Dvontoi and Naerai 13th Age: Difference between pages

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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 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.''
{{13thAgeCharacter
 
|name=Nerai
== Black Dvontoi ==
|intro=
 
|gender=Male
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.
|race=Harrow Elf
 
|class=Wizard/Druid 6
'''RP''': 25 (Monstrous)
|uniquething=
* '''Ability Score Racial Traits''' ''1 RP'': Black dvontoi gain +2 Strength, +2 Constitution, -2 Charisma.
|backgrounds=
* '''Size''' ''0 RP'': Black dvontoi are always medium sized.
|icons=
* '''Type''' ''3 RP'': Black dvontoi are Monstrous Humanoids.
|level=6
* '''Base Speed''' ''1 RP'': Black dvontoi have a base speed of 40 feet.
|strength=12
* '''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.
|constitution=16
Defense Racial Traits
|dexterity=16
* '''Acid Immunity''' ''4 RP'': Black dvontoi are immune to acid.
|intelligence=20
* '''Damage Reduction''' ''3 RP'': Black dvontoi receive DR 5/magic or good.
|wisdom=20
* '''Natural Armor''' ''4 RP'': Black dvontoi receive a +3 natural armor bonus.
|charisma=14
Offense Racial Traits
|str=1
* '''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).  
|con=3
* '''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.
|dex=3
Senses Racial Traits
|int=5
* '''Darkvision''' ''0 RP'': Being monstrous humanoids, black dvontoi can see in the dark up to 60 feet.
|wis=5
 
|cha=2
== Blue Dvontoi ==
|ac=22
 
|pd=23
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.
|md=23
 
|hp=90
'''RP''': 24 (Monstrous)
|recoveries=8
* '''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.
|recoveryroll=6d10+6
* '''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.
|armor=Light, no shield
* '''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 fix on their bodies, they may wear some types of barding or custom crafted armor.
|basicmelee=+7 vs AC
* '''Base Speed''' ''0 RP'': As quadrupeds, blue dvontoi have a base speed of 40 feet.
|basicmeleedmg=6[W]+2
* '''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.
|basicmeleemiss=6
Defense Racial Traits
|basicmeleeweapon=
* '''Electricity Immunity''' ''4 RP'': Blue dvontoi are immune to electricity.
|basicmeleedie=[W]
* '''Natural Armor''' ''7 RP'': Blue dvontoi receive a +7 natural armor bonus.
|basicmeleeavg=
Offense Racial Traits
|basicranged=+9 vs AC
* '''Electrical Burst''' ''8 RP'': Blue dvontoi may unleash a bust 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).
|basicrangeddmg=6[W]+6
* '''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.
|basicrangedmiss=0
Magical Racial Trais
|basicrangedweapon=
* '''Natural Caster''' ''3 RP'': Blue dvontoi ignore somatic spell requirements.
|basicrangeddie=[W]
* '''Attended''' ''2 RP'': Blue dvontoi may cast ''[[pfsrd-spell:u/unseen-servant|unseen servant]]'' at will as a spell-like ability.
|basicrangedavg=
Senses Racial Traits
|racialpower=''Sleepless'": You cannot naturally sleep, even if you want to, and are immune to magic sleep effects. If forced unconscious, you become hampered upon waking (normal save ends).
* '''Darkvision''' ''0 RP'': Being magical beasts, blue dvontoi can see in the dark up to 60 feet.
|classfeatures=*''Cantrips'': Cast up to INT cantrips per battle/five minues: ''alarm'', ''arcane mark'', ''ghost sound'', ''knock'', ''light'', ''mage hand'', ''mending'', ''prestidigitation'', ''spark''
Alternate Racial Traits
*''Cyclic Spells'': Spells with the cyclic keyword are only expended if the escalation die is 0 or odd. If the die is even when you cast such a spell, you may cast it again later in the same battle.
* 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).
*''Overworld Advantage'': When in the magical realm of the overworld, daily spells become recharge 16+.
* 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).
*''Ritual Magic'': You can cast spells as rituals.
 
*''Divine Implements'': You may use divine implements to improve your spell casting
== Green Dvontoi ==
*''Melee Speed'': You base your basic melee attacks on Dexterity instead of Strength.
 
*''Elemental Speech'': You can communicate in all elemental languages
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.
*''Wilderness Survival'': You never suffer from natural weather-related cold, heat, or exposure. You can go longer than most people without eating or drinking, but only a couple days longer.
 
|classtalents=* ''Elemental Caster Initiate & Adept'': You may use druidic elemental caster spells and elemental mastery feats. You may cast two different summon elemental spells per day.
'''RP''': 25 (Monstrous)
*''High Arcana'': You may choose any daily wizard spell more than once per day. You also gain access to counter-magic.
* '''Ability Score Racial Traits''' ''2 RP'': Green dvontoi gain -2 Strength, +4 Dexterity, -2 Intelligence. This does not include size adjustments.
*''Multiclassed'': As a multiclassed druid/wizard you may cast spells of both classes, but the number and level of spells you may cast functions as if a level lower in each class.
* '''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.
|specialtitle=Wizard Spells
* '''Type''' ''3 RP'': Green dvontoi are Monstrous Humanoids.
|specialtext=* ''blur'' (1st level, daily, ranged): For the rest of the battle, attacks against you or one nearby ally miss 20% of the time.
* '''Base Speed''' ''0 RP'': Green dvontoi have a base speed of 30 feet.
*''shield'' (3rd level, recharge 11+, close-quarters, free action to cast when AC is hit): Attacker must reroll the attack, with you gaining +2 AC against it.  
* '''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.
*''teleport shield'' (3rd level, daily, close-quarters): For the rest of the battle, one per round, when an enemy moves to engage you, you may make the following attack as a free action before they attack you: INT+Level vs. PD. On a hit, teleport the enemy somewhere not immediately dangerous nearby you can see.
Defense Racial Traits
*''ray of frost'' (3rd level, at-will, ranged): Attack one nearby enemy with INT+Level vs. PD, dealing 4d8 cold damage on a hit, your level in damage on a miss.
* '''Acid Immunity''' ''4 RP'': Green dvontoi are immune to acid.
*''utility'' (3rd level): A placeholder slot that allows you to cast one of a variety of effects: ''disguise self'', ''feather fall'', ''hold portal'', ''levitate'', ''message'', ''speak with item''.
* '''Natural Armor''' ''4 RP'': Green dvontoi receive a +3 natural armor bonus.
*''confusion<sup>a</sup>'' (5th level, daily, ranged): Attack one enemy with 160 current hp or fewer with INT+Level vs. MD. On a it, the target is confused (save ends). On a miss, you may choose to either daze the target (save ends) or regain this spell during your next quick rest.
Feat and Skill Racial Traits
*''sleep'' (5th level, daily, ranged): Attack 5d20+50hp worth of nearby enemies (all in range are targeted, lowest hp first) with INT+Level vs. MD. On a hit, the target falls unconscious (hard save ends, as does taking 10+ points of damage). On a miss, the target is dazed until the end of your next turn.
* '''Sneaky''' ''5 BP'': Green dvontoi gain a +4 racial bonus on Stealth checks.
*''fireball'' (5th level, daily, ranged): Target 1d3 nearby enemies in a group. If you cast ''recklessly'', you can target 1d3 additional enemies, but allies engaged with any targets may also take damage. Attack with INT+Level vs. PD. Hits deal 10d10 fire damage. A miss deals half damage, plus (if you cast recklessly, engaged allies take one fourth damage).
* '''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).
*''hold monster'' (5th level, daily, ranged): Attack one nearby enemy with 100hp or fewer with INT+Level vs. MD. On a hit, the target cannot move or use move actions (hard save ends). On a miss, the target is dazed until your next turn.
* '''Nimble Attacks''' ''2 BP'': Green dvontoi receive Weapon Finesse as a bonus feat.
*''counter-magic'' (once per battle, close-quarters, free action to cast): Target a nearby target you can see casting a spell with INT+Level vs. MD. On a hit, the target's spell is cancelled and the target loses the action they were using. If the spell had a limited use, it is expended on an even hit.
Magical Racial Traits
'''Druid Spells'''
* '''Vanish''' ''2 BP'': Green dvontoi may cast ''[[pfsrd-spell:v/vanish|vanish]]'' at will as a spell-like ability.
* ''faerie fire'' (3rd level, daily, ranged): Attack one nearby enemy with WIS+Level vs. PD. On a hit, deal 6d6 damage and target is vulnerable and can't turn invisible or hide from you or your allies (hard save ends both)
Senses Racial Traits
*''earth strength'' (3rd level, daily, ranged, quick action): Targets a nearby ally you choose (or yourself), and one random nearby ally. A target that is not staggered gains a bonus to attacks and damage equal to your DEX (ends if target becomes staggered or the battle ends). If the target is staggered, they may heal using a recovery.
* '''Darkvision''' ''0 RP'': Being monstrous humanoids, green dvontoi can see in the dark up to 60 feet.
*''summon water elemental'' (5th level, daily, ranged): Summon a 5th level elemental (2d10+36hp) into any spot you can see nearby. Any elemental you summon gains your level in temp hit points the first time each turn it rolls a natural even attack.
Other Racial Traits
*''fog bank'' (5th level, daily, ranged): Targets each creature in the battle, including you. Until the start of your next turn, when a target attempts an attack, it must make a hard save or expend its action to no effect.
* '''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.
*''ripping vines<sup>a</sup>'' (5th level, at-will, ranged): Attack one nearby enemy with WIS+Level vs. PD. A hit deals 5d6+WIS damage, plus DEX ongoing damage (twice DEX on natural odd hit). On a crit, the target is also stuck (save ends).
 
*''deeper waters<sup>ac</sup>'' (5th level, at-will, ranged): Attack one nearby enemy with WIS+Level vs. PD. A hit deals 6d6+WIS damage. On a natural even hit, target either takes your level in ongoing damahe or increases an already existing ongoing damage effect by your level.
== Red Dvontoi ==
|feats=* ''Adventurer'': Druidic Summoning, Water Mastery, Earth Mastery, Confusion
 
* ''Champion'': Druidic Summoning, Water Mastery
== White Dvontoi ==
|magicitemmax=7
|magicitems=epic elemental staff (allows elemental to stay around all day)
dragonhide armor perseverance (epic)
boots of shure feet (champion)
cloak of adroit avoidance (champion)
ring of instant vengeance (champion)
}}

Revision as of 04:51, 9 October 2014


Male Harrow Elf Wizard/Druid 6
One Unique Thing:
Backgrounds:
Icon Relationships:

Abilities Str Con Dex Int Wis Cha
Score 12 16 16 20 20 14
Modifier 1 3 3 5 5 2
Modifier + Level 7 9 9 11 11 8
Initiative 13
Armor Class (AC) 22
Physical Defense (PD) 23
Mental Defense 23
Max HP 90
Max Recoveries 8
Recovery Roll 6d10+6
Armor style Light, no shield
Basic Attacks Roll Damage on hit Damage on miss Usual weapon Usual [W] Average damage
Melee +7 vs AC 6[W]+2 6 [W]
Ranged +9 vs AC 6[W]+6 0 [W]

Racial Power

Sleepless'": You cannot naturally sleep, even if you want to, and are immune to magic sleep effects. If forced unconscious, you become hampered upon waking (normal save ends).

Class Features

  • Cantrips: Cast up to INT cantrips per battle/five minues: alarm, arcane mark, ghost sound, knock, light, mage hand, mending, prestidigitation, spark
  • Cyclic Spells: Spells with the cyclic keyword are only expended if the escalation die is 0 or odd. If the die is even when you cast such a spell, you may cast it again later in the same battle.
  • Overworld Advantage: When in the magical realm of the overworld, daily spells become recharge 16+.
  • Ritual Magic: You can cast spells as rituals.
  • Divine Implements: You may use divine implements to improve your spell casting
  • Melee Speed: You base your basic melee attacks on Dexterity instead of Strength.
  • Elemental Speech: You can communicate in all elemental languages
  • Wilderness Survival: You never suffer from natural weather-related cold, heat, or exposure. You can go longer than most people without eating or drinking, but only a couple days longer.

Class Talents

  • Elemental Caster Initiate & Adept: You may use druidic elemental caster spells and elemental mastery feats. You may cast two different summon elemental spells per day.
  • High Arcana: You may choose any daily wizard spell more than once per day. You also gain access to counter-magic.
  • Multiclassed: As a multiclassed druid/wizard you may cast spells of both classes, but the number and level of spells you may cast functions as if a level lower in each class.

Wizard Spells

  • blur (1st level, daily, ranged): For the rest of the battle, attacks against you or one nearby ally miss 20% of the time.
  • shield (3rd level, recharge 11+, close-quarters, free action to cast when AC is hit): Attacker must reroll the attack, with you gaining +2 AC against it.
  • teleport shield (3rd level, daily, close-quarters): For the rest of the battle, one per round, when an enemy moves to engage you, you may make the following attack as a free action before they attack you: INT+Level vs. PD. On a hit, teleport the enemy somewhere not immediately dangerous nearby you can see.
  • ray of frost (3rd level, at-will, ranged): Attack one nearby enemy with INT+Level vs. PD, dealing 4d8 cold damage on a hit, your level in damage on a miss.
  • utility (3rd level): A placeholder slot that allows you to cast one of a variety of effects: disguise self, feather fall, hold portal, levitate, message, speak with item.
  • confusiona (5th level, daily, ranged): Attack one enemy with 160 current hp or fewer with INT+Level vs. MD. On a it, the target is confused (save ends). On a miss, you may choose to either daze the target (save ends) or regain this spell during your next quick rest.
  • sleep (5th level, daily, ranged): Attack 5d20+50hp worth of nearby enemies (all in range are targeted, lowest hp first) with INT+Level vs. MD. On a hit, the target falls unconscious (hard save ends, as does taking 10+ points of damage). On a miss, the target is dazed until the end of your next turn.
  • fireball (5th level, daily, ranged): Target 1d3 nearby enemies in a group. If you cast recklessly, you can target 1d3 additional enemies, but allies engaged with any targets may also take damage. Attack with INT+Level vs. PD. Hits deal 10d10 fire damage. A miss deals half damage, plus (if you cast recklessly, engaged allies take one fourth damage).
  • hold monster (5th level, daily, ranged): Attack one nearby enemy with 100hp or fewer with INT+Level vs. MD. On a hit, the target cannot move or use move actions (hard save ends). On a miss, the target is dazed until your next turn.
  • counter-magic (once per battle, close-quarters, free action to cast): Target a nearby target you can see casting a spell with INT+Level vs. MD. On a hit, the target's spell is cancelled and the target loses the action they were using. If the spell had a limited use, it is expended on an even hit.

Druid Spells

  • faerie fire (3rd level, daily, ranged): Attack one nearby enemy with WIS+Level vs. PD. On a hit, deal 6d6 damage and target is vulnerable and can't turn invisible or hide from you or your allies (hard save ends both)
  • earth strength (3rd level, daily, ranged, quick action): Targets a nearby ally you choose (or yourself), and one random nearby ally. A target that is not staggered gains a bonus to attacks and damage equal to your DEX (ends if target becomes staggered or the battle ends). If the target is staggered, they may heal using a recovery.
  • summon water elemental (5th level, daily, ranged): Summon a 5th level elemental (2d10+36hp) into any spot you can see nearby. Any elemental you summon gains your level in temp hit points the first time each turn it rolls a natural even attack.
  • fog bank (5th level, daily, ranged): Targets each creature in the battle, including you. Until the start of your next turn, when a target attempts an attack, it must make a hard save or expend its action to no effect.
  • ripping vinesa (5th level, at-will, ranged): Attack one nearby enemy with WIS+Level vs. PD. A hit deals 5d6+WIS damage, plus DEX ongoing damage (twice DEX on natural odd hit). On a crit, the target is also stuck (save ends).
  • deeper watersac (5th level, at-will, ranged): Attack one nearby enemy with WIS+Level vs. PD. A hit deals 6d6+WIS damage. On a natural even hit, target either takes your level in ongoing damahe or increases an already existing ongoing damage effect by your level.

Feats

  • Adventurer: Druidic Summoning, Water Mastery, Earth Mastery, Confusion
  • Champion: Druidic Summoning, Water Mastery

Magic Items (max: 7)

epic elemental staff (allows elemental to stay around all day) dragonhide armor perseverance (epic) boots of shure feet (champion) cloak of adroit avoidance (champion) ring of instant vengeance (champion)