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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 creatures advance using class levels, but their size or some racial abilities may scale as hit dice increase. The dvontoi are constructed using loose interpretation of Pathfinder's [http://www.d20pfsrd.com/gamemastering/arg-creating-new-races race creation system], using 25 RP.''
__NOTOC__
This page is an experiment, contemplating how the characters of the [[campaign::Dissolution]] campaign could be converted to the ''[http://www.dungeon-world.com/ Dungeon World]'' system, specifically using the variant character rules from ''[https://redboxvancouver.wordpress.com/2014/10/14/class-warfare-character-and-class-creation-for-dungeon-world/ Class Warfare]'' as described in the [[Ptolus Dungeon World]] conversion document.


== Black Dvontoi ==
As 13th level ''Pathfinder'' characters, all of the characters will be converted into 7th level ''Dungeon World'' characters. I'm thinking of handling gear and magic items by saying each character can have a number of custom moves equal to their level that are supplied by their gear. Most characters would probably also get a couple of moves related to their social background as well.


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.
== Characters ==


'''RP''': 25 (Monstrous)
=== Caralaria ===
* '''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 ==
Warrior: Destroyer, Martial Hero, Acrobat, (Flux??)<br/>
Base damage: d8<br/>
Load: 10+STR<br/>
HP: 8+Constitution


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.
=== Oreni ===


'''RP''': 25 (Monstrous)
Magician: Shield Arcanus, Prepared Caster-ish, some sort of dragon/electricity thing, (Psi-Knife)<br/>
* '''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.
Base damage: d4<br/>
* '''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.
Load: 6+STR<br/>
* '''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.
HP: 6+Constitution
* '''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 ''[[pfsrd-spell:u/unseen-servant|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 [[pfsrd:feats/monster-feats/improved-natural-attack|improved natural attack]] feat (2 RP).


== Green Dvontoi ==
Build a spontaneous caster specialty that works by gaining hold each day, and spending hold equal to spell level on casting @ 7-9. Only know a limited number of spells. Maybe call the hold "reserve" and have other moves use it in some way.


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.
=== Naerai ===


'''RP''': 25 (Monstrous)
Disciple: Elementalist, Vancian Caster-ish, Friend of the Wild sorta<br/>
* '''Ability Score Racial Traits''' ''2 RP'': Green dvontoi gain -2 Strength, +4 Dexterity, -2 Intelligence. This does not include size adjustments.
Base damage: d6<br/>
* '''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.
Load: 9+STR<br/>
* '''Type''' ''3 RP'': Green dvontoi are Monstrous Humanoids.
HP: 6+Constitution<br/>
* '''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 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 ''[[pfsrd-spell:v/vanish|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 ==
Build a Hierophant caster type that works something like Prepared Caster, but can choose a mix of schools and spheres. Can only cast spells of level-1.


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.
=== Scoffney Shever ===


'''RP''': 25 (Monstrous)
Rogue: Thief, custom alchemy/ranged traps moves, Sharpshooter, (Engineer)<br/>
* '''Ability Score Racial Traits''' ''2 RP'': Red dvontoi gain -2 Strength, +4 Charisma, -2 Wisdom. This does not include size adjustments.
Base damage: d8<br/>
* '''Size''' ''0 RP'': Red dvontoi are always medium sized
Load: 8+STR<br/>
* '''Type''' ''3 RP'': Red dvontoi are Monstrous Humanoids. Because of their immunities and vulnerabilities, they have the fire subtype.
HP: 6+Constitution
* '''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 BP'': 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 BP'': Red dvontoi gain toughness as a bonus feat.
Magical Racial Traits
* '''Pyromaniac''' ''3 BP'': 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 BP'': Green dvontoi may cast ''[[pfsrd-spell:d/displacement|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 ==
=== Lostwhite ===
 
Relegated to being a hireling.<br/>
Cost: 0<br/>
Loyalty: 2<br/>
Protector: 3<br/>
Warrior: 5<br/>
 
=== Sikarsis ===
 
Relegated to being a hireling.<br/>
Cost: 0<br/>
Loyalty: 1<br/>
Priest: 6<br/>
Protector: 2<br/>
 
== Group Moves ==
 
Possibly some number of moves that anyone in the group can use. Such as:
 
* Moves that reflect the presence of Lostwhite.
* Moves that reflect the presence of Sikarsis.
* A move showing how Cassiodora's bag of goodies helps the party.
* Moves reflective of their estate and house in the Noble Quarter.
* Possibly some moves reflecting their interaction with the public.
* A move or two specific to using memberships, such as with the Delver's Guild.
* "Keys to the City", which allows you to capitalise on celebrity.
 
== Fronts ==
 
Create some fronts.
 
* [[Ptolus Front: The Malady]]
* [[Ptolus Front: The Sword of Lies]]
* Destruction of the Path of Iron monks
* Harrow elves.
* Power vacuums in city.
* Shuul or golems or something becoming "warlords" in the city during plague?

Latest revision as of 22:34, 2 January 2015

This page is an experiment, contemplating how the characters of the Dissolution campaign could be converted to the Dungeon World system, specifically using the variant character rules from Class Warfare as described in the Ptolus Dungeon World conversion document.

As 13th level Pathfinder characters, all of the characters will be converted into 7th level Dungeon World characters. I'm thinking of handling gear and magic items by saying each character can have a number of custom moves equal to their level that are supplied by their gear. Most characters would probably also get a couple of moves related to their social background as well.

Characters

Caralaria

Warrior: Destroyer, Martial Hero, Acrobat, (Flux??)
Base damage: d8
Load: 10+STR
HP: 8+Constitution

Oreni

Magician: Shield Arcanus, Prepared Caster-ish, some sort of dragon/electricity thing, (Psi-Knife)
Base damage: d4
Load: 6+STR
HP: 6+Constitution

Build a spontaneous caster specialty that works by gaining hold each day, and spending hold equal to spell level on casting @ 7-9. Only know a limited number of spells. Maybe call the hold "reserve" and have other moves use it in some way.

Naerai

Disciple: Elementalist, Vancian Caster-ish, Friend of the Wild sorta
Base damage: d6
Load: 9+STR
HP: 6+Constitution

Build a Hierophant caster type that works something like Prepared Caster, but can choose a mix of schools and spheres. Can only cast spells of level-1.

Scoffney Shever

Rogue: Thief, custom alchemy/ranged traps moves, Sharpshooter, (Engineer)
Base damage: d8
Load: 8+STR
HP: 6+Constitution

Lostwhite

Relegated to being a hireling.
Cost: 0
Loyalty: 2
Protector: 3
Warrior: 5

Sikarsis

Relegated to being a hireling.
Cost: 0
Loyalty: 1
Priest: 6
Protector: 2

Group Moves

Possibly some number of moves that anyone in the group can use. Such as:

  • Moves that reflect the presence of Lostwhite.
  • Moves that reflect the presence of Sikarsis.
  • A move showing how Cassiodora's bag of goodies helps the party.
  • Moves reflective of their estate and house in the Noble Quarter.
  • Possibly some moves reflecting their interaction with the public.
  • A move or two specific to using memberships, such as with the Delver's Guild.
  • "Keys to the City", which allows you to capitalise on celebrity.

Fronts

Create some fronts.