Dvontoi: Difference between revisions
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'''RP''': 25 (Monstrous) | '''RP''': 25 (Monstrous) | ||
* '''Ability Score Racial Traits''' ''1 RP'': White dvontoi gain +2 Strength, +2 Dexterity, -2 Intelligence. This does not include size adjustments. | * '''Ability Score Racial Traits''' ''1 RP'': White dvontoi gain +2 Strength, +2 Dexterity, -2 Intelligence. This does not include size adjustments. | ||
* '''Size''' ''0 RP'': White dvontoi begin as small creatures. | * '''Size''' ''0 RP'': White dvontoi begin as small creatures. White dvontoi who gain 11 or more hit dice grow to medium size. When the dvontoi changes sizes in this way it looses the bonuses and penalties listed for that size on the Dvontoi Size table (below), and gains the bonuses and penalties for its new size. | ||
* '''Type''' ''3 RP'': White dvontoi are Monstrous Humanoids. Their immunities and vulnerabilities give them the cold subtype. | * '''Type''' ''3 RP'': White dvontoi are Monstrous Humanoids. Their immunities and vulnerabilities give them the cold subtype. | ||
* '''Base Speed''' ''1 RP'': White dvontoi have a base speed of 40 feet. | * '''Base Speed''' ''1 RP'': White dvontoi have a base speed of 40 feet. |
Revision as of 16:26, 15 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. As with most monstrous races, these are not intended for use by PCs. These creatures advance using class levels, but their size or some racial abilities may scale as hit dice increase. The dvontoi are constructed using a (very) loose interpretation of Pathfinder's race creation system, using 25 RP. You may consider this OGL content. (This Paizo forum thread for comments.)
Chromatic Dvontoi
Chromatic dragons make use of dvontoi far more than other types of dragons, making a point to claim the teeth of fallen chromatics when they find them. Chromatic dvontoi tend to be quite loyal to chromatic dragons who create them, particularly if the dragon is their color. The various breeds of chromatic dvontoi tolerate each other, often under orders to work together.
The ritual for creating chromatic dvontoi involves planting five teeth at a time into the terrain favored by the dragon who previously owned the teeth. After several hours of incantations in draconic, the teeth are bathed in the breath weapon of a dragon of their color and covered. At the next sunset, more incantations bid five dvontoi to rise from the ground. As the incantations continue, the dvontoi immediately set upon each other in combat, fighting until only one remains. To conclude the ritual, the lone survivor consumes the hearts of the defeated.
Black Dvontoi
Evil dragons use dvontoi created from black dragon teeth as raiders, pirates and hunters. Physical and sturdy, black dvontoi tend towards physical classes, such as fighters, rangers, cavaliers or rogues and are always chaotic evil. This breed of dvontoi appear as muscular, black-scaled humanoids, with two horns curving forward from the sides of its head.
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. Those 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. This breed of dvontoi appear as burly blue-scaled quadrupeds, with flat clawed feet and broad central horn jutting up from between their nostrils.
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. When the dvontoi changes sizes in this way it looses the bonuses and penalties listed for that size on the Dvontoi Size table (below), and gains the bonuses and penalties for its new size.
- 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. Those 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 lawful evil. This breed of dvontoi appear as lithe, green-scaled humanoids, with somewhat disproportionate feet.
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. Green dvontoi who gain 11 or more hit dice grow to medium size. When the dvontoi changes sizes in this way it looses the bonuses and penalties listed for that size on the Dvontoi Size table (below), and gains the bonuses and penalties for its new size.
- 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. Those 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 RP: Green dvontoi gain a +4 racial bonus on Stealth checks.
- Silent Hunter 2 RP: 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 RP: Green dvontoi receive Weapon Finesse as a bonus feat.
Magical Racial Traits
- Vanish 2 RP: 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.
Red Dvontoi
Evil dragons use dvontoi created from red dragon teeth as officers, fortune tellers and arcanists. Devious and corrupt, most red dvontoi are sorcerers (with red dragon bloodlines), oracles, summoners or, occasionally, bards. All are chaotic evil. This breed of dvontoi appear as red-scaled humanoids, with dark red knob-like protrusions over most of its body.
RP: 25 (Monstrous)
- Ability Score Racial Traits 2 RP: Red dvontoi gain -2 Strength, +4 Charisma, -2 Wisdom. This does not include size adjustments.
- Size 0 RP: Red dvontoi are always medium sized
- Type 3 RP: Red dvontoi are Monstrous Humanoids. Because of their immunities and vulnerabilities, they have the fire subtype.
- Base Speed 1 RP: Red dvontoi have a base speed of 40 feet.
- Language Quality 0 RP: Red dvontoi begin play speaking Draconic. Those with high Intelligence scores can choose from the following: Abyssal, Common, Elven, Giant, Gnoll, Goblin, Gnomish, Infernal, Orc, Undercommon.
Defense Racial Traits
- Fire Immunity 4 RP: Red dvontoi are immune to fire.
- Natural Armor 3 RP: Red dvontoi receive a +2 natural armor bonus.
Feat and Skill Racial Traits
- Silver Tongued 3 RP: Red dvontoi gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.
- Tough 2 RP: Red dvontoi gain toughness as a bonus feat.
Magical Racial Traits
- Pyromaniac 3 RP: Red dvontoi are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give dvontoi early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the user's character level): 1/day—dancing lights, flare, prestidigitation, produce flame
- Elusive 6 RP: Red dvontoi may cast displacement at will as a spell-like ability.
Senses Racial Traits
- Darkvision 0 RP: Being monstrous humanoids, red dvontoi can see in the dark up to 60 feet.
Weakness Racial Traits
- Vulnerability to Cold -2 RP: Red dvontoi have a vulnerability to cold.
White Dvontoi
Evil dragons use dvontoi created from white dragon teeth as to spread chaos, carnage and fear. Small and vicious, white dvontoi tend to be barbarians or, less often, fighters or rogues and are always chaotic evil. This breed of dvontoi appear as nimble, though somewhat hunched, white-scaled humanoids, with leathery wings which fold back against their body.
RP: 25 (Monstrous)
- Ability Score Racial Traits 1 RP: White dvontoi gain +2 Strength, +2 Dexterity, -2 Intelligence. This does not include size adjustments.
- Size 0 RP: White dvontoi begin as small creatures. White dvontoi who gain 11 or more hit dice grow to medium size. When the dvontoi changes sizes in this way it looses the bonuses and penalties listed for that size on the Dvontoi Size table (below), and gains the bonuses and penalties for its new size.
- Type 3 RP: White dvontoi are Monstrous Humanoids. Their immunities and vulnerabilities give them the cold subtype.
- Base Speed 1 RP: White dvontoi have a base speed of 40 feet.
- Language Quality 0 RP: White dvontoi begin play speaking Draconic. Those with high Intelligence scores can choose from the following: Abyssal, Common, Elven, Giant, Gnoll, Goblin, Gnomish, Infernal, Orc, Undercommon.
Defense Racial Traits
- Cold Immunity 4 RP: White dvontoi are immune to cold.
- Natural Armor 4 RP: White dvontoi receive a +3 natural armor bonus.
Feat and Skill Racial Traits
- Nimble 2 RP: White dvontoi gain a +2 racial bonus to Acrobatics checks.
Movement Racial Traits
- Flight 4 RP: White dvontoi have a fly speed of 30 feet with clumsy maneuverability.
Offense Racial Traits
- Breath Weapon 8 RP: White dvontoi may exhale a 30' cone of cold once every 1d4 rounds, dealing 1d6 cold 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).
Senses Racial Traits
- Darkvision 0 RP: Being monstrous humanoids, white dvontoi can see in the dark up to 60 feet.
Weakness Racial Traits
- Vulnerability to Fire -2 RP: White dvontoi have a vulnerability to fire.
Imperial Dvontoi
Imperial dragons create dvontoi to act as supervisors or caretakers of important matters while their attention is needed elsewhere. In some rare cases, an imperial dragon may lend a dvontoi to another imperial dragon. Few imperials ever create more than one dvontoi at a time, and require absolute loyalty from them. Imperial dvontoi often work with other races, but almost never with other dvontoi.
The ritual for creating imperial dvontoi may only be carried out by imperial dragons. In a stylized ritual, the dragon extracts one of its own teeth, digs a hole in a material it favors, breathes on the tooth, and buries it. When the next full moon rises, the ritual is completed, and the dvontoi slithers from the ground. While the dvontoi lives, no force can replace the extracted tooth. It is not unheard of for an imperial dragon to slay its dvontoi when its task is complete (or if the dvontoi is insubordinate), in order to regrow the tooth.
From the waist up, imperial dvontoi appear as scale-covered humanoids, with dragon-like heads. From the waist down, their bodies are very long, serpentine tails. Though superficially similar to serpentfolk, their tails are much longer and sinuous, and their heads more like their creators' than a snake.
Forest Dvontoi
Forest dvontoi are most often dispatched to investigate possible threats in a forest dragon's territory which do not have an obvious cause. Forest dvontoi are most often rangers, fighters or rogues and are always chaotic evil.
RP: 25 (Monstrous)
- Ability Score Racial Traits 1 RP: Forest dvontoi gain +2 Strength, +2 Dexterity, -2 Charisma. This does not include size adjustments.
- Size 5 RP: Imperial dvontoi begin as small creatures, but grow to medium size if they gain six or more hit dice. On reaching 11 hit dice, they become large, growing to huge on reaching 16 hit dice. When the dvontoi changes sizes in this way it looses the bonuses and penalties listed for that size on the Dvontoi Size table (below), and gains the bonuses and penalties for its new size.
- Type 3 RP: Imperial dvontoi are Monstrous Humanoids.
- Base Speed 0 RP: Forest dvontoi have a base speed of 30 feet.
- Language Quality 0 RP: Forest dvontoi begin play speaking Common and Draconic. Those with high Intelligence scores can choose from the following: Abyssal, Boggard, Elven, Giant, Goblin, Orc, Sylvan, Terran, Treant, Vegepygmy.
Defense Racial Traits
- Natural Armor 5 RP: Imperial dvontoi receive a +4 natural armor bonus.
- Poison Resistance 3 RP: Forest dvontoi gain a racial bonus on saving throws against poison effects equal to their Hit Dice.
Feat and Skill Racial Traits
- Self-Sufficient 2 RP: Forest dvontoi gain Self-Sufficient as a bonus feat
Offense Racial Traits
- Constricting Tail 4 RP: Imperial dvontoi may grapple with their long tails and gain the constrict special attack, which deals additional bludgeoning damage on a successful grapple check. Damage dealt adds the dvontoi's strength modifier and depends on size: small=1d4, medium=1d6, large=1d8, huge=2d6.
Senses Racial Traits
- Darkvision 0 RP: Being monstrous humanoids, imperial dvontoi can see in the dark up to 60 feet.
Other Racial Traits
- Treespeech 2 RP: Forest dvontoi have the ability to converse with plants as if subject to a continual speak with plants spell.
Sea Dvontoi
When a sea dragon personally handles a crisis with its territory, it may come up with a solution, then leave behind a sea dvontoi to take care of the details. Sea Dvontoi are most often sorcerers, oracles or summoners, and are always chaotic good.
RP: 25 (Monstrous)
- Ability Score Racial Traits 0 RP: Forest dvontoi gain +2 Constitution, +2 Charisma, -2 Strength. This does not include size adjustments.
- Size 5 RP: Imperial dvontoi begin as small creatures, but grow to medium size if they gain six or more hit dice. On reaching 11 hit dice, they become large, growing to huge on reaching 16 hit dice. When the dvontoi changes sizes in this way it looses the bonuses and penalties listed for that size on the Dvontoi Size table (below), and gains the bonuses and penalties for its new size.
- Type 3 RP: Imperial dvontoi are Monstrous Humanoids.
- Base Speed 0 RP: Sea dvontoi have a base speed of 30 feet.
- Language Quality 0 RP: Sea dvontoi begin play speaking Common and Draconic. Those with high Intelligence scores can choose from the following: Aboleth, Aquan, Auran, Celestial, Elven.
Defense Racial Traits
- Fire Immunity 4 RP: Sea dvontoi are immune to fire.
- Natural Armor 5 RP: Imperial dvontoi receive a +4 natural armor bonus.
Movement Racial Traits
- Swim 2 RP: Sea dvontoi have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
Offense Racial Traits
- Constricting Tail 4 RP: Imperial dvontoi may grapple with their long tails and gain the constrict special attack, which deals additional bludgeoning damage on a successful grapple check. Damage dealt adds the dvontoi's strength modifier and depends on size: small=1d4, medium=1d6, large=1d8, huge=2d6.
Senses Racial Traits
- Darkvision 0 RP: Being monstrous humanoids, imperial dvontoi can see in the dark up to 60 feet.
Other Racial Traits
- Amphibious 2 RP: Sea dvontoi are amphibious and can breathe both air and water.
Sky Dvontoi
Sky dvontoi are often sent to observe or advise on situations on the ground that might impact a sky dragon's territory. Sky dvontoi tend to be paladins, clerics, monks or inquisitors and are always lawful good.
RP: 25 (Monstrous)
- Ability Score Racial Traits 0 RP: Sky dvontoi gain +2 Strength, +2 Wisdom, -2 Charisma. This does not include size adjustments.
- Size 5 RP: Imperial dvontoi begin as small creatures, but grow to medium size if they gain six or more hit dice. On reaching 11 hit dice, they become large, growing to huge on reaching 16 hit dice. When the dvontoi changes sizes in this way it looses the bonuses and penalties listed for that size on the Dvontoi Size table (below), and gains the bonuses and penalties for its new size.
- Type 3 RP: Imperial dvontoi are Monstrous Humanoids.
- Base Speed 0 RP: Sky dvontoi have a base speed of 30 feet.
- Language Quality 0 RP: Sky dvontoi begin play speaking Common and Draconic. Those with high Intelligence scores can choose from the following: Auran, Celestial, Elven, Giant, Gnome, Goblin, Halfling, Orc.
Defense Racial Traits
- Electricity Immunity 4 RP: Sky dvontoi are immune to electricity.
- Natural Armor 5 RP: Imperial dvontoi receive a +4 natural armor bonus.
Movement Racial Traits
- Flight 4 RP: Sky dvontoi have a fly speed of 30 feet with clumsy maneuverability.
Offense Racial Traits
- Constricting Tail 4 RP: Imperial dvontoi may grapple with their long tails and gain the constrict special attack, which deals additional bludgeoning damage on a successful grapple check. Damage dealt adds the dvontoi's strength modifier and depends on size: small=1d4, medium=1d6, large=1d8, huge=2d6.
Senses Racial Traits
- Darkvision 0 RP: Being monstrous humanoids, imperial dvontoi can see in the dark up to 60 feet.
Other Racial Traits
Sovereign Dvontoi
Of the imperial dragons, sovereigns are most likely to create dvontoi, who are dispatched to correct imbalances. Sovereign dvontoi vary widely by class, but are always true neutral.
RP: 25 (Monstrous)
- Ability Score Racial Traits 4 RP: Sovereign dvontoi gain +4 Strength, -2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma. This does not include size adjustments.
- Size 5 RP: Imperial dvontoi begin as small creatures, but grow to medium size if they gain six or more hit dice. On reaching 11 hit dice, they become large, growing to huge on reaching 16 hit dice. When the dvontoi changes sizes in this way it looses the bonuses and penalties listed for that size on the Dvontoi Size table (below), and gains the bonuses and penalties for its new size.
- Type 3 RP: Imperial dvontoi are Monstrous Humanoids.
- Base Speed 0 RP: Sovereign dvontoi have a base speed of 30 feet.
- Language Quality 0 RP: Sovereign dvontoi begin play speaking Common and Draconic. Those with high Intelligence scores can choose from the following: Abyssal, Celestial, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Infernal, Orc, Sylvan.
Defense Racial Traits
- Natural Armor 5 RP: Imperial dvontoi receive a +4 natural armor bonus.
Movement Racial Traits
- Flight 4 RP: Sovereign dvontoi have a fly speed of 30 feet with clumsy maneuverability.
Offense Racial Traits
- Constricting Tail 4 RP: Imperial dvontoi may grapple with their long tails and gain the constrict special attack, which deals additional bludgeoning damage on a successful grapple check. Damage dealt adds the dvontoi's strength modifier and depends on size: small=1d4, medium=1d6, large=1d8, huge=2d6.
Senses Racial Traits
- Darkvision 0 RP: Being monstrous humanoids, imperial dvontoi can see in the dark up to 60 feet.
Underworld
Underworld dragons often send their dvontoi to handle important tasks on the surface, while they remain underground. Underworld dvontoi tend to be wizards, witches or rogues and are always lawful evil.
RP: 25 (Monstrous)
- Ability Score Racial Traits 0 RP: Sovereign dvontoi gain +2 Dexterity, +2 Intelligence, -2 Charisma. This does not include size adjustments.
- Size 5 RP: Imperial dvontoi begin as small creatures, but grow to medium size if they gain six or more hit dice. On reaching 11 hit dice, they become large, growing to huge on reaching 16 hit dice. When the dvontoi changes sizes in this way it looses the bonuses and penalties listed for that size on the Dvontoi Size table (below), and gains the bonuses and penalties for its new size.
- Type 3 RP: Imperial dvontoi are Monstrous Humanoids.
- Base Speed 0 RP: Underworld dvontoi have a base speed of 30 feet.
- Language Quality 0 RP: Underworld dvontoi begin play speaking Common and Draconic. Those with high Intelligence scores can choose from the following: Abyssal, Dwarven, Giant, Gnome, Goblin, Halfling, Infernal, Orc, Terran, Undercommon.
Defense Racial Traits
- Fire Immunity 4 RP: Underworld dvontoi are immune to fire.
- Natural Armor 5 RP: Imperial dvontoi receive a +4 natural armor bonus.
Magical Racial Traits
- Change Shape 4 RP: Underworld dvontoi may cast alter self at will as a spell-like ability.
Offense Racial Traits
- Constricting Tail 4 RP: Imperial dvontoi may grapple with their long tails and gain the constrict special attack, which deals additional bludgeoning damage on a successful grapple check. Damage dealt adds the dvontoi's strength modifier and depends on size: small=1d4, medium=1d6, large=1d8, huge=2d6.
Senses Racial Traits
- Darkvision 0 RP: Being monstrous humanoids, imperial dvontoi can see in the dark up to 60 feet.
Metalic Dvontoi
Metalic dvontoi tend to be extremely independent and strong-willed, so metalic dragons rarely go through the trouble of creating them. Those that are created may follow a dragon who created them for a time, but will inevitably strike out on its own sooner or later, often competing with its creator.
The ritual for creating metallic dvontoi involves crafting five teeth from the same dragon into a figurine fashioned from that dragon's namesake metal, and planting the figurine into the terrain favored by that dragon. After several hours of incantations in draconic, the teeth are bathed in the breath weapon of a dragon of their color and covered. At the next sunrise, more incantations cause a spring of molten metal to bubble from the ground and form into the dvontoi.
All metallic dvontoi appear as idealized, somewhat mechanical looking, dragon-men with no tails. At a distance, they can be mistaken for men in ornate scale mail with elaborate, dragon-like helmets.
Brass Dvontoi
Like their draconic progenitors, brass dvontoi prefer to talk instead of fight, and are drawn to large, civilized settlements. Brass dvontoi tend to become bards or clerics, though some are also sorcerers, oracles or other classes, and are always chaotic good.
RP: 25 (Monstrous)
- Ability Score Racial Traits 1 RP: Brass dvontoi gain -2 Strength, +2 Wisdom, +2 Charisma.
- Size 0 RP: Brass dvontoi are medium sized.
- Type 10 RP: Brass dvontoi are Half-Construct, Monstrous Humanoids.
- Base Speed 0 RP: Brass dvontoi have a base speed of 30 feet.
- Language Quality 0 RP: Brass dvontoi begin play speaking Common and Draconic. Those with high Intelligence scores can choose from the following: Celestial, Dwarven, Elven, Giant, Gnoll, Gnome, Halfling, Ignan, Sylvan.
Defense Racial Traits
- Fire Immunity 4 RP: Brass dvontoi are immune to fire.
- Natural Armor 4 RP: Metallic dvontoi receive a +3 natural armor bonus.
- Damage Reduction 4 RP: Brass dvontoi receive DR/5 magic.
Feat and Skill Racial Traits
- Integrated 1 RP: Brass dvontoi gain a +1 bonus on Bluff, Disguise, and Knowledge (local)
Magical Racial Traits
- Alternate Form 3 RP: Brass dvontoi can assume the appearance of a single form of a single medium humanoid race. The form is static and cannot be changed each time it takes this form. The dvontoi gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.
Senses Racial Traits
- Darkvision 0 RP: Being monstrous humanoids, metallic dvontoi can see in the dark up to 60 feet.
Weakness Racial Traits
- Vulnerability to Cold -2 RP: Brass dvontoi have a vulnerability to cold.
Bronze Dvontoi
Bronze dvontoi possess a meticulous precision matched with a lust for knowledge, rivaled only by their draconic ancestors. Bronze dvontoi are most often wizards, magi or alchemists, and are always lawful good.
RP: 25 (Monstrous)
- Ability Score Racial Traits 2 RP: Bronze dvontoi gain -2 Strength, +4 Intelligence, -2 Charisma.
- Size 0 RP: Bronze dvontoi are medium sized.
- Type 10 RP: Bronze dvontoi are Half-Construct, Monstrous Humanoids.
- Base Speed 0 RP: Bronze dvontoi have a base speed of 30 feet.
- Language Quality 0 RP: Bronze dvontoi begin play speaking Common and Draconic. Those with high Intelligence scores can choose from the following: Aquan, Celestial, Dwarven, Elven, Giant, Gnoll, Gnome, Halfling, Sylvan.
Defense Racial Traits
- Electricity Immunity 4 RP: Bronze dvontoi are immune to electricity.
- Natural Armor 4 RP: Metallic dvontoi receive a +3 natural armor bonus.
- Spell Resistance 3 RP: Bronze dvontoi gain spell resistance equal to 11 + their character level.
Movement Racial Traits
- Swim 2 RP: Bronze dvontoi have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
Senses Racial Traits
- Darkvision 0 RP: Being monstrous humanoids, metallic dvontoi can see in the dark up to 60 feet.
Copper Dvontoi
Personal freedom motivates copper dvontoi just as strongly as it does their draconic counterparts. Copper dvontoi are most often rogues (a significant minority of whom become arcane tricksters as well), rangers or barbarians, and are always chaotic good.
RP: 25 (Monstrous)
- Ability Score Racial Traits 1 RP: Copper dvontoi gain +2 Strength, +2 Dexterity, -2 Wisdom.
- Size 0 RP: Copper dvontoi are medium sized.
- Type 10 RP: Copper dvontoi are Half-Construct, Monstrous Humanoids.
- Base Speed 0 RP: Copper dvontoi have a base speed of 30 feet.
- Language Quality 0 RP: Copper dvontoi begin play speaking Common and Draconic. Those with high Intelligence scores can choose from the following: Celestial, Dwarven, Elven, Giant, Gnoll, Gnome, Halfling, Sylvan, Terran.
Defense Racial Traits
- Acid Immunity 4 RP: Copper dvontoi are immune to acid.
- Natural Armor 4 RP: Metallic dvontoi receive a +3 natural armor bonus.
Magical Racial Traits
- Trickster 6 RP: Copper dvontoi gain the following spell like abilities: 1/day - alter self, entangle, grease; at will - create water, ghost sound, mage hand
Senses Racial Traits
- Darkvision 0 RP: Being monstrous humanoids, metallic dvontoi can see in the dark up to 60 feet.
Gold Dvontoi
Though they sometimes lack the serenity of their progenitors, gold dvontoi share their contemplative virtue and occasional righteous fury. Gold dvontoi are most often monks or clerics and are always lawful good.
RP: 25 (Monstrous)
- Ability Score Racial Traits 2 RP: Gold dvontoi gain +2 Constitution, +2 Wisdom.
- Size 0 RP: Gold dvontoi are medium sized.
- Type 10 RP: Gold dvontoi are Half-Construct, Monstrous Humanoids.
- Base Speed 0 RP: Gold dvontoi have a base speed of 30 feet.
- Language Quality 0 RP: Gold dvontoi begin play speaking Common and Draconic. Those with high Intelligence scores can choose from the following: Celestial, Dwarven, Elven, Giant, Gnoll, Gnome, Halfling, Ignan, Sylvan.
Defense Racial Traits
- Fire Immunity 4 RP: Gold dvontoi are immune to fire.
- Natural Armor 4 RP: Metallic dvontoi receive a +3 natural armor bonus.
- Lucky 2 RP: Gold dvontoi receive a +1 racial bonus to all saving throws.
Magical Racial Traits
- Spell-like abilities 3 RP: Gold dvontoi may cast the following at will as a spell-like abilities: comprehend languages, detect magic, true strike.
Senses Racial Traits
- Darkvision 0 RP: Being monstrous humanoids, metallic dvontoi can see in the dark up to 60 feet.
Silver Dvontoi
As their progenitors do, silver dvontoi embody the loftiest ideals of justice, honor, valor, and mercy. Silver dvontoi make natural paladins or cavaliers (though some walk other paths) and are always lawful good.
RP: 25 (Monstrous)
- Ability Score Racial Traits 0 RP: Silver dvontoi gain +2 Strength, +2 Charisma, -2 Wisdom.
- Size 0 RP: Silver dvontoi are medium sized.
- Type 10 RP: Silver dvontoi are Half-Construct, Monstrous Humanoids.
- Base Speed 0 RP: Silver dvontoi have a base speed of 30 feet.
- Language Quality 0 RP: Silver dvontoi begin play speaking Common and Draconic. Those with high Intelligence scores can choose from the following: Auran, Celestial, Dwarven, Elven, Giant, Gnoll, Gnome, Halfling, Sylvan.
Defense Racial Traits
- Cold Immunity 4 RP: Silver dvontoi are immune to cold.
- Natural Armor 4 RP: Metallic dvontoi receive a +3 natural armor bonus.
Feat and Skill Racial Traits
- Quick Reactions 2 RP: Silver dvontoi receive Improved Initiative as a bonus feat.
Movement Racial Traits
- Flight 4 RP: Silver dvontoi have a fly speed of 30 feet with clumsy maneuverability.
Magical Racial Traits
- Envoy 1 RP: Silver dvontoi with an Intelligence score of 11 or higher gain the following spell-like abilities (the caster level is equal to the user's character level): 1/day—comprehend languages, detect magic, detect poison, read magic.
Senses Racial Traits
- Darkvision 0 RP: Being monstrous humanoids, metallic dvontoi can see in the dark up to 60 feet.
Primal Dvontoi
The tiny primal dvontoi are almost never found outside the company of their own kind. Unlike their progenitors, the five breeds of primal dvontoi also commonly interact with and co-exist with each other, and prove to be a vital link between the primal dragons. Though the primal dvontoi technically serve the dragon who created them, more often they work behind the scenes to protect the dragon from itself.
Due to its brutality, the ritual for creating primal dvontoi its rarely carried out. While the teeth of other types of dragons are extracted post-mortem, the centerpiece of the ritual for creating primal dvontoi is the forcible extraction of teeth from a living primal dragon. Though this occasionally kills the donor, most survive, which had led to the ritual being used as a way of settling debts between primal dragons. Five teeth are extracted by the leader of the ritual, then immersed in the element favored by the donor. Within seconds, five fully formed dvontoi emerge, predisposed to favor the leader of the ritual and shun the donor.
Brine Dvontoi
Brine dvontoi often find themselves as envoys between a brine dragon and its "subjects", so tend to have a diplomatic touch and an eye for order. Brine dvontoi tend to favor divine classes, such as cleric, druid or oracle, but count a fair number of sorcerers and other arcane classes in their midst. They are always lawful neutral.
RP: 25 (Monstrous)
- Ability Score Racial Traits 2 RP: Brine dvontoi gain +2 Wisdom, +2 Charisma. This does not include size bonuses or penalties.
- Size 4 RP: Primal dvontoi are always tiny, giving them a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks.
- Type 3 RP: Brine dvontoi are Outsiders, with the water subtype.
- Base Speed 0 RP: Brine dvontoi have a base speed of 30 feet.
- Language Quality 0 RP: Brine dvontoi begin play speaking Aquan and Draconic. Those with high Intelligence scores can choose from the following: Aboleth, Auran, Common, Ignan, Terran.
Defense Racial Traits
- Acid Resistance 1 RP: Brine dvontoi have acid resistance 5.
- Natural Armor 3 RP: Primal dvontoi receive a +2 natural armor bonus.
Feat and Skill Racial Traits
- Emissary 1 RP: Once per day, brine dvontoi can roll twice when making a Bluff or Diplomacy check and take the better roll.
Magical Racial Traits
- Elemental Affinity 1 RP: If a brine dvontoi is a sorcerer with the water elemental bloodline, it treats its Charisma score as 2 points higher for all sorcerer spells and class abilities. Furthermore, a brine dvontoi casts cast water domain powers and spells at +1 caster level. This trait does provide early access to level-based powers; it only affects powers that could already be used without this trait.
Movement Racial Traits
- Flight 4 RP: Brine dvontoi have a fly speed of 30 feet with clumsy maneuverability.
- Swim 2 RP: Brine dvontoi have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
Offense Racial Traits
- Swarming 1 RP: All primal dvontoi are used to living and fighting communally with other primal dvontoi. If two primal dvontoi who are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Senses Racial Traits
- Darkvision 0 RP: Being outsiders, primal dvontoi can see in the dark up to 60 feet.
- Water Sense 1 RP: Brine dvontoi can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.
Other Racial Traits
- Amphibious 2 RP: Brine dvontoi are amphibious and can breathe both air and water.
Cloud Dvontoi
Cloud dvontoi rarely stay loyal for very long, filled with the same capricious enjoyment of exploration as their progenitors. Cloud dvontoi tend to be rogues, summoners or bards, and are always chaotic neutral.
RP: 25 (Monstrous)
- Ability Score Racial Traits 0 RP: Cloud dvontoi gain +2 Dexterity, +2 Charisma, -2 Wisdom. This does not include size bonuses or penalties.
- Size 4 RP: Primal dvontoi are always tiny, giving them a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks.
- Type 3 RP: Cloud dvontoi are Outsiders, with the air subtype.
- Base Speed 0 RP: Cloud dvontoi have a base speed of 30 feet.
- Language Quality 0 RP: Cloud dvontoi begin play speaking Auran and Draconic. Those with high Intelligence scores can choose from the following: Aquan, Celestial, Common, Giant, Ignan, Protean, Terran.
Defense Racial Traits
- Electricity Resistance 1 RP: Cloud dvontoi have electricity resistance 5.
- Natural Armor 3 RP: Primal dvontoi receive a +2 natural armor bonus.
Magical Racial Traits
- Elemental Affinity 1 RP: If a cloud dvontoi is a sorcerer with the air elemental bloodline, it treats its Charisma score as 2 points higher for all sorcerer spells and class abilities. Furthermore, a cloud dvontoi casts cast air domain powers and spells at +1 caster level. This trait does not provide early access to level-based powers; it only affects powers that could already be used without this trait.
- Elemental Summoner 2 RP: When summoning a creature with the air subtype with a summon spell, a cloud dvontoi increases the duration of that spell by 2 rounds.
- Cloud Form 4 RP: A cloud dvontoi may cast gaseous form on itself at will, as a spell like ability.
Movement Racial Traits
- Flight 6 RP: Cloud dvontoi have a fly speed of 40 feet with poor maneuverability.
Offense Racial Traits
- Swarming 1 RP: All primal dvontoi are used to living and fighting communally with other primal dvontoi. If two primal dvontoi who are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Senses Racial Traits
- Darkvision 0 RP: Being outsiders, primal dvontoi can see in the dark up to 60 feet.
Crystal Dvontoi
Though their monochrome bodies lack the splendor of crystal dragons, crystal dvontoi are just as vain, exacting and obsessive as their progenitors. When properly targeted by the other primal dvontoi, crystal dvontoi often bring just the right amount of organization to keep the primal dragons from fighting each other. Crystal dvontoi are mostly wizards, though a few connect with forces deep in the earth to become witches. All are chaotic good.
RP: 25 (Monstrous)
- Ability Score Racial Traits 0 RP: Crystal dvontoi gain +2 Constitution, +2 Intelligence, -2 Wisdom. This does not include size bonuses or penalties.
- Size 4 RP: Primal dvontoi are always tiny, giving them a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks.
- Type 3 RP: Crystal dvontoi are Outsiders, with the earth subtype.
- Base Speed 0 RP: Crystal dvontoi have a base speed of 30 feet.
- Language Quality 0 RP: Crystal dvontoi begin play speaking Terran and Draconic. Those with high Intelligence scores can choose from the following: Aquan, Auran, Common, Dark Folk, Dwarven, Ignan, Undercommon.
Defense Racial Traits
- Sonic Resistance 1 RP: Crystal dvontoi have sonic resistance 5.
- Natural Armor 3 RP: Primal dvontoi receive a +2 natural armor bonus.
- Crystalline Form 2 RP: Crystal dvontoi have reflective, crystalline skin that grants them a +2 racial bonus to AC against rays. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat.
Feat and Skill Racial Traits
- Cave Dweller 1 RP: Crystal dvontoi gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.
- Stonecunning 1 RP: Crystal dvontoi receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Magical Racial Traits
- Lightbringer 2 RP: Crystal dvontoi are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it gains the following spell-like ability: At Will—light
- Stoneseer 2 RP: Crystal dvontoi add +1 to the caster level of any spells with the earth descriptor they cast. Members of this race also gain the following spell-like abilities (the caster level is equal to the user's character level): Constant—nondetection; 1/day—magic stone, stone shape, stone tell
Movement Racial Traits
- Burrow 3 RP: Crystal dvontoi gain a burrow speed of 20 feet.
- Climb 2 RP: Crystal dvontoi have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Offense Racial Traits
- Swarming 1 RP: All primal dvontoi are used to living and fighting communally with other primal dvontoi. If two primal dvontoi who are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Senses Racial Traits
- Darkvision 0 RP: Being outsiders, primal dvontoi can see in the dark up to 60 feet.
Magma Dvontoi
Serving a magma dragon means surviving its outbursts, so most magma dvonti find excuses to travel. Magma dvontoi tend to be rangers, druids, inquisitors or clerics, and are always chaotic neutral.
RP: 25 (Monstrous)
- Ability Score Racial Traits 0 RP: Magma dvontoi gain +2 Dexterity, +2 Wisdom, -2 Intelligence. This does not include size bonuses or penalties.
- Size 4 RP: Primal dvontoi are always tiny, giving them a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks.
- Type 3 RP: Magma dvontoi are Outsiders, with the fire subtype.
- Base Speed 0 RP: Magma dvontoi have a base speed of 30 feet.
- Language Quality 0 RP: Magma dvontoi begin play speaking Ignan and Draconic. Those with high Intelligence scores can choose from the following: Aquan, Auran, Common, Infernal, Protean, Terran.
Defense Racial Traits
- Fire Immunity 4 RP: Magma dvontoi are immune to fire.
- Natural Armor 3 RP: Primal dvontoi receive a +2 natural armor bonus.
- Spell Resistance 3 RP: Magma dvontoi gain spell resistance equal to 11 + their character level.
Feat and Skill Racial Traits
- Intuitive 2 RP: Magma dvontoi gain a +2 racial bonus on Sense Motive checks.
Magical Racial Traits
- Pyromaniac 3 RP: Magma dvontoi are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give dvontoi early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the user's character level): 1/day—dancing lights, flare, prestidigitation, produce flame
Movement Racial Traits
- Flight 4 RP: Magma dvontoi have a fly speed of 30 feet with clumsy maneuverability.
Offense Racial Traits
- Swarming 1 RP: All primal dvontoi are used to living and fighting communally with other primal dvontoi. If two primal dvontoi who are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Senses Racial Traits
- Darkvision 0 RP: Being outsiders, primal dvontoi can see in the dark up to 60 feet.
Weakness Racial Traits
- Vulnerability to Cold -2 RP: Magma dvontoi have a vulnerability to cold.
Umbral Dvontoi
While umbral dvonti and the other primal dvonti distrust one another, both recognize that their cooperation is sometimes needed to prevent all out war between umbral dragons and other primal dragons. In addition, some umbral dvonti maintain contacts with chromatic dvonti and share intelligence on them with the primals, when it suits their agenda. Umbral dvonti are usually wizards or clerics, sometimes both, and are always chaotic evil.
RP: 25 (Monstrous)
- Ability Score Racial Traits 1 RP: Umbral dvontoi gain -2 Strength, +2 Wisdom, +2 Intelligence. This does not include size bonuses or penalties.
- Size 4 RP: Primal dvontoi are always tiny, giving them a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks.
- Type 3 RP: Umbral dvontoi are Outsiders.
- Base Speed 0 RP: Umbral dvontoi have a base speed of 30 feet.
- Language Quality 0 RP: Umbral dvontoi begin play speaking Necril and Draconic. Those with high Intelligence scores can choose from the following: Abyssal, Aquan, Auran, Common, Dark Folk, Ignan, Terran, Undercommon.
Defense Racial Traits
- Natural Armor 3 RP: Primal dvontoi receive a +2 natural armor bonus.
- Resist Level Drain 1 RP: Umbral dvontoi take no penalty from energy-draining effects, though a member of this race can still be killed if it accrues more negative levels than it has Hit Dice. After 24 hours, any negative levels a member of this race has accrued are removed without the need for any additional saving throws.
Magical Racial Traits
- Darkness 4 RP: Umbral dvontoi may cast darkness at will as a spell-like ability.
- Shadow Travel 5 RP: When an umbral dvontoi reaches 9th level in any combination of classes, it gains the following spell-like ability (the caster level is equal to the user's character level): 1/day—shadow walk (self only). When an umbral dvontoi reaches 13th level in any combination of classes, she gains the following spell-like ability (the caster level is equal to the user's character level): 1/day—plane shift (self only to the Shadow Plane or the Material Plane only).
Movement Racial Traits
- Flight 4 RP: Umbral dvontoi have a fly speed of 30 feet with clumsy maneuverability.
Offense Racial Traits
- Swarming 1 RP: All primal dvontoi are used to living and fighting communally with other primal dvontoi. If two primal dvontoi who are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Senses Racial Traits
- Darkvision 0 RP: Being outsiders, primal dvontoi can see in the dark up to 60 feet.
Weakness Racial Traits
- Negative Energy Affinity -1 RP: Umbral dvontoi are alive, but are healed by negative energy and harmed by positive energy, as if they were undead creatures. They are, however, healed by an umbral dragon's breath weapon.
Dvontoi Size
All dvontoi gain the size bonuses and penalties for their size listed in the table below. Some dvontoi change size as they gain levels. When this happens, they loose all the bonuses and penalties listed on the table for their current size and gain all the bonuses and penalties listed for their new size. (While most of these bonuses and penalties are standard for creatures of that size, adjustments to Strength, Dexterity, Constitution and reach are not. They follow the pattern in the race creation system and not, for example, the table in the Giant Creature template.)
Size | Str | Dex | Con | Space | Reach | Size Modifier (Attacks & AC) |
CMD/CMB | Fly | Stealth |
---|---|---|---|---|---|---|---|---|---|
Tiny | -2 | +2 | +0 | 2.5 | 0 | +2 | -2 | +4 | +8 |
Small | +0 | +0 | +0 | 5 | 5 | +1 | -1 | +2 | +4 |
Medium | +0 | +0 | +0 | 5 | 5 | +0 | +0 | +0 | +0 |
Large | +2 | -2 | +0 | 10 | 5 | -1 | +1 | -2 | -4 |
Huge | +6 | -4 | +4 | 15 | 10 | -2 | +2 | -4 | -8 |