Ptolus Pathfinder Conversion and Dvontoi: Difference between pages

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''This page details how we converted some of the basics from the 3.5-based ''Ptolus'' to the ''Pathfinder'' system. As these systems are extremely similar, we didn't need to do much.''
''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.''


== Sources ==
== Black Dvontoi ==


Many had walked this ground before us, so we made liberal use of changes posted to forums and so on. This was usually tweaked a bit.
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.


* ''Hydromaster113"'s conversions of [http://paizo.com/threads/rzs2jytm?Ptolus-elves-plus-racial-feats#1 elves] and [http://paizo.com/threads/rzs2jytr?Ptoluss-Dwarves-Plus-Racial-Feats#1 dwarves] and [http://paizo.com/threads/rzs2jxqx?Natural-weapon-feats-Ptolus-races-without-ELs#1 others] formed the basis of our race conversions.
'''RP''': 25 (Monstrous)
* We made a pass at using ''Pathfinder's'' [http://www.d20pfsrd.com/gamemastering/arg-creating-new-races race creation system].
* '''Ability Score Racial Traits''' ''1 RP'': Black dvontoi gain +2 Strength, +2 Constitution, -2 Charisma.
* The [http://paizo.com/products/btpy89m6?Pathfinder-Roleplaying-Game-Conversion-Guide conversion guide] offers tips for converting 3.5 content to Pathfinder, particularly useful for prestige classes.
* '''Size''' ''0 RP'': Black dvontoi are always medium sized.
 
* '''Type''' ''3 RP'': Black dvontoi are Monstrous Humanoids.
== Races ==
* '''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.
The biggest change for races is that ''Pathfinder'' doesn't use level adjustments for playable races, but later came up with a "racial point" system. Note that features with the same name as existing racial features can be still be substituted with appropriate alternate racial traits.
 
=== Aram ===
 
'''RP''': 24 (Monstrous)
* '''Ability Score Racial Traits''' ''4 RP'': Aram gain +6 Strength, +2 Constitution, -2 Intelligence, +2 Wisdom. This includes the adjustments for their large size.
* '''Size''' ''7 RP'': Aram are Large creatures, gaining a +1 bonus on combat maneuver checks and to their CMD. They and take a –1 size penalty to their AC, a –1 size penalty on attack rolls and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
* '''Type''' ''3 RP'': Aram are Monstrous Humanoids.
* '''Base Speed''' ''0 RP'': As quadrupeds, Aram have a base speed of 40 feet.
* '''Language Quality''' ''0 RP'': Aram begin play speaking Common and Aram. Aram with high Intelligence scores can choose from the following: Elvish, Giant, Goblin, Gnomish, Halfling, Litoria, Sylvan.
Defense Racial Traits
Defense Racial Traits
* '''Natural Armor''' ''1 RP'': Aram gain a +1 natural armor bonus to their Armor Class.
* '''Acid Immunity''' ''4 RP'': Black dvontoi are immune to acid.
* '''Stability''' ''1 RP'': Aram receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
* '''Damage Reduction''' ''3 RP'': Black dvontoi receive DR 5/magic or good.
Feat and Skill Racial Traits
* '''Natural Armor''' ''4 RP'': Black dvontoi receive a +3 natural armor bonus.
* '''Indefatigable''' ''2 BP'': Aram sleep standing up, and rarely strip off all armor before doing so in the field. Aram gain [[pfsrd:feats/general-feats/endurance---final|Endurance]] as a bonus feat.
Movement Racial Traits
* '''Swiftness''' ''3 RP'': Aram gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Aram also gain [[pfsrd:feats/general-feats/run---final|Run]] as a bonus feat.
Offense Racial Traits
Offense Racial Traits
* '''Relentless''' ''1 RP'': Aram gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.
* '''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
Senses Racial Traits
* '''Darkvision''' ''0 RP'': Being monstrous humanoids, aram can see in the dark up to 60 feet.
* '''Darkvision''' ''0 RP'': Being monstrous humanoids, black dvontoi can see in the dark up to 60 feet.
Other Racial Traits
 
* '''Quadruped''' ''2 RP'': Aram possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed (included above). In addition, members of this race use weapons and armor as if they were Medium (instead of Large).
== Blue Dvontoi ==


=== Assarai ===
Evil dragons use dvontoi created from blue dragon teeth as guards and shock troops. In spite of their four-legged form, blue dvontoi can be found of any class, but are always lawful evil.


'''RP''': 18 (Advanced)
'''RP''': 24 (Monstrous)
* '''Ability Score Racial Traits''' ''1 RP'': Assarai are built to endure harsh conditions, but have a reptilian brain. They gain +2 Strength, +2 Constitution and -2 Intelligence.
* '''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''' ''0 RP'': Assarai are Medium creatures and thus receive no bonuses or penalties due to their size.
* '''Size''' ''3 RP'': Blue dvontoi are always begin at medium sized. Once reaching seven hit dice, they become large. Once reaching 15 hit dice, they become huge.
* '''Type''' ''0 RP'': Assarai are Humanoids with the reptilian subtype.
* '''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.
* '''Base Speed''' ''0 RP'': Assarai have a base speed of 30 feet.
* '''Base Speed''' ''0 RP'': As quadrupeds, blue dvontoi have a base speed of 40 feet.
* '''Language Quality''' ''0 RP'': Assarai begin play speaking Common and Draconic. Assarai with high Intelligence scores can choose from the following: Aquan, Draconic, Goblin, Gnoll, Orcish, Undercommon.
* '''Language Quality''' ''0 RP'': Blue dvontoi begin play speaking Draconic. Aram with high Intelligence scores can choose from the following: Abyssal, Common, Elven, Giant, Gnoll, Goblin, Gnomish, Infernal, Orc, Undercommon.
Defense Racial Traits
Defense Racial Traits
* '''Natural Armor''' ''4 RP'': Assarai gain a +3 natural armor bonus to their Armor Class.
* '''Electricity Immunity''' ''4 RP'': Blue dvontoi are immune to electricity.
* '''Survivor''' ''2 RP'': Assarai who are reduced to fewer than 0 hit points but is not killed become nauseated instead of unconscious.
* '''Natural Armor''' ''7 RP'': Blue dvontoi receive a +7 natural armor bonus.
Feat and Skill Racial Traits
* '''Athletic''' ''2 RP'': Assarai gain a +2 racial bonus on Acrobatics checks.
* '''Scavenger''' ''2 RP'': Assarai gain a +4 bonus on Fortitude saves against disease, including magical diseases. When finding food, or shelter for themselves or other members of their race, Assarai make two survival checks, keeping the highest result.
Movement Racial Traits
* '''Assarai Swimmer''' ''3 RP'': Assarai have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. They may also hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Offense Racial Traits
Offense Racial Traits
* '''Claws''' ''2 RP'': Assarai receive two claw attacks. These are primary natural attacks dealing 1d4 damage each.
* '''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).
* '''Bite''' ''1 RP'': Assarai receive a bite attack. These are primary natural attacks dealing 1d3 damage.
* '''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
Senses Racial Traits
* '''Low-light vision''' ''1 RP'': Assarai can see twice as far as humans in conditions of dim light.
* '''Darkvision''' ''0 RP'': Being magical beasts, blue dvontoi can see in the dark up to 60 feet.
Alternate Racial Traits
Alternate Racial Traits
* '''Frail''' ''0 RP'': About 10% of assarai are born with a mutation making them less physically potent. In the past, assarai born with this mutation were abandoned and left to die; however, more and more city-dwelling assarai now frown on this practice. As it happens, the mutation provides some benefit in mix-race, urban environments, making "frail" assarai less threatening to other races. Of course, what an assarai considers "frail" is still just as hardy as, say, a human. This feature, while providing no benefit or penalty of its own, replaces the Natural Armor, Scavenger and Claws traits. This brings the RP total for a frail assarai to 10 RP, making it a Standard race.
* 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).


=== Elf, Cherubim ===
== Green Dvontoi ==


'''RP''': 15 (Advanced)
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.
* '''Ability Score Racial Traits''' ''0 RP'': While graceful, cherubim elves are very frail. They gain +4 Dexterity and –4 Constitution.
* '''Size''' ''0 RP'': Cherubim elves are Medium creatures and thus receive no bonuses or penalties due to their size.
* '''Type''' ''0 RP'': Cherubim elves are Humanoids with the elf subtype.
* '''Base Speed''' ''0 RP'': Cherubim elves have a base speed of 30 feet.
* '''Language Quality''' ''0 RP'': Cherubim elves begin play speaking Common and Elven. Cherubim elves with high Intelligence scores can choose from the following: Auran, Celestial, Draconic, Elder Elven, Gnome, Halfling.
Defense Racial Traits
* '''Lesser Spell Resistance''' ''2 RP'': Cherubim elves gain spell resistance equal to 6 + their character level.
Feat and Skill Racial Traits
* '''Keen Senses''' ''2 RP'': Cherubim elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
* '''Dreamspeaker''' ''2 RP'': Cherubim elves gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. In addition, members of this race with a Charisma score of 15 or higher also gain the following spell-like ability (the caster level is equal to the user's character level) once per day: ''[[pfsrd-spell:d/dream|dream]]''.
Movement Racial Traits
* '''Flight''' ''8 RP'': Cherubim elves have a base speed of 30 feet. They can also fly with a speed of 50 feet and average maneuverability.
Senses Racial Traits
* '''Low-light vision''' ''1 RP'': Harrow elves can see twice as far as humans in conditions of dim light.


=== Elf, Harrow ===
'''RP''': 25 (Monstrous)
 
* '''Ability Score Racial Traits''' ''2 RP'': Green dvontoi gain -2 Strength, +4 Dexterity, -2 Intelligence. This does not include size adjustments.
'''RP''': 10 (Standard)
* '''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.
* '''Ability Score Racial Traits''' ''-2 RP'': Though nimble, harrow elves typically bear horrible birthmarks, scars, and various deformities. They gain +2 Dexterity, –2 Constitution, and -2 Charisma.
* '''Type''' ''3 RP'': Green dvontoi are Monstrous Humanoids.
* '''Size''' ''0 RP'': Harrow elves are Medium creatures and thus receive no bonuses or penalties due to their size.
* '''Base Speed''' ''0 RP'': Green dvontoi have a base speed of 30 feet.
* '''Type''' ''0 RP'': Harrow elves are Humanoids with the elf subtype.
* '''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.
* '''Base Speed''' ''0 RP'': Harrow elves have a base speed of 30 feet.
* '''Language Quality''' ''0 RP'': Harrow elves begin play speaking Common and Elven. Harrow elves with high Intelligence scores can choose from the following: Abyssal, Draconic, Elder Elven, Gnoll, Gnome, Goblin, Halfling, Infernal, Orc, Undercommon.
Defense Racial Traits
Defense Racial Traits
* '''Harrowdream''' ''1 RP'': Harrow elves cannot naturally sleep, even if they want to, and are immune to magic sleep effects. If forced unconscious, become Shaken for one minute upon awaking.
* '''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
Feat and Skill Racial Traits
* '''Scarred''' ''2 RP'': Harrow elves receive a +2 racial bonus on Intimidate checks.
* '''Sneaky''' ''5 BP'': Green dvontoi gain a +4 racial bonus on Stealth checks.
* '''Harrow Lore''' ''4 RP'': Harrow elves receive a +2 racial bonus to Craft (alchemy) and Use Magic Device 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
Magical Racial Traits
* '''Harrow Magic''' ''4 BP'': Harrow elves with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level, DCs are Charisma-based) once per day: ''[[pfsrd-spell:d/detect-magic|detect magic]]'', ''[[pfsrd-spell:g/ghost-sound|ghost sound]]'', ''[[pfsrd-spell:m/mage-hand|mage hand]]'', ''[[pfsrd-spell:p/prestidigitation|prestidigitation]]'', ''[[pfsrd-spell:b/blur|blur]]''. One who has or later gains the "cantrips" class feature adds all but the last of these spells to their known/prepared spells.  
* '''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
* '''Low-light vision''' ''1 RP'': Harrow elves can see twice as far as humans in conditions of dim light.
* '''Darkvision''' ''0 RP'': Being monstrous humanoids, green dvontoi can see in the dark up to 60 feet.
 
Other Racial Traits
=== Elf, Shoal ===
* '''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.
 
'''RP''': 10 (Standard)
* '''Ability Score Racial Traits''' ''0 RP'': Shoal elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
* '''Size''' ''0 RP'': Shoal elves are Medium creatures and thus receive no bonuses or penalties due to their size.
* '''Type''' ''0 RP'': Shoal elves are Humanoids with the elf subtype.
* '''Base Speed''' ''0 RP'': Shoal elves have a base speed of 30 feet.
* '''Language Quality''' ''0 RP'': Elves begin play speaking Common and Elven. Shoal elves high Intelligence scores can choose from the following: Celestial, Draconic, Elder Elven, Gnoll, Gnome, Goblin, Litorian, Orc, and Sylvan.
Defense Racial Traits
* '''Elven Immunities''' ''2 RP'': Shoal elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Note, however, that a great many shoal elves replace this feature with the Dreamspeaker alternate racial trait.
Feat and Skill Racial Traits
* '''Keen Senses''' ''2 RP'': Shoal elves receive a +2 racial bonus on Perception checks.
* '''Shoal Lore''' ''2 RP'': Shoal elves receive a +1 racial bonus to Profession (sailor), Knowledge (geography) checks, and always treat Swim as a class skill. Many shoal elves native to Ptolus replace this with the Urbanite racial trait.
Magical Racial Traits
* '''Shoaldream''' ''1 RP'': Shoal elves gain insight from their dreams, if they spend a few minutes contemplating them when they wake. Success on a Wisdom check (DC 15, spellcasters add half their caster level to the roll) grants the shoal elf a +4 insight bonus to the known result of a d20 roll made before the elf next sleeps. At the DM’s discretion, very good rolls may carry a more specific or lasting portent, as simple as duplicating an ''augury'' spell or as complex as a crucial clue concerning the character's destiny.
Offense Racial Traits
* '''Weapon familiarity''' ''2 RP'': Shoal elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits
* '''Low-light vision''' ''1 RP'': Shoal elves can see twice as far as humans in conditions of dim light.
 
=== Dwarf, Grailwarden ===
 
Grailwarden dwarves are standard Pathfinder dwarves, most often using the Craftsman, Giant Hunter and Mountaineer alternate racial traits.
 
=== Dwarf, Stonelost ===
 
Stonelost dwarves are standard Pathfinder dwarves, most often using the Ancient Enmity, Lorekeeper and Stubborn alternate racial traits.
 
=== Litorian ===
 
'''RP''': 17 (Advanced)
* '''Ability Score Racial Traits''' ''4 RP'': Litorians are ancient, physical and introverted, +2 Strength, +2 Dexterity, +2 Constitution, +4 Wisdom, -2 Charisma.
* '''Size''' ''0 RP'': Litorians are Medium creatures and thus receive no bonuses or penalties due to their size.
* '''Type''' ''0 RP'': Litorians are Humanoids with the catfolk subtype.
* '''Base Speed''' ''0 RP'': Litorians elves have a base speed of 30 feet.
* '''Language Quality''' ''0 RP'': Litorians begin play speaking Common and Litorian. Litorians with high Intelligence scores can choose from the following: Aram, Elvish, Gnoll, Goblin, Orcish.
Defense Racial Traits
Feat and Skill Racial Traits
* '''Intimidating''' ''2 RP'': Litorians receive a +2 racial bonus on Intimidate checks.
* '''Keen Senses''' ''2 RP'': Litorians receive a +2 racial bonus on Perception checks.
* '''Hunter''' ''2 RP'': Litorians receive a +2 racial bonus on Survival checks.
Magical Racial Traits
Offense Racial Traits
* '''Bite''' ''2 RP'': Litorians gain a natural bite attack, dealing 1d6 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Senses Racial Traits
* '''Low-light vision''' ''1 RP'': Litorians can see twice as far as humans in conditions of dim light.
* '''Scent''' ''4 RP'': Litorians gain the [[pfsrd:http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Scent-Ex-|scent]] ability.
 
== Prestige Classes ==
 
Most prestige classes convert fairly easily and obviously to ''Pathfinder'', but need the attention as prestige classes use different progressions than they did in 3.5.
 
* Forsaken shigmaa may be used almost as is, with the following changes:
** Alter all saving throw progressions to use the standard prestige class "good" progression (starts at +1, ends at +5).
* The Inverted Pyramid classes convert readily, but have the following changes:
** Each class uses d6 hit dice, not d4.
** Subtract three from the required ranks of Knowledge (Arcana) and Spellcraft. (Pathfinder replaced the "four ranks at first level" for skills assumed by these classes with just giving a +3 bonus to trained class skills.)
* Knights of the Chord can be used as is, with the following changes:
** Uses d10 for hit dice, not d8.
** Requires only 7 ranks of Perform.
** Replace the save progression with the standard prestige class "good" progression for Fortitude and "bad" for Reflex and Will (same as, say, the Eldritch Knight).
** Add a bonus combat feat at third and seventh levels.
** Knights of the Chord class levels are included when calculating the bonus provided by Bardic Knowledge and save DCs for Bardic Performance.
* [[Knight of the Pale (Pathfinder)|Knight of the Pale]]
 
== Skills ==
 
The following skills are added in Ptolus campaigns:
 
* Craft (chaositech): as per ''Ptolus'', pg. 568 or ''Chaositech'', pg. 21.
* Craft (firearms): as per ''Ptolus'', pg. 565
* Craft (machines): as per ''Ptolus'', pg. 565
* Chaos Surgery: as per ''Ptolus'', pg. 569 or ''Chaositech'', pg. 45.
* Knowledge (machines): as per ''Ptolus'', pg. 565
 
== Technology ==


The "Technology" chapter in ''Ptolus'' works fine in Pathfinder as is, with the following addition:
== Red Dvontoi ==


'''Firearm Familiarity''': This alternate racial trait (2 RP) provides the character with Exotic Weapon Proficiency (firearms) as a bonus feat. Dwarves (all types) may select this trait, replacing Weapon Familiarity. Gnomes may select this trait, replacing Weapon Familiarity and Hatred.
== White Dvontoi ==

Revision as of 22:32, 5 April 2013

In Greek myth, planting dragon teeth like seeds caused warriors (the spartoí) to spring from the ground. In our version of Pathfinder, it isn't quite that simple, but a secret ritual does exist that will spawn dragon-like humanoids by sowing dragon teeth. In our Dissolution campaign, these "dragon-tooth men", the dvontoi, are implemented as a collection of monstrous races, each based on the color of dragon whose teeth were planted. These creature advance using class levels, but their size or some racial abilities may scale as hit dice increase. The dvontoi are construction using Pathfinder's race creation system, using 25 RP.

Black Dvontoi

Evil dragons use dvontoi created from black dragon teeth as raiders, pirate and hunters. Physical and sturdy, black dvontoi tend towards physical classes, such as fighters, rangers, cavaliers or rogues and are always chaotic evil.

RP: 25 (Monstrous)

  • Ability Score Racial Traits 1 RP: Black dvontoi gain +2 Strength, +2 Constitution, -2 Charisma.
  • Size 0 RP: Black dvontoi are always medium sized.
  • Type 3 RP: Black dvontoi are Monstrous Humanoids.
  • Base Speed 1 RP: Black dvontoi have a base speed of 40 feet.
  • Language Quality 0 RP: Black dvontoi begin play speaking Draconic. Aram with high Intelligence scores can choose from the following: Abyssal, Common, Elven, Giant, Gnoll, Goblin, Gnomish, Infernal, Orc, Undercommon.

Defense Racial Traits

  • Acid Immunity 4 RP: Black dvontoi are immune to acid.
  • Damage Reduction 3 RP: Black dvontoi receive DR 5/magic or good.
  • Natural Armor 4 RP: Black dvontoi receive a +3 natural armor bonus.

Offense Racial Traits

  • Breath Weapon 8 RP: Black dvontoi may exhale a 50' line of acid once every 1d4 rounds, dealing 1d6 acid damage. At each odd character level, this damage increases by 1d6. All creatures within the affected area must make a Reflex saving throw to avoid taking damage (DC = 10 + 1/2 the dvontoi's character level + the dvontoi's Constitution modifier).
  • Toxic 1 RP: A number of times per day equal to its Constitution modifier (minimum 1/day), a black dvontoi can envenom a weapon that it wields with its toxic saliva (Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the dvontoi's Hit Dice + the dvontoi's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.). Applying venom in this way is a swift action.

Senses Racial Traits

  • Darkvision 0 RP: Being monstrous humanoids, black dvontoi can see in the dark up to 60 feet.

Blue Dvontoi

Evil dragons use dvontoi created from blue dragon teeth as guards and shock troops. In spite of their four-legged form, blue dvontoi can be found of any class, but are always lawful evil.

RP: 24 (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 are always begin at medium sized. Once reaching seven hit dice, they become large. Once reaching 15 hit dice, they become huge.
  • Type -6 RP: Blue dvontoi are quadrupedal Magical Beasts. Lacking dextrous hands, blue dvontoi cannot use weapons or most magic items and are capable of only the crudest type of writing. While standard armor cannot fix on their bodies, they may wear some types of barding or custom crafted armor.
  • Base Speed 0 RP: As quadrupeds, blue dvontoi have a base speed of 40 feet.
  • Language Quality 0 RP: Blue dvontoi begin play speaking Draconic. Aram with high Intelligence scores can choose from the following: Abyssal, Common, Elven, Giant, Gnoll, Goblin, Gnomish, Infernal, Orc, Undercommon.

Defense Racial Traits

  • Electricity Immunity 4 RP: Blue dvontoi are immune to electricity.
  • Natural Armor 7 RP: Blue dvontoi receive a +7 natural armor bonus.

Offense Racial Traits

  • Electrical Burst 8 RP: Blue dvontoi may unleash a 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).
  • Gore 1 RP: Blue dvontoi possess a primary natural gore attack, which deals damage based on the dvontoi's size: 1d6 for medium, 1d8 for large, 2d6 for huge.

Magical Racial Trais

  • Natural Caster 3 RP: Blue dvontoi ignore somatic spell requirements.
  • Attended 2 RP: Blue dvontoi may cast unseen servant at will as a spell-like ability.

Senses Racial Traits

  • Darkvision 0 RP: Being magical beasts, blue dvontoi can see in the dark up to 60 feet.

Alternate Racial Traits

  • Some blue dvontoi are not as attuned to magic and forgo their two magical racial traits (5 RP total) in favor more versatile natural attacks, gaining two hoof attacks (2 RP) and Slapping Tail (3 RP).
  • Some blue dvontoi are not as attuned to magic and forgo their two magical racial traits (5 RP total) in favor more devastating charges, gaining Powerful Charge (2 RP), Relentless (1 RP) and the improved natural attack feat (2 RP).

Green Dvontoi

Evil dragons use dvontoi created from green dragon teeth as spies and scouts. Small and nimble, green dvontoi tend to be rogues or rangers and are always chaotic evil.

RP: 25 (Monstrous)

  • Ability Score Racial Traits 2 RP: Green dvontoi gain -2 Strength, +4 Dexterity, -2 Intelligence. This does not include size adjustments.
  • Size 0 RP: Green dvontoi begin as small creatures, giving them a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Green dvontoi who gain 11 or more hit dice grow to medium size, losing all size bonuses and penalties.
  • Type 3 RP: Green dvontoi are Monstrous Humanoids.
  • Base Speed 0 RP: Green dvontoi have a base speed of 30 feet.
  • Language Quality 0 RP: Green dvontoi begin play speaking Draconic. Aram with high Intelligence scores can choose from the following: Abyssal, Common, Elven, Giant, Gnoll, Goblin, Gnomish, Infernal, Orc, Undercommon.

Defense Racial Traits

  • Acid Immunity 4 RP: Green dvontoi are immune to acid.
  • Natural Armor 4 RP: Green dvontoi receive a +3 natural armor bonus.

Feat and Skill Racial Traits

  • Sneaky 5 BP: Green dvontoi gain a +4 racial bonus on Stealth checks.
  • Silent Hunter 2 BP: Green dvontoi reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
  • Nimble Attacks 2 BP: Green dvontoi receive Weapon Finesse as a bonus feat.

Magical Racial Traits

  • Vanish 2 BP: Green dvontoi may cast vanish at will as a spell-like ability.

Senses Racial Traits

  • Darkvision 0 RP: Being monstrous humanoids, green dvontoi can see in the dark up to 60 feet.

Other Racial Traits

  • Hold Breath 1 RP: Green dvontoi can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Red Dvontoi

White Dvontoi