Wyr'palja's Stylebook and Dvontoi: Difference between pages

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The worn spine of this well-used, beaten-up, leather bound book is starting to come apart. Though the book holds hundreds of pages, many of them are blank. The author, [[Wyr'palja]] appears to have divided the book into twenty-five sections, one for each ability. Each section lists a number of charms for that ability, followed by blank pages, as if the author left room for further notes later. The sections are unequal length, with a martial arts section at the end reserving nearly a quarter of the pages. Each charm describes a theory of how it works, what it does and notes on the experimentation taken to learn it. Enough information is present that a student of the appropriate type could learn the charms using the book as a trainer. All of the charms except the martial arts section are solar charms. The martial arts section contains four complete celestial styles.
''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.''


== Solar Charms ==
== Black Dvontoi ==


* Archery
Evil dragons use dvontoi created from black dragon teeth as raiders, pirates, hunters and shock troops. Physical and sturdy, black dvontoi tend towards physical classes, such as fighters, rangers, cavaliers or rogues and are always chaotic evil.
** Unhesitating Arrow Technique - Make a reflexive archery attack. (Arc 5, Ess 3, req: Trance of Unhesitating Speed)
** Reversal of Fortune Stance - Shoot an incoming ranged attack down, deflecting it onto a new target. (Arc 5, Ess 3, req: Arrow Storm Technique)
** Heart-Seeking Missile - Make a ranged attack undodgeable and double damage successes (Arc 5, Ess 3, req: Accuracy Without Distance)
** Elswhere-Hidden Bow - Summon or banish bow and arrows to/from Elsewhere. (Arc 5, Ess 3, Immaculate Golden Bow)
* Athletics
**[http://patternspider.net:8080/exalted/lore5/show.php?class=Charm&id=473 Cover-Creating Maneuver] - Gain a cover modifier solely through movement for a round. (Ath 2, Ess 1)
**[http://patternspider.net:8080/exalted/lore5/show.php?class=Charm&id=474 Troublesome Monkey Method] - Gain a cover modifier solely through movement for a scene. (Ath 4, Ess 2, req: Cover-Creating Maneuver)
** Sky-Body Style - For a scene, move in any direction as if you were standing on solid ground. (Ath 5, Ess 5, req: Cloud-Foot Style, Eagle-Wing Style)
* Awareness
** Eye of Creation - For one minute, the effect of distance on sight is eliminated, allowing you to see to see as far as line of sight allows. (Awa 5, Ess 5, req: Hundred Leagues Sight Procedure)
* Brawl
** Unerring Fists - Add Strength to a Brawl attack roll. (Bra 3, Ess 2, req: Ferocious Jab)
** Rolling Thunder Approach - Buy additional Brawl attacks. (Bra 3, Ess 3, req: Hammer on Iron Technique)
** Earthbound Strike - If your attack hits, the target may not move for the rest of the turn. (Bra 5, Ess 3, req: Ox-Stunning Blow)
* Bureaucracy
** False Orders Approach - As long as you can engineer a vaguely believable method of delivering them, you may issue orders to a group that they will believe came from their legitimate superiors. (Bur 5, Ess 4, req: Bureau-Rectifying Method)
** Glorious Rulership Style - As long as you possess some legitimate leadership position, mortal followers with Willpower equal to your Essence or lower are unable to even consider the notion that you might be flawed and will never turn against you. Mortals with Willpower equal to or less than yours will still think well of you. Mortals with Willpower higher than yours, as well as those you do not actually lead, are immune to the effect. (Bur 5, Ess 4, req: Leader-Reinforcing Method)
** Leader-Reinforcing Method - For one week, invest a leader with prestige and respect. Subordinates will trust the leader and the leader also add your Essence in dice to any attempt to improve his image or reverse past impressions of himself. (Br 5, Ess 3, req: Speed the Wheels)
** Seal of Death Prana - As long as this charm remains active a single bureaucratic action of your choice stops as events conspire to prevent it from moving forward. (Bur 5, Ess 4, req: Foul Air of Argument Technique)
** Trend-Predicting Glance - Accurately predict the future price of a good. (Bur 5, Ess 5, req: Irresistible Salesman Spirit)
* Craft
**Destructive Vibration Atemi - After study of an object for 30 minutes, specify a condition. When that condition is met, the object takes 4 * Essence damage. (Cra 5, Ess 4, req: Edifice-Smashing Strike)
** Incomparable Durability Method - Make an object as strong as the five magical materials for a day. (Cra 5, Ess 4, req: Durability-Enhancing Technique)
** Nimble Assistant Endowment - Improve the Craft ability of an assistant with an Essence less than your own, adding your Craft rating in dice to their Craft rolls. They also work faster and reduce difficulty on certain tests. (Cra 5, Ess 5, req: Crack-Mending Technique)
**[http://patternspider.net:8080/exalted/lore5/show.php?class=Charm&id=1391 Hall of Ten Thousand Swords] - turn any room into a deathtrap. (Cra 5, Ess 4, req:  Craftsman Needs No Tools)
* Dodge
** Scattered Sunlight Attitude - Your body breaks into motes of sunlight, allowing you to perfectly dodge an attack (even if it is undodgeable or unexpected). Your body reforms up to your full movement rate away. (Dod 5, Ess 5, req: Seven Shadow Evasion)
** Wind Through the Willows Approach - For a scene ranged attacks automatically miss you unless they are undodgeable, perfect, or made with projectiles larger than your body. (Dod 5, Ess 4, req: Seven Shadow Evasion)
** Unapproachable Self Kata - Avoid a single harmful affect that targets you, even if it is not an attack. (Dod 5, Ess 5, req: Flow Like Blood, Wind Through Willows Approach)
** Shadow of Night Kata - For a scene, become insubstantial to any number of opponents. They cannot affect you and you cannot affect them. You may spend a dice action to move a target in or out of the influence of this effect. (Dod 6, Ess 6, req: Unapproachable Self Kata)
* Endurance
**[http://patternspider.net:8080/exalted/lore5/show.php?class=Charm&id=1410 Anvil-Crushes-the-Hammer Technique] - Builds on Willpower-Enhancing Spirit to "store" damage you've taken to be released all at once.
**Dragon-Line Body Meditation - permanently double your natural essence regeneration rate. (End 4, Ess 3, req: Willpower-Enhancing Spirit)
* Investigation
** Owner-Locating Method - Determine the distance and direction of the owner of an object. (Inv 4, Ess 3, req: Craft Observation Method)
* Larceny
** Thousand Faces Method - Done an infallibly perfect disguise, either of someone specific or a made up persona. (Lar 5, Ess 5, req: Perfect Mirror)
* Linguistics
** Impenetrable Cypher Approach - Write or speak a message that only those you select can understand. (Lin 5, Ess 3, req: Subtle Speech Method)
* Lore
** Injury-Forcing Technique - Heal up to Stamina lethal health levels, transferring them as bashing levels to a clinched or voluntary target. (Lor 4, Ess 2, req: Wound-Accepting Technique)
** Pattern-Imposing Method - An area surrounding your for twice Essence yards becomes order, protecting all withing from Wyld energies. In addition, all attempts to direct the Wyld (including shaping and most other Fair Folk powers) add your Essence to their difficulty. (Lor 5, Ess 4, req: Wyld-Shaping Technique)
** Resolve-Inflaming Method - Exchange one or more points of Willpower for Lore motes of essence each. (Lor 4, Ess 3, req: Will-Bolstering Method)
** Sun Bolt - Make an ranged energy attack dealing 2L per mote spent. (Lor 2, Ess 2)
** Sunflare Stance - Surround yourself in a field that deals up to Lore damage to anyone who enters it. (Lor 3, Ess 3, req: Sun Bolt)
** Sun Shower Attack - Rain energy down on enemies, dealing 1L per 3 motes. (Lor 4, Ess 4, req: Sunflare Stance)
** Heart of the Sun Mediation - Everyone with 50 x Essence yards takes 1A damage per 4 motes spent. (Lor 6, Ess 6, req: Sun Shower Attack)
* Medicine
** Infectious Cure Method - Create an anti-disease, a cure for a disease that spreads like the disease itself. (Med 5, Ess 4, req: Ailment-Rectifying Method)
** Throng-Curing Method - For the day, any Medicine charm you cast can also be used by up to Medicine assistants without additional cost. (Med 5, Ess 4, req: Anointment of Miraculous Health)
** Healing the Masses Approach - As Throng-Curing Method, but multiply the number of assistants by Essence. (Med 6, Ess 6, req: Throng-Curing Method)
* Melee
** Undaunted Weapon Technique - Ignore penalties for visibility, shields or cover. (Mel 3, Ess 3, req: Excellent Strike)
** Steel-Denying Method - On a successful parry, make a perfect disarm. (Mel 5, Ess 3, req: Undaunted Weapon Technique)
** Serpent Strike Technique - Add Melee+Dex dice to single attack. (Mel 5, Ess 3, req: Undaunted Weapon Technique)
** Steel Symphony Stance - Add Melee to all attacks for the scene. (Mel 5, Ess 3, req: Serpent Strike Technique)
** Inevitable Strike - An attack is made perfect, unable to miss. (Mel 5, Ess 4, req: Serpent Strike Technique)
** Instant that does Essence ping. (Mel 4, Ess 2, req: Hungry Tiger Technique)
** Multi-turn charm that counts 10s as two successes for damage. (Mel 5, Ess 4, req: Fire and Stones Strike)
* Occult
**Demon Smiting Hammer - Enhance any attack against a spirit, making it unblockable, undodgeable and unsoakable. (Occ 5, Ess 5, req: Ghost-Eating Technique)
**[http://patternspider.net:8080/exalted/lore5/show.php?class=Charm&id=1485 God-Energizing Asana] - use a manse to restore essence to nearby spirits
**[http://patternspider.net:8080/exalted/lore5/show.php?class=Charm&id=1718 Celestial Emerald Birth] - Allows a terrestrial spell to be treated as celestial circle for purposes of dispelling.
**[http://patternspider.net:8080/exalted/lore5/show.php?class=Charm&id=1719 Solar Sapphire Birth] - Allows a celestial spell to be treated as solar circle for purposes of dispelling.
**[http://patternspider.net:8080/exalted/lore5/show.php?class=Charm&id=1716 Swiftly Forged Emerald] - allows a terrestrial circle spell to be cast instantly.
**[http://patternspider.net:8080/exalted/lore5/show.php?class=Charm&id=1717 Swiftly Forged Sapphire] - allows a celestial circle spell to be cast with one fewer rounds of shaping.
* Performance
** Grace in Adversity Style - For a scene double the dice award or motes rewarded for stunts. (Per 5, Ess 3, req: Phantom-Conjuring Performance)
** Joy In Despair Method - For a scene, the first time in a turn someone who opposes your goals spends willpower, you regain a point of willpower. (Per 5, Ess 4, req: Grace in Adversity Style)
** Dragon-Soul Enlightening Method - Over the course of a month, train Essence x 3 unintelligent Dragon Kings. When the training is over, each student that makes a successful Willpower roll gains an Essence of 2 and the ability to speak and understand language. (Per 5, Ess 4, Tiger Warrior Training Technique)
* Presence
** Unearthly Countenance - For a scene, make reflexive attempts to intimidate or inspire observers, using Essence automatic successes. (Pre 4, Ess 2, Listener-Swaying Argument)
** Center of Attention Stance - On making a first impression, all focus on you and you gain Charisma dice to Presence tests to make a first impression. (Pre 5, Ess 2, req: Unearthly Countenance)
** Unconquered Solar Mien - Those with Essence equal to or less that yours who wish to attack or close to within 10 feet of you must make a Valor roll at a difficulty of half your Essence. Creatures of darkness who fail writhe in pain, unable to take any action but move away/ (Pre 5, Ess 5, req: Terrifying Apparition of Glory)
* Resistance
** Impenetrable Sunmail - A permanent enhancement to Glorious Solar Plate, this charm adds your Resistance to its bashing and lethal soak, half Resistance to the armor's hardness and prevents piercing weapons from halving soak. (Res 5, Ess 4, req: Glorious Solar Plate)
** Inner Purity Manifestation - Become permanently immune to all poison and disease, even those of a magical nature. (Res 5,  Ess 5, req: Immunity to Everything Technique)
** Iron Soul Approach - For each three motes spent, eliminate a success on a damage roll made against you. (Res 5, Ess 3, req: Unfailing Tortoise Technique)
** Unflinching Diamond Meditation - As Adamant Skin, take no damage from a single source. This protection continues as long as that source remains continuously dealing damage. Thus, you can wade through lava, swim a pool of acid, etc. (Res 5, Ess 4, req: Adamant Skin Technique)
** Unimpeachable Form Methodology: Become immune to all effects that would physically wound or alter your body's form for a turn. (Res 6, Ess 6, Unflinching Diamond Meditation)
* Ride
** [http://patternspider.net/lore5/show.php?class=Charm&id=1730 Twinned Soul Defense] - While Flawless Partnership Meditation is in effect, your mount gains the benefit of your defense charms. (Rid 5, Ess 4, req: Flawless Partnership Meditation)
* Sail
** Unequaled Solar Vessel - A permanent enhancement to Glorious Solar Ship, this charm increases your Essence by your Sail rating for the purposes of defining the conjured ship (Sai 5, Ess 5, req: Glorious Solar Ship)
* Socialize
** Invisible Socialite Stance - For the duration of a single event you attend, all will consider you beneath notice and ignore you, unless you wish otherwise. (Soc 5, Ess 4, Flawless Discretion Style)
** Indelible Rumor Manifestation - Cast this charm when telling someone a rumor. As long as the charm remains active, the rumor will be spread and most he hear it will be willing to believe it. (Soc 5, Ess 4, Venomous Rumors Technique)
* Stealth
** Silent Mist Approach - Cancel all sound within Essence yards for a scene. (Ste 5, Ess 4, req: Sound and Scent Banishing Attitude)
* Survival
** Misleading Path Prana - Building on Traceless Passage, this charm allows the laying of a false trail, forging both the numbers, makeup and direction of a path. (Sur 5, Ess 4, req: Traceless Passage)
** (Element)-Denying Style - a set of five charms, you can ignore damage from Air, Earth, Fire, Water or Wood. (Sur 5, Ess 4)
* Thrown
** Plucking the Ripe Peach Mediation - Reflexively "parry" material ranged attacks by catching them. (Thr 4, Ess 2, req: Triple-Distance Attack Technique)
** Traitorous Ammunition Technique - Perfectly block any ranged attack, catching it to throw later. (Thr 5, Ess 3, req: Plucking the Ripe Peach Mediation)
** Hundred Golden Knives Approach - Conjure thrown weapons for every attack in the scene. (Thr 5, Ess 4, req: Fiery Solar Chakram)


== Martial Arts ==
'''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.


*Full manual to Righteous Devil Style, with incomplete notes on how Phantom Flamebolt Prana could be extended to generate the other types of elemental dust.
== Blue Dvontoi ==
*Full manual to [[Moth and Bonfire Style]]
 
*Full manual to [[White Crane Style]]
== Green Dvontoi ==
*Full manual to [[Wolf and Raven Style]]
 
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 ''[[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 ==
 
== White Dvontoi ==

Revision as of 21:37, 5 April 2013

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

Black Dvontoi

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

RP: 25 (Monstrous)

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

Defense Racial Traits

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

Offense Racial Traits

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

Senses Racial Traits

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

Blue Dvontoi

Green Dvontoi

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

RP: 25 (Monstrous)

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

Defense Racial Traits

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

Feat and Skill Racial Traits

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

Magical Racial Traits

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

Senses Racial Traits

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

Other Racial Traits

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

Red Dvontoi

White Dvontoi