These two entities travel the planes together, they seek neither treasure nor magic but find interest in daredevils and risk-takers. While they are naturally a jovial and curious pair, they can be angered easily and do not take kindly to being called upon for affairs they consider mundane. Gaz favors mortals who risk their lives in battles of wits and cunning, but the Drake often seems aloof and neglectful to those who have summoned aid.
In truth, Gaz and the Drake were once mortals. A dwarf and a giant who struck a bargain together to acquire divine power. They managed to find what they sought millenia ago but were never fully sated by the immortality and magic they had won. Now they spend their time watching others and gambling power between each other on the fates of mortal adventurers. Woe to the wizard who invokes this patron when he is being bet against.
Invoke Patron check results:
12-13 = Gaz answers the wizard's plea with a small physical boon. The caster receives +2 to his next attack roll or saving throw. If the wizard neither makes an attack or rolls a saving throw within the next six rounds then this bonus goes away and the Drake curses the wizard with a -2 penalty to his next spell check. If it activated, the Drake's penalty lasts indefinitely.
14-17 = The Drake places a sword in the wizard's hand. This magical blade (1d8 damage) exists for a number of rounds equal to the wizard's level. Any living creature (i.e. un-dead, animated statues, and constructs are immune) must succeed on a DC 10 + wizard's level Fort save or be poisoned (2d8 damage). If the wizard drops the sword before the duration expires the sword disappears and casting Invoke Patron again in the same day suffers a -4 penalty.
18-19 = For a number of rounds equal to the wizard's level plus one, the caster is imbued with the ability to leap mighty bounds. His AC and saving throws improve by +4, and with a successful Ref save (DC 10) the caster can leap up to double his normal running speed. If the caster critically fails the Ref save by rolling a natural 1, he lands poorly and breaks a leg taking 2d4 damage. Further jumping on a broken leg causes another 1d6 damage per jump, and if the caster critically fails a second time he breaks his other leg and can no longer jump or walk. If the wizard uses this ability to escape a fight completely, as opposed to using it strategically, then the Drake is offended and breaks both of the wizard's legs at the end of the duration.
20-23 = For 1d4 + wizard's level in rounds, the wizard is bestowed with the Drake's sword (as the above 14-17 result) and Gaz'es leaping ability (as the above 18-19 result). The wizard also receives a +2 bonus to attack rolls during this time.
24-27 = For 3d6 rounds, the wizard casts other spells as if he were three levels higher than he actually is. All spells (except Invoke Patron) last longer and are easier to cast. This bonus can potentially exceed the normal maximum of 10. If the caster rolls a natural 1 with one of these enhanced spells, the bonus immediately ends and for the rest of the day the wizard can only cast spells by using a point of spellburn in addition to any other requirements the spell has.
28-29 = Gaz bestows the wizard with a powerful weapon from the distant future. For the next 10 rounds the wizard has an energy hurling metal hand crossbow that is easy to attack with and inflicts a large amount of damage. The wizard receives a +8 bonus to attack with the weapon and it inflicts 3d6+2 damage when it strikes. The weapon has a range of 400' before range penalties apply. The Drake, meanwhile, bestows the wizard with a powerful armor from the future for the same duration of time. The wizard's AC is raised by +10 and appears as a shimmering, yellowish energy field around the caster. At the end of the spell, the wizard disappears for 5 rounds. When he returns he looks weary and tired, but has no memory of where he went.
30-31 = Gaz appears in a puff of smoke to fight alongside the wizard. Gaz has a +15 to hit, his action dice are 1d20 + 1d20, his saves are all +7, and he has 120 hit points. He attacks with a broad battleaxe and inflicts 2d6+3 damage, and his crit die is 2d20/V. Gaz will disappear into a cloud of smoke if he is reduced to 0 hit points or after a number of rounds equal to twice the wizard's level pass.
32+ = The Drake appears out of a crashing thunderbolt to fight alongside the wizard. Use the stats for a Cloud Giant on page 414. The Drake will disappear in another loud thunderbolt if he is reduced to 0 hit points or after a number of rounds equal to twice the wizard's level pass.
Patron Taint: Gaz and the Drake
Gaz and the Drake are kinder to wizards than a lot of other patrons, provided the wizards are thrillseekers and daredevils. Those who Invoke Patron at times when Gaz believes they don't require aid find themselves suffering from the Drake's powerful magics. When patron taint is indicated, roll 1d6 on the table below. When a caster has excised all six taints at all levels of effect, there is no need to continue rolling any more. Additionally, the caster is freed from all future corruption rolls.
1 = The caster gains 25 lbs. of excess fat. This counts against encumbrance and slows the character by 5'. Movement will not be slowed if this result is rolled a second or third time, but after the third roll the caster's Stamina can no longer be used for Spellburn.
2 = One arm becomes bigger than the other. The wizard's Strength is increased by 1, but his spell checks suffer a -1 penalty due to the uneven sizes of his hands. If the result is rolled a second time, the arm becomes bigger and any use of the arm inflicts a -1 penalty due to it's unwieldy size and girth, this includes melee attack rolls as well as spell checks. If the result is rolled a third time, the arm becomes gigantic further complicating the wizard's life. He walks with a hunch, bent over in the direction of the arm, and he can no longer use his Strength to fuel Spellburn.
3 = Disfigurement! The first time this is rolled the wizard's body becomes covered in thick, ragged scars. Personality is permanently reduced by 1 and natural AC is increased by 1. Magical healing does nothing to remove the scar tissue. The second time this is rolled the wizard's grows coarse, long hair from every part of his body. It never grows longer than an inch or two, and shaving it off causes it to grow back within an hour. Personality is permanently reduced by 1, but natural AC is increased by 1. The third and final time this is rolled the wizard's teeth turn black and all of his fingernails and toenails permanently fall out, and Personality can no longer be used to fuel Spellburn.
4 = The wizard will begin to perceive challenges everywhere. He will attempt to make things more difficult for himself, and pride himself in defeating his opponents and outdoing his companions in similar feats. Gambling also becomes a primary passtime. This arrogant confidence can be resisted with a DC 15 Will save, but the save must be attempted every time he tries to resist his new emotional urges. If the result is rolled a second time, the caster's emotions become stronger and the DC increases to 20. If the result is rolled a third time, a DC 25 Will save permits the caster to ignore his emotional urges.
5 = The first time this is rolled, the caster is overwhelmed with a restlessness. He can't stay in one town or city for very long, and will need to travel to a new location to rest at least once every week. If he doesn't submit to this restlessness, the wizard does not heal ability points lost to spellburn, nor does he recover hit points through natural healing. The second time this result is rolled the restlessness becomes more severe and the wizard cannot sleep in the same bed two nights in a row. The third time this result is rolled, the wizard becomes obsessed with traveling economically and efficiently. He sells virtually everything he owns and will only keep what he can carry in a single bag.
6 = The wizard begins to show signs of arrogance and begins to believe that he's invulnerable. He will start fights, or never back down from a challenge, and generally puts himself into the way of physical harm daily. The caster should make a DC 15 Willpower save to avoid engaging in any reckless activity. The second time this result is rolled the caster stops wearing armor or using magical armor of any kind. During fights he will stop trying to dodge attacks, which translates into a -2 penalty to Reflex saving throws. The Willpower DC for avoiding reckless behavior increases to 20. The third time this result is rolled, the caster truly believes he is invulnerable and nothing can stop him. The Willpower DC for avoiding reckless behavior increases to 25, and during combat the wizard stops moving at all except to get a better view, he can no longer receive any AC benefit from Agility and another -2 penalty is applied to Reflex saving throws. Finally, Agility can no longer be used to fuel Spellburn.
Next Up: Patron Spells