Dvontoi: Difference between revisions
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* '''Natural Armor''' ''7 RP'': Blue dvontoi receive a +7 natural armor bonus. | * '''Natural Armor''' ''7 RP'': Blue dvontoi receive a +7 natural armor bonus. | ||
Offense Racial Traits | Offense Racial Traits | ||
* '''Electrical Burst''' ''8 RP'': Blue dvontoi may unleash a | * '''Electrical Burst''' ''8 RP'': Blue dvontoi may unleash a burst of electricity from its skin as a standard action once every 1d4 rounds, dealing 1d6 electical damage. At each odd character level, this damage increases by 1d6. All creatures within 10 feet must make a Reflex saving throw to avoid taking damage (DC = 10 + 1/2 the dvontoi's character level + the dvontoi's Constitution modifier). | ||
* '''Gore''' ''1 RP'': Blue dvontoi possess a primary natural gore attack, which deals damage based on the dvontoi's size: 1d6 for medium, 1d8 for large, 2d6 for huge. | * '''Gore''' ''1 RP'': Blue dvontoi possess a primary natural gore attack, which deals damage based on the dvontoi's size: 1d6 for medium, 1d8 for large, 2d6 for huge. | ||
Magical Racial Trais | Magical Racial Trais |
Revision as of 22:35, 5 April 2013
In Greek myth, planting dragon teeth like seeds caused warriors (the spartoí) to spring from the ground. In our version of Pathfinder, it isn't quite that simple, but a secret ritual does exist that will spawn dragon-like humanoids by sowing dragon teeth. In our Dissolution campaign, these "dragon-tooth men", the dvontoi, are implemented as a collection of monstrous races, each based on the color of dragon whose teeth were planted. These creature advance using class levels, but their size or some racial abilities may scale as hit dice increase. The dvontoi are construction using Pathfinder's race creation system, using 25 RP.
Black Dvontoi
Evil dragons use dvontoi created from black dragon teeth as raiders, pirate and hunters. Physical and sturdy, black dvontoi tend towards physical classes, such as fighters, rangers, cavaliers or rogues and are always chaotic evil.
RP: 25 (Monstrous)
- Ability Score Racial Traits 1 RP: Black dvontoi gain +2 Strength, +2 Constitution, -2 Charisma.
- Size 0 RP: Black dvontoi are always medium sized.
- Type 3 RP: Black dvontoi are Monstrous Humanoids.
- Base Speed 1 RP: Black dvontoi have a base speed of 40 feet.
- Language Quality 0 RP: Black dvontoi begin play speaking Draconic. Aram with high Intelligence scores can choose from the following: Abyssal, Common, Elven, Giant, Gnoll, Goblin, Gnomish, Infernal, Orc, Undercommon.
Defense Racial Traits
- Acid Immunity 4 RP: Black dvontoi are immune to acid.
- Damage Reduction 3 RP: Black dvontoi receive DR 5/magic or good.
- Natural Armor 4 RP: Black dvontoi receive a +3 natural armor bonus.
Offense Racial Traits
- Breath Weapon 8 RP: Black dvontoi may exhale a 50' line of acid once every 1d4 rounds, dealing 1d6 acid damage. At each odd character level, this damage increases by 1d6. All creatures within the affected area must make a Reflex saving throw to avoid taking damage (DC = 10 + 1/2 the dvontoi's character level + the dvontoi's Constitution modifier).
- Toxic 1 RP: A number of times per day equal to its Constitution modifier (minimum 1/day), a black dvontoi can envenom a weapon that it wields with its toxic saliva (Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the dvontoi's Hit Dice + the dvontoi's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.). Applying venom in this way is a swift action.
Senses Racial Traits
- Darkvision 0 RP: Being monstrous humanoids, black dvontoi can see in the dark up to 60 feet.
Blue Dvontoi
Evil dragons use dvontoi created from blue dragon teeth as guards and shock troops. In spite of their four-legged form, blue dvontoi can be found of any class, but are always lawful evil.
RP: 25 (Monstrous)
- Ability Score Racial Traits 3 RP: Blue dvontoi gain a +2 bonuses to one physical and one mental ability score of their choice during character creation.
- Size 3 RP: Blue dvontoi begin at medium sized. Once reaching seven hit dice, they become large. Once reaching 15 hit dice, they become huge.
- Type -6 RP: Blue dvontoi are quadrupedal Magical Beasts. Lacking dextrous hands, blue dvontoi cannot use weapons or most magic items and are capable of only the crudest type of writing. While standard armor cannot fit on their bodies, they may wear some types of barding or custom crafted armor.
- Base Speed 0 RP: As quadrupeds, blue dvontoi have a base speed of 40 feet.
- Language Quality 0 RP: Blue dvontoi begin play speaking Draconic. Aram with high Intelligence scores can choose from the following: Abyssal, Common, Elven, Giant, Gnoll, Goblin, Gnomish, Infernal, Orc, Undercommon.
Defense Racial Traits
- Electricity Immunity 4 RP: Blue dvontoi are immune to electricity.
- Natural Armor 7 RP: Blue dvontoi receive a +7 natural armor bonus.
Offense Racial Traits
- Electrical Burst 8 RP: Blue dvontoi may unleash a burst of electricity from its skin as a standard action once every 1d4 rounds, dealing 1d6 electical damage. At each odd character level, this damage increases by 1d6. All creatures within 10 feet must make a Reflex saving throw to avoid taking damage (DC = 10 + 1/2 the dvontoi's character level + the dvontoi's Constitution modifier).
- Gore 1 RP: Blue dvontoi possess a primary natural gore attack, which deals damage based on the dvontoi's size: 1d6 for medium, 1d8 for large, 2d6 for huge.
Magical Racial Trais
- Natural Caster 3 RP: Blue dvontoi ignore somatic spell requirements.
- Attended 2 RP: Blue dvontoi may cast unseen servant at will as a spell-like ability.
Senses Racial Traits
- Darkvision 0 RP: Being magical beasts, blue dvontoi can see in the dark up to 60 feet.
Alternate Racial Traits
- Some blue dvontoi are not as attuned to magic and forgo their two magical racial traits (5 RP total) in favor more versatile natural attacks, gaining two hoof attacks (2 RP) and Slapping Tail (3 RP).
- Some blue dvontoi are not as attuned to magic and forgo their two magical racial traits (5 RP total) in favor more devastating charges, gaining Powerful Charge (2 RP), Relentless (1 RP) and the improved natural attack feat (2 RP).
Green Dvontoi
Evil dragons use dvontoi created from green dragon teeth as spies and scouts. Small and nimble, green dvontoi tend to be rogues or rangers and are always chaotic evil.
RP: 25 (Monstrous)
- Ability Score Racial Traits 2 RP: Green dvontoi gain -2 Strength, +4 Dexterity, -2 Intelligence. This does not include size adjustments.
- Size 0 RP: Green dvontoi begin as small creatures, giving them a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Green dvontoi who gain 11 or more hit dice grow to medium size, losing all size bonuses and penalties.
- Type 3 RP: Green dvontoi are Monstrous Humanoids.
- Base Speed 0 RP: Green dvontoi have a base speed of 30 feet.
- Language Quality 0 RP: Green dvontoi begin play speaking Draconic. Aram with high Intelligence scores can choose from the following: Abyssal, Common, Elven, Giant, Gnoll, Goblin, Gnomish, Infernal, Orc, Undercommon.
Defense Racial Traits
- Acid Immunity 4 RP: Green dvontoi are immune to acid.
- Natural Armor 4 RP: Green dvontoi receive a +3 natural armor bonus.
Feat and Skill Racial Traits
- Sneaky 5 BP: Green dvontoi gain a +4 racial bonus on Stealth checks.
- Silent Hunter 2 BP: Green dvontoi reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
- Nimble Attacks 2 BP: Green dvontoi receive Weapon Finesse as a bonus feat.
Magical Racial Traits
- Vanish 2 BP: Green dvontoi may cast vanish at will as a spell-like ability.
Senses Racial Traits
- Darkvision 0 RP: Being monstrous humanoids, green dvontoi can see in the dark up to 60 feet.
Other Racial Traits
- Hold Breath 1 RP: Green dvontoi can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.