Bahamut is the lord of metallic dragons, and one of the greatest forces for good in the multiverse. He is a wise being, and a paragon of enlightened justice, the melding of mercy and forgiveness with just punishment. He is the template many metallic dragons strive to emulate, especially silvers, golds, and bronzes.
Bahamut (Buy Adipex Canada Online)
(The Platinum Dragon, the King of All Good Dragons, Lord of the North Wind, Justicemaker, Draco Paladin)
Lesser Power of Mount Celestia, LG
Portfolio: Good dragons, metallic dragons, wisdom, enlightened justice, wind, skies
Aliases: Xymor (Faerûn)
Domain Name: Mercuria/Bahamut’s Palace
Allies: Aasterinian, Arcanic, Astilabor, Corellon Larethian, Garl Glittergold, Heironeous, Hlal, Jazirian, Kereska, Koriel, Lendys, Moradin, Nathair Sgiathach, Rais, Tamara, Torm, Tyr, Yondalla, Zorquan
Foes: Faluzure, Garyx, Kalzareinad (dead), Orcus (dead)/Tenebrous (undead), Task, Tiamat, various fiendish lords
Symbol: Polar star above a milky nebula or reptilian eye superimposed over a square of gold (Xymor)
Wor. Align.: LG, NG, CG, LN, N, CN
The Platinum Dragon, Bahamut (ba-HAH-moot or ba-HAH-muht), is an active agent for goodness and justice in the multiverse, ever-vigilant for the activities of his evil brethren and other nefarious actors. He is beneficent and caring, just and merciful, and for a dragon, neither particularly vain nor desirous of wealth. He is the King of All Good Dragons, and embodies an ideal many of those breeds strive to emulate. His goodness, mercy, and strength in the face of evil have earned him the title Draco Paladin, and some myths credit him with the creation of the first orders of paladins among humankind. Finally, he is regarded as the Lord of the North Wind, and should any creature find the entry to his palace beyond the north wind, he will impart to them a portion of his wise counsel.
Bahamut is among the most well-known of all the draconic powers, with his name spoken in praise among many a human and demihuman culture. Unlike most of his brethren, he extends the mantle of his justice to any who suffer from evil, be they dragon or not. He is sometimes spoken of as the creator the metallic dragons, and in them he instilled the same desire to aid and protect the lesser races, guiding them towards the ideals of justice and goodness in the process. In this way, he is also said to embody the ultimate goodness of Io, mirroring the evil of Tiamat. Among the gem dragons, it is said they had a third sibling, the Ruby Dragon Sardior, who represented the neutrality of their parent, as well as Io’s secret and mysterious knowledge. The constant conflict between the Platinum and Chromatic Dragons was what caused the Ruby Dragon to withdraw from active involvement with the dragon races as a whole, to the point that he has been nearly forgotten by good and evil dragons. Other stories speak of him as the offspring of Lendys and Tamara, merging his father’s sense of justice and his mother’s desire for mercy to be the ultimate form of enlightened justice. In many such stories, he goes by the name Xymor, which has caused many a scholar to suspect the two were once separate deities, merging at some point to face a greater threat or prevent the destruction of one or the other. Lendys, Tamara, and Bahamut are further tied together by the Ptarian Code, so named in honor of the legendary gold dragon Ptaris, variously described as the dragon who created it or was the first to adopt it. This code of conduct sets forth the ideals that good dragons are expected to follow and is often described, by dragons at least, as the template for the wide variety of human chivalric codes extant throughout the multiverse. Bahamut also has a number of mysteries surrounding him, not the least of which is why he is but a lesser power despite having the veneration of a great many metallic dragons; their level of fealty to him are almost certainly greater than the fealty the chromatic dragons hold towards Tiamat. Some sages speculate that Bahamut intentionally suppresses his power to keep himself in line with Tiamat, while others believe he spends a large amount of divine energy maintaining his palace on Mount Celestia, which spans four layers and has many portals, particularly to the Astral plane and the Elemental Plane of Air. Another theory pertains to yet another mystery regarding the Platinum Dragon; that being his relation to a strangely similar deity whose focus is the mortal world of Krynn, Paladine. Paladine also takes the form of a platinum dragon, but unlike Bahamut, is regarded as a greater power; sages often connect the two and believe that Bahamut’s lesser power status is due to an ancient split, where he shed an enormous amount of his power to create the deity of Paladine, and has never recovered. Other sages dispute why he would split his power in such a way as to give the bulk to a deity whose sole focus is a single crystal sphere on the Prime Material Plane, rather than keeping the bulk so he could better focus on his interests throughout the multiverse. It appears no answers to these mysteries are forthcoming, however.
The Platinum Dragon’s network of allies is extensive, and ever-expanding. He is among the first to aid his brethren when they are threatened by the likes of Faluzure and Task, and so maintains strong alliances with Aasterinian and Astilabor. Bahamut’s relationship with Elemtia is strained, much to his chagrin; the Tempest feels that the Lord of the North Wind’s domain over skies and wind is an encroachment on her own elemental portfolios. Bahamut has tried to convince her he has no interest in taking her control of elemental air, although this has done little to assuage her paranoia. Nevertheless, Bahamut would be among the first to come to her aid should Garyx launch an attack against her. Besides Tamara and Lendys, he is closest with Hlal, as both share a deep love of the lesser races and wish to see them prosper and thrive. Outside of the draconic pantheon, the Platinum Dragon maintains close allies with the leaders of the demihuman pantheons, and has fought beside Corellon Larethian and Moradin more than once. Of the human deities, he maintains strong bonds with the likes of Heironeous, Tyr, and Torm; to avoid priestly clashes, however, Bahamut directs his humanoid clergy to focus their efforts on dangerous wildlands and the fringes of civilized lands, leaving urban and settled lands to the protection of the human deities. Finally, he makes up a loose triumvirate with Jazirian and Koriel, three deities of law and good who fall outside the normal bounds of humanoid civilization, and whose followers often act as guardians and protectors of lesser races.
While the Platinum Dragon is a staunch opponent of evil in all its forms, his direct conflicts with powers outside of the draconic pantheon have been situational, if not infrequent. As such, few deities truly rise to the level of permanent foe, a position he mostly reserves for his evil brethren. In particular, it is said he has opposed Tiamat, and she opposed him, virtually from the moment of their inception. Said in much mythology to be his sister deity, she represents the dark opposite archetype to his own worldview. Tiamat is destructive where he is protective, driven by selfishness and greed where he is beneficent and generous, and hateful where he is protective. Sometimes the two are referred to as the dual serpents of law who created the universe, but this is a rare myth, and typically involves other deities. Bahamut long ago consigned his desires to reform his evil brethren to the realm of wishes and dreams, and now dedicates himself to disrupting their plans and repairing the damage they’ve caused. There is one other group for whom the Platinum Dragon holds special enmity: The fiendish lords of the lower planes. He takes special interest in their corrupting influence, directing his followers to search out agents and cults dedicating to serving these lords of evil. He typically only involves himself directly when one of these lords is planning a personal incursion on the Prime Material Plane, and works primarily through agents, but has faced some of them in battle personally. He is known to have personally disrupted the activities of Baalphegor, Geryon, Soneillon, and most recently, his agents disrupted an attempt by Orcus to enter the world of Toril. Shortly thereafter, Orcus himself was slain by the drow goddess Kiaransalee; it is very likely that the damage and distraction Bahamut’s agents dealt was enough to give the Revenancer the opening she needed to slay the fiend. Whether Bahamut is aware of Orcus’s rumored return as the undead deity Tenebrous is unknown.
Bahamut is a very active deity, and he frequently dispatches his avatars throughout the planes in polymorphed form. His favored form is that of an old, slightly befuddled wizard, although this is by no means his only form. He is quick to dispatch evil when he encounters it, but often attaches himself to a party of good humanoids, helping them out in strange and amusing ways. He enjoys the company of humans and demihumans, and has a particularly protective bent when dealing with them. He also pays visits to his metallic dragon vassals to exchange news and information, and direct them in their endeavors. His most powerful servants are seven great wyrm gold dragons, and he is often accompanied by them when he travels, polymorphed into small, unobtrusive forms such as canaries. These dragons, whose true names are unknown, often travel the planes on errands for the Platinum Dragon as well. Despite all this, he prefers to utilize agents, often without their knowledge, to foil the plots of evil deities and fiends, as he believes giving them the agency to prevent evil will reinforce their drive for goodness and order.
Bahamut’s Avatar (25-HD Great Wyrm Platinum Dragon, Paladin 25, Mage 25, Cleric 25)
Bahamut’s true form is as a vast, sleek dragon with brilliant, gleaming platinum scales. His whiskered face shares features of both gold and silver dragons, although somehow more noble. His eyes are catlike, and of ever-shifting color. Bahamut frequently takes other forms, however, favoring in particular the form of an old, bearded wizard who is slightly befuddled and forgetful; whose magic seems to go awry more often than not, but still seems to work out in the end. Other favored forms include an elderly paladin with creaking joints, yet surprisingly nimble in battle, and a rotund, ever-smiling priest who always sees the best in people. The Platinum Dragon draws his spells from all schools and spheres save the sphere of Chaos.
AC −14; MV 18, Fl 60 (C), Sw 18, Jp 6; HP 281; THAC0 −4; #AT 3 + special
Dmg 2d8+12/2d8+12/6d8+12 (claw/claw/bite)
MR 85%; SZ G (390 feet—body 210 feet, tail 180 feet)
Str 23, Dex 21, Con 24, Int 22, Wis 23, Cha 24
Spells P: 13/12/12/12/11/9/4, W: 5/5/5/5/5/5/5/5/4
Saves* PPDM 1; RSW 1; PP 2; BW 2; Sp 2
* Includes paladin +2 save bonus to a minimum of 1.
AC −14; MV 12; HP 281; THAC0 −4; #AT 2
Dmg by weapon + 11 (Str bonus)
MR 85%; SZ M (5–6 feet)
Str 23, Dex 21, Con 24, Int 22, Wis 23, Cha 24
Spells P: 13/12/12/12/11/9/4, W: 5/5/5/5/5/5/5/5/4
Saves* PPDM 1; RSW 1; PP 2; BW 2; Sp 2
* Includes paladin +2 save bonus to a minimum of 1.
Special Att/Def: In any of his humanoid forms, Bahamut can cast two spells and attack with a melee weapon appropriate to his form if he desires (staff for his wizard form, mace for his priest form, and long sword for his warrior form typically). Such weapons rarely have any great magical ability, but function as +5 weapons in his hand for determining what they can strike. He attacks twice per round with any chosen melee weapon. Bahamut can travel astrally or ethereally at will, and can adopt another form, or revert to his Platinum Dragon form in one round, during which he cannot attack or cast spells, but is not hampered in any other way.
In his Platinum Dragon form, Bahamut can use all normal physical attack modes of mortal dragons. His primary breath weapon is a cone of cold 135 feet long, 5 feet wide at his mouth, and 45 feet wide at the base. Creatures caught within the area of effect suffer 30d12+12 points of damage, with a save allowed for half damage. His secondary breath weapon is a cloud of gas that fills an area 75 feet long, 60 feet wide, and 45 feet high. Any creatures caught within this gas and fail a saving throw are forced into gaseous form for 12 full turns; nothing short of a limited wish can dispel this effect early. Finally, Bahamut can unleash a great roar in the same area as his cold breath that can disintegrate up to 40 HD/levels of creatures, as well as any solid matter within the cone if he desires. Those who succeed their saving throw are permanently deafened, and all those within 100 yards when he roars must make a saving throw versus wands or be deafened for 3d4 turns. All saving throws made against any of these breath weapons are made with a −4 penalty.
Bahamut’s aura of dragon fear extends to a radius of 140 yards. Creatures of up to 5 HD/levels who catch sight of him are automatically affected (as well as all noncarnivorous, nonaggressive creatures with fewer than 25 Hit Dice) and flee for 4d6 rounds. Trained war mounts of 4 HD or more, organized military units, and single creatures with more than 5 HD or levels do not automatically flee. Rather, they are entitled to a saving throw vs. petrification at a −4 penalty. If they fail this saving throw, they fight with a −2 penalty to attack and damage rolls. No one save another deity is automatically immune to his fear effect.
Regardless of form, Bahamut can polymorph other at will, and is immune to all spells below 6th level and to poison, paralysis, petrification, death magic, mind-affecting and controlling spells and psionics and limited wishes that attempt to alter him directly (i.e. a limited wish couldn’t wish him back to his home plane or wish his wings crushed, but it could create a firestorm that would affect him). Weapons below +3 enchantment do not affect him. He takes half damage from cold-, fire-, and electricity-based attacks.
The Platinum Dragon favors manifestations that render threats impotent without destroying them. Those who represent a lasting threat will often be polymorphed, while more temporary threats will usually be afflicted by gaseous form. Other effects like stunning, blindness, and paralysis are less common, but may be used to test the moral fiber of a follower. Creatures affected are wrapped in a brilliant platinum glow for a moment as the magic takes hold; any follower of Bahamut immediately recognizes the nature of these effects.
The Platinum Dragon favors manifestations that render threats impotent without destroying them. Those who represent a lasting threat will often be polymorphed, while more temporary threats will usually be afflicted by gaseous form. Other effects like stunning, blindness, and paralysis are less common, but may be used to test the moral fiber of a follower. Creatures affected are wrapped in a brilliant platinum glow for a moment as the magic takes hold; any follower of Bahamut immediately recognizes the nature of these effects
Bahamut is served primarily by solar aasimon, ki-rin, and lammasu of all sorts, as well as by aasimar, aasimon, anemos, blink dogs, einheriar, flumphs, helions, hollyphants, hounds of law, incarnates of charity, justice, and wisdom, krysts, monitors, noctral, per, shedu, ruve, and t’uen-rin. He expresses his favor through the discovery of platinum and any gems exhibiting asterism, as well as aasimon’s skin, archon, crown of silver, frost agate, gold, gold sheen, goldline, hypersthene, malachite, orblen, sheen, silver, skydrops, and snowflake obsidian. His displeasure is typically conveyed with biting cold winds and the sound of a howling winter wind. However, he favors communicating directly to his followers, sending thoughts and instructions when he when he wishes to direct them. He also sends dreams and visions to guide his followers as well.
Clergy: Dragon-priests, clerics, specialty priests, crusaders, monks, paladins
Clergy’s Align.: LG, NG, CG, LN
Turn Undead: DP: Yes, C: Yes, SP: Yes, Cru: No, Mon: No, Pal: Yes
Cmnd. Undead: DP: No, C: No, SP: No, Cru: No, Mon: No, Pal: No
All priest-dragons and specialty priests of Bahamut receive religion (draconic) as a bonus nonweapon proficiency.
Most metallic dragons hold Bahamut in high regard and acknowledge him as their sovereign, but outright worship is surprisingly uncommon. He and his priests are respected by good and neutral dragons, other than those with selfish or rapacious bents such as fang dragons and topaz dragons, while evil dragons both despise and fear them. Such is the reputation of Bahamut that he is known as a great force for goodness and justice even among many populations of humans and demihumans. Far more active than the faithful of most other deities save Hlal, the clergy of Bahamut act as checks against the dangerous faiths of Tiamat, Faluzure, Garyx, and Task, as well as an assortment of other non-draconic evil deities. This level of activity has led many an intelligent creature to assume that all metallic dragons openly and eagerly worship The Platinum Dragon. Among humans and demihumans, Bahamut’s faith is as yet small and often isolated. Especially among humans, they compete for followers with other deities of justice, such as Tyr and Heironeous, while demihumans often frown upon worshiping deities other than their own.
The Platinum Dragon’s draconic temples, while rare, are splendid places to behold. Beneficiaries of Bahamut’s aid often gift his followers with artworks or treasures, and these are displayed throughout the temple, with emphasis on those gifts that were given from the heart. Descriptions of the deeds that led to the gifts often accompany the displays, so priests and visitors alike can learn from and admire the displays for what they represent. Humanoid temples tend to be defendable structures in remote, hostile areas, and more than a few are concerned from dragon lairs, either those gifted by ally dragons, or those wrested from evil dragons. Their architectural aesthetic are typical of the races who build them, but dragon motifs and metallic fixtures of bronze, silver, gold, and platinum are common. Humans in particular also favor tapestries or mosaics depicting metallic dragons in battle and human warriors defeating chromatic dragons.
On most worlds, dragons do not form organized priesthoods, as there are too few of them, and they are far too individualistic. Only worlds with very dense dragon populations or very structured dragon cultures will develop hierarchical priesthoods, and the form they take are likely to be unique to those worlds. Draconic specialty priests of Bahamut are known as justicemakers. While any dragon may join his clergy, it is rare for non-metallics (and their close kin such as steel, mercury, and electrum dragons, and some of the ferrous dragons) to do so. Specialty priests (75%) vastly outnumber dragon-priests (25%) among the Platinum Dragon’s clergy.
In addition to his draconic clergy, Bahamut has a parallel and allied priesthood among humanoids. This priesthood is organized into a hierarchical structure much like other humanoid faiths. Novices in this priesthood are known as Devotees. Full priests of the Platinum Dragon are known collectively as the Just Host, and individually as Just Lords or Ladies. In ascending order of rank, priests of the Justicemaker are known as White Dagger, Black Axe, Green Mace, Blue Spear, Red Sword, Brass Buckler, Copper Gauntlet, Bronze Mail, Silver Shield, and Golden Plate; all titles have “of Bahamut” appended in formal and semi-formal situations. Higher ranking priests have unique titles, typically earned for heroic deeds. Senior priests are referred to as Lord or Lady, while junior priests are referred to as Squire. Specialty priests are known as platinum knights. Bahamut’s clergy is comprised primarily of humans (65%), half-elves (12%), elves (10%), half-dragons (8%), dwarves (3%), and other races (2%). The Platinum Dragon’s clergy is dominated by specialty priests (56%), with the remainder consisting of clerics (20%), paladins (12%), crusaders (8%), and monks (4%). Males are more common (65%) in the priesthood than females (35%).
Dogma: Justice untempered with mercy is not true justice. Punishment untempered with forgiveness is but revenge. Defend the weak, free the oppressed, and defeat the tyrannical, but do not stray from goodness and justice in your efforts. Defeating evil need not mean destruction; bring hose with evil in their hearts to the light of goodness and justice through education and conversion. Protect the lesser races from the depredations of evil and defend them from destruction. Guide those who straw from goodness back on the shining path of justice, but do not force them. Maintain your honor and give none cause to doubt your word and your sincerity. Maintain patience and temperance in all your dealings, and never let anger shape your actions or attitudes. Learn and grow, for through wisdom is the correct path made clear.
Day-to-Day Activities: Followers of Bahamut are much more active than most dragons, with many rarely hibernation for any length of time. They often take a keen interest in the development of nearby human and demihuman communities, and take it upon themselves to subtly guide them towards goodness and justice, as well as defending them from outside aggressors. Those with the natural ability to polymorph frequently live among the populace, masquerading as long-lived wizards or other eccentric individuals, such that any absences, odd behaviors, or special powers can be explained away without revealing their draconic identity. Younger dragons on occasion join groups taking direct action to eliminate evil, while older members normally become somewhat sedentary in their ranging, and may maintain friendships or alliances with other like-minded powerful individuals, such as human paladins or elven wizards.
Non-draconic clergy of Bahamut typically build somewhat isolated bastions of goodness to defend regions against evil. Such locations are often designed to be safe havens from which the faithful can range outward from, slowly eliminating threats and making formerly dangerous lands safe for habitation by humans and demihumans. Adventuring clergy are common, especially in the early years of their careers. The faithful are dedicated to aiding the weak and downtrodden, upholding justice, and eliminating evil where ever they encounter it. They are expected to offer prayers each night that the pole star is visible; although it isn’t considered sacrilegious to miss a prayer if it would put a priest in danger.
Important Ceremonies/Holy Days: Bahamut’s draconic clergy observe no regular holy days, and the Platinum Dragon requires no specific displays of devotion beyond the continued pursuit of goodness and justice. On some world’s, however, his clergy observe brief ceremonies on anniversaries of events such as the appearance of an avatar of Bahamut, or the passing of a great metallic dragon hero.
Among Bahamut’s humanoid clergy, the night of the winter solstice is considered holy. Priests within a temple typically hold an extended ceremony, where the head of the order or a designated speaker describes the nature of goodness and justice, and regales the clergy with recent victories over evil. Priests are then expected to spend several hours in quiet contemplation and meditation on their own. Faithful who find themselves away from temples on this night are not expected to do anything in particular, however, especially if it would jeopardize a quest.
Major Centers of Worship: Among the dragon clans of Io’s Blood Isles, the gold dragon clan of Exaurdon is one of the most dedicated to the tenets of the Platinum Dragon. Within their capital lies the Claw of Justice, a sprawling temple dedicated to Bahamut. Despite their dedication, few members of the clan are active members of the clergy, preferring to live out the Platinum Dragon’s teachings in everyday life, and most members of the clan contribute to the temple’s prosperity in their own way. No vassals are allowed to join the clergy, and there is no humanoid branch of the priesthood in the clan lands, but all vassals are welcome to attend the infrequent services or learn of justice from members of the clan who attend to the temple.
With Bahamut’s aid in the defeat of the Witch-King of Vaasa and the reuniting of Damara under Gareth Dragonsbane, a temple has been established to the Platinum Dragon in the mountains east of the Barony of Bloodstone. This temple, known as Wyrmswatch, is built at the entrance to the lair of a long deceased metallic dragon. The newly-formed order of priests found here have been tasked with both defending Damara from normal threats to the north, they have also been tasked with attempting to ascertain the cause of the recent dragon flights that have been seen in the skies of that nation. The temple has an extensive subterranean component, and even has tunnels leading to strategic vantage points from which clergy keep watch. The temple’s main surface construction appears to be an old, stout dwarven fort, and was designed and built by local dwarves in order to hide its true purpose. In addition, while the existence of the temple is no secret, its precise location is kept hidden from the general populace to better protect it from Bahamut’s and Damara’s foes.
Affiliated Orders: The Talons of Justice are a group of dragons who have sworn to uphold an ancient set of oaths known as the Ptarian Code. This code, similar in many ways to the various paladin and knightly codes in the multiverse, dictates the honoring the tenets of lawful goodness, as well as the triumvirate of Tamara, Lendys, and Bahamut. They are well organized, with a hierarchical structure and symbols and signs recognizable by members of the order. They maintain long-range plans to promote goodness and defeat evil that few races other than elves are long-lived enough to comprehend and see to fruition. Most members live among humans and demihumans in polymorphed form, at least for a time.
While the majority of the order is composed of silver dragons, there are a few gold and bronze dragons among their ranks. In addition, some half-dragons are associate members; while not considered full members, they are kept better informed of the order’s plans than outside agents are. The Talons make frequent use of human and demihuman agents and other allies of lawful goodness, rewarding them handsomely for carrying out missions that may seem disjointed or confusing to those without awareness of the long-term plans.
The Talons of Justice are typically active on worlds dominated by humanoids, and are rarely active in areas controlled by dragons, such as Golot and Io’s Blood Isles. However, on worlds such as Oerth and Toril, they number in the dozens, with members in most major cities. On such worlds, the majority of silver dragon priests are members of this order, typically between 75% and 90%, although even then they are generally only a minority of the order as a whole, with the majority being comprised of normal silver dragons. Of the other dragon breeds, typically only those who take up the mantle of dragon-priest or specialty priest join the order.
Traditionally, the Talons of Justice serve a great wyrm gold dragon who is the nominal ruler of all metallic dragons on a given world, known by the title of King of Justice. This title is often more of a gesture of great respect than actual suzerainty over the dragons, although this varies greatly from world to world. While this servitude is rarely more than a memory, the Talons and the King of Justice are strong allies, as their interests inevitably coincide.
Priestly Vestments: The holy symbol used by Bahamut’s draconic clergy is typically a disk of magically-fused smokey and milky quartz that takes on the appearance of a star field. Embedded into the center of the disc is an eight-pointed star, with the vertical and horizontal arms longer than the diagonals. Those dragons who worship Bahamut as Xymor use a golden square with a draconic eye design in platinum and precious gemstones embedded in the center.
Bahamut’s humanoid clergy favor long white surcoats with interlocking rings of metal sewn into the sleeves and fringes for ceremonial occasions. The rings are made of the five primary metallic dragon breeds, and represent the rank of the priest within the church; brass for the most junior, and gold for the highest ranks outside of the top leadership, who use rings of platinum. These rings are sewn so that while prominent, they make very little sound when moving. These surcoats are typically worn over grey shirts or tunics and trousers, although more martial orders, or those who reside in dangerous lands favor wearing fine yet serviceable mail or plate armor under the surcoat. Heads are left unadorned, unless the priest is leading a service, in which they wear a custom open-faced great helm designed to look like a dragon’s head. The eight-pointed star of Bahamut, as described above, is emblazoned on the torso and back of the surcoat. The holy symbol used by these priests is a metal disc of a metal matching the rings, with the same eight pointed star embossed on it.
Adventuring Garb: Humanoid priests of Bahamut favor the best armor they can get when engaging in battle, with a preference for plate armor if it is available. If the priest wishes their faith known on the battlefield, they will also wear a utilitarian version of their ceremonial surcoat over their armor. When traveling, they favor simple and comfortable clothes of a local design, so as not to draw undue attention to themselves.
Specialty Priests (Justicemakers)
Requirements: Intelligence 12, Wisdom 15, Charisma 15
Prime Req.: Wisdom, Charisma
Weapons: Any, but normally a dragon’s natural weaponry
Armor: Any, but normally a dragon’s natural armor
Major Spheres: All, astral, combat, divination, elemental air, guardian, healing, law, necromantic, protection, summoning, thought, weather
Minor Spheres: Charm, sun, wards, war
Magical Items: Same as dragons, clerics, paladins
Req. Profs: Etiquette
Bonus Profs: Modern languages (choose any two human or demihuman languages
- Justicemakers may be any dragon capable of becoming a priest, but most justicemakers are gold, silver, or bronze dragons.
- Justicemakers are not allowed to multiclass.
- Justicemakers have many of the same special abilities as paladins. They receive a +2 bonus to all saving throws, are immune to all forms of disease (not including magical forms such as lycanthropy or mummy rot), are surrounded by an aura of protection, and the ability to detect evil intent. They are not required to tithe to any religious organization and are unrestricted in the amount of wealth and magical items they are allowed to retain. They are not as restricted in who they may employ, only being restricted from employing those who are of evil alignment or behavior, and they do not tolerate evil acts. They need not be open about their affiliation with Bahamut or their overall goals, and often maintain secrecy in their employment of humans and demihumans.
- Justicemakers can lay on claws, similar to the lay on hands ability of a paladin, healing 2 hit points per casting level of the dragon. Those dragons who can polymorph can use this ability regardless of the form they take.
- At the 2nd age category, justicemakers can cast hold person (as the 2nd-level priest spell) once per day.
- At the 3rd age category, justicemakers can cast compel (as the 3rd-level priest spell) or suggestion (as the 3rd-level wizard spell) once per day.
- At the 4th age category, justicemakers can cast roar of the king (as the 4th-level priest spell) once per day.
- At the 5th age category, justicemakers can cast aura of Bahamut (as the 1st-level priest spell) once per day.
- At the 7th age category, justicemakers can cast dispel evil (as the 5th-level priest spell) once per day.
- At the 9th age category, justicemakers can cast bolt of glory (as the 6th-level priest spell) once per day.
- At the 10th age category, justicemakers can cast holy word (as the 7th-level priest spell) once per day.
- At the 12th age category, justicemakers can unleash a roar once per day that affects solid, inanimate material as the 6th-level wizard spell, disintegrate. This roar can be directed at a single object (or portion thereof) within 60 feet, provided there is a clear line of sound between the justicemaker’s mouth and the target. Should a creature be in between the justicemaker and the target object, they are allowed a saving throw versus spell; those who fail are stunned as the power word, stun spell and deafened for 1d3 days.
Specialty Priests (Platinum Knights)
Requirements: Strength 12, Wisdom 15, Charisma 15
Prime Req.: Wisdom, Charisma
Weapons: All bludgeoning (wholly Type B) weapons, as well as any lance or sword
Major Spheres: All, combat, divination, elemental air, guardian, healing, law, protection, summoning, war, weather
Minor Spheres: Necromantic, thought
Magical Items: Same as clerics, paladins
Req. Profs: Ancient languages (Ancient Draconic), etiquette
Bonus Profs: Airborne riding (dragon), modern languages (pick one metallic draconic tongue)
- Platinum knights may be of almost any race capable of becoming a priest, although most orders will not accept members outside of humans, demihumans, and half-dragons. Most platinum knights are humans, elves, half-elves, and half-dragons.
- Platinum knights are not allowed to multiclass.
- Platinum knights can select nonweapon proficiencies from the warrior group with no crossover penalty.
- Platinum knights with a Strength of 18 are entitled to roll percentile dice for exceptional Strength as if they were warriors.
- Platinum knights must tithe 20% of their income to their home temple or shrine and may only employ good henchmen, similar to paladins. Unlike paladins, they have no restrictions on overall wealth or magical item ownership, but are strongly encouraged to put material wealth to good purposes and causes.
- Platinum knights can detect evil intent as a paladin, and they project a circle of power from holy swords as paladins do.
- On any fall greater than 20 feet, platinum knights are affected by feather fall. This is an innate and automatic power, and occurs even if the platinum knight is unconscious, asleep, or held. The platinum knight cannot willfully disable this power, although a dispel magic will temporarily suppress the power, as described for other innate powers.
- Platinum knights are surrounded by a 10-foot radius of protection as a paladin, with the additional ability that it hedges out lower-planar creatures as the protection of evil, 10′ radius spell, provided the platinum knight does not directly attack the creature. Should they attack, the hedging is broken, but the lower-planar creature still suffers the normal penalties as described for paladins in the Player’s Handbook.
- At 3rd level, platinum knights can cast hold person (as the 2nd-level priest spell) or strength (as the 2nd-level wizard spell) once per day.
- At 5th level, platinum knights are completely immune to fear, including magical fear and the fear aura of dragons. They are still susceptible to the fear aura of draconic avatars, however.
- At 5th level, platinum knights can cast roar of the king (as the 4th-level priest spell) once per day.
- At 7th level, platinum knights can cast champion’s strength (as the 5th-level priest spell) once per day.
- At 7th level, platinum knights can make three melee attacks every two rounds.
- At 9th level, platinum knights can cast dispel evil (as the 5th-level priest spell) once per day.
- At 11th level, platinum knights can cast cone of cold (as the 5th-level wizard spell) once per day.
- At 13th level, platinum knights can make two melee attacks per round.
- At 13th level, platinum knights can choose immunity to one type of breath weapon used by evil dragons, including fire, cold, acid, lightning, or gas. This immunity does not apply to breath weapons of non-draconic creatures (but does include non-evil dragons, draconic hybrids, and dragon-kin), nor does it apply to magical spells of the same type of damage.
- At 15th level, platinum knights can utter a holy word (as the 7th-level priest spell) once per day.
- At 16th level, platinum knights are able to summon a young adult dragon to serve them as a mount. The exact species is determined by Bahamut, but typically corresponds to the breed most common to the region. Such wyrms serve until they advance one age bracket, they feel the terms of their service are being abused, or they are slain. Summoned wyrms are free-willed and are by no means under the control of their summoner. While they do not need to be bribed or repeatedly bargained with as would be for an evil dragon, they usually expect the platinum knight to contribute to their hoard, and a quest may be required prior to them agreeing to serve as a mount. A platinum knight may summon a mount no more than once per decade and only if no wyrm has served the priest in the past three years.
In addition to the spells listed below, priests of the Platinum Dragon can cast the 3rd-level priest spell compel, detailed in Faiths and Avatars in the entry for Torm, the 4th-level priest spell roar of the king, detailed in Powers and Pantheons in the entry for Nobanion, and 6th-level priest spell bolt of glory, detailed in Faiths and Avatars in the entry for Torm. Note that the roar of the king spell produces a dragon’s roar rather than a lion’s roar when used by priests of Bahamut. The effects of the spell are unchanged.
Aura of Bahamut (Pr 1; Abjuration)
Components: V, M
Duration: 1 rd./level
Casting Time: 4
Area of Effect: Special
Saving Throw: Special
When this spell is cast, the priest is surrounded by an aura of platinum light that extends away from the priest to a distance equal to its fear aura. Any allied creatures within the area of effect, including the caster, gain the benefits of protection from evil and negative plane protection spells, which persist for 1d4 rounds after leaving the aura.
Any evil or intelligent summoned creature entering the aura voluntarily must make a saving throw versus magic or immediately leave the aura; they move at an orderly and reasonable rate rather than fleeing, however. While within the aura, evil creatures temporarily lose two Hit Dice, including all associated saving throws, hit points, and THAC0. No wounds are caused by this effect, and the loss cannot be healed or restored while the creature is within the aura; the hit points and lost abilities are restored immediately upon leaving the aura. An evil creature slain while within the aura is still dead after the magic expires or the aura moves, however. The aura has no effect on good or neutral creatures, besides those listed above, even if they are hostile.
Aura of Bahamut persists for the full duration unless removed by a limited wish or greater effect; dispel magic does not suffice.
The material component for this spell is the dragon’s holy symbol.
North Wind (Pr 4; Alteration)
Components: V, S, M
Duration: 1 rd.
Casting Time: 7
Area of Effect: 10-ft. wide path, 10 yds./level long
Saving Throw: None
This spell creates a sustained blast of bone-chillingly cold wind with the same effects as the wizard spell gust of wind. In addition to these effects, the cold wind coats all exposed surfaces with a layer of frost, and deals 1d3 points of damage per caster level to any creatures caught in the wind, to a maximum of 20d3. Fire-based or fire-using creatures, such as salamanders, fire elementals, and red dragons, as well as plants, suffer one extra point of damage per die. While undead suffer no damage from the north wind spell, the intense cold and frost stiffens the flesh of corporeal undead, acting as a slow spell for 1 round per 2 caster levels.
When cast by a dragon-priest, this spell has no material components and the area of effect is doubled. When cast by a humanoid member of Bahamut’s faith, the material component is the priest’s holy symbol, a diamond worth 100 gp, and the scale from any cold-dwelling reptile.
Platinum Ray (Pr 5; Invocation/Evocation)
Range: 30 yds. + 5 yds./level
Components: V, M
Duration: 1 rd./level
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: Neg.
This spell creates a ray of platinum-colored light that projects from the caster’s claws or fingertips towards the subject. The target creature is allowed a saving throw vs. spell in order to avoid the effects of the ray. Evil dragons targeted by this spell are unable to use their breath weapon or spell-like powers for the duration, although they may still use their innate or class-based spellcasting abilities. Natural immunities and persistent effects, such as water breathing, are never suppressed with this spell.
Against an evil dracoform hybrid, such as a dracolisk or a mantidrake, this spell prevents the use of breath weapons, spell-like abilities, and even non-physical special attack forms the dragon parent did not have, such as a dracolisk’s gaze attack. Physical attacks, such as a mantidrake’s spines or a wyvern drake’s poison stinger, are unaffected. This spell has no effect on draconic creatures that are not directly related to true dragons such as wyverns, pseudodragons, dragon turtles, or fire drakes.
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