TEXT: The Modern Dispatch
  The�Sword�of�St.�George
  Page 1
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  #17
  St. George was born in the latter half of the third 
  century A.D. in the town of Diospolis (now known as 
  Lod) in Palestine. After his conversion to Christianity, 
  he found his Roman military service incompatible 
  with his new faith and he left the army, although not 
  without suffering great persecution. George then set 
  out on horseback as an evangelist, traveling through 
  Palestine, Judea, and North Africa. In addition to 
  spreading the Gospel, the future saint helped those 
  in need of his assistance, employing a combination 
  of wisdom and his good sword arm to right wrongs 
  and establish justice. Though George could no longer 
  serve the pagan emperor of Rome as a soldier, he did 
  not see soldiery as inherently opposed to his beliefs. 
  Indeed, he saw his sword made holy by his faith and 
  endeavored to defend the weak, the innocent, and 
  those unable to defend themselves. It is little wonder 
  St. George became a patron of Christian soldiers and 
  numerous chivalric orders in the years after his death.
  While traveling in Libya, near a city called Selena, 
  George came across a young woman dressed as a 
  bride in a swamp. She looked afraid and told George 
  to ﬂee the swamp for his life, for within it dwelled 
  a pestilential dragon. For years the people of Selena 
  had offered the dragon two sheep each day to prevent 
  it from menacing them. In time, though, the dragon’s 
  hunger could no longer be sated by mere sheep and 
  human sacriﬁces became necessary. Each day, a 
  lottery determined which person would be offered to 
  the dragon to save the city. Eventually, the king’s own 
  daughter – the young woman – was selected as the 
  next sacriﬁce. The king implored the people of Selena 
  to spare her this fate, offering them all his riches and 
  power in exchange for her life. However, the people 
  would have none of it and the princess was offered to 
  the dragon as its next sacriﬁce. 
  George would not abandon the princess. He stood 
  by her side until the disease dragon came. He then 
  stood bravely before the dragon and made the sign of 
  the Cross. Caught off-guard by this symbol of God’s 
  power, the dragon stood still, allowing George to 
  transﬁx the creature on the end of his sword.  Having 
  incapacitated the dragon, the soldier then asked the 
  woman for her girdle, which he used to make a leash 
  for the beast. Together, they led the dragon back to 
  Selena and its terriﬁed populace. George told them 
  not to be afraid and that they would never again live 
  in fear of evil if they, like him, accepted baptism and 
  were converted to Christianity. That day, all 15,000 
  people in the city converted and George’s fame was 
  assured.
  Not long thereafter, George was captured in a 
  general persecution of Christians by the Roman 
  government. Unlike his previous experiences, George 
  did not escape this persecution with his life. He was 
  subjected to numerous tortures in an effort to get 
  him to renounce his faith. When he would not do 
  so, the Romans killed him. His body was eventually 
  transported back to the city of Ramallah in Palestine, 
  where it remained undisturbed for centuries, and 
  quickly became the center of a cult that spread 
  through the West and the East, where he was known 
  as the Megalomartyros or “Great Martyr.” Throughout 
  history, St. George has been revered for faith, 
  integrity, and skills as a warrior. Unsurprisingly, this 
  reverence reached a high point during the European 
  Middle Ages, when many orders of knighthood looked 
  to him as a paragon of their ideals. He also became 
  the patron saint of several countries, most famously 
  England, whose ﬂag bears the cross of St. George as 
  its emblem. 
  Relics associated with St. George can be found in 
  many places, although few have any reputation as 
  miraculous. The greatest exception is the Sword of St. 
  The Sword of St. George
  by James Maliszewski
  
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  The�Sword�of�St.�George
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  George, a late Roman spatha or cavalry longsword 
  reputed to have been the one the saint used to pierce 
  the dragon and then slay it. The Sword ﬁrst surfaced 
  during the First Crusade in the late 11th century A.D. 
  and was taken back to England, where it eventually 
  passed into the hands of the royal family. The Sword 
  was rarely used and its sacred power even less 
  rarely invoked. During the Reformation, the Sword 
  was spirited away by those who feared it would be 
  destroyed like so many other artifacts and relics. Its 
  whereabouts since then have been mysterious, with 
  numerous unconﬁrmed reports placing it in no fewer 
  than a dozen places. 
  None of these reports has been corroborated and 
  the search for the Sword of St. George continues, 
  especially among occult and conspiratorial groups 
  that look to the soldier-saint as an inspiration. Chief 
  among these are the Vehmgerichte, a group of self-
  appointed European “righteous judges” who battle 
  evil supernatural beings, and the Society of St. 
  Albert, a band of Catholic occultists who undertake 
  a similar mission, albeit with ofﬁcial ecclesiastical 
  sanction. Other groups, like the Prieuré de Sion and 
  the Templars also seek out the Sword, with the Prieuré 
  in particular believing that one of its own members 
  might be the fabled scion of St. George, a person 
  capable of wielding the Sword and using it in support 
  of their cause.
  (More information on these and other occult 
  conspiracies can be found in RPGObjects’ Blood and 
  Relics and Ronin Arts’ Thirteen Conspiracies)
  Scion of St. George
  The scion of St. George is a worthy individual who 
  has earned the right to ﬁght with the Sword of St. 
  George, the legendary weapon used by the soldier-
  saint to slay a dragon in the late third century A.D. 
  While characters of any class may qualify for this 
  singular prestige class, those who wield weapons 
  professionally in the service of good are the most 
  likely candidates. For all the powers the Sword of 
  St. George gives him, the scion is distinguished from 
  other warriors by the fact that his weapon is leading 
  him toward a particular destiny, if only by virtue of 
  shaping his future advancement choices.
  Requirements
  Any character can wield the Sword of St. George 
  as a +2 longsword and also gain the beneﬁt of the 
  bravery special ability described below. If the wielder 
  of the Sword meets the following criteria, he gains 
  additional special abilities.
  Allegiance: Good (at the GM’s discretion, this can 
  be made more speciﬁc, such as Christianity)
  Base Attack Bonus: +7
  Skills: Knowledge (theology and philosophy) 6 
  ranks
  Feats: Weapon Focus (longsword)
  Class Information
  The following information pertains to the scion of St. 
  George prestige class.
  Hit Die
  The scion of St. George gains 1d10 hit points per 
  level. The character’s Constitution bonus applies.
  Action Points
  The scion of St. George gains a number of action 
  points equal to 6 plus one-half his character level, 
  rounded down, every time they advance a level in this 
  class.
  Class Skills
  The scion of St. George’s class skills are as follows:
  Climb (Str), Diplomacy (Cha), Handle Animal (Cha), 
  Jump (Str), Knowledge (art, history, theology and 
  philosophy) (Int), Profession (Wis), Research (Int), 
  Ride (Dex), and Swim (Str).
  Skill Points at Each Level: 3 + Intelligence 
  modiﬁer.
  Class Features
  The following features pertain to the scion of St. 
  George prestige class.
  Bonus Feats
  At 1st, 4th, 7th, and 10th levels, the scion of St. George 
  gets a bonus feat. The bonus feat must be selected 
  from the following list, and the scion of St. George 
  must meet all of the prerequisites for the feat to select 
  it.
  Blind-Fight, Combat Expertise, Cleave, Combat 
  Reﬂexes, Great Cleave, Improved Bull Rush, 
  Improved Disarm, Improved Trip, Power Attack, 
  Sunder.
  Special Abilities
  The Sword of St. George provides a number of special 
  abilities to its wielder, depending on the character’s 
  class level in the scion of St. George prestige class 
  (see the table below). Because these abilities are 
  functions of the Sword rather than the wielder, they 
  are lost if the Sword is lost. The class features of 
  the scion of St. George prestige class listed above, 
  however, are retained if the Sword is lost, although the 
  character can no longer advance in the class if he does 
  not possess the Sword.
  When ﬁrst acquired, the Sword of St. George 
  functions as a +2 longsword. Anyone who wields it, 
  whether the scion of St. George or not, also beneﬁts 
  from the bravery ability (see below).
  The Sword of St. George has the following 
  attributes.
  Hardness/Hit Points: 20/55
  Caster Level: 15th.
  
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  The�Sword�of�St.�George
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  Abilities Granted by the Sword of St. George
  Scion Level
  Ability Gained
  -
  Bravery
  1st
  Bane (dragons)
  2nd
  Disease Immunity
  3rd
  Enhancement bonus +3 (+5 against dragons)
  4th
  Reassuring Presence
  5th
  Lay on Hands
  6th
  Enhancement bonus +4 (+6 against dragons)
  7th
  Dodge bonus
  8th
  Remove Disease
  9th
  Divine Presence
  10th 
  Enhancement bonus +5 (+7 against dragons)
  Bravery (Ex)
  The wielder of the Sword of St. George has immunity 
  to a dragon’s fear aura. All allies within 30 feet of the 
  wielder gain a +4 morale bonus on saves against the 
  fear aura of dragons.
  Bane (Dragons) (Su)
  When wielded by the scion of St. George, the 
  Sword gains the bane (dragons) special ability. Its 
  enhancement bonus is treated as 2 points higher when 
  attacking a dragon and it deals an extra 2d6 points of 
  damage on a successful strike against a dragon.
  Disease Immunity (Ex)
  At 2nd level, the scion of St. George gains immunity 
  to all diseases, including supernatural and magical 
  diseases.
  Reassuring Presence (Ex)
  The scion of St. George of 4th level or higher wielding 
  the Sword may add his class level as a bonus on all 
  Diplomacy checks.
  Lay on Hands (Su)
  Beginning at 5th level, the scion of St. George can 
  heal wounds (his own or those of others) by touch. 
  Each day he can heal a total number of hit points of 
  damage equal to his scion level x his Wisdom bonus 
  (minimum one per level). A scion may choose to 
  divide his healing among multiple recipients, and he 
  doesn’t have to use it all at once. Using lay on hands 
  is a full-round action.
  Alternatively, the scion can use any or all of this 
  healing power to deal damage to creatures with an 
  allegiance to evil. Using lay on hands in this way 
  requires a successful melee touch attack and doesn’t 
  provoke an attack of opportunity. The scion decides 
  how many of his daily allotment of points to use as 
  damage after successfully touching an evil creature.
  Dodge Bonus (Ex)
  At 7th level and higher, the scion of St. George 
  wielding the Sword gains a +2 dodge bonus to 
  Defense against creatures at least two size categories 
  larger than himself.
  Remove Disease (Sp)
  At 8th level, the scion of St. George can produce a 
  remove disease effect, as the spell, a number of times 
  per week equal to his Wisdom modiﬁer (minimum 
  one).
  Divine Presence (Su)
  A righteous aura surrounds the scion of St. George. 
  Any hostile creature within a 20-foot radius of the 
  scion must succeed at a Will save (DC 10 + class level 
  + scion’s Cha modiﬁer) or take a –2 morale penalty 
  on attacks, Defense, and saves for one day or until 
  they successfully injure the scion. A creature that has 
  resisted or broken the effect cannot be affected again 
  by the scion’s divine presence for one day.
  Disease Dragon
  A disease dragon is a rare and horrible beast. Reputed 
  to have been spawned in hell itself, the dragon is a 
  huge reptilian creature with black scaly skin and a 
  terrible mouth containing hundreds of razor-sharp 
  teeth. Even more terrifying is its pestilential breath, 
  Table 1: Scion of St. George
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st 
  +1
  +2
  +0
  +0
  Bonus Feat
  +1
  +1
  2nd 
  +2
  +3
  +0
  +0
  +1
  +1
  3rd 
  +3
  +3
  +1
  +1
  +2
  +1
  4th 
  +4
  +4
  +1
  +1
  Bonus Feat
  +2
  +2
  5th 
  +5
  +4
  +1
  +1
  +3
  +2
  6th 
  +6
  +5
  +2
  +2
  +3
  +2
  7th 
  +7
  +5
  +2
  +2
  Bonus Feat
  +4
  +3
  8th 
  +8
  +6
  +2
  +2
  +4
  +3
  9th 
  +9
  +6
  +3
  +3
  +5
  +3
  10th 
  +10
  +7
  +3
  +3
  Bonus Feat
  +5
  +4
  
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  The�Sword�of�St.�George
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  which gives the dragon its name. This breath causes 
  a terrible disease that saps the strength and health of 
  those who contract it. The dragon prefers to live in 
  fetid swamps and other unwholesome environments, 
  far from human habitation. However, its voracious 
  appetite for ﬂesh is so great that it regularly leaves its 
  lair in search of food. Being intelligent as well as evil, 
  a disease dragon can be bargained with and it will 
  gladly enter into pacts with humans or other creatures 
  in exchange for a steady supply of food. Of course, 
  being a servant of hell, it is utterly unreliable and will 
  sometimes change the terms of such pacts arbitrarily 
  to suit its own ends better.
  Disease dragons are rare in the modern world. 
  Most exist in places far removed from civilization. 
  Consequently, most examples of this beast live 
  in Africa and Asia, with a few in remote areas in 
  North and South America. Reports are circulating 
  among various occult groups that the number of 
  disease dragons is increasing and that the beasts are 
  becoming bolder in their actions. This might signal 
  the beginning of a new offensive by the forces of evil 
  or it might simply be that the wars and dislocations 
  of recent years have provided disease dragons with 
  greater opportunities for mayhem. Whatever the 
  truth, there is no doubt that these monstrous creatures 
  are a great threat to good and should be dealt with 
  appropriately.
  Species Traits
  Disease dragons have the following traits:
  Breath Weapon (Su): A disease dragon’s breath 
  weapon spreads a virulent disease that effects all 
  living creatures within its area of effect. All such 
  creatures must make a Fortitude save (DC 26) or 
  contract a disease with an incubation period of 12 
  hours. The disease deals 1d6 points of Strength 
  damage and 1d3 points of Constitution damage.
  Using a breath weapon is a standard action. Once 
  a disease dragon breathes, it can’t breathe again until 
  1d4 rounds later. A blast from a breath weapon always 
  starts at the dragon’s mouth and extends in a direction 
  of the dragon’s choice, with an area as noted in the 
  description below. The breath weapon of a disease 
  dragon is a 50-ft. cone.
  Fear Aura (Ex): A disease dragon can unsettle 
  foes with its mere presence. The ability takes effect 
  automatically whenever the dragon attacks. Creatures 
  within a radius of 180 feet are subject to the effect if 
  they have fewer Hit Dice than the disease dragon.
  A potentially affected creature that succeeds at a 
  Will save (DC 26) remains immune to that dragon’s 
  fear aura for one day. On a failure, creatures with 4 or 
  fewer HD become panicked for 4d6 rounds and those 
  with 5 or more HD become shaken for 4d6 rounds. 
  Dragons ignore the fear aura of other dragons.
  Crush (Ex): A jumping disease dragon can land on 
  opponents as an attack action, using its whole body to 
  crush them. Crush attacks are effective only against 
  opponents three or more sizes smaller than the dragon 
  (though it can attempt normal overrun or grapple 
  attacks against larger opponents).
  A crush attack affects as many cratures as can ﬁt 
  under the dragon’s body. Creatures in the affected area 
  must succeed at a Reﬂex save (DC 26) or be pinned 
  and automatically take the listed damage during the 
  next round unless the dragon moves off them. If the 
  dragon chooses to maintain the pin, treat it as a normal 
  grapple attack. Pinned opponents take crush damage 
  each round if they don’t escape.
  Grappling: A disease dragon can always use its 
  breath weapon while grappling. If grappled by a 
  creature the same size or larger, a disease dragon 
  can attack the grappling creature with its bite and all 
  four limbs (each doing claw damage). If crushed by a 
  larger dragon, a dragon can respond only with grapple 
  attacks, or with bite or breath weapon attacks. If 
  grappled by a creature smaller than itself, the dragon 
  can respond with any of its physical attacks other than 
  a tail sweep.
  Immunities (Ex): All disease dragons are immune 
  to sleep and paralysis effects, as well as natural and 
  supernatural diseases. 
  Blindsight (Ex): A disease dragon can ascertain 
  creatures by nonvisual means (mostly hearing 
  and scent, but also by noticing vibration and other 
  environmental clues) with a range of 30 feet x the 
  dragon’s age category.
  Keen Senses (Ex): A disease dragon has low-light 
  vision and darkvision with a range of 600 feet.
  Disease Dragon: CR 15; Huge dragon; HD 
  22d12+110; hp 253; Mas 24; Init +0; Spd 40 ft.; 
  Defense 29, touch 8, ﬂat-footed 29 (–2 size, +21 
  natural); BAB +22; Grap +38; Atk +28 melee 
  (2d8+12, bite); Full Atk +28 melee (2d8+8, bite), 
  +23 melee (2d6+4, 2 claws), +23 melee (2d6+12, 
  tail slap); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ breath 
  weapon, fear aura 180 ft., crush 2d8+12, immunities, 
  SR 22, damage reduction 5/+1, blindsight 180 ft., low-
  light vision, darkvision 600 ft.; AL evil; SV Fort +18, 
  Ref +13, Will +18; AP 0; Rep +0; Str 27, Dex 10, Con 
  21, Int 20, Wis 21, Cha 20.
  Skills: Concentration +9, Bluff +17, Diplomacy 
  +17, Hide –8, Jump +20, Knowledge (arcane lore) 
  +17, Knowledge (current events) +6, Knowledge 
  (history) +8, Listen +19, Read/Write Draconic, Read/
  Write Language (any ﬁve), Search +17, Sense Motive 
  +17, Speak Draconic, Speak Language (any ﬁve), 
  Spot +19.
  Feats: Alertness, Cleave, Combat Reﬂexes, 
  Improved Bull Rush, Improved Damage Threshold, 
  Power Attack.
  Advancement: 17-22 HD (Huge); 23-25 
  (Gargantuan)
  
  The Modern Dispatch
  The�Sword�of�St.�George
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based 
  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  System Reference Document Copyright 2000-2004, Wizards of the Coast, 
  Inc.: Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, 
  based on original material by E. Gary Gygax and Dave Arneson. 
  Swords of Our Fathers Copyright 2003, The Game Mechanics.
  Modern Dispatch #17 2004, Ronin Arts; Author James Maliszewski
  open gaming content
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  The Introduction and Scion of St. George description are close content.  All 
  other text is open content.
  
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