 
  Natural Summons (Pathfinder Player Companion: Faiths of 
  Purity), wood elemental schoolUM
  Gear and Magic Items: defoliantUE, defoliant polishAPG, 
  diminish plants, dryad sandalsUE, machete of clearing  
  (Pathfinder Player Companion: Sargava, The Lost Colony)
  MARSH
  Marsh-dwelling dragons often make their lairs in dense 
  copses of trees growing out of the murk, on or within 
  natural rock formations in the heart of a swamp, or 
  in grottoes and caverns accessible only by swimming 
  in the deepest parts of the fens. Such dragons have the 
  advantage of lairing in a particularly hostile environment, 
  as many would-be dragonslayers succumb to the dangers 
  of bogs, quicksand, disease, rot, and other environmental 
  hazards before they ever set eyes on their true target. Since 
  most dragons that choose to dwell here can breathe 
  underwater, every patch of water could conceal the 
  dragon or the entrance to its lair.
  Travel through a swamp is generally slow and requires 
  one to change course often; careful mapping can 
  prevent a dragonslayer from becoming lost. Pedestrian 
  creatures should certainly never travel blindly here, 
  and are encouraged to seek out reputable guides. While 
  boggards, goblins, and lizardfolk may offer assistance—
  or be coerced to do so—most civilized creatures living 
  in a dragon’s swamp do so because the dragon allows it,  
  and their allegiances should always be suspect.
  Those trudging into the marsh to hunt dragons should 
  be aware of these options.
  Character Options: swamp druid archetypeAPG, Swamp 
  druid domainUM, swamp hag hexUM
  Gear and Magic Items: boots of the mireUE, goz maskISWG
  Spells: lily pad strideAPG, slipstreamAPG, water walk
  MOUNTAIN
  Mountains are a favored retreat for 
  many kinds of dragon; reds, 
  whites, and silvers regularly 
  lair here, as does the 
  occasional blue, brass, 
  and copper. Tall 
  ranges and ragged 
  8
  
  peaks prove so popular because they are hard to reach and 
  afford the dragon a fine aerie from which to survey its domain.
  The biggest problem for a dragonslayer is reaching these 
  mountaintop lairs—refuges specifically chosen for their 
  inaccessibility. Without magical aid, a potential dragonslayer 
  will need to do a lot of very difficult climbing (50 feet of rope 
  and a grappling hook probably won’t suffice here). In addition 
  to scaling sheer cliff faces, there will be chasms to cross, 
  avalanches to avoid, and even the dangers of high altitudes 
  and freezing temperatures to endure. Since dragons’ ability 
  to fly means they can bypass such hazards, they may make 
  their lairs in cliffside caverns, in the calderas of dormant 
  volcanoes (and active ones in the case of red dragons), and 
  glacial ice caves. Adventurers should be on the lookout for 
  bugbears, giants, orcs, and wyverns—all of which may serve 
  or be allied with a chromatic dragon—as well as giant eagles 
  and griffons which may serve as potential dragonslaying 
  allies or servants of good-aligned dragons.
  The terrain around a dragon’s mountainside aerie rarely 
  provides a quick retreat for a dragonslayer facing a losing 
  battle. Without magical aid, there is only one quick (and 
  lethal) way down from the top of a mountain. Even victorious, 
  a dragonslayer is wise to have an exit strategy that includes 
  methods of transporting the slain beast’s hoard past the 
  perils of the mountain on the return trip.
  The following options can aid in the daunting trial of 
  facing dragons at the top of the world. Pathfinder Player 
  Companion: People of the North also provides valuable tools for 
  overcoming challenges in ice and snow.
  Character Options: Altitude AffinityISWG , Sure GraspUC, 
  wall scramble rogue talentUC 
  Gear and Magic Items: claws of the ice bearUE, ring of 
  climbing, ring of feather fall
  UNDERGROUND
  Underground lairs may have large areas in which 
  the dragon can spread its wings and fly, but most of 
  the terrain likely consists of narrow passages or low-
  ceilinged chambers. Restricting a dragon’s flight by 
  forcing or luring it into a tighter space is one common 
  tactic used by dragonslayers venturing belowground, 
  but such an approach allows—even forces—a dragon to 
  bring all of its formidable physical attacks to bear upon 
  its foes in close quarters.
  The confined tunnels and interlinked chambers of 
  underground lairs lend themselves to traps, which have a 
  greater likelihood of ensnaring a dragonslayer there than 
  they do in more open, surface lairs. A dragon’s minions often 
  live in the dragon’s own lair in such instances, calling entire 
  cave networks their own and providing an on-site army of 
  guards and soldiers to help defend the creature. Natural 
  hazards such as cave-ins, fungus, and mold provide yet 
  another level of defense for an underground lair.
  Dragonslayers descending into the depths should be aware 
  of these useful tools and character options.
  Character Options: cave druid archetypeAPG, deep walker 
  ranger archetypeUC
  Gear and Magic Items: alkali flaskUE, delving armor 
  abilityUE, goggles of night
  UNDERWATER
  Quite obviously, surface-dwelling dragonslayers will need 
  magical aid to get very far in an expedition into such a lair. 
  Movement underwater can be difficult when wearing heavy 
  armor or carrying heavy loads, and the limited options 
  for both spellcasters and weapon-based combatants leave 
  humanoids at a significant disadvantage to combat an aquatic 
  dragon underwater. As a result, successful dragonslayers 
  often attempt to draw the beasts out if at all possible, or at 
  least invest in means of moving and breathing underwater.
  An underwater dragon is as likely to have allies and 
  minions as their surface-dwelling kin, and sahuagin, 
  skum, merfolk, locathah, and grindylows may all serve as 
  sentries and servants of the dragonslayer’s prey. Conversely, 
  independent societies of intelligent aquatic creatures may 
  serve to aid adventurers who promise to rid them of a 
  draconic threat, and water-dwelling animals such as eels, 
  whales, and giant squids can be magically persuaded to 
  serve a dragonslayer in battle.
  Those who would consider challenging a dragon amid 
  the dangers of the sea should either reconsider, or at least be 
  aware of the following options.
  Character Options: aquatic sorcerer bloodlineAPG, sea 
  witch archetypeUM, waves oracle mysteryAPG
  Gear and Magic Items: apparatus of the crab, cloak of the 
  manta ray, life bubbleAPG, merform beltUE, plate armor of the 
  deep, ring of freedom of movement, ring of swimming 
  Spells: touch of the seaAPG, water breathing
  DRAGON HOARDS
  A dragon’s hoard might be a pile of golden coins 
  collected through its long life, peppered with trinkets and 
  gemstones, but quite often it takes other forms. Dragons 
  are individuals with varied tastes and desires, and their 
  hoards reflect such diversity.
  While coins, precious items, gemstones, and art objects 
  might make up a large portion of a hoard, some dragons 
  may instead value libraries filled with crumbling, moth-eaten 
  books valuable only to scholars.
  Dragons dwelling in frigid climates may have hoards frozen 
  inside the ice walls of their lairs. Conversely, fire-breathing 
  dragons may choose to melt all their precious metals together 
  into one lump that is quite impossible to remove from their 
  lair. Some sadistic (or wary) dragons purposefully trap their 
  hoards as a way to strike back against thieves or their slayers.
  Removing a dragon’s hoard might be an adventure in itself. 
  Even if a dragonslayer manages to return to civilization with 
  such vast wealth, he may find the locals expect the hero to 
  return it to its rightful owners—the dragon’s hoard has to have 
  come from somewhere, after all. Similarly, the knowledge 
  that a dragonslayer has such vast stores of wealth may tempt 
  particularly greedy villains to target the slayer for a quick bid 
  at the dragon’s riches.
  9
  
  Dealing wi†h Dragons
  Dragons are incredibly powerful and exceptionally intelligent creatures, and therefore present a range of options for interaction 
  not limited to combat. In many cases, those opposed to a dragon can reach a peaceful resolution to their conflict. Manipulative 
  or scheming dragons often prefer parley to combat, as it presents them the opportunity to work their treacherous master plans.
  BARGAINING WITH DRAGONS
  The first thing to consider when making deals with 
  dragons is that they, like adventurers, want something. 
  Finding out what motivates a dragon is key to any social 
  interaction with one of the creatures. By examining what 
  is already known about a particular dragon, looking for 
  patterns of behavior and motivation, an adventurer can 
  often find enough information to make an educated 
  guess before approaching the dragon to speak in person.
  Not all dragons rampage for the sake of wrath and 
  destruction, but those that do are often difficult to 
  bargain with. However, even the most ruthless dragons 
  likely have motivations that could sway them from razing 
  villages to the ground or kidnapping unsuspecting nobles 
  for ransom. For example, does the dragon want to eat all 
  of the villagers? Since dragons’ magical nature allows 
  them to survive on far less food than other creatures 
  of their size, there’s likely an underlying motivation 
  for such a desire or threat. Perhaps the villagers have 
  made the dragon’s life difficult, injured it in some way, 
  or even killed its mate, children, or an important ally. 
  Perhaps the villagers are the only source of food nearby 
  and everyone involved would benefit from the discovery 
  of another option.
  Is the dragon attempting to reclaim something 
  of value that other adventurers stole from its hoard? 
  Getting the stolen item or items back may be a task 
  better suited to other adventurers than the dragon 
  itself. After all, not all dragons can disguise themselves 
  and pass unseen in communities of humanoids, and 
  most would rather risk the lives and safety of someone 
  else than put themselves in harm’s way if an alternative 
  presents itself.
  The covetous nature of dragonkind leads many 
  dragons to respond favorably to the gift of treasure. 
  Perhaps a monthly tithe from the village would 
  placate its wrath, or maybe an old mine nearby 
  can be reopened to satisfy its avarice. Dragons 
  rarely benefit economically from their wealth 
  and simply like to own and surround themselves 
  with beautiful and valuable objects. This 
  inherent greed aff licts even good-aligned 
  metallic dragons, though their methods 
  of acquiring such wealth likely vary wildly 
  from those of their chromatic cousins. Due 
  to their lengthy lifespans, dragons tend to prefer 
  durable treasures whose luster will not fade over 
  time—precious metals, art objects, gemstones, and the 
  like. Alternatively, some dragons (particularly green and 
  gold dragons) value wisdom and collected knowledge 
  over physical wealth.
  Exceptional intelligence, power, and longevity lead 
  most dragons to suffer from an overwhelming 
  racial arrogance. When speaking to a dragon, 
  an adventurer is wise to remember to heap 
  superlative praise on the dragon and 
  dragonkind in general while playing down 
  her own achievements and those of her race (or any 
  other). It is also worth considering that though a dragon 
  may have seemingly recognizable personality traits and 
  motivations, it is one of an ancient species that has trod 
  Golarion since before the first humanoid empires were 
  born. Dragons have an outlook on life that 
  is difficult for many of younger races 
  to appreciate and understand. 
  10
  
  NEW MASTERPIECES
  Few classes are as skilled in social encounters than 
  bards, and their mastery of diplomacy, performance, and 
  lore make them excellent negotiators when approaching 
  dragons to talk rather than fight. The following 
  masterpieces—unusual applications of the bardic 
  performance ability requiring special training—work 
  particularly well against draconic targets. See page 21 
  of Pathfinder RPG Ultimate Magic for more information 
  on masterpieces.
  anCientS’ Flight
  You compel dragons to recite an epic poem telling the 
  story of their race’s creation.
  Prerequisites: Perform (oratory) 13 ranks, ability to 
  speak Draconic.
  Cost: Feat or 5th-level bard spell known.
  Effect: This urgent verse tugs at the racial arrogance 
  of dragonkind, compelling dragons, both true and 
  lesser, to perform the epic alongside you. Any creatures 
  of the dragon type that can hear this masterpiece 
  must succeed at a Will save or be compelled to join in 
  the performance. Affected dragons cannot use their 
  mouths to attack or even speak except to recite Ancients’ 
  Flight, preventing them from using their bite attacks and 
  breath weapons, casting spells with vocal components, or 
  otherwise communicating vocally for the duration of the 
  performance. The effect ceases as soon as you end your 
  bardic performance.
  Use: 2 bardic performance rounds per round.
  Activation: 1 full round.
  FaFnheir anD the FirSt king
  You affect the mood of listeners by celebrating the defeat 
  of the First Linnorm King at the claws of Fafnheir, the 
  Father of All Linnorms.
  Prerequisites: Perform (string) or Perform (wind) 6 ranks.
  Cost: Feat or 2nd-level bard spell known.
  Effect: This stirring pibroch reminds dragons of 
  a significant victory by one of the legendary heroes 
  of their kind and fills lesser races with a feeling of 
  frustration and rage. Any creature of the dragon type 
  that hears the entire performance must succeed at a Will 
  save to avoid having her attitude toward the performer 
  and his allies improved by two steps (from Hostile to 
  Indifferent, for example). 
  A creature of any other type (apart from the bard and 
  his allies) must succeed at a Will save to avoid having her 
  attitude toward the performer and his allies worsened by 
  two steps (from Indifferent to Hostile, for example).
  These effects last for 1 minute per bard level, or until 
  he or his comrades do anything to worsen the mood 
  of the dragon, or improve the mood of those affected 
  otherwise. Multiple uses of this masterpiece cannot 
  improve or worsen attitudes more than two steps.
  Use: 2 bardic performance rounds.
  Activation: 2 full rounds.
  Pageant oF the PeaCoCk
  Your elegant movements cause you to seem to be more 
  than you are. 
  Prerequisites: Perform (act) or Perform (dance) 4 ranks.
  Cost: Feat or 2nd-level spell known.
  Effect: By gracefully weaving your body through subtle 
  forms and postures you can convince others of your 
  breeding, eloquence, and refinement. For the duration 
  of the effect, you gain a +4 circumstance bonus on Bluff 
  checks, and may attempt a Bluff check in place of an 
  Intelligence check or Intelligence-based skill check. 
  The subtle changes in your movements also confer a +4 
  circumstance bonus on Disguise checks to appear to 
  be someone of a higher station (an aristocrat, merchant 
  prince, or even a queen).
  Use: 1 bardic performance round per 10 minutes of the 
  effect’s duration.
  Activation: 1 standard action.
  MANNERS MATTER
  Learning the etiquette of draconic diplomacy might well save 
  your life. Here are a few things you can do to make a dragon 
  more likely to listen to what you have to say.
  Bring	Food: Always bring along extra food when dealing 
  with dragons, particularly of a kind favored by the dragon 
  (black dragons prefer their food a little rotten, while white 
  dragons favor completely frozen morsels). If a dragon gets a 
  little hungry while you’re questioning it, having its favorite 
  food on hand could save you from being nothing more than 
  a talkative snack.
  Dress	 Down: If you arrive in a dragon’s lair draped in 
  magical jewelry and weapons, wearing expertly crafted, 
  gold-plated armor glittering with studded gemstones, why 
  should the dragon accept the paltry trinket you actually 
  intend to offer it? It may even be worth magically concealing 
  any powerful items on your person, lest you insult the 
  dragon’s intelligence.
  Feed	 the	 Ego: Dragons like compliments. Praise their 
  power and wisdom. Praise the size and ingenuity of their 
  lairs. Make sure a dragon knows that you consider yourself 
  unworthy to speak to it (whether you genuinely think that 
  or not). Dragons believe that they invented everything 
  worth inventing and mastered all skills and activities 
  before the lesser races had even begun learning them. Play 
  to that arrogance.
  Offer	Gifts,	Valuable	Gifts,	Lots	of	Gifts: You may be 
  after the dragon’s hoard, but no dragon can overlook or fail 
  to be distracted by the offer of beautiful and exceptionally 
  valuable items to add to its collection. You may intend to 
  take the gift back upon the dragon’s death, but it doesn’t 
  need to know that. 
  Speak	 Draconic: Even the least intelligent dragons are 
  smart enough to speak several languages, but they still prefer 
  their own tongue. If you were a king, giving an audience to the 
  ambassador from an inferior realm, wouldn’t you be annoyed 
  when forced to converse in their ugly, clumsy language?
  11
  
  Marked by Dragons
  A dragon's power and arrogance often inspire it to commit both great acts of altruism and grievous atrocities. The following 
  dragons are among Golarion’s most notorious. Each entry also includes a regional trait, which demonstrates how these 
  wyrms have indelibly marked the inhabitants of their respective regions.
  AASHAQ (RED)
  Known to many as Aashaq the Annihilator, this ancient 
  red dragon prowls the pirate-ridden expanses of the 
  Shackles. A priestess of the dragon god Dahak, Aashaq 
  is the despotic ruler of several tiny islands called 
  Dahak’s Fang, Dahak’s Tooth, and Dahak’s Horn. From 
  her subterranean stronghold, she commands a cult of 
  dragon-worshiping pirates who populate a ramshackle 
  port called Dragonsthrall. 
  Aashaq’s trio of islands is strategically placed, and is rife 
  with safe harbors and fresh water. Over the years, many 
  ambitious buccaneers have attempted to wrest the islands 
  away from the red dragon. Some have even held Dragonsthrall 
  for a short amount of time, only to meet with a fiery doom 
  as Aashaq incinerated the whole town in retribution. GMs 
  including Aashaq in their campaign are encouraged to check 
  out the Pathfinder Campaign 
  Setting books Dragons Unleashed 
  and Isles of the Shackles for 
  more information on the 
  red dragon.
  Flotsam (The Shackles) You were one of only a few that 
  survived the destruction of the merchant vessel Vantage. Your 
  crew was more than able to hold off the blundering pirate 
  attackers, but their red dragon ally proved too much for 
  your defenses. As you watched the sharks and eels feast on 
  the bodies of your fallen comrades, you vowed to see Aashaq 
  slain. You gain a +2 bonus on Reflex saves against spells and 
  effects with the fire descriptor.
  DEYRUBRUJAN (BLUE)
  Secluded deep in the badlands of Thuvia, Deyrubrujan 
  plots to control the course of history. An inveterate schemer, 
  Deyrubrujan works hard to ensure that the overarching 
  goals of her many machinations are a mystery to all but the 
  dragon herself. However, many suspect it has something 
  to do with the production and distribution of the sun 
  orchid elixir. Deyrubrujan employs a cabal of alchemists 
  who use her lair—called Hidden Nest—to create a variety 
  of alchemical products. This constant meddling brings 
  trouble to Thuvian officials and woe to unfortunate 
  bystanders who unwittingly get in her way. GMs using 
  Deyrubrujan in their games are encouraged to check out 
  Pathfinder Campaign Setting: Dragons Unleashed.
  Sun Orchid Harvester (Thuvia) You were employed 
  briefly by Deyrubrujuan’s alchemist cabal to harvest sun 
  orchids deep in the Thuvian desert. Though you never 
  worked your way deeper into the cabal, you retain 
  the knowledge gained during your employment. 
  You gain a +1 bonus on Knowledge (nature) and 
  Survival checks made in desert environments.
  MENGKARE (GOLD)
  The ancient gold dragon Mengkare 
  is an altruist who governs the small 
  island nation of Hermea. The center of 
  a social experiment the dragon calls 
  “the Glorious Endeavor,” Hermea was 
  conceived as a utopian society which 
  is designed to improve from generation to 
  generation. Each would-be citizen of Hermea 
  must sign a contract upon entering the colony that 
  grants absolute authority to the dragon. Any lesser 
  creature would quickly become corrupted by 
  this power, though on the surface, it appears that 
  Mengkare is immune to such temptation.
  While many praise Hermea as the pinnacle of 
  civilization, there are some who wonder whether life inside 
  the utopian society is as wonderful as it appears. Rumors 
  of discontent—and even a nascent rebellion—circulate 
  12
  
  throughout the Steaming Sea. GMs using Mengkare in 
  their games should refer to Pathfinder Campaign Setting: The 
  Inner Sea World Guide for more information on the dragon 
  and his utopian nation.
  Well Bred (Hermea) You are the product of generations of 
  selective breeding, organized by the gold dragon Mengkare. 
  Your education is top-notch, and you have a broad base of 
  knowledge. Unfortunately, the isolation of Hermea has 
  also made you slightly naive. You gain a +1 trait bonus on 
  Knowledge (history) and Knowledge (religion) checks but 
  take a –1 penalty on all Sense Motive checks.
  SERYZILIAN (BLACK) 
  A holdover from the Whispering Tyrant’s unholy bid 
  for supremacy on Golarion, Seryzilian is the ruler of 
  a small society of Kellids who inhabit the repugnant 
  mire of Graidmere Swamp in Ustalav. Worshiped as a 
  divine being called the Mother of Fangs, Seryzilian uses 
  her influence over the subjugated Kellids to keep them 
  isolated from the wider world and to maintain an iron-
  clawed grip over the swamp.
  Though many believe that the threat from Ustalav has 
  passed, some know that Tar-Baphon was not the only tyrant 
  with designs for Golarion. His former draconic ally is still 
  biding her time, consolidating her power, and waiting in 
  slumber for the right time to strike. For more information 
  on Seryzilian, see the Pathfinder Campaign Setting books 
  Dragons Unleashed and Rule of Fear.
  Swamp Survivor (Ustalav) Leaving Graidmere Swamp is 
  forbidden, and to flee the mire is to court Seryzilian’s wrath. 
  However, you are one of the few to successfully make it out of 
  the swamp alive. Now, you’re resolved to liberate your kinfolk. 
  You gain a +2 bonus on Survival checks to find fresh water, 
  and magical liquids in your possession gain a +2 bonus on 
  Will saves to avoid being corrupted or otherwise spoiled.
  SJOHVORNOR (WHITE)
  The 
  last 
  draconic 
  survivor 
  of 
  Iobaria’s 
  famed 
  Drakeplague of 4519 ar, Sjohvornor is the beast that all 
  Iobarian children grow up fearing. Sjohvornor claims 
  parts of the Ice Steppes and the Deeprun Crevasse 
  as his domain. Few travelers venture through this 
  inhospitable part of the world, though several centaur 
  tribes roam the blasted winter desert. GMs using 
  Sjohvornor in their campaign should see Pathfinder 
  Adventure Path #33 for more information on Iobaria and 
  Pathfinder Campaign Setting: Dragons Unleashed for more 
  on the dragon himself.
  Centaur Vengeance (Iobaria) Your nomadic tribe 
  wanders the Ice Steppes of Iobaria. They live in constant 
  fear of the great white wyrm Sjohvornor and feel helpless 
  to stop the dragon’s aggression. Your tribe is filled with 
  wise sages and great warriors, and they resent being 
  cowed by any foe. You vowed that one day you would not 
  have to be afraid of Sjohvornor or any other wyrm. You 
  gain a +2 bonus on saving throws against any dragon’s 
  frightful presence.
  ZEDORAN (GREEN)
  Deep in the murky expanse of the Northern Fangwood lies 
  the lair of the green dragon Zedoran. While no living person 
  has seen his lair, rumors abound that the terror nests in a 
  swampy sinkhole, surrounded by tribes of savage orcs.
  Though the Northern Fangwood is within the sovereign 
  jurisdiction of Lastwall, the dragon’s range transcends 
  national boundaries. Every few decades, the dragon emerges 
  from his restless slumber to ravage the towns throughout 
  the Lake Encarthan region. Alarmingly, these attacks seem 
  to coincide with major orc offensives, leading to speculation 
  that perhaps the orcs are allied with the ferocious wyrm. 
  With the warriors of Lastwall already stretched thin 
  between Gallowspire and the Hold of Belkzen, many worry 
  that a sustained campaign by Zedoran would be too much 
  for the noble soldiers. GMs wishing to include Zedoran 
  in their campaigns are encouraged to read the Pathfinder 
  Campaign Setting books Dragons Unleashed and The Inner 
  Sea World Guide for more information on Zedoran and 
  Lastwall, respectively.
  Draconic Vigil (Lastwall) As a defender of Lastwall, you 
  have seen the damage the dragon Zedoran has wrought 
  upon the land. You gain a +1 bonus on initiative rolls when 
  entering combat against creatures of the dragon type or 
  humanoids of the orc subtype.
  DRAGON-TOUCHED STORY FEAT
  Players who want to base their characters around the concept 
  of hunting a specific dragon should consider taking the 
  following story feat. A story feat reflects a goal that shapes 
  a character’s life. Each story feat incorporates a trigger 
  event (which comes from either a campaign occurrence or a 
  character’s background), an immediate benefit, a goal, and a 
  further benefit for achieving that goal. For more information 
  on story feats, see Pathfinder RPG Ultimate Campaign.
  DRAGON-TOUCHED	(STORY)
  Your life has been shaped by an encounter with a powerful 
  dragon, and you have dedicated your life to seeing that 
  dragon dead.
  Prerequisites: You must have been knocked unconscious 
  in an encounter with a challenging draconic foe or have 
  a regional background tied to a specific dragon (such as 
  those presented in this section or a similar trait).
  Benefit: Choose one kind of dragon (such as blue, green, 
  or silver). You gain a +2 bonus on Reflex saves against the 
  breath weapons of dragons of the chosen kind, as well as a 
  +1 bonus on attack rolls and a +1 dodge bonus to AC against 
  members of the same dragon kind.
  Goal: Defeat the specific dragon linked to your prerequisite.
  Completion	 Benefit: You gain the ability to select a 
  new dragon kind whenever you wish. You must first 
  defeat a member of the selected kind with a CR equal to 
  or greater than your character level. In addition, you gain 
  a +2 bonus on initiative checks when facing a dragon of 
  your selected kind.
  13
  
  Lesser Dragonkind
  While the term “dragon” refers most accurately to chromatic, imperial, metallic, and primal dragons, there are many species 
  across Golarion that share similar taxonomies with these noble beasts. The term “dragonkind” thus refers to a spectrum of 
  reptilian creatures that share at least superficial similarities to the better-known true dragons.
  DRAGONKIN
  These creatures—native to the planet of Triaxus—are 
  unique among dragonkind due to their interdependence 
  with humanoid races. While dragonkin look much like 
  smaller, more humanoid dragons, they share less of 
  true dragons’ arrogance, and often work in close contact 
  with humanoids. In fact, some dragonkin go so far as 
  to adopt humanoid cultural habits like wearing armor, 
  using manufactured weapons, and speaking humanoid 
  languages. This sociability makes them ideal companions 
  for experienced adventurers.
  Dragonkin have among the fewest natural weapons 
  of all dragonkind. While they have incredible dexterity 
  and ferocious bites, they lack the magical aptitude of true 
  dragons, the breath weapons of drakes, or the toxic sting 
  of wyverns. Instead, dragonkin develop deep bonds with 
  humanoid riders, forming highly coordinated teams. 
  Additionally, dragonkin have adapted their dexterous 
  forearms to hold large humanoid-style weapons, such 
  as glaives and lances, which they wield with devastating 
  efficacy in battle. (See page 81 of Pathfinder Campaign 
  Setting: Distant Worlds for more on dragonkin.)
  DRAKES
  The degenerate, two-legged cousins of true dragons, 
  drakes share many physical similarities with their 
  more intelligent counterparts. Like dragons, drakes 
  have reptilian forms, leathery wings, and innate breath 
  weapons. However, most drakes lack the patience and 
  genius-level intellects of true dragons. Though they 
  have the capacity for language and basic reasoning, 
  drakes are incapable of long-term planning, diplomacy, 
  or magical pursuits. Unfortunately, this lack of 
  intelligence actually makes drakes more dangerous 
  than many dragons. While true dragons can often be 
  appeased or reasoned with, drakes are quarrelsome 
  creatures that prefer to fight. 
  Drake rampages are common throughout Golarion, 
  and each landscape features drakes specifically adapted 
  to life in that environment. Occupying terrain that 
  ranges from arctic wastes to desert expanses, drakes 
  present serious threats to humanoids in all climates and 
  landscapes. Though many cultures have attempted to 
  domesticate drakes with only occasional successes, most 
  attempts to train drakes as mounts or familiars result in 
  violent tragedy.
  HALF-DRAGONS
  Half-dragons are rare, and are most commonly the result 
  of breeding between dragons and other draconic or 
  reptilian creatures. One such example is the notorious 
  dracolisk, a dangerous creature created by the mating of 
  a dragon and a basilisk. 
  While half-dragon humanoids are possible outcomes 
  of magical experiments or humanoid dalliances with 
  dragons capable of magically assuming humanoid 
  form, these combinations are even rarer, as most 
  dragons consider sexual liaisons with mammals to be 
  beneath them or particularly distasteful. That said, 
  some particularly manipulative dragons throughout 
  history have made such unions purposefully as part 
  of larger plots. As draconic blood is potent, it tends to 
  express itself down through subsequent generations, 
  explaining why there are far more sorcerers who draw 
  their power from a draconic bloodline than there are 
  actual half-dragons.
  14
  
  LINNORMS
  Ranging from 60 to 120 feet in length, linnorms have 
  a wide array of offensive capabilities: breath weapons, a 
  crushing tail sweep, overwhelming strength, venomous 
  fangs, and the supernatural ability to fly. In addition 
  to these features, linnorms also have several defensive 
  capabilities: freedom of movement, true seeing, natural 
  regeneration, and a death curse. The sheer size, ferocity, 
  and damage that linnorms bring to bear make them 
  dangerous to hunt and nearly impossible to domesticate—
  though the Linnorm King White Estrid has reportedly 
  done so, or at least formed an alliance with one.
  Luckily, there are a few saving graces that keep Golarion 
  from destruction by linnorms. First, these antisocial 
  beasts inhabit remote and inhospitable locations, far from 
  most humanoid settlements. Second, linnorm young are 
  cannibalistic, which keeps their numbers down. Finally, 
  linnorms hibernate for hundreds of years at a time, 
  keeping their rampages infrequent. Once a linnorm 
  awakes, though, there is little that can prevent it from 
  leaving a massive trail of destruction in its wake.
  WYVERNS
  Another form of two-legged reptilian flier, wyverns share 
  more similarities with drakes than dragons. Like drakes, 
  wyverns have just enough intelligence to be quarrelsome 
  and cruel without the intellectual subtlety to perform 
  magic or complex deduction. Unlike drakes and dragons, 
  however, wyverns don’t have breath weapons. They are also 
  dissimilar from drakes in that they can be domesticated.
  Wyverns are gifted with dexterous, poison-barbed 
  tails. At 3,000 gp per dose, wyvern poison is one of the 
  most expensive and effective poisons on Golarion, 
  making it a favorite for high-level assassins. The rarity of 
  wyvern poison makes the ferocious creatures a common 
  target for poachers and big-game hunters.
  Some races, such as lizardfolk, use wyverns as mounts. 
  Other giant races also domesticate them as guard 
  animals. However, the cost and danger associated with 
  training a wyvern often ensure that only high-ranking 
  individuals are seen with domesticated wyverns. 
  OTHER DRAGONKIND
  While the races mentioned above are the most like true 
  dragons in taxonomy, there are other races that exhibit 
  enough draconic features to qualify as dragonkind.
  Dragon Turtles: Though they look more like turtles 
  than dragons, these water-breathing sea monsters share 
  the true dragons’ love for treasure. Upwards of 25 feet in 
  length, these known ship-wreckers sport a hardened shell 
  on their backs and shoot jets of scalding steam from their 
  razor beaks.
  Faerie Dragons: Faerie dragons are tricky fey-like 
  creatures, which make excellent familiars for chaotic good 
  illusionists and enchanters. While they can sometimes 
  make enemies with their constant pranks, faerie dragons 
  are generally well-meaning, though often misunderstood.
  Kongamatos: Though these forest-dwelling creatures have 
  the reptilian bodies of dragons, they also have a distinctly 
  avian aspect. Instead of teeth, the 7-ton kongamatos have 
  powerful beaks which are sharp enough to pierce through 
  shields and armor. Kongamotos are particularly common 
  in the Valashmai Jungle of southern Tian Xia.
  Pseudodragons: Often called “house drakes” for their 
  catlike size and general good nature, these small dragons 
  possess a stinging tail that can put their foes to sleep. 
  Staunchly good, pseudodragons make excellent familiars 
  for good-aligned wizards and sorcerers. Korvosa hosts 
  a thriving community which attempts to keep the imp 
  population from growing due to the infernal influences 
  of the Academae.
  Tatzlwyrms: 
  Distant 
  relatives 
  of 
  true 
  dragons, 
  tatzlwyrms are human-sized ambush predators that have 
  weak breath weapons and slightly higher intelligences 
  than most reptiles. Their two stunted forearms and 
  winding tails make them excellent grapplers, while their 
  dappled scales provide camouflage.
  Tidepool Dragons: These tiny aquatic dragons are 
  relatively powerful for their size, though they do not 
  have the amphibious subtype, and thus cannot survive 
  on dry land. They make excellent familiars for chaotic 
  adventurers who spend their time entirely beneath the 
  surface of the waves.
  TAMING LESSER DRAGONS
  Those wishing to adopt some form of dragon as a mount or 
  companion have several options, which include Leadership 
  training, taking a lesser dragon as a familiar, mundane 
  Diplomacy, or using magical compulsions.
  Lesser dragons such as pseudodragons, faerie dragons, 
  and tidepool dragons can be taken as familiars with the 
  Improved Familiar feat. Characters without an arcane 
  bond or other class-granted familiar may still befriend 
  and ally with these creatures, as each is intelligent 
  enough to make such alliances of its own accord, but such 
  partnerships may be situational and temporary.
  A dragon with an Intelligence of 3 or higher needn’t 
  be trained to work or fight in tandem with a character. 
  Rather, the character must convince or otherwise force 
  the beast to serve as a mount or warrior in the character’s 
  control. Spells like charm monster or tongues can be 
  useful in such endeavors, but in many cases mundane 
  solutions such as saving a dragon’s life and putting it in an 
  adventurer’s debt; tricking, intimidating, or convincing it 
  to follow orders; or the payment of large sums of treasure 
  work just as well.
  Another method for gaining a true dragon as a mount 
  is to concentrate on the Leadership feat, which can be 
  taken beginning at 7th level. Once an adventurer takes 
  Leadership, she still has to build a substantial reputation, 
  as a young dragon’s cohort level is equal to its CR + 8. 
  Additionally, the leader must locate a dragon whose 
  alignment is identical to her own, which is no easy task.
  15
  
  Draconic Ana†omy
  Dragons possess several organs and biological features wholly unique to their kind. Characters using Knowledge (arcana) can use the following details 
  to accentuate their insights into the particulars of dragon physiology. Additionally, those making use of the dragoncrafting rules presented on page 
  18 can work with their GMs to create new uses of some of the physiological features presented in this diagram.
  Arcanicus Glands 
  At the back of the throat, protected by the arcanic process (a spur of bone connected to the 
  third vertebra), is a lump of porous flesh about the size of the dragon’s eye. This gland, called 
  the superior arcanicus, secretes a protomagical ichor called drathyrum, which is vital to a 
  dragon’s breath weapon. In dragons with multiple breath weapons (such as most metallics), a 
  second, smaller gland called the inferior arcanicus lies opposite the superior arcanicus, and 
  performs largely the same function as its larger counterpart.
  Heart 
  Circulating blood quickly enough to power a body the 
  size of a dragon’s requires a heart that’s incredibly strong 
  and efficient. With 12 valves working in groups of four, a 
  dragon’s heart can pump blood to its head, extremities, 
  and core independently of one another, giving it what are 
  essentially three distinct circulatory systems. If the heart 
  is damaged, valves can be repurposed to provide blood to 
  other systems via a complex system of built-in redundancy.
  Pericardial Arcaduct 
  Ten strands of nerve fiber, insulated from one another by muscular linings that can flex 
  to allow them to touch, enwrap this minuscule duct, which runs from a nerve cluster 
  above the dragon’s small intestine to its pericardial wall. These nerve fibers regulate the 
  dragon’s heart rate, and can put the dragon into magical hibernation when necessary. 
  They also keep its heart pumping when paralytic magical effects might otherwise stop it.
  Claws 
  A dragon’s claws are so sharp and strong that they’re reputed to be able to cut 
  through even supposedly impenetrable substances. Despite their strength and 
  size, draconic claws are capable of delicate manipulation of fine objects such 
  as magical components and alchemical reagents.
  Mouth 
  A dragon’s mouth is its most deadly physical weapon, 
  containing scores of menacing teeth, all razor-sharp 
  and preternaturally strong. Draconic jaws are notable for 
  their immense strength, made all the more formidable 
  by a balanced muscular structure that makes forcing a 
  dragon’s mouth closed just as difficult as prying it open.
  Luminoscial Eye 
  Beneath the thin hide covering a dragon’s head is a sensory organ 
  called the luminoscus, or luminoscial eye. This sensitive membrane 
  allows the dragon to sense movement and shapes around it, even in 
  complete darkness. In practice, this ensures sleeping dragons are 
  somewhat aware of what’s going on around them, and makes it hard 
  to hide from a dragon, even using invisibility.
  
  Gastroarcanicus Gland 
  Located within the dragon’s stomach just ahead of the duodenum, 
  this gland secretes a magical slurry that combines with natural 
  intestinal fluids to break down substances indigestible by or 
  toxic to the bodies of lesser creatures. This process allows a 
  dragon to maximize its absorption of nutrients and minimizes 
  the amount of waste it produces.
  Tail 
  Comprising 24 vertebrae and ending in a spiny or finned 
  point, a dragon’s tail performs a number of functions. Capable 
  of delivering forceful, sweeping blows, it’s a formidable weapon 
  in battle. Its length also gives the dragon a counterbalance when 
  flying, and the sometimes finned or winglike nature of its tip aids 
  in both aerial and aquatic acrobatics. Dragons are incredibly proud 
  of their tails, and consider them to be a seventh limb—making 
  both 7 and 24 important numbers in draconic numerology.
  Buoyancy Bladder 
  As a byproduct of their digestive process, dragons produce a 
  magically infused gas called arcanic draxilite. This mysterious 
  substance has a variable density, even though it’s maintained at the 
  dragon’s core body temperature. It vents into the buoyancy bladder 
  via semipermeable membranes in the dragon’s stomach. On 
  command, a dragon can alter the stored gas’s buoyancy, allowing 
  it to more easily lift its large body in flight or stay afloat in water.
  Wings 
  A dragon’s wings appear comparatively fragile and vulnerable, 
  but are just as hardy and menacing as the rest of its body. Though 
  the bones in the wings are hollow like those of a bird, they’re not 
  brittle or easily broken. Similarly, the thin skin membranes that 
  connect the bones are surprisingly resistant to physical damage. 
  The great strength required to keep the bulky beasts aloft also 
  translates into powerful blows in combat, and dragons fighting 
  among themselves sometimes attempt to break each other’s wings 
  in this manner. Dragons with swim speeds or that typically live 
  in or near water often use their wings as large fins, making them 
  as adept under the waves as they are in the air and on the ground.
  
  Dragoncraf†ing
  Among the many reasons adventurers seek out dragons to slay are the trophies that can be made of their toughened, magic-
  infused bodies. Whether it takes the form of a suit of armor crafted from a dragon’s scales, or a vial of the powerful blood 
  that flowed through a great wyrm’s veins, a dragoncrafted item serves as a constant reminder of the slayer’s victory.
  For millennia, races from across Golarion have turned their 
  fallen foes into valuable items. Many adventurers sport basic 
  leather armor made of animal skin, klar shields made from the 
  skulls of horned lizards, or poisons harvested from the bodies 
  of venomous creatures. Fewer adventurers, however, possess 
  gear made from the body of a fallen dragon. Such equipment 
  is a rarity, owing to the danger of obtaining the materials as 
  well as the difficulty of crafting the items. The ability to turn 
  a dragon’s body into usable gear is not something any smith 
  or alchemist can accomplish. Only a select few dedicate their 
  lives to the ancient art known as dragoncrafting.
  NEW FEAT: DRAGONCRAFTING 
  You have the ability to create rare and valuable items 
  from the bodies of fallen true dragons.
  Prerequisites: Craft (any) 5 ranks, Knowledge (arcana) 
  3 ranks
  Benefit: You gain the ability to create a variety of 
  dragoncraft items from materials gathered from the bodies 
  of true dragons (not lesser dragons, such as linnorms or 
  wyverns). Crafting dragoncraft items takes 1 hour per 100 
  gp of items being produced. In order to gather specimens 
  from a dragon’s corpse, you must succeed at a Heal check 
  equal to 10 + the dragon’s CR within 48 hours of the 
  dragon’s death (unless the body is preserved in some way). 
  Refer to the table below to determine how much of a given 
  material can be harvested from a dragon based on its size.
  Dragoncraft Materials by Dragon Size
  Dragon	
  	
  Stomach	
  	
  	
  	 Size	
  Blood	
  Acid	
  Gall	
  Musk	
  Skin
  Tiny 
  2 vials 
  1 vial 
  1 vial 
  — 
  1 grip
  Small 
  3 vials 
  1 vial 
  1 vial 
  1 vial 
  2 grips
  Medium 
  4 vials 
  2 vials 
  2 vials 
  1 vial 
  2 grips
  Large 
  5 vials 
  2 vials 
  2 vials 
  2 vials 
  2 grips
  Huge 
  6 vials 
  3 vials 
  2 vials 
  2 vials 
  3 grips
  Gargantuan 
  7 vials 
  3 vials 
  3 vials 
  3 vials 
  3 grips
  Colossal 
  8 vials 
  4 vials 
  3 vials 
  3 vials 
  3 grips
  DRAGONCRAFT ITEMS
  Only those who have both the Dragoncrafting feat and 
  the proper materials from a newly slain dragon may craft 
  the following items. 
  DAHAK’S FIRE
  PRICE	50 GP
  WEIGHT	1/2 lb.
  Made with dragon’s gall, which is harvested from a recently 
  deceased dragon’s liver, Dahak’s fire is a volatile alchemical 
  reagent. Though inherently inert, the substance ignites when 
  it comes into contact with fast-moving air, which makes it ideal 
  for application to blades or arrows. When applied to a weapon 
  or piece of ammunition as a standard action, the weapon deals 
  an extra 2d6 points of fire damage on the next successful hit.
  The Dragoncrafting feat and a successful DC 20 Craft 
  (alchemy) check are required to convert 1 vial of dragon’s 
  gall into 1 application of Dahak’s fire.
  DRACONIC PERFUME 
  PRICE	75 GP
  WEIGHT	1/2 lb.
  This exclusive perfume is produced using dragon musk, which 
  is integral to draconic mating rituals. Dragon musk is secreted 
  18
  
  in dragons’ oil glands, and harvesting it is a very delicate 
  procedure. Though only mildly fragrant, dragon musk can elicit 
  a variety of effects when added to perfume. The effect depends 
  largely on the other ingredients in the perfume, but a single 
  application of draconic perfume lasts only 1 hour, regardless 
  of its specific properties. Some of the more common additives 
  are listed below.
  Rosewood and myrrh: This concoction is an aphrodisiac, and 
  any creature wearing this perfume gains a +2 circumstance 
  bonus on Diplomacy checks and increases the DCs of any charm 
  subschool spells cast during this time by 2.
  Sage, bergamot, and cedar ash: This pungent aroma has an 
  imposing effect. Any creature wearing this perfume gains a +2 
  circumstance bonus on Intimidate checks and does not take any 
  penalties for attempting to Intimidate a larger opponent.
  Sulfur and honeycomb: This aroma is sometimes called “Hell’s 
  Smell.” Any creature wearing this scent gains a +2 circumstance 
  bonus on Bluff checks and increases the DC of any compulsion 
  subschool spells cast during this time by 2.
  Each vial of draconic perfume contains 1 application of the 
  scent. Producing draconic perfume requires 1 vial of musk, the 
  Dragoncrafting feat, and a successful DC 20 Craft (alchemy) check.
  DRAGON’S BLOOD
  PRICE	60 GP
  WEIGHT	1 lb.
  Renowned for its energizing and defensive properties, dragon’s 
  blood has a variety of effects, depending on how it’s used. In 
  addition to use in its raw form, it’s also valuable as an alchemical 
  ingredient. Below are two common uses for dragon’s blood, but 
  clever dragoncrafters may invent new uses as well.
  Drinking: When imbibed, a vial of dragon’s blood heals 1d4 
  points of damage. It also grants a +1 alchemical bonus on Will 
  and Fortitude saving throws for 1 minute.
  Bathing: Covering oneself in dragon’s blood removes 
  1 permanent negative level. No more than 1 permanent 
  negative level can be removed from a single creature per 
  week using this method. Bathing in dragon’s blood requires 
  3 vials of dragon’s blood. Blood used in such a manner is 
  expended, and may not be reused. 
  DRAGON’S GUT
  PRICE	50 GP
  WEIGHT	1 lb.
  A dragon’s stomach contains highly corrosive acid that can be 
  crafted into an alchemical item called dragon’s gut. When used 
  as a thrown splash weapon, dragon’s gut deals 2d4 points of acid 
  damage plus, on a direct hit, an additional 1d4 points of acid 
  damage the following round, and it deals 1 point of acid damage 
  to all creatures within 5 feet of the impact point as normal splash 
  damage. Additionally, dragon’s gut has alternate effects when 
  used in place of acid as an alchemical power component (see 
  Pathfinder Player Companion: Adventurer’s Armory).
  Acid arrow: The spell lasts 1d3 rounds longer than usual.
  Acid fog: The fog takes on a sticky quality and clings to creatures 
  within it. Any creature damaged by the acid fog takes an additional 
  2d6 points of acid damage on the round after leaving the fog’s 
  area of effect. The creature can negate this additional damage by 
  spending a standard action to wipe the clinging acid from its body.
  Acidic sprayUM: The spell deals 1d8 points of acid damage per 
  caster level (maximum 15d8) instead of the normal 1d6 per caster 
  level on the round of its casting (Reflex half). It still deals 1d6 points 
  of damage per two caster levels on the following round as normal.
  The Dragoncrafting feat and a successful DC 20 Craft (alchemy) 
  check are required to convert 1 vial of stomach acid into 1 vial 
  of dragon’s gut.
  DRAGONSKIN GRIP 
  PRICE	250 GP
  WEIGHT	—
  Made using the choicest, most malleable skin from a dragon’s 
  underbelly, this specialized weapon grip can be added to any 
  weapon with a hilt or handle. Dragonskin grips may be added to 
  an existing weapon, or incorporated into a new weapon during 
  crafting. The skin provides extra grip, granting the wielder a +2 
  bonus to CMD against disarm attempts.
  Producing a dragonskin grip requires the Dragoncrafting feat 
  and a successful DC 15 Craft (bows or weapons) check.
  WYRM PESH 
  PRICE	500 GP
  WEIGHT	—
  This rare and expensive variant of standard Garundi pesh is 
  produced by introducing a vial of dragon’s blood into a dose 
  of pesh during the refining process, and has a noticeable 
  reddish tint. While the drug provides a more potent high 
  and fewer immediate penalties, it is highly addictive, and 
  unless a user has a steady supply of dragon’s blood, the cost 
  to her wellbeing can be severe. For more information on 
  drugs and addictions, see page 236 of the Pathfinder RPG 
  GameMastery Guide.
  WYRM	PESH
  Type ingested or inhaled; Addiction severe, Fortitude DC 24
  Price 500 gp
  Effect 1 hour; 25 temporary hit points
  Effect 1 day; +2 alchemical bonus on saves against sleep and 
  paralysis effects
  Damage 1d2 Wis
  DRAGONHIDE ARMOR
  A classic status symbol for adventurers across Golarion, 
  dragonhide armor is coveted for its toughness. Though smiths 
  have been making dragonhide armor for centuries without 
  the benefit of dragoncrafting, those with the Dragoncrafting 
  feat are able to improve upon an already excellent product.
  Normally, if a suit of dragonhide armor has energy 
  immunity, one may enhance such a suit with additional 
  energy protection for the wearer at a 25% reduced cost. 
  However, only effects with the same elemental type as 
  the armor’s immunity are eligible for this discount. An 
  artisan with the Dragoncrafting feat may add 1 additional 
  elemental protection to a suit of dragonhide armor at the 
  same 25% discount, even if this energy resistance is not 
  normally associated with the type of dragonhide being 
  used. For more information on dragonhide armor, see page 
  49 of Pathfinder RPG Ultimate Combat.
  19
  
  Dragonslaying Organiza†ions
  At the most basic level, an adventuring party is a dragonslaying organization, but when adventurers band together in 
  greater numbers, more permanent organizations may form. Several such dragonslaying organizations are listed below, as 
  are some considerations and new teamwork feats to keep in mind when forming a new organization to hunt draconic foes.
  DRAGONSLAYERS OF THE 
  INNER SEA
  Golarion’s Inner Sea region is home to a number of 
  organizations whose activities are directed toward (or at least 
  include) dragon slaying. A few such groups are presented here.
  Ice Chasm Following: This organization is a collection of 
  powerful warriors pulled together from numerous Kellid 
  tribes in the Realm of the Mammoth Lords. Their revered 
  totem is the enormous, glacier-white mammoth Jaikzam. 
  When he eventually fell in battle to a powerful white dragon, 
  Jaikzam’s legend was not allowed to die. The Ice Chasm’s 
  shamans transformed his corpse into a gigantic zoic fetish 
  to ward off dragons. The Ice Chasm Following travels the 
  deadly passes of the Tusk Mountains, keeping the region safe 
  from the depredations of draconic menaces.
  Linnorm Kings: In the Lands of the Linnorm Kings, 
  hunting dragons (specifically linnorms) is the traditional 
  way for someone to rise to a position of rulership and take 
  one of the seven thrones of the region. This practice dates 
  back thousands of years, and over that time the folk of 
  these lands have truly mastered the dragonslayer’s skills. 
  Their legends hold that one day a high king will unite the 
  lands, but first he or she must slay Fafnheir, the Father 
  of All Linnorms.
  Order of the Pike: This small Hellknight order seeks 
  out dangerous beasts and monsters from their bastion, 
  the tower of Ordeial in northeastern Cheliax. Although 
  a relatively minor order, they have been expanding their 
  operations into Isger and the Chelish heartland and, in 
  time, they may regain some of the renown and prestige 
  they lost following the Chelish Civil War. They train 
  extensively with the longspear to keep their monstrous 
  foes at bay.
  Rostlandic Loyalists: Many in southern Brevoy have 
  never forgotten the role that red dragons played in 
  the devastating defeat they suffered when Choral the 
  Conqueror invaded. Not only were the best and brightest 
  of the Aldori Swordlords wiped out in the attack, but 
  their Issian rivals were elevated to positions of authority 
  and rulership. Rostlanders, ever concerned with personal 
  honor, cannot let go of this ancestral grudge. Though they 
  lack a central organization, southern Brevoy is a hotbed 
  of rebels and firebrands, many of whom would happily 
  contribute their swords, their gold, or their cunning if it 
  meant there were one fewer dragon in the world.
  Smiad: The followers of the Empyreal Lord Smiad are 
  devoted to eradicating the menace of evil dragonkind and 
  assisting in the benevolent works of good dragons. Smiad’s 
  faithful emulate their lord’s honorable, straightforward 
  tactics and rarely resort to trickery to defeat their foes. 
  Many legendary paladins have been guided by the hand of 
  the Pitiless Dragonslayer.
  Lesser Dragonslaying Organizations: Of course, 
  other organizations exist that share the goal of hunting 
  and slaying dragons. Some of these are mere branches 
  of larger organizations, such as a contingent of 
  Pathfinders who specialize in dragonslaying to attain 
  their miraculous hoards for research and preservation. 
  Other organizations are more akin to like-minded 
  individuals operating independently of one another, 
  such as the countless pirates of the Shackles who 
  would like to overthrow the red dragon Aashaq and her 
  minions, if only to claim her hoard as booty. Still other 
  organizations are more cultural, such as the dwarves of 
  20
  
  the Five Kings Mountains, whose longstanding hatred 
  for the great red wyrm Daralathyxl is more heritage 
  than active organizing. Similarly, the descendants of the 
  great blue dragon warlord Kazavon’s slayers are scattered 
  across Golarion, and many strive to continue the legacy 
  of their forebears as potential members or even leaders of 
  dragonslaying organizations.
  FORMING A DRAGONSLAYING 
  GROUP
  Instead of joining an already-established organization, 
  some dragonslayers may opt to found one themselves, 
  based on their own goals, methods, and resources. Anyone 
  planning to start such an organization should keep in 
  mind the following considerations during the process to 
  ensure success.
  Forming a dragonslaying organization somewhere 
  without a dragon problem may be difficult. If there 
  aren’t any rampaging dragons terrorizing a nation or 
  region, finding others locally who share the urge to hunt 
  and slay the beasts may be beyond many adventurers’ 
  capabilities. Sometimes traveling to an area in need of 
  dragonslayers is the easiest way to get a new organization 
  off the ground.
  A dragonslayer should also consider the ideal scope 
  of her organization in the early stages of planning. Will 
  the group have a consistent base of operations, or travel 
  from place to place as needed? How far are the group’s 
  members willing to travel for the sake of dragon’s 
  blood? How large is the group expected to become, and 
  what logistics of feeding and housing its members need 
  to be considered?
  Mercenary dragonslaying companies have other factors 
  to keep in mind. How much does one charge for slaying a 
  dragon? Are there situations in which such a group shouldn’t 
  demand a fee for its services? What can cash-poor clients 
  offer mercenaries in place of gold?
  See Pathfinder Roleplaying Game Ultimate Campaign for 
  more tools to aid in founding an organization, including 
  subsystems covering acquiring followers, running 
  businesses, and erecting buildings. Ask your GM if one 
  of these systems is a good fit for your campaign, and work 
  with her to integrate your dragonslaying organization 
  into the campaign.
  TEAMWORK FEATS
  Allied dragonslayers often find new ways to cooperate 
  to defeat their foes. Below are three teamwork feats 
  developed by dragonslayers over years of training 
  side-by-side.
  Courage in nuMberS (teaMWork)
  Your allies give you courage when you face an enemy as one.
  Prerequisite: Iron Will.
  Benefit: You gain a +2 morale bonus on saves against 
  fear for every ally within 10 feet who possesses this feat 
  (maximum +8).
  overWhelM (CoMbat, teaMWork)
  You can overwhelm large foes with sheer numbers.
  Benefit: You are considered to be flanking an opponent 
  if at least one ally who also has this feat is threatening that 
  opponent and the opponent is at least two size categories 
  larger than the larger of you or your ally, regardless of your 
  actual positioning.
  Normal: You must be positioned opposite an ally to 
  flank an opponent.
  tanDeM evaSion (CoMbat, teaMWork)
  You and your allies help each other evade deadly attacks.
  Prerequisites: Dex 13, Dodge.
  Benefit: When adjacent to an ally who also has this feat, 
  you gain evasion against a dragon’s breath weapon and 
  tail sweep special attacks. If you already have evasion, you 
  gain improved evasion instead.
  WHY SLAY GOOD DRAGONS?
  The iconic dragonslayer is a valiant hero, known for stamping 
  out the menace of evil chromatic dragons wherever they 
  may be found. Why would a dragonslayer even consider 
  fighting a metallic dragon instead? Below are but a few of 
  the many reasons why a dragonslayer may need to bring his 
  skills to bear against a good dragon.
  Meddling	 Do-Gooders: Metallic dragons sometimes 
  involve themselves in the affairs of younger races, with 
  many adopting humanoid form to live among them 
  undetected. Metallic dragons are not free of the racial 
  arrogance that afflicts all dragonkind, and they often think 
  that they know what is best for the humans or elves around 
  them. This opinion may lead to tricky political situations in 
  which the well-meaning good dragon finds itself on one side 
  of an argument against a dragonslayer or her allies.
  Not	 Good	 Enough: Most metallic dragons are good-
  aligned, but a small percentage stray from the calling of 
  their virtuous bloodlines. Whether such alignment shifts 
  come as a result of madness, corruption from outsiders, or 
  other manipulative forces, or are simply the nature of a “bad 
  egg,” such dragons have just as much potential for villainy 
  as evil chromatic dragons. Conversely, and even more 
  rarely, it’s not unheard of for a chromatic dragon to shift its 
  alignment toward good.
  Quests: All dragons hoard treasure, and a good-aligned 
  metallic dragon may possess an important quest item as part 
  of its collection. Perhaps the dragon itself (or a part thereof) 
  is the quest item. Whatever the quarry and whatever the 
  reason, even the most righteous of dragons may not take 
  kindly to the idea of parting ways with a valuable piece of 
  treasure, or in the latter case, its own life.
  The	Root	of	All	Evil: Gold lures many adventurers to match 
  their skills against those of metallic dragons. Everyone loves 
  treasure, and metallic dragons have hoards as large as their 
  chromatic kin. Some dragonslayers set aside the alignment 
  of their quarry and simply treat all dragons as obstacles 
  between themselves and vast amounts of wealth.
  21
  
  Dragonslayer Arche†ypes
  Aspiring dragonslayers attempt a wide variety of strategies aimed at gaining the upper hand against opponents who are 
  smarter, faster, and stronger than they are. In most cases, their novel strategies result in lethal failure. However, a few 
  archetypal strategies have withstood the test of time, including the dragon drinker, the dragon hunter, and the wyrm sniper.
  DRAGON DRINKER (SORCERER)
  The blood of dragons not only flows through a dragon 
  drinker’s veins, but also empowers her spells and 
  magical abilities when consumed. Dragon drinkers have 
  the following class features.
  Bloodline: A dragon drinker must belong to the 
  draconic bloodline. 
  Bleeding Spells (Su): Whenever a dragon drinker casts 
  a spell that deals damage, the spell deals 1 point of bleed 
  damage per spell level to any creatures of the dragon 
  type damaged. This ability replaces the bloodline 
  arcana ability.
  Blood Drinking (Su): Starting at first level, a dragon 
  drinker gains the ability to drink dragon blood to alter 
  or augment her spellcasting abilities. See page 18 for 
  information on dragon’s blood. For the purposes of 
  harvesting dragon’s blood, treat the dragon drinker 
  as though she has Dragoncrafting feat. At 5th level, 
  drinking a vial of dragon’s blood is a standard action 
  that provides the dragon drinker with the normal 
  benefits of the item, as well as a +1 bonus to her caster 
  level for purposes of level-dependent spell effects 
  on a single spell cast within 1 minute. At 7th level, a 
  consumed vial of dragon blood also heals 1d8 points of 
  damage instead of the standard 1d4. At 11th level, the 
  alchemical bonus on Fortitude and Ref lex saves granted 
  by the blood increases to +2.
  In the absence of true dragon’s blood, the dragon 
  drinker may tap into the draconic blood flowing 
  through her veins to gain the temporary effects of having 
  consumed dragon’s blood. As a free action, she can 
  activate this ability, healing 1d4 points of damage and 
  gaining a +1 resistance bonus on Will and Fortitude saves 
  for 1 round. This action may only be performed once per 
  round, and can be performed a number of times per day 
  equal to 3 + her Charisma modifier. This ability replaces 
  the claws bloodline power.
  Energy Assimilation (Su): At 7th level, when the dragon 
  drinker drinks true dragon’s blood from a dragon with 
  a breath weapon that deals a different type of energy 
  damage than her chosen energy type, she may adopt the 
  energy resistance of the blood’s source dragon as if it were 
  her selected bloodline. This effect lasts for 1 minute per 
  dose of dragon’s blood, after which the dragon drinker’s 
  energy resistance reverts back to her normal energy type. 
  This ability replaces the 7th-level bloodline feat.
  Breath Mimicry (Su): At 13th level, when the dragon 
  drinker drinks true dragon’s blood from a dragon with 
  a breath weapon of a shape or energy type different from 
  her own, she may use the shape and energy type of the 
  blood’s source dragon when she next uses her breath 
  weapon. This ability replaces the 13th-level bloodline feat.
  Blood Siphon (Su): At 19th level, when the dragon 
  drinker is within 60 feet of a creature of the dragon 
  type that is suffering bleed damage, she can, as a swift 
  action, draw a dose of its blood into herself as though 
  she had consumed it from a vial. Additionally, when she 
  consumes dragon’s blood, it heals 3d8 points of damage 
  and provides a +3 resistance bonus on Fortitude and Will 
  saves for 1 minute in place of its normal effects. This 
  ability replaces the 19th-level bloodline feat.
  DRAGON HUNTER (RANGER)
  The quintessential dragonslayers, dragon hunters are 
  experts at forging through the wilds in search of great 
  wyrms. Dragon hunters have the following class features.
  Class Skills: A dragon hunter adds Knowledge (arcana) 
  to his list of class skills, in addition to the normal ranger 
  class skills.
  Predatory Deduction (Ex): Beginning at 1st level, when 
  a dragon hunter successfully uses Survival to spot the 
  trail of a creature of the dragon type, the hunter may 
  attempt an immediate DC 15 Knowledge (arcana) check. 
  On a success, the dragon hunter is able to deduce the 
  species, age category, size, and color of the dragon. If the 
  trail is less than 48 hours old, the dragon hunter gains 
  a +2 circumstance bonus on the Knowledge check. This 
  ability replaces Track.
  Wyrm Hatred (Ex): Beginning at 1st level, a dragon 
  hunter must select dragons as his favored enemy, granting 
  him a +2 bonus on Bluff, Knowledge, Perception, Sense 
  Motive, and Survival checks against creatures of the 
  dragon type. He also gains +2 bonuses on weapon attack 
  and damage rolls against them. These bonuses increase 
  by +2 at 5th level and every five levels thereafter (10th, 
  15th, and 20th level).
  Dragoncrafting (Ex): Dragon hunters are experts not 
  only at tracking and killing dragons, but also at using 
  dragon bodies to craft unique equipment. A dragon 
  hunter gains Dragoncrafting as a bonus feat at 5th level, 
  even if she does not meet the prerequisites. See page 18 
  of this book for more information. This ability replaces 
  the additional favored enemy and any bonuses to existing 
  favored enemies gained at 5th level.
  Undaunted (Ex): Beginning at 10th level, a dragon 
  hunter gains a +4 bonus on Will saves made to resist 
  mind-affecting fear effects, Reflex saves made to avoid 
  damage from breath weapons, Reflex saves made to 
  22
  
  avoid crush attacks, and Reflex saves made to avoid 
  damage from tail sweep attacks. This ability replaces the 
  additional favored enemy and any bonuses to existing 
  favored enemies gained at 10th level.
  Expert Dragoncrafter (Ex): At 15th level, a dragon 
  hunter may take 10 on Heal and Craft skill checks to 
  harvest dragoncraft materials and to create dragoncraft 
  items. Additionally, the amount of time required to 
  create a dragoncraft item is reduced by half. This ability 
  replaces the additional favored enemy and any bonuses to 
  existing favored enemies gained at 15th level.
  Elemental Resilience (Su): At 20th level, a dragon 
  hunter gains energy resistance 30 against a single energy 
  type for 1 hour. The energy types he may choose are acid, 
  cold, electricity, and fire. He may use this ability once per 
  day. This ability replaces the additional favored enemy 
  and any bonuses to existing favored enemies gained at 
  20th level.
  WYRM SNIPER (GUNSLINGER)
  These long-shot artists are masters at taking down 
  dragons with sharp shooting and light siege weaponry. 
  The following are class features for wyrm snipers.
  Class Skills: A wyrm sniper adds Knowledge (arcana) 
  to her list of class skills, in addition to the normal 
  gunslinger class skills. 
  Artillery Proficiency: Wyrm snipers 
  are proficient with light siege engines, in 
  addition to the normal gunslinger weapon 
  proficiencies. See page 26 of this book for new 
  anti-dragon siege weaponry.
  Deeds: A wyrm sniper swaps a trio of deeds for the 
  following deeds.
  Munitions Master: At 7th level, a wyrm sniper can spend 
  1 grit point to reduce the number of full-round actions (or 
  move actions, if the sniper has the Master Siege Engineer 
  feat) required to load a light siege engine by 1. This deed 
  replaces the gunslinger’s startling shot deed.
  Skeleton Crew: At 11th level, as long as a wyrm sniper 
  has at least 1 grit point, she treats all light siege engines 
  as requiring a crew of one fewer than normal to operate 
  (minimum 1). This deed replaces the gunslinger’s 
  lightning reload deed.
  Anti-Air Targeting: At 15th level, whenever a wyrm 
  sniper targets a creature’s wings with the targeting deed, 
  the wyrm sniper completely disables one of the creature’s 
  wings on a successful hit. If the wyrm sniper hits her 
  target, the creature falls to the ground, regardless of 
  its altitude, taking the appropriate amount of falling 
  damage as a result. As long as the target has at least one 
  functioning wing, it may attempt a DC 20 Fly check to 
  gain the benefits of feather fall instead of plummeting to 
  the ground. In either case, it must succeed at a Reflex 
  save (DC 10 + 1/2 the wyrm sniper’s level + the wyrm 
  sniper’s Wisdom modifier) or fall prone when reaching 
  the ground. This ability replaces the gunslinger’s 
  menacing shot deed.
  Siege Commander (Ex): At 4th level, a wyrm sniper may 
  select the Siege Commander combat feat as her bonus 
  feat, even if she does not meet the prerequisites.
  Heavy Gunner (Ex): Starting at 5th level, a wyrm sniper 
  may select one specific type of light siege weapon (such 
  as a ballista or light bombard) in place of a specific type 
  of firearm as part of her gun training class ability. Every  
  4 levels thereafter (9th, 13th, and 17th), when she can pick 
  a new type of firearm for the gun training class ability, 
  the gunslinger may again select another type of light 
  siege engine.
  Master Siege Engineer (Ex): At 12th level, a wyrm 
  sniper may select the Master Siege Engineer combat 
  feat as her bonus feat, even if she does not meet the  
  feat’s prerequisites.
  OTHER DRAGONSLAYER CLASS OPTIONS
  In addition to the character options presented in this book, 
  potential dragonslayers may consider some of the following 
  archetypes and class options from other sources: Dragon 
  subdomain (Pathfinder Player Companion: Champions of 
  Purity); dragon shaman (druid)UM; oathbound paladin (oath 
  against the wyrm)UM; titan mauler (barbarian)UC; trophy hunter 
  (ranger)UC; wizard elemental arcane schoolsAPG.
  23
  
  Ba††ling Dragons
  Legends are filled with the names of courageous warriors who braved a dragon’s lair and survived. Even more iconic 
  are those near-mythical heroes who stood toe-to-toe with a wyrm and slew it with only their strength and skill at arms. 
  There are few things that gain more respect than being able to say, “I killed a dragon.”
  CONSIDERATIONS WHILE 
  FIGHTING DRAGONS
  The vast range of abilities a dragon possesses comprises 
  the greatest challenge a dragonslayer must overcome 
  when fighting one. Dragons are physically powerful, have 
  a slew of attacks, possess a devastating breath weapon, 
  know a cunning array of spells, can utilize a variety of 
  modes of movement, and are heavily protected from a 
  range of attacks. Dragons deserve their legendary status, 
  as do the heroes that slay them.
  A dragon has all the advantages in most battles 
  with humanoid dragonslayers, and at best, a hopeful 
  adventurer can pray that he doesn’t bring any 
  disadvantages to the battle. Choosing not to bring a 
  ranged weapon allows the dragon to attack from the air 
  with impunity, for example. When fighting a dragon, a 
  character must do everything possible to maximize the 
  chances of success.
  A tactical dragonslayer should weigh the number of 
  his attacks against those possessed by the dragon. An 
  adventurer bringing all his attacks to bear often means 
  the dragon will similarly be able to use all of its attacks 
  against the potential dragonslayer. Surrounding a 
  dragon so it must divide its attacks between numerous 
  targets, attacking and moving out of reach of most of 
  its attacks, or attacking from a distance might help a 
  party of dragonslayers avoid a lot of blood and pain. 
  If a dragonslayer ever finds himself battling multiple 
  dragons, his best hope might well be to flee, or at 
  least find a position where only one dragon can attack 
  him at a time, and certainly never let them surround 
  or flank him. Against a lone dragon, an open space 
  gives a dragonslayer more options and is therefore 
  a better battlefield than tight quarters. In an open 
  space, however, a dragon has more opportunities to 
  use other kinds of attacks, including flight and its  
  breath weapon.
  A dragon that cannot reach its enemy can simply 
  charge, or use its spells or breath weapon. Thus, giving 
  room to a dragon is not always advisable. To protect 
  against breath weapons or spells, a dragonslayer should 
  find ways to make himself a more difficult target. 
  Staying out of sight by using the terrain, fog, or smoke to 
  hide his exact location can buy him time to get back into 
  a favorable position while the dragon attacks wherever 
  he used to be. However, this tactic won’t work for long; a 
  dragon has incredible senses and will quickly be able to 
  find a hiding adventurer regardless of how well he thinks 
  he’s hidden.
  It is not an uncommon scenario to encounter a 
  dragon rampaging through a village. In this situation, 
  true heroes should consider making themselves an 
  obvious target to lure the dragon out to face fire from 
  the citizenry, while an unscrupulous dragonslayer might 
  very well do the opposite and use the villagers as bait. 
  NEW FEATS
  The following feats are designed to present dragonslayers 
  additional options in combat against the 
  mighty beasts, as well as foes of any 
  creature type.
  Covering ShielD 
  (CoMbat)
  You can use your shield to 
  protect your most vulnerable 
  parts from area effects.
  Prerequisites: Dex 13, Shield 
  Focus, Shield Proficiency.
  Benefit: While using a shield of the type 
  to which your Shield Focus feat applies, you 
  gain a bonus on Ref lex saves against area of effect 
  attacks equal to your shield’s base bonus to armor class 
  plus any bonuses granted by feats or class abilities. This 
  does not transfer any enhancement bonuses on a shield 
  to Ref lex saves.
  24
  
  Death FroM beloW (CoMbat)
  You have been trained to fight flying creatures.
  Prerequisite: Base attack bonus +1.
  Benefit: You gain a +2 circumstance bonus against 
  flying opponents when you have set a weapon against a 
  charge, or when you are allowed an attack of opportunity 
  against the flying opponent.
  Dragonheart
  Your familiarity with dragonkind makes you less 
  susceptible to their abilities.
  Prerequisite: Knowledge (arcana) 1 rank.
  Benefit: You gain a +1 bonus on all saving throws 
  against auras, breath weapons, spell-like abilities, spells, 
  supernatural abilities, and other special attacks of 
  creatures with the dragon type.
  DragonSlaYer (CoMbat)
  You have been trained to fight dragons.
  Prerequisites: Knowledge (arcana) 4 ranks, base attack 
  bonus +4.
  Benefit: Whenever you confirm a critical hit against 
  an opponent that has a breath weapon, you can forgo the 
  extra critical damage to instead prevent your foe from 
  using its breath weapon for a number of rounds equal to 
  twice the critical multiplier of your attack, in addition 
  to any normal delay mentioned in the breath weapon 
  effect’s description.
  FlaYing CritiCal (CoMbat, CritiCal)
  Your critical hits weaken your opponents’ defenses.
  Prerequisites: Critical Focus, base attack bonus +11.
  Benefit: Whenever you score a critical hit, your 
  opponent takes a –1 penalty to its natural armor bonus 
  for the duration of the encounter. This penalty is 
  cumulative, but cannot reduce an opponent’s natural 
  armor bonus below 0.
  PorCuPine DeFenSe (CoMbat)
  You are a threat to opponents that try to overwhelm you.
  Prerequisites: Combat Expertise, Combat Reflexes, 
  base attack bonus +6.
  Benefit: Whenever an opponent of at least one 
  size category larger than yourself attempts a combat 
  maneuver attack against you, you gain a +2 bonus on 
  any allowed attacks of opportunity. If your opponent 
  may make such attacks without provoking attacks 
  of opportunity, you instead gain a +2 bonus to CMD 
  against such maneuvers.
  reaCh DeFenSe (CoMbat)
  You are proficient at avoiding polearms and long-
  limbed creatures.
  Prerequisite: Dex 15
  Benefit: You gain a +2 dodge bonus to Armor Class 
  against attacks of opportunity from opponents that are 
  not adjacent to you.
  Special: This feat counts as Dodge for the purposes of 
  qualifying for the Mobility and Spring Attack feats.
  SnoutgriP (CoMbat)
  You can hold an opponent’s mouth shut.
  Prerequisites: Combat Expertise, Combat Reflexes, 
  Improved Grapple, Improved Unarmed Strike, base 
  attack bonus +12 or 10th-level monk.
  Benefit: As an immediate action, whenever an 
  opponent up to one size category larger than you misses 
  you with its bite attack, you can attempt a grapple with 
  a –5 penalty on the check. If you succeed, you have 
  grappled your opponent and are holding its mouth shut, 
  preventing it from using its bite attack, breath weapon, 
  or spells with a verbal component until it escapes your 
  grapple. You may make this grapple attempt even if the 
  target is out of your reach.
  WingCliPPer (CoMbat)
  Your attacks can prevent winged opponents from flying.
  Prerequisite: Base attack bonus +9.
  Benefit: Whenever you confirm a critical hit against an 
  opponent that uses wings to fly, you can forgo the extra 
  critical damage to instead prevent it from flying for a 
  number of rounds equal to twice the critical multiplier of 
  your attack. Opponents that are flying at the time of the 
  critical effect must succeed at a DC 20 Fly check to avoid 
  taking falling damage.
  OPTIONAL RULES
  Fighting a dragon is always an epic battle, but there are 
  several ways that players and GMs can make it even more 
  exciting and memorable. A few of the optional rules from 
  this and other Pathfinder Roleplaying Game books can 
  make such a battle truly legendary.
  A character who slays a dragon should earn fame and 
  a hero’s reputation. Ask your GM if he uses the optional 
  reputation rules presented in Pathfinder RPG Ultimate 
  Campaign to track your character’s popularity in the local 
  community.
  Consider bringing siege engines onto the battlefield, 
  especially when defending a settlement from a rampaging 
  dragon (see Pathfinder RPG Ultimate Combat and pages 
  26–27 of this book for more details). Some GMs may want 
  to allow the optional called shot rules presented in Ultimate 
  Combat to allow their players to even the odds when 
  fighting dragons. Combining siege engines and called 
  shots might enable you to bring a dragon to the ground, 
  where your warriors can fight it on more even terms.
  As dragons age they become powerful spellcasters. 
  Some dragons could be convinced to resolve encounters 
  with a spell duel (see Pathfinder RPG Ultimate Magic) 
  instead of a traditional battle. Some dragons may even 
  wield an ancient, lost form of magic, perhaps using the 
  words of power rules presented in Ultimate Magic. Check 
  with your GM to see if you can use them too.
  25
  
  Equipmen† and Siege Weapons
  The gear in which a dragonslayer invests prior to facing a dragon can be as important as which classes, feats, and skills he chooses 
  to learn. In particular, siege weapons are one of the most effective ways to combat a dragon—though tricking the beast into range 
  of such a weapon can be a feat in its own right. Several pieces of dragonslaying equipment and new siege engine options follow.
  NEW ADVENTURING GEAR
  For dragonslayers, whose prey often outmatches 
  them both physically and mentally, having the proper 
  equipment is essential. The following gear is specifically 
  designed to give dragonslayers that all-important 
  combat edge.
  BALLOON TRAP
  PRICE	150 GP
  WEIGHT	4 lbs.
  This trap consists of a buoyant balloon tied to an anchor by a very 
  thin strand of metal. The strand acts as a vertical tripwire that 
  triggers the trap, targeting any flying creature that contacts it. 
  The trap’s creator may set any number of mechanical or magical 
  effects to be triggered when the trap is activated. Balloon traps 
  are especially useful against creatures with large wingspans, or 
  when the balloon is concealed, as in a tree canopy or smoke 
  cover. Below is a sample balloon trap.
  SIROCCO	BALLOON	TRAP	
  CR	14
  Type magic; Perception DC 31; Disable	Device DC 31
  EFFECTS
  Trigger touch; Reset none
  Effect spell effect (siroccoAPG, 4d6+11 fire damage [DC 19 Fort 
  for half] plus fatigued, knocked prone [DC 19 Fort avoids], 
  flying creatures grounded [DC 15 Fly avoids]); multiple 
  targets (all creatures in a 20-ft.-radius, 60-ft.-high cylinder 
  centered on the balloon trap tripwire)
  DRAGON MUZZLE 
  PRICE	20 GP
  WEIGHT	2 lbs.
  This large leather muzzle is reinforced 
  with steel chains, and is specifically 
  shaped for a dragon’s snout. The 
  muzzle is also treated with one type 
  of elemental proofing (see below) 
  to prevent it from being destroyed by the dragon’s breath 
  weapon. The muzzle has hardness 10, 40 hp, and a break DC 
  of 30. A dragon muzzle can be fitted on a dragon using the 
  rules to tie up a pinned creature. A standard dragon muzzle 
  can be resized to fit dragons from size Tiny to Large. For larger 
  versions, the weight increases by a factor of 4 and the price 
  doubles for each size increase.
  DRAGONCRAFTING KIT 
  PRICE	40 GP
  WEIGHT	4 lbs.
  This kit contains all the butchers’ tools, preservatives, and 
  desiccants necessary to turn a dragon corpse into usable items. 
  It provides the user with a +2 circumstance bonus on all Heal 
  and Craft skill checks made to harvest dragoncraft materials and 
  create dragoncraft items (see page 18).
  ELEMENTAL PROOFING 
  PRICE	100 GP
  WEIGHT	1 lb.
  This alchemical gel comes in a large 
  vial with a brush built into the stopper. 
  It’s used to coat the surface of objects, 
  protecting them from a specific type 
  of energy damage. Though elemental 
  proofing is not harmful to the objects it coats, it acts as a 
  contact poison to living creatures. Touching elemental proofing 
  directly causes 1d4 points of damage and 1d4 rounds of 
  sickness (a DC 14 Fortitude save negates the latter effect). 
  Creatures immune to poison are likewise immune to the 
  effects of contacting elemental proofing but gain no benefits 
  from its application. When applied to weapons or armor, 
  elemental proofing confers resistances to the coated object, 
  but none to the wearer. 
  Each vial of elemental proofing contains enough gel to coat 
  one Large object, or two Medium or smaller objects. Once 
  the applied gel dries, it absorbs 10 points of the specified 
  type of elemental damage each round. Elemental proofing 
  wears off after 24 hours, and multiple applications of the 
  gel do not stack. There are four different types of elemental 
  proofing: acid proofing provides acid resistance 10, flame 
  proofing provides fire resistance 10, frost proofing provides 
  cold resistance 10, and lightning proofing provides electricity 
  resistance 10.
  SMOKE COVER
  PRICE	75 GP
  WEIGHT	10 lbs.
  This small cauldron of alchemically treated tar gives off thick, 
  acrid smoke when ignited. The smoke rises to an altitude of 
  25 feet, then spreads horizontally, creating an artificial smoke 
  ceiling 5 feet thick. The smoke spreads to a 100-foot radius at 
  a rate of 20 feet per round. The cauldron smokes for 5 rounds 
  before burning out. After the cauldron finishes burning, the 
  smoke lasts for 3 more rounds before dissipating. A moderate 
  wind (11+ mph) does not affect the heavy smoke, while a 
  strong wind (21+ mph) disperses the smoke in 2 rounds.
  The smoke is entirely opaque, which means creatures above 
  the smoke can’t see the ground, and those on the ground have 
  a visual ceiling of 25 feet. Creatures on the other side of the 
  smoke have total concealment (50% miss chance, and the 
  attacker can’t use sight to locate the target).
  Smoke cover is noxious, and any creature that begins its 
  turn inside the smoke must succeed at a DC 18 Fortitude 
  save or become sickened for 1d4 rounds. Previously sickened 
  creatures that fail their saves are instead nauseated for 1d6 
  rounds. Creatures immune to poison are not affected by smoke 
  cover’s sickening effects.
  26
  
  SPOTLIGHT
  PRICE	75 GP
  WEIGHT	18 lbs.
  This large contraption functions 
  like a hooded lantern, shedding 
  large amounts of light in a 
  single direction. A spotlight also 
  contains several mirrors which 
  amplify and aim the light. A 
  spotlight creates a 5-foot-wide 
  beam of normal light, which extends to a distance of 90 feet 
  and continues for another 90 feet as dim light. It does not 
  radiate any light outside the area of the beam. A spotlight does 
  not increase the light level in normal light or bright light. A 
  lantern burns for 1 hour on 1 pint of oil, and requires two hands 
  to move and one hand to aim.
  WIND PLATFORM
  PRICE	5,000 GP
  WEIGHT	1,600 lbs.
  A rare and dangerous marvel 
  from the strange nation of 
  Alkenstar, this light, airborne 
  device is held aloft by a 
  huge buoyant balloon which 
  is attached by chains to an 
  open-air wicker basket.
  A wind platform is so-
  called because it remains at the mercy of the winds, as it has 
  no propulsion system of its own and can therefor not be used 
  as much more than an airborne watchtower or platform for the 
  deployment of siege engines.
  The basket of a wind platform can hold as many as six 
  Medium creatures and two Large direct-fire siege engines, 
  or any combination of smaller creatures and siege engines 
  occupying the same space. The platform cannot withstand a 
  carried weight of more than 3,000 lbs.
  A wind platform has AC 4, harness 5, and 250 hp, and takes 
  double damage from acid and fire attacks. When reduced to 
  half its total hit points (125 hp) the platform begins to descend 
  at a rate of 20 ft. per round. When reduced to one-quarter its 
  total hit points (62 hp), the rate of descent increases to 60 ft. 
  per round. When destroyed, all creatures and items on the 
  wind platform simply fall as normal.
  WING HOBBLE
  PRICE	75 GP
  WEIGHT	1–20 lbs.
  This large weight is attached to a sharp steel hook which 
  doubles as a carabiner. Once the steel hook is punched 
  through the skin of a flying creature’s wing, the carabiner 
  locks shut. The weight then acts as an anchor, unbalancing 
  the creature’s wings, which prevents the creature from flying. 
  The application of wing hobbles causes 1d4 points of piercing 
  damage, and does not permanently disable the creature 
  should the hobble be removed. A wing hobble can be 
  attached to a pinned creature’s wing with a successful grapple 
  check. Removing a wing hobble from a creature’s wing is a 
  full-round action that provokes attacks of opportunity and 
  requires the use of two hands.
  NEW SIEGE ENGINE 
  AMMUNITION
  Though dragons’ natural weapons are undoubtedly deadly, 
  it’s the wyrms’ wings that often give them the upper hand 
  in combat. The siege engine ammunition below is aimed 
  at helping slayers bring dragons down to the ground.
  BALLISTA NET
  PRICE	75 GP
  WEIGHT	15 lbs.
  This ballista bolt is specially equipped with a net which unfurls 
  as the bolt flies toward its target. Unlike a standard ballista bolt, 
  a ballista net requires only a touch attack to hit. If a ballista 
  net hits, it deals no damage, but causes the target to become 
  entangled. An entangled creature takes a –2 penalty on attack 
  rolls and a –4 penalty to Dexterity, can move at only half speed, 
  and cannot charge or run.
  FLAK
  PRICE	500 GP
  WEIGHT	30 lbs.
  Flak ammunition is a type of short-fused bomb, specifically 
  designed to explode in midair. Flak ammunition is packed with 
  steel balls and black powder, and may be fired from a bombard 
  or catapult. When flak explodes, it deals 4d6 points of piercing 
  and bludgeoning damage to all creatures and objects within 40 
  feet of the target square. A flak bomb must reach an altitude of 
  at least 50 feet to function properly. If flak ammunition impacts 
  anything before it reaches this altitude, the bomb deals 1d6 
  points of bludgeoning damage and fails to explode.
  FLECHETTE BOLT 
  PRICE	30 GP
  WEIGHT	20 lbs.
  This ballista bolt consists of dozens of small steel darts, called 
  flechettes, which break away after the bolt is released. If the 
  bolt impacts anything before it reaches a distance of 30 feet, it 
  deals 1d8 points of damage. Between 30 and 60 feet away, the 
  flechettes deploy, dealing piercing damage to every creature 
  and object within a 30-foot-cone burst. After 60 feet, the 
  flechettes lose momentum and fall harmlessly to the ground. 
  Separate attack rolls must be made against each target hit by 
  the burst. Light ballista flechettes deal 2d8 points of damage, 
  while heavy ballista flechettes deal 3d8 points. Additionally, any 
  winged creature hit by flechettes has several holes punched in 
  its wings, and has its fly speed reduced by 10 feet. The creature 
  takes a –4 penalty on Fly checks until the damage is healed.
  WEIGHTED BOLT
  PRICE	50 GP
  WEIGHT	40 lbs.
  This barbed ballista bolt is equipped with a heavy weight at 
  the end of a long chain. The bolt’s extra weight makes the bolt 
  harder to fire accurately, and imposes a –2 penalty on attack 
  rolls. In addition to the normal damage dealt by a ballista bolt 
  of its size, on a successful hit the weighted bolt lodges itself 
  into the target’s body, leaving the weighted chain hanging 
  loosely, imparting a –5 penalty on all Fly checks made by the 
  target. These penalties stack if a target is hit with multiple 
  weighted bolts. A weighted bolt can be removed with a 
  successful DC 25 Heal check or a DC 20 Strength check.
  27
  
  Dragonslayer Spells
  Just as dragons augment their physical defenses and attacks with powerful spellcasting abilities, so too do well-prepared 
  dragonslayers employ magic to combat their fearsome foes. The following spells present options for spellcasters with 
  plans for slaying dragons.
  DRAGON	TURTLE	SHELL
  School abjuration; Level alchemist 3, cleric 3, druid 2, sorcerer/
  wizard 3
  Casting	Time 1 standard action
  Components V, S, M (a piece of turtle shell)
  Range personal
  Target you 
  Duration 1 round/level
  When you are struck by an opponent’s natural attacks, the 
  damage is resolved as if the attack came from a creature one 
  size smaller per 5 caster levels (maximum of four size categories 
  smaller at CL 20th). Refer to Table 3–1 in the Pathfinder RPG 
  Bestiary to determine an attack’s altered base damage. If the 
  creature’s natural attack deals nonstandard damage, refer 
  instead to the Improved Natural Attack feat on page 315 of 
  the Bestiary. It is not possible to reduce the base damage of a 
  creature’s natural attack below 1d2 with this spell.
  DRACONIC	SUPPRESSION
  School abjuration; Level sorcerer/wizard 5, witch 5
  Casting	Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./level)
  Target one dragon
  Duration 1 round/level (D)
  Saving	Throw Fortitude negates; Spell	Resistance yes
  A dragon that fails its saving throw cannot use its breath weapon for 
  the duration of the spell and is treated as one age category younger 
  for determining which special abilities it can use. For example, an 
  ancient green dragon would revert to the special abilities of a very 
  old dragon and lose access to its miasma ability and its dominate 
  person spell-like ability. This spell has no effect on a dragon’s armor 
  class, feats, frightful presence, hit points, physical attacks, saving 
  throws, senses, size, skills, spellcasting, or statistics. 
  DRAGONVOICE
  School transmutation; Level alchemist 2, bard 2, sorcerer/
  wizard 2, witch 2
  Casting	Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 minute/level
  By magically altering the way your vocal cords create sounds, 
  you can emulate the vocal inflections of dragons. This grants 
  a +6 circumstance bonus on Charisma checks and Charisma-
  related skill checks when dealing with dragons. 
  In addition, your voice is much louder than normal, halving 
  the penalties to others’ Perception checks to hear you due to 
  distance, intervening doors, and so on. 
  DUNGEONSIGHT
  School divination; Level bard 4, cleric 5, inquisitor 4, sorcerer/
  wizard 5
  Casting	Time 1 standard action
  Components V, S, F (a small glass orb worth 150 gp)
  Range personal
  Area 60-ft.-radius emanation
  Duration instantaneous
  You receive a clear and memorable view of the layout of chambers, 
  barriers, and connecting passages within the area of effect. This 
  spell does not reveal the contents or inhabitants of any of these 
  locations, only the basic architecture of the space. For example, a 
  staircase leading up to a pair of doors would be apparent, but the 
  iron golems guarding the doors would not. This spell does identify 
  the locations of secret doors and hidden passages but gives no clue 
  as to the means of opening or accessing them.
  28
  
  ERODE	DEFENSES
  School transmutation; Level magus 2, sorcerer/wizard 3, witch 3
  Casting	Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./level)
  Target one creature
  Duration 1 round/level
  Saving	Throw Fortitude negates (see below); Spell	Resistance yes
  Your spell slowly begins to eat away at the defenses of your target. 
  If the target fails its saving throw, it loses 1 point from any damage 
  reduction and natural armor bonus it may have. If the initial save 
  was not successful, the target may attempt a new saving throw 
  each round for the duration of the spell or continue to suffer 
  cumulative losses. If the first save fails but a subsequent save 
  succeeds, the eroding effects stop at that point, though any of the 
  penalties already accrued remain until the spell expires. At the end 
  of the spell’s duration, the target’s damage reduction and natural 
  armor bonus immediately return to normal.
  Only one erode defenses spell can affect a particular target 
  at any one time. 
  GRAVITY	WELL
  School transmutation; Level druid 6, sorcerer/wizard 5
  Casting	Time 1 standard action
  Components V, S, M (a small lead weight)
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration 1 round/level (D)
  Saving	Throw Fortitude negates; Spell	Resistance no
  You bring into being a localized region of increased gravity that 
  crushes a creature to the ground. Affected targets weigh twice 
  as much as normal, can move only at half speed, jump only half 
  as far as normal, and can lift and carry only half as much as 
  normal. Any flying target has its maneuverability worsened by 
  two steps (from good to poor, for example; minimum clumsy) 
  and plummets to the ground unless it succeeds at a DC 25 Fly 
  check to remain in the air.
  Freedom of movement negates the effects of this spell. A 
  creature targeted by gravity well behaves normally in the area 
  of a reverse gravity spell.
  HEART	OF	THE	MAMMOTH
  School transmutation; Level cleric 8, druid 8, sorcerer/wizard 8, 
  witch 8
  Casting	Time 1 standard action
  Components V, S, F (a fetish of mammoth hair soaked in 
  dragon’s blood)
  Range touch
  Target creature touched
  Duration 1 round/level
  Saving	Throw Will (harmless); Spell	Resistance no
  The target creature becomes stronger, hardier, and imbued with the 
  courage of the greatest megafauna of the tundra. The spell grants 
  a +8 enhancement bonus to Strength and Constitution, immunity to 
  fear, a +4 morale bonus to Will saves, and doubles the critical threat 
  range of all its attacks against creatures of the dragon type (this 
  does not stack with Improved Critical, keen edge, or similar effects).
  ILLUSORY	HOARD
  School illusion (phantasm) [mind-affecting]; Level bard 4, 
  sorcerer/wizard 5
  Casting	Time 1 standard action
  Components S, M (an item from the hoard, see below)
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration 1 hour/level (D)
  Saving	Throw Will negates (and see below); Spell	Resistance yes
  The spell forces the target to believe that nothing in its hoard 
  is missing or has been disturbed. This spell fools all the senses, 
  convincing the target that its hoard feels and behaves as it 
  should. Only if the target tries to use an item from this illusory 
  hoard for some other purpose does it receive another saving 
  throw to disbelieve the effects of the spell (a wizard trying to 
  use an illusory wand or a dragon trying to unlock a door with 
  an illusory key). For the purposes of this spell, a hoard is any 
  amount of treasure that is too big to be carried by the treasure’s 
  owner without magical tools such as bags of holding or portable 
  holes, such as a dragon’s hoard, a king’s treasury, a merchant’s 
  strongbox, or a thief’s hidden cache.
  The material component is any item worth 10 gp or more taken 
  from the original hoard. This item is consumed by the spell.
  EYE OF ABENATREX (MINOR ARTIFACT)
  The Eye of Abenatrex appears as a crystalline eyeball almost 
  too large to be held in one hand. Gouges mar its surface and 
  a golden triangle is embedded deep in the black iris—the 
  symbol of the Saoc Brethren of the lost nation of Lirgen.
  The city of Oagon was home to a cadre of wealthy 
  merchants and astrologers who were the unknowing 
  minions of the blue dragon Abenatrex. By sending false 
  prophecies into their dreams, she directed the development 
  of trade between Lirgen and its neighbors. Proud of her 
  achievements, Abenatrex made the fatal error of revealing 
  herself to her underlings, expecting respect. What she 
  actually received was a pretense of fealty from subjects who 
  turned the tables on her and stole what they perceived as 
  their gold from under her nose. Through powerful magic, the 
  Lirgeni took her entire hoard to fill their already overflowing 
  coffers. For a while, Abenatrex remained oblivious to the 
  immense slight, but inevitably, one of the wizards made a 
  mistake and their ruse was revealed. Driven mad with rage 
  and confusion, Abenatrex clawed out her own unbelieving 
  eyes and frenziedly collapsed her lair around her.
  From out of the rubble, one of her eyes was recovered, 
  and over the decades since Lirgen’s fall, the Eye of Abenatrex 
  has been sought by kings and dragons alike.
  Effects: The Eye of Abenatrex can be held in the hand or 
  mounted atop a staff. The bearer of the eye is immune to the 
  effects of the illusory hoard spell and can cast dispel magic 
  three times per day using his character level as the effect’s 
  caster level. If mounted on a staff, the eye also automatically 
  casts dispel magic (CL 13th), targeting any illusions it interacts 
  with. Also, any sorcerer of the draconic bloodline who wields 
  the eye adds all spells on pages 28–29 to her spells known.
  29
  
  Magic I†ems
  Dragons aren’t the only creatures known to collect and hoard powerful items. In fact, the very same dragonslayers who 
  would see the dragons dead often share their love of magic items—from weapons to armor to staves of power. These 
  items can, if properly employed, mark the difference between life and death when face-to-face with a dragon.
  BOOTS OF THE VENGEFUL BEHIR
  PRICE	
  5,400
  SLOT	feet
  CL	5th
  WEIGHT	1 lb.
  AURA	moderate transmutation
  These heavy boots are made of blue 
  leather. Three times per day, when the 
  wearer speaks the command word, he can 
  attempt a bull rush the following round as 
  if one size category larger than normal. If 
  the target of the bull rush is a dragon, the wearer is treated as 
  if two size categories larger than normal. This bull rush attempt 
  does not provoke attacks of opportunity.
  CONSTRUCTION	REQUIREMENTS
  COST	2,700 GP
  Craft Wondrous Item, enlarge person
  DEATH’S PRESERVATION BANDED MAIL
  PRICE	
  22,400 GP
  SLOT	armor
  CL	18th
  WEIGHT	35 lbs.
  AURA	strong conjuration and divination
  This +2 light fortification banded mail 
  has a small, ovoid stone set in the 
  left shoulder. The armor monitors the 
  wearer’s hit point total as the spell 
  status. If an attack against the wearer 
  does enough damage to kill him 
  outright, he and his gear are teleported 
  to a specific location determined at the time of the armor’s 
  creation. This effect acts in all other ways as the spell word of 
  recall, with the predetermined location considered the place of 
  sanctuary. The wearer’s body is protected from decomposition 
  for 18 days as per the gentle repose spell. Once this ability 
  has been used, the stone set into the armor crumbles to dust 
  and the armor reverts to being a suit of +2 light fortification 
  banded mail.
  CONSTRUCTION	REQUIREMENTS
  COST	11,200 GP
  Craft Magic Arms and Armor, contingency, gentle repose, limited 
  wish or miracle, word of recall
  DRAGONFORM ARMOR 
  PRICE	
  24,120 GP
  SLOT	armor
  CL	11th
  WEIGHT	15 lbs.
  AURA	moderate transmutation
  This +1 leather armor is the same color as the dragon type with 
  which it is associated and has been worked to resemble dragon 
  hide. Once per day the wearer can speak the command word 
  and transform into the associated dragon type as the form of 
  the dragon I spell. This effect lasts 11 minutes.
  CONSTRUCTION	REQUIREMENTS
  COST	12,060 GP
  Craft Magic Arms and Armor, form of the dragon I
  DRAGON’S TAIL
  PRICE	
  32,310 GP
  SLOT	none
  CL	13th
  WEIGHT	12 lbs.
  AURA	strong conjuration and transmutation
  This +2 dragonbane guisarme seems to vibrate with a low 
  hum. On a successful hit, the target must succeed at a DC 20 
  Fortitude save or become staggered for 1 round. If the target is 
  of the dragon type and the dragon fails its save, the creature is 
  stunned for 1 round and staggered for 2 rounds thereafter. It is 
  staggered for 1 round even on a successful save.
  CONSTRUCTION	REQUIREMENTS
  COST	16,155 GP
  Craft Magic Arms and Armor, resonating wordUM, summon monster I
  ELIXIR OF ELEMENTAL PROTECTION
  PRICE	
  1,800 GP
  SLOT	none
  CL	9th
  WEIGHT	—
  AURA	moderate abjuration
  Scintillating colors swirl through this liquid. The elixir grants the 
  drinker 100 points of protection from the first type of elemental 
  damage he takes after drinking it. Unused points of protection 
  dissipate 1 hour after the liquid is consumed.
  CONSTRUCTION	REQUIREMENTS
  COST	900 GP
  Craft Wondrous Item, protection from energy
  HEXING RUNES
  PRICE	
  10,000 GP
  SLOT	neck
  CL	8th
  WEIGHT	—
  AURA	moderate abjuration
  These runes may be carved from wood or cast in silver and are 
  worn on a leather cord. When a witch prepares her spells, she 
  may also choose to use the hexing runes to augment one hex 
  she can use. The save DC of this hex increases by 1 for 24 hours. 
  Additionally, once per day when she speaks the command 
  word, the wearer gains the benefits of the ward hex as if cast 
  by an 8th level witch.
  CONSTRUCTION	REQUIREMENTS
  COST	5,000 GP
  Craft Wondrous Item, Spell Focus (abjuration), resistance, 
  creator must be able to use the ward hexAPG
  INCENSE OF DULLED SENSES
  PRICE	
  1,500 GP
  SLOT	none
  CL	10th
  WEIGHT	—
  AURA	moderate abjuration
  This gray incense smells of cold granite. When burned, the smoke 
  from the incense spreads to fill a space equal to ten 10-foot 
  cubes. This smoke remains stationary unless moved by wind. 
  If inhaled by a creature with blindsense, scent, or tremorsense, 
  the creature must attempt a DC 20 Fortitude save. If it fails the 
  save, it does not benefit from its blindsense, tremorsense, or 
  30
  
  scent abilities for 10 minutes. After 10 minutes the smoke from 
  the incense dissipates and loses all magical properties.
  CONSTRUCTION	REQUIREMENTS
  COST	750 GP
  Craft Wondrous Item, blindness/deafness
  NET OF SNARING 
  PRICE	
  28,940 GP
  SLOT	none
  CL	11th
  WEIGHT	6 lbs.
  AURA	moderate conjuration and transmutation
  This +1 distance net seems lighter than expected and is 
  slightly sticky to the touch. Three times per day, the wielder 
  may speak the command word and throw the net of snaring 
  at a target. This is a ranged touch attack with a range of 40 
  feet. The net immediately grows by two size categories. If the 
  attack hits, the target must succeed at a DC 25 Reflex save 
  or become entangled. So long as the wielder retains control 
  of the trailing rope, he may attempt or otherwise act on a 
  grapple as a free action that does not provoke an attack of 
  opportunity. Speaking the command word again shrinks the 
  item to normal size so long as no creature is confined within it.
  CONSTRUCTION	REQUIREMENTS
  COST	14,470 GP
  Craft Magic Arms and Armor, levitate, permanency, shrink item, web 
  PERILOUS GLOVES
  PRICE	
  10,000 GP
  SLOT	hands
  CL	1st
  WEIGHT	1 lb.
  AURA	faint transmutation and necromancy
  These black gloves glow slightly during 
  combat. Once per day, if the wearer’s 
  unarmed attack threatens a critical hit, 
  the critical confirmation roll gains a 
  +2 bonus. Regardless of whether the critical is confirmed, the 
  attack does an additional 1d8 points of damage.
  CONSTRUCTION	REQUIREMENTS
  COST	2,500 GP
  Craft Wondrous Item, inflict light wounds, unerring weaponUC
  RING OF FEAR REFLECTION
  PRICE	
  48,000 GP
  SLOT	ring
  CL	7th
  WEIGHT	—
  AURA	moderate abjuration and necromancy
  This simple silver ring has a fear rune etched into its 
  hammered apex. The ring provides a morale bonus versus 
  fear effects. This bonus starts at +0 and can advance no 
  higher than +5.
  Every time the wearer succeeds at a Will save versus a fear 
  affect, the ring’s bonus increases by +1. Should the wearer 
  fail a Will save versus fear, the ring’s bonus immediately falls 
  to +0. 
  If the bonus is +5 and the wearer is affected by a fear 
  effect and succeeds at her Will save, the ring automatically 
  reflects the fear effect back to its source. If the source is a 
  creature not immune to fear, it must succeed at a Will save at 
  the DC made by the ring’s wearer or be affected by the fear 
  effect. Only the source of an area fear effect is targeted by 
  such a reflected spell.
  CONSTRUCTION	REQUIREMENTS
  COST	24,000 GP
  Forge Ring, fear, remove fear, resistance
  SCALED SASH 
  PRICE	
  73,000 GP
  SLOT	chest
  CL	11th
  WEIGHT	1 lb.
  AURA	moderate transmutation
  Glittering with every movement, this 
  sash is associated with a specific type 
  of chromatic dragon. Three times per 
  day, the wearer may convert all the 
  damage dealt by a single attack with a 
  melee, ranged, or natural weapon into 
  the matching dragon’s breath weapon 
  damage type. The amount of damage dealt remains unaffected. 
  The sash may be used after the attack’s results are known, but 
  must be declared before damage has been rolled. Attacks dealing 
  any type of energy damage cannot be converted in this manner 
  unless the energy type of the original damage is the same as 
  that granted by the scaled sash. If the original attack would be 
  affected by damage reduction, the converted damage is reduced 
  as if it did not bypass the damage reduction, even if the target 
  has no special defenses against the converted energy type
  For example, an archer wearing a black scaled sash makes 
  a successful attack against a target with his longbow. Before 
  rolling damage on the hit, he opts to use his sash to convert the 
  damage dealt to acid damage. Damage is rolled normally, but 
  deals acid damage instead of piercing damage. This includes 
  damage dealt from additional effects such as sneak attack, 
  favored enemy, and the bane special weapon property.
  CONSTRUCTION	REQUIREMENTS
  COST	36,500 GP
  Craft Wondrous Item, form of the dragon I
  STAFF OF HUNTING
  PRICE	
  51,000 GP
  SLOT	none
  CL	13th
  WEIGHT	5 lbs.
  AURA	strong varies
  This length of aged ivory is carved with numerous hunting 
  scenes which seem to animate and tell a story when the staff is 
  rotated. It allows the use of the following spells:
  • Acute sensesUM (1 charge)
  • Bard’s escapeAPG (4 charges)
  • Locate creature (2 charges)
  • Unwilling shieldAPG (3 charges)
  CONSTRUCTION	REQUIREMENTS
  COST	25,500 GP
  Craft Staff, acute sensesUM, bard’s escapeAPG, locate creature, 
  unwilling shieldAPG
  STAFF OF INTERNAL ASSAULT 
  PRICE	
  20,800 GP
  SLOT	none
  CL	8th
  WEIGHT	5 lbs.
  AURA	moderate varies
  Crumbling bark continuously flakes from this solid, aged oak 
  staff without diminishing its size. It allows the use of the 
  following spells:
  • Calcific touchAPG (2 charges)
  • Corrosive touchUM (1 charge)
  • Touch injectionUC (2 charges)
  CONSTRUCTION	REQUIREMENTS
  COST	10,400 GP
  Craft Staff, calcific touchAPG, corrosive touchUM, touch injectionUC
  31
  
  Nex† Mon†h!
  add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open 
  Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, 
  except as expressly licensed in another, independent Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game 
  Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you 
  are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may 
  use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed 
  under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You 
  distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some 
  or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure 
  such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to 
  the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, and Skip 
  Williams, based on material by E. Gary Gygax and Dave Arneson.
  Dracolisk from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Dragon, Faerie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author: Scott Greene, based on original material by Brian Jaeger and Gary Gygax.
  Pathfinder Player Companion: Dragonslayer’s Handbook © 2013, Paizo Publishing, LLC; Authors: Shaun Hocking, 
  Marie Small, and Jerome Virnich.
  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, non-exclusive 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 and/or You have sufficient rights to grant the rights conveyed 
  by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact 
  text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must 
  Who better to challenge marauding 
  dragons 
  than 
  heroic 
  knights? 
  Learn all there is to know about 
  the weapons and ways of such 
  valiant heroes with Pathfinder Player 
  Companion: Knights of the Inner Sea!
  Looking for a famous dragon to set 
  your dragonslaying sights on? With 
  Pathfinder Campaign Setting: Dragons 
  Unleashed, choose one of 15 dragons 
  from across Golarion to build your 
  character and campaign around.
  Want to play a full campaign in which 
  your dragonslayer PC can shine? 
  Check out Pathfinder Module: The 
  Dragon’s Demand, which takes you 
  from humble beginnings at 1st level 
  to the dragon’s den at 7th level!
  Grab your wayfinder and embark on incredible missions with Pathfinder Player Companion: Pathfinder 
  Society Primer! This volume contains everything you need to join the illustrious Pathfinder Society 
  and start down the road to becoming one of Golarion’s finest adventurers, explorers, and chroniclers. 
  Tips and tricks from hardened Pathfinder veterans accompany the latest tools and gear used by 
  Pathfinders in the field to create a priceless resource for the aspiring field agent. New spells, 
  weapons, and magic items make sure that your next risky mission isn’t your last. Whether you’re a member of 
  Paizo’s worldwide Pathfinder Society Organized Play campaign or a freelance Pathfinder in another campaign, 
  Pathfinder Player Companion: Pathfinder Society Primer is a must-have for any Pathfinder Society agent.
  WOULD YOU LIKE TO KNOW MORE?
  Now that you have all the tools you need to make a character centered on hunting and slaying dragons, you
  need to start using those skills! Whether you devote yourself to eliminating all evil dragons from the face of Golarion 
  or join a campaign centered on defeating one specific draconic threat, one thing’s certain: adventure awaits!
  32
  
  Dragons by Age
  A wise dragonslayer spends just as much time researching the 
  capabilities of her foe as she does actively hunting and fighting it. 
  Much of the more useful information from such efforts concerns 
  the dragon’s defensive capabilities, its surfeit of natural attacks, 
  and its powerful supernatural abilities—most of which can be 
  deduced by referencing the creature’s size and specific species.
  The chart below compares the sizes of a red dragon throughout 
  its life, from wyrmling to great wyrm—the paragon of its kind. 
  Dragons have even more age categories, but only those stages in 
  which they experience the greatest changes are described here.
  WYRMLING
  These are the youngest dragons, who range from hatchlings to 
  5-year-olds. Though typically smaller in size than the average 
  human, they nevertheless still possess a number of abilities that 
  make them formidable foes, including a breath weapon, a set of 
  sharp claws, and a powerful bite—as well as the ability to fly.
  YOUNG
  By this age (16–25 years), most dragons have grown to a height 
  nearly twice that of the average human, and present a formidable 
  threat to even experienced dragonslayers. Around this age, many 
  dragons add to their arsenals the ability to attack with their strong 
  wings and mighty tails, and generally gain the first of their spell-
  like abilities, each unique to the dragon’s specific breed.
  ADULT
  By the time they’ve reached adulthood (101–200 years), most 
  dragons are more than twice as large as they were in their youth, 
  and have developed the ability to cast spells in addition to their 
  growing repertoire of spell-like abilities. Particularly large breeds 
  can crush their foes under their immense bodies at this age, though 
  others still rely on their newly acquired frightful presence to send 
  their enemies running. Adult dragons are generally resistant to 
  nonmagical attacks as well as many spell effects.
  OLD
  A dragon in its fifth or sixth century of life (401–600 years) is 
  considered old, and has generally grown to double its adult size. 
  These aged dragons add to their physical attacks the ability to 
  sweep their massive tails across the battlefield. Their magical 
  repertoires of both spells and spell-like abilities continue to 
  develop, and their defenses keep growing with them.
  GREAT WYRM
  The eldest dragons (those that have lived more than 12 centuries) 
  are called great wyrms, and reach the largest size possible for 
  their specific breeds. These pinnacles of dragonkind generally 
  have a combination of spells, spell-like abilities, defenses, 
  physical attacks, and unique abilities capable of challenging 
  even the most experienced dragonslayers.
  
  Prepare yourself to do battle with the ultimate monsters with Pathfinder Player Companion: 
  Dragonslayer’s Handbook. Discover the secrets of dragonkind, from devastating red dragons 
  to venomous wyverns. Learn how to survive battle with ravenous wyrms, but also 
  how to manipulate such creatures through guile, or even capture them alive. 
  Master the right tactics to employ in battle against dragons of all types, 
  including how to locate and survive their treacherous lairs—the homes of 
  their legendary hoards. Once you know your foe, join the ranks of the Inner Sea’s greatest 
  dragon hunters, learn their tested methods, adopt their lethal gear, and employ their massive, 
  dragon-fighting war machines. New archetypes, feats, spells, magic items, and more give you 
  the edge against even the deadliest dragons.
  No hero’s career has truly begun until she’s slain her first dragon—let Pathfinder Player 
  Companion: Dragonslayer’s Handbook start you on the path to legend. Inside this book, 
  you’ll find:
  ► Tips to aid even the most inexperienced dragonslayers in dealing with dragons, 
  preparing to hunt them, and forming organizations of like-minded adventurers.
  ► Traits and story feats to help you create character backgrounds involving some of the 
  most infamous draconic threats in the Inner Sea region.
  ► Dozens of new traits to further ingrain your character in the world of Golarion and 
  make sure that his first adventure isn’t his last.
  ► An all-new system of crafting alchemical and mundane items out of the bodies of 
  slain dragons.
  ► New magic items, spells, and feats for characters planning to do battle with dragons, 
  whether willingly or out of necessity, including new siege weapon ammunition.
  This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying 
  Game, but can easily be incorporated into any fantasy world.
  The Lair Awaits
  The Lair Awaits
  The Lair Awaits
  Printed in China. PZO9434
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Companion/Dragonslayer%3Fs Handbook.pdf