Wednesday, October 11, 2017

Draconid Racial Templates - UPDATED AND CORRECTED!












Thanks to Fabio Milito Pagliara for his input! Below is the updated and corrected version of the rules.

Born from manipulation of dragon eggs by ambitious sorcerers searching for the perfect shock-troops and bodyguards, the Draconid blends human and dragon blood and carries the soul of a drake. Eventually escaping from their masters and breeding among themselves and with lizardmen, they now roam the world. Only a few of them still exist, despite this limited attempts at reproduction.

The draconid inherited the humanoid shape and mortality of its human progenitors, but also the magnificent reptilian might of its dragon blood and soul. He is terrifying on the battlefield, and often fierce in sorcery. However, his exact heritage determines his personality - from the shining heroism of a metallic dragon (the rarest type of draconid progenitor) to the burning greed of a red dragon or the vile cunning of a black dragon.

Requirements:

A draconid must have Strength and Intelligence of at least 12 each.

Class category values:

Fighting: certain levels of draconid add a bonus to the character's Fighting value.
Divine: a draconid may not have a Divine value above 1.
Arcane: certain levels of draconid add a bonus to the character's Arcane value.

Draconid 0 (600XP):
  • Breath Weapons: once per day, the draconid may use a breath weapon which causes 1d4 damage per level of experience. the heritage list below details these weapons (200XP).
  • Energy Resistance: the draconid is resistance to one form of energy: acid, poison, fire, cold, or electricity, depending on his dragon ancestry. The character is immune to mundane versions of this damage - for example a character with Fire Resistance will be immune to regular fires - and enjoys a +4 bonus to saving throws against magical versions of this energy (such as fireballs in the example above).  See the heritage list below for details (150XP).
  • Fangs and Claws: claw/claw/bite attack routine at 1d2-1/1d2-1/1d4-1 (100XP)
  • Inhumanity: a draconid instills awe and fear in common mortals, and therefore suffers a -2 penalty to the reactions, loyalty, and morale of humans and demihumans, but gets a a +2 bonus to the reactions, loyalty, and morale of draconids, dragons, and lizardmen (0XP).
  • Longevity: The character becomes ageless and enjoys a lifespan three times longer than normal. He also becomes immune to ghoul paralysis (50XP).
  • Scaly Hide: AC +1 (50XP).
  • Speaks the language of Dragons and enjoys 3 more bonus languages (50XP).

Draconid 1 (1,200XP):
  • Draconid 0 (600XP).
  • Fangs and Claws: claw/claw/bite attack routine at 1d3-1/1d3-1/1d6-1 (50XP).
  • Scaly Hide: AC +2, speed -30' (50XP).
  • Superior Fighting: the draconid enjoys +1 to his Fighting value (500XP)
Draconid 2 (1,500XP):
  • Draconid 1 (1,200XP). 
  • Fangs and Claws: claw/claw/bite attack routine at 1d3-1/1d3-1/1d8-1 (50XP).
  • Flying: The draconid gains a flying movement rate of 30' per turn (250XP).
Draconid 3 (2,200XP - rounded up from 2,175):
  • Draconid 2 (1,500XP).
  • Fangs and Claws: claw/claw/bite attack routine at 1d4-1/1d4-1/1d8-1 (50XP).
  • Superior Sorcery: the draconid enjoys +1 to his Arcane value (625XP).
Draconid 4 (2,700XP - rounded down from 2,725):
  • Draconid 3 (2,175XP).
  • Fangs and Claws: claw/claw/bite attack routine at 1d4-1/1d4-1/1d10-1 (50XP).
  • Superior Fighting: the draconid enjoys +2 to his Fighting value (500XP).
Additional XP per level after level 9: 51,000.

Draconid heritage list:
  • Metallic Dragon heritage: bronze, silver, electrum, or gold scales. Breath weapon is a 30’ long, 10’ wide cone of fire. The fire ignites combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the breath may continue beyond the barrier in order to attain its full volume. Resistant to fire.
  • Red Dragon heritage: flame-red, burnt orange, or charcoal scales. Breath weapon is a 30’ long, 10’ wide cone of fire. The fire ignites combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the breath may continue beyond the barrier in order to attain its full volume. Resistant to fire.
  • Blue Dragon heritage: sky blue, slate grey, or cloud white scales. Breath weapon is a 20’ long, 5’ wide lightning bolt. The bolt can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier. Resistant to electricity.
  • White Dragon heritage: ivory, pearl, or snow white scales. Breath weapon is a 30’ long, 10’ wide cloud of freezing vapor. For one round after the draconid breathes, the area of effect is partly obscured by the billowing vapors, steam, or dust. Attacks into or through the area suffer a -2 penalty. Resistant to cold.
  • Green Dragon heritage: moss green, olive, or forest green scales. Breath weapon is a 10’ by 10’ cloud of poison vapor. For one round after the draconid breathes, the area of effect is partly obscured by the billowing vapors, steam, or dust. Attacks into or through the area suffer a -2 penalty. Resistant to poison.
  • Black Dragon heritage: green-grey, midnight green, or black scales. The breath weapon is a 20’ long, 5’ wide line of acid. The acid stream will burn through wooden or metal barriers and continue beyond them to its full length. The acid can corrode metal, wood, and cloth it touches, but cannot harm stone. Resistant to acid.

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