Ophidian Kata Rings and Dvontoi: Difference between pages

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Appearing as ornate, orichalcum snakes eating their tails, this matched set of five rings are worn on the wrists, ankles and neck. When attuned, the snakes animate briefly into a perfect fit and will do the same should the user want to move or remove them. The neck ring contains a hearthstone socket.
''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.''


The rings contain great power, but this is not immediately evident. The artificer who created the rings constructed them for a young solar he had never met, as a favor to a circle mate. Not confident in his circle mate's ability to properly train this young solar and concerned that too much power too quickly would derail the boy even further, the artificer installed a series of locks into the artifact. These locks required the student to learn certain things before they released and granted additional abilities. Most of this knowledge is, in itself, fairly innocuous, but the artificer hoped that seeking it would provide a journey to the boy that would teach him well.
== Black Dvontoi ==


At each stage, anyone attuned to the rings knows what their current abilities are and has a sense that answering a certain question or completing a certain task will unlock the next ability. Until he does so, he has no idea what the next ability is, nor how many abilities remain to be discovered.
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.


The rings function only as a set, providing no benefits if worn otherwise.
'''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.


Initially attuning the bands requires a commitment of three motes and provides a [[Ophidian Kata Rings Vision|vision of the item's past]]. The rings augment martial arts forms, briefly trailing faint lines of essence and making a barely audible noise appropriate to the form (hissing for Snake, rustling leaves for Wood Dragon, etc.) as the form is activated. While the form is active, the user may inflict either lethal or bashing damage with unarmed attacks (including, of course, those with any form weapons the style considers to make "unarmed"). They may also parry lethal attacks without a weapon and gain +2B/+1L/+1A to their ''natural'' soak. Attunement also unlocks the orichalcum bonus for this artifact: all unarmed Martial Arts attacks against demons, ghosts and the walking dead inflict that actually inflict damage do additional dice of aggravated damage equal to the Exalt's permanent Essence. These damage dice are applied separately after resolving the normal damage for the attack and can be soaked, but not otherwise defended. At this level, the rings are considered Artifact ••.
== Blue Dvontoi ==


When the user has a Craft of at least 2 and knows for certain the name of the city in which the rings were forged (Rathess), he may commit two more motes of essence to the rings to unlock the following power: When a martial arts form is activated, the wearer chooses to add his Essence to either the accuracy, damage or defense of martial arts attacks made either with form weapons or unarmed. This bonus remains while the form is active. To change the bonus, the form must be dropped and reactivated. Should user be able to cast more than one form at a time (a rare, but possible, event), only one bonus can apply at a time, but can be changed when each new form is activated, lasting while any of the forms remain active. At this level, the rings are considered Artifact •••.
== Green Dvontoi ==


When the user has an essence of at least three and learns the name of the artificer ([[creator::Pale Dusk]]), he may commit three more motes of essence to the rings to expand the previous power. Now, when a form is activated, the wearer adds his Essence to accuracy, damage ''and'' defense all at once. At this level, the rings are considered Artifact ••••.
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.


When the user gains a Lore of at least two and discovers the title of the artificer's seminal work on artificing (''Concerning the Divine Metals''), the following power is unlocked when an additional two motes is committed: any charm the user casts with a duration of one scene, including forms, has its mote cost reduced by one (to a minimum of one).
'''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.


When the user gains an Occult of at least three, an Essence of at least four and has completed a detailed reading of ''Concerning the Divine Metals'', the following power is unlocked for no additional cost: whenever the wearer avoids taking damage from an attack (either through dodging, parries, soak, or bad damage rolls from the attacker), he regains a mote of essence. At this level, the rings are considered Artifact •••••.
== Red Dvontoi ==


[[system::Exalted| ]][[campaign::Forgotten Suns| ]]
== White Dvontoi ==
[[Category:Magic Item]]

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