Dvontoi: Difference between revisions
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''In Greek myth, planting dragon teeth like seeds caused warriors (the ''[http://en.wikipedia.org/wiki/Sparto%C3%AD spartoí]'') to spring from the ground. In our version of [[system::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 [[campaign::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 | ''In Greek myth, planting dragon teeth like seeds caused warriors (the ''[http://en.wikipedia.org/wiki/Sparto%C3%AD spartoí]'') to spring from the ground. In our version of [[system::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 [[campaign::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 [http://www.d20pfsrd.com/gamemastering/arg-creating-new-races race creation system], using 25 RP.'' | ||
== Black Dvontoi == | == Black Dvontoi == | ||
Evil dragons use dvontoi created from black dragon teeth as raiders, pirates, hunters and shock troops. 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 == | == Blue Dvontoi == | ||
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== Green Dvontoi == | == 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. | 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) | '''RP''': 25 (Monstrous) | ||
* '''Ability Score Racial Traits''' ''2 RP'': | * '''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. | * '''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. | * '''Type''' ''3 RP'': Green dvontoi are Monstrous Humanoids. | ||
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Magical Racial Traits | Magical Racial Traits | ||
* '''Vanish''' ''2 BP'': Green dvontoi may cast ''[[pfsrd-spell:v/vanish|vanish]]'' at will as a spell-like ability. | * '''Vanish''' ''2 BP'': Green dvontoi may cast ''[[pfsrd-spell:v/vanish|vanish]]'' at will as a spell-like ability. | ||
Senses Racial Traits | Senses Racial Traits | ||
* '''Darkvision''' ''0 RP'': Being monstrous humanoids, green dvontoi can see in the dark up to 60 feet. | * '''Darkvision''' ''0 RP'': Being monstrous humanoids, green dvontoi can see in the dark up to 60 feet. |
Revision as of 21:37, 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, pirates, hunters and shock troops. 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
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.