Wednesday, June 12, 2013

The Obligatory Star Wars: Episode VII Pontification

A long time ago, in a galaxy far, far away... Ok, now that's out of the way, let's get down to business. There's been a lot of Rampant Speculation going out there about what JJ Abrams "is doing, "needs to do", "should do", "must do", "much ado", etc., etc. This is not going to be one of those rants, at least I hope it's not. What I hope to express in my meandering post is how I feel about the Expanded Universe, especially when it comes to Episode VII (I love how we all type it out as VII, instead of just 7, because we're all "authentic" about that. And yes, he's Lord Vader, Lord Darth Vader! The man deserves respect!) Also, understand that this is being written between phone calls at work, so this may end up a little... disjointed.

Personally, I believe it's an all or nothing approach when it comes to the EU (Expanded Universe for those not as geeky as the rest of us). There's really no other way to approach this sanely.

Going All In!


There's a lot of fans out there that would L-O-V-E this approach. Grab it all, make it "canon", and hug it, and squeeze it, and call it George. There are some advantages to going this way.

First and foremost, the writers get to be Laaazy. There's no need to come up with something new. It's all written, illustrated; characters have been created and fleshed out. Just grab the Thrawn Trilogy and go.  There's material from 30 minutes after the Death Star blowing up to almost a century later! Timeline is all laid out and the continuity is pretty much set in stone. Harrison Ford, Mark Hamill and Carrie Fisher would be in work until they died.

The second advantage is a built in fan base. I mentioned the Thrawn Trilogy because I love the Thrawn Trilogy. I love Thrawn, Pellan, the Noghri, and especially Mara Jade. I would pay to see a Mara Jade stand-alone film. (I would pay to see Mara Jade.) I know the Wife would do the same. There are a lot of people out there that have their personal favorites, and a lot out there that would be guaranteed people in the seats (all dressed up, nice and purdy in their Jedi robes, or slave girl outfits... or Jedi slave girl outfits).

So what do you have? Gobs of money for very little effort? Maybe, but I doubt it. After Episodes I through III, most Star Wars fans have started to become a little more... discriminating.


I'm sure that someone else would find another thousand advantages, but I'm a working boy, and don't have that much time on my hands.

Leave'em Where They Lay!


This is actually my preference. As such, this portion will probably be longer. Yes, I love the EU. Yes, I would love to see the EU made into movies... well some of the EU, and that's where things get messy.

Honestly, the EU sometimes makes as much sense as a drunken role-playing game session ran by someone who just got done watching an '80s cartoon marathon ("Standing across from you is He-Joe, last of the SilverCats!"). The heroes win to have every time, only to have a newer, nastier threat (that Palpatine actually knew about and would have been prepared for) than the last pop up. It's more contrived than the final seasons of Xena: Warrior Princess. Some of the story decisions, when they were made from "On High (at Skywalker Ranch)" made the EU even worse, in my opinion. (They killed Anakin Solo off because George Lucas thought the fans couldn't keep the Vader and the grandson straight.)

Remember those fans that would show up in the costumes with the fake lightsabers? Yeah, they're (we're) as much a possible threat as a help. One little change to the story and the Nerd Rage would look like the Incredible Hulk Family at a mosh pit. There are those out there that would all but burn down the theater if you didn't include simple side character or change that line that Mara Jade said to Luke that one time. Once something outside of "continuity" happened, the interwebs would be alive with trolls and flame wars berating and belittling the director, the writer, the actors, and their little dogs, too.

The smartest thing to do is just lay down the EU gently, and walk away. Don't try to "give it homage". Don't try to pick and choose what is "canon" and what isn't. Don't give it any "true" credibility. Just leave it alone. I pray they just say "Hey, those were some interesting ideas! Too bad that's not going to be in the movie" and move on with their own original ideas.

If I had my druthers, I would druther see the Thrawn Trilogy and some of the other already written EU done as animated movies, with a clear disclaimer that the events are "not canon". This would give the fans the chance to see their favorite books in moving-pictures form, without forcing the "real" movie to pigeon hole itself into the mess of a nest that is the current EU.

Of course, we could always go with what Patton Oswalt's idea. That's always option...





Wednesday, May 29, 2013

All hands, prepare for incoming Zentradi!

I'm going to have a very interesting Christmas! And possibly drive The Wife insane in the interim months. You see, I pledged to the Robotech RPG Tactics Kickstarter! Robotech is one of my geek-hood "first loves". I used to run home from where the school bus left my brother and me off to my Grandma's every weekday to watch Robotech before we did our homework. The Robotech RPG books were the first roleplaying books I was able to buy after getting the Basic D&D "Red Box". I used to daydream about riding out on Spartan Hovertanks and Cyclone motorcycles, depending on where the local station was at on broadcasting the Robotech saga.

I also have a deep affection for Palladium Books products. I find the inventiveness of the company to make for great fun. I also love the fact that I could have dragons fighting mecha piloted by mutant animals if I really really wanted. I know that there are some people that have some bad feelings about Palladium. I remember tthe "Great Betrayal", and the sundry delays in release. I'm aware of the concerns about power creep. Still, I have found that when I've ran the game I've not had the same issues. Of course, it could be because I normally run Rift at "high power levels", free and loose (Demigods, anyone?). Robotech, though, has always been pretty good at keeping the power creep down to a minimum, and keeping with the heart of the show. 

So, now there's going to be miniatures and a strategy game! It's a childhood fantasy come true! After much convincing, my wife allowed me to contribute initially the $140 for the Battle Cry. When it started, it was pretty nice, but now, with the Kickstarter over, I have all of THIS!

Plus, she let me get the Monster M.A.C. II and the special SDF-1 figure! My wife is pretty awesome. That's why she's getting to be in charge of painting the Zentradi. Hehehe...

The rub is I have months before I get a single miniature. That's a lot of time to try to figure out paint schemes, unit ideas, backstory, special characters and storylines. It's almost driving me insane as it is. I've been considering entering the contest for the painting of the unit, but I suck at using MSPaint. I may have to actually ask someone to do the painting. Also, I'm out of paints, and that's going to end up being my Christmas list for my friends and family. I'm going to need a lot.

Color wise, I'm thinking of going with the following possible paint sets:
Dark Angels Paint Collection

Saim-Hann Paint Collection

The first for the dark green and black paint scheme I've been thinking about (Shinigami Squadron). The other is if I decide to go with a Red Baron/Communist Russia color scheme (The October Guard). I'm really leaning towards the Dark Angel Greens with black trim. I think it would look really nice. 

Well, there's where my mind is spinning out of control. I've got until November/December before the figs will even get here. It's watch, and wait, and daydream... and try not to tell my Wife about it over and over and over and over again. 






Tuesday, April 02, 2013

Ash Lions (The Elven Warrior Houses, part 6)

Dead-eye berserkers were another interesting idea that my friend had added to the elves of his setting. I never originally thought of battle raging elves before. It's another interesting concept that is "out-of-the-box" when one thinks of elves. Now, when my friend introduced his dead-eyed berserker elves (Which I think were highly inspired by the Crab Clan dead-eyed berserkers) he didn't have them as a House, and he didn't have a name of them. That being the case I had to come up with something that was expressing the intent of the group, and keep it elvish in sound. It also caused me to think on the small amount of back story that I wanted for this group, what was I going to write up? I also found that Warhammer Fantasy has a group of ax wielding Elves. I can't lie, I found those images combined with my ideas to be a good match. I hope that what I came up with is interesting and makes sense. I found the whole idea to be unique and a bit fun to throw together. 

(EDIT 08/31/2015: I am in the process of doing some minor adjustments to some of my previous posts. These are just going to be minor to allow for some of the newer classes, and similar.)

Ash Lions (Lith Raal)

Favored Weapons: The Ash Lions prefer two-handed melee weapons, normally greataxes, with axes of all types not uncommon.

While there is no proof of this, there are those who believe that the Ash Lions, the Lith Raal, are the oldest of all the Warrior Houses. Considering the rather brutal nature of the House, the almost primitive traditions, and the fact that the Lith Raal are mentioned in a number of truly ancient elven writings, the claim has validity.

Unlike many Houses, there is no active recruitment, nor are there any stringent entry requirements. All one needs in order to become an Ash Lion is to be of elven blood and have suffered tragic loss. This loss is not always the same. One elf may have lost their "soul mate" to an assassin's blade, another may have been dishonored and banished from their clan or city, others have been excommunicated from their faith. They come from a diverse set of backgrounds, but all have the same look in their eyes, the hollow stare of the Ash Lions. The Ash Lions welcome elves and half-elves, sometimes even "quarter-elves". It's been suggested that even humans are accepted as long as they have strong ties to the elves and don't make a point of their origins, which is normally not a problem.

Ash Lions are a quiet group, not given to the usual banter of their more showy kin. Even on the battlefield, save for their battle cries, they do not speak. They are not mute, but prefer to let their blades and actions speak for them.

Many an Ash Lion dies on the field of battle, but they rarely die alone; the remains of the Ash Lion found on the top of a mound of her slain foes. This is the preferred death for an Ash Lion. Not the joyful and peaceful transcendent return to the courts of their gods, but a bloody and terrible passage purchased with the deaths of those that would do harm to the elven people, and finally with their own martyrdom in that cause.

Despite their rather morose attitudes and outlooks, the Ash Lions are respected for their skills on the battlefield. The Ash Lions do not throw their lives away meaninglessly. A death is not enough, it must be a death that means something. As such, the Ash Lions practice their martial talents are religiously as a cleric practices his devotion. An Ash Lion slain outside the battlefield, either by assassination or natural causes, is an Ash Lion that is forgotten. As such, many Ash Lions not only server in militias and armies, but are frequent adventurers, looking to reclaim lost relics and glories of the elves from the annuals of history.

Traditional Colors: White and gray are the colors of choice for an Ash Lion. Frequently a lion motif is incorporated into their armors and weapons. An Ash Lion who wears the pelt of a white lion is often seen as chosen for a particularly glorious death.

Associated Classes: All Ash Lions have levels in either barbarian, bloodrager, or the exceptionally rare skald. They may have had other classes previous to becoming an Ash Lion, but once joining the House, their old life dies and they devote themselves to their new path. Also, if they had an animal companion from another class, the previous companion is released and a lion (often white in color) comes

Trait: The Lion's Eyes (Elf, Combat) - Your heart knows only rage, fear means nothing to you, death is a close companion, and your eyes show it. You are immune to fear. Also, you gain a +1 to Intimidate checks, and Intimidate is a class skill for you. On the downside, you are -2 on all Charisma based checks to improve someone's attitude towards you. Your eyes show no empathy or pity.

Howling Wolves (The Elven Warrior Houses, part 5)

This is one of the Houses that I've been waiting and wanting to do from the beginning of this little side project. This house resides in one of my many soft spots in my heart, due to it's real world origin. This group was created due to the efforts of my wife's first incarnation of her favorite drow character, Yasreana. That poor character, I have killed her so many times over the years, over so many reboots, revisions, and redo's. I digress, though. Simply, this was one of her many early achievements in my friend's game. Oddly, I find that it's an achievement that I've not actually properly duplicated, I think, in any of the games I have run for her since. I'm not sure why. 

Nevertheless, as a somewhat form of penitence I now present the Pathfinder version of the Howling Wolves House, for all the world to see. 

Howling Wolves (Ngwawal Draugi)

Favored Weapons: Howling Wolves prefer bastard swords, longswords and shields.

One of the newer Warrior Houses, The Howling Wolves are one of the most controversial of the Houses as well. Specializing in close quarters and urban combat, they are extremely effective in fighting in the streets of the elven cities, and fighting in the tunnels and passage ways of dungeons and the World Beneath.  It is not their skills that cause the talk and whispers, but the founder of the House.

The House was founded by a drow. The daughter of an elven noble lady and her would be drow assassin, the founder fought for her life almost from conception. After a number of travails, trials, and difficulties, she managed to assist in the defense of one of the larger elven cities against a combined demonic and drow assault. For her valor in defense of the inhabitants of the city and the protection of the Queen, she was granted a boon from the Queen. From that boon, the Howling Wolves were born.

The Wolves train in techniques that have been gathered over the varied career of the House Founder. It seems only natural that some of the techniques that she learned while a gladiatorial slave, and her training in the styles of the religious order that she belongs to, would have a heavy influence on the fighting styles of the house. Their use of the shield in conjugation with swords makes them great phalanx fighters. They also have a large number of divine casters among their ranks which help greatly in the survivability and durability of a group of fighters. Also, the fact that they openly accept elves, half-elves, and "elf-friends" adds them a bit more flexibility and the ability to fill their ranks faster than the "traditional" Houses.

Training focuses not just on martial skills, but also heavily on tactical skills. A "cub" learns to fight both alone, and as a unit. By the time that they graduate, most "pack mates" are flexible, professional, and utterly loyal to the elven royalty, their house, and to each other. Despite the "black mark" that some would claim is on this House, due to it's founding, there is little debate that you will find fewer more loyal and ardent defenders of the elves and their allies then the Howling Wolves.

Traditional Colors: The Howling Wolves wear black with silver highlights, occasionally with white accents. All are issued a black shield with a silver wolf's head on the face of the shield. While not required, most will modify future shields to mirror this motif.

Associated Classes: The vast majority of Howling Wolves come from the ranks of cavaliers, clerics, fighters, magus, and martially minded oracles.

Trait: The Pack Stands Together (Combat, Elf) - A member of the Howling Wolves grants an additional +1 bonus when using the Aid Another ability. Also, they receive a +1 bonus to Knowledge (History) and Perception checks. One of these skills is considered a class skill.

Dancing Wasps (The Elven Warrior Houses, part 4)

While this group was never an original "House" created by my friend, the idea of an "Elven Duelist" house has actually been in a number of my games for quite some time. I figure I would include them here. I find that Duelist based games are an interesting sub-section of the standard gaming set up. Not normally meant for a standard group, these type of games are a bit heavier on a single combat per session. While a normal RPG session may have three or four combats that occur, I have found that a duelist game may have one combat between two duelist that may take up the entire session. Maybe I'm not running it as effectively as I could be; and the Ultimate Combat book wouldn't be out for a number of years; but these games are high on the drama, high on the intrigue, and then heavy on the one duel. LOL I may actually put forth some more Duelist styles and such at a later date. There's an old WotC duelist write up. I wonder if I could find that sometime and do a Pathfinder update on it? Hmm... 

Originally, I was going to call this the Dancing Serpents. For some reason, though, it just wasn't really fitting well with me. Then, while I was in the middle of other things, it kind of hit me. Serpents really don't properly represent the sudden, fluttering movements that I envisioned with this House. While a snake strikes, I need something that strikes and then strikes again, just as suddenly and quickly as the the first strike. In Pathfinder, the elves are also tied to a wasp goddess, so this added to where I wanted to go with this House.  I then pondered Drow for a moment, and realized how many wasp vs. spider nature segments I had seen on TV. Things evolved from there. 

Dancing Wasps (Salkal Calar)

Favored Weapons: Dancing Wasps prefer "elegant" blades, such as the dagger, longsword, rapier, scimitar, short sword and similar weapons.

With only the Striking Crane coming close in outward shows of skill, the Dancing Wasps are the House most commonly thought of when one thinks of an "elven duelist". Masters of sudden darting strikes, graceful dodges, and arcane talent, the Dancing Wasps are (in their opinion) the pinnacle of the duelist art form. Of course, there are many differing opinions on that assertion but generations of perfecting a blending of blade and magic have created an unquestionably impressive and deadly style.

Pulling from a large pool of young, eager, glory-hunting nobles, all eager to demonstrate the elvish ideals of perfection in swordcraft and spellcraft, the ranks of the Dancing Wasps are filled with recruits ready to defend the honor of the "elven nation" at the merest provocation. This has given the House a deserved reputation of hotheads and braggarts. Fortunately, though, as an elf progresses within the House, their fevered zeal cool while their skills improve. Heads of houses are often observant, cunning, calculating, and among the most feared duelist of the region, city, or realm.

The darting, quick moving, and never stopping style of the Dancing Wasps is amazing to watch and difficult to defend against. If one masters this difficult style, they can easily gain a reputation and personal wealth as duelist for hire. Such mercenaries traditionally only accept employment of an elven noble house, but there have been those less scrupulous members have accepted employment in any "noble" cause willing to pay.

Many Houses have special distinctions and badges of honor, few, though, have the reputation of those that receive the title of Spider-Slayer Wasp. This distinction is given only to a member of the order that has personally slain a drow in single combat. It is a very coveted award, and those that have received this commendation are seen with awe and admiration among the younger elves. It is important to note, though, that all that needs done is to kill a drow, it does not matter the reason why or what condition the drow is in before the fight begins. It just has to be a "one on one fight". This has caused whispered concern that some Spider-Slayer Wasps are nothing more than bullies and cowards. The general belief of the elves, though, is that a dead drow is still a dead drow, and thus the only good type of drow. (There have been some unsubstantiated rumors that a collective of drow have started to become "Wasp-Hunting Spiders", but other than whispers and a few missing duelist nothing have been confirmed.)

Traditional Colors: Each duelist has their own unique style and sense of fashion, but most will include gold and black, frequently in a wasp motif to signify their allegiance to the House.

Associated Classes: Bards, Magus and multi-classed wizards and sorcerers with levels in fighter, swashbuckler, or rogue are the most common members of the House. There have been reports of a coven of multi-classed witches have started training in the House, as well.

Trait: Stance of the Wasp's Sting (Elf, Combat) - When wielding one of the favored weapons of the Dancing Wasps, the duelist gains a +1 to his combat performance, concentration and Acrobatic skill checks.

Roaring Bear (The Elven Warrior Houses, part 3)

Friends make some odd choices at times. Not necessarily bad choices, just odd ones. (They still also make stupid choices sometimes as well, but that's not what the intent of this little diatribe is.) One of the odd choices my friend made was the creation of the Roaring Bear house. Brawling, pro-wrestling elves didn't make a lot of sense to me. It's been kind of difficult to wrap my head around this house. Elves are not known for their brawn. They are known for their tie to nature and the fae, so that's kinda where I decided to go with this one. 

Roaring Bear (Raavea Morko)

Favored Weapons: Bare hands, natural weapons, hand axes, kama, and daggers.

One of the more obscure Warrior Houses, the Roaring Bears are rarely found in great numbers. Traveling alone, or with a single apprentice, Roaring Bears regularly travel from settlement to settlement, helping out the locals against what ever problems the travelers come across upon their arrival. Roaring Bears serve often as temporary advisers, healers, as well as defenders to the community that they decide to rest at, and as such are rarely turned away by a sane ruler. Their reputation is such that they frequently are found in a wide variety of settlements, regardless of the racial majority, promoting understanding and harmony with their elven neighbors and nature in general.

The most esoteric of Warrior Houses, they are more akin to a monk tradition more than a martial house. Roaring Bear training houses are never found inside a city. Instead, they are normally in deep forests, mountain valleys, or as a rest house at some out of the way oasis. Often, the only entry tests needed to join are to arrive at the Training House and prove your worth (which is understandably easier for some than others). Elven heritage has a strong weight on one's "worthy" but even having one-quarter elven blood is sometimes acceptable. Once granted entrance, the applicant begins the decades-long training required to become a Roaring Bear, learning both unarmed combat as well as the druidic abilities that give the order it's name. It is the only house that requires training as a specific classes before allowing an initiate to go out into the world.

Traditional Colors: Most Roaring Bears wear dark brown with silver and black accents, similar to the colors found on a grizzly bear.

Associated Classes: All Roaring bears have levels in either Druid, often with the Bear Shaman archetype, or Shaman with the Nature Spirit; and levels in Monks or Brawler.

Trait: Necessities of the Bear (Elf, Religious)- A druid member of the Roaring Bears can use monk weapons without violating their vows. A Roaring Bear can level both Monk and Druid without restriction, but only these two classes, and one or the other must be the favored class. Finally, a Roaring Bear is trained to care for themselves and others, they gain a +1 bonus to Heal and Survival checks. One of these skills is always considered a class skill.

Hounds of the Wild Hunt (The Elven Warrior Houses, part 2)

My friend originally called this group "Hellhounds". When I decided to flush out this group, I decided to change the name. The main reason for this was because I don't see elves (except maybe the Blood Elves in WoW) naming any group after anything demonic. I mean, in most fantasy settings, demons and devils have been major thorns in the proverbial elven side.

With that being the case, I decided to look into what my friend was attempting to present in his original concept, and keep with that spirit and theme. The group had "howls" that affected the enemy, they were running dual-wielding swordsmen, and seemed to favor pack tactics. They sounded more like wolves, but there's already a group named after wolves. I then decided to tap into my disturbingly vast mental library of mythology. Since elves have been commonly tied to or associated with Celtic mythology,  I decide to use the Wild Hunt (one of my personal favorite myth references) as the basis for this group. Thus the Hell Hounds have become the Hounds of the Wild Hunt. 

Hounds of the Wild Hunt (Draug i'en' Merka Fera)

Favored Weapons: The Hounds prefer swords that can be wielded effectively in each hand, thus longswords, scimitars, shortswords, and daggers are the preferred weapons of choice.

Often found patrolling the forests and woodlands that serve as the boarders of many elven territories, the Hounds of the Wild Hunt are one of the most commonly encountered Warrior House traditions. They are also the most "down-to-earth" and open minded of the traditions. It is said, with some derision,  that the Hounds will accept anyone into their ranks. While this is not necessarily the case, they will accept any elf, half-elf, and even "elf-friend" (humans, halflings, and gnomes that have been granted elevated status by the leadership of the elves), that proves their mettle to the house. There are even rumors that a small group of "redeemed" drow can be found among their number. This last statement (accusation) has never been confirmed nor proven, and to openly suggest it is considered slander and an open invitation to a duel, if the Hound is being civil, or an out-right attack more oft.

The Hounds of the Wild Hunt are also a practical group that understands that wars are not always won with the massive overt clash of spell and steel. They grasp the value of the sudden surgical strike against supply trains and the removal of important figure heads. It is this willingness to accept these messy facts that contributes to their success, but also turns away most High Elves; causing the other Warrior Houses to consider them to be a "lesser" house. This attitude is very prevalent among the finer members of elven high society, despite the fact that one of the more admired Elf-Queens spent most of her young adult years among the ranks of the Hounds.

While many of the Warrior Houses like to hone the mastery of the individual, the Hounds perfect the "pack" over the whole. It is rare to find a "Hound" operating on her own. This fact is the cause of the common idiom in lands that border elven territories that you never have to worry about the elf that you see, it's the elves that you don't see that will get you.

Traditional Colors: Not ones for the flash and bravado of the other warrior houses, Hounds of the Wild Hunt favor browns and blacks, with the occasional regional camouflage cloak or highlights.

Associated Classes: Without question, barbarians, fighters, hunters, and rangers fill out the bulk of the ranks of this house. One in five Hounds, though, are druids or shaman, often with a focus on the local environs. If it is available, classes with animal companions favor wolves or similar canines.

Trait: Trained in the Hunt (Elf, Combat) - Increase base speed by 5 feet. Additionally, gain a +1 to Knowledge: Local and Survival checks. One of these skills is a class skill for you.

Friday, March 15, 2013

Striking Crane (The Elven Warrior Houses, part 1)

A number of years ago, a friend of mine started running a "dimensional dumping ground" Middle Earth Role Playing game. It was my first experience with RoleMaster. I loved the game. To be honest, it wasn't until we moved to Utah and started playing with someone that not only knew the rules but had written more than a few of them that we realized how horribly, horribly, twink filled the game was. Still, the game master, as uber-super-mega-power-gamed as he was, had some interesting ideas. 

One of the things he presented was the idea of Bladesinger Houses. Yes, I know bladesingers are a D&D/Forgotten Realms creation, but this game had a certain Drow ranger sociopath running through the streets of Gondor so bladesingers were the least of the genre issues. The idea basically seemed to be rather reminiscent of duelist academies or kung-fu schools, complete with rivalries, "school pride", and secret techniques. I have to admit, I really liked the idea. I mean, elves are rather haughty and arrogant, in most worlds, and the idea that their martial schools would share that sense of superiority seems only natural. 

So, I have decided to take some of the information that my friend first mentioned, and then take a few creative liberties with them. I am updating them for use in a Pathfinder campaign, but the general information should be able to be used for most Fantasy RPGs. The information here can lead you to make appropriate use of existing Pathfinder rules, which is what I'm trying to do. There's not going to be a lot of crunch here, it's mostly going to be fluff. Just wanted to warn you a head of time. 

The Elven Warrior Houses

Ever since the elves first walked across the land, there have always been those that have dedicated themselves to the defense of the elven race. Combining both martial and arcane study into a combat style that is as much artistic as it is militaristic, the Ohtar'Noore ("Warrior Clan" in High Elvish) are the pinnacle of the martial arts in most major elven communities. While not every house is represented in every elven settlement, you will normally find maybe one or two and their apprentices residing in a standard community, with entire estates and training facilities for almost all the Houses can be found in the major elvish cities.

Each school, while dedicated the protection of the elven people, are very possessive of their techniques. Some schools will only teach their style to a full-blooded elf, while others require a lengthy application process regardless of status or standing among the elves. Some even will only accept an apprentice with sponsorship from an existing member. These stringent requirements give the houses an elitist appearance, but with the skill that they demonstrate they have reason to behave as such.

Striking Crane (Majahl Talee)

Favored Weapons: Striking Cranes prefer elven curve blades, spears, glaives, guisarme, ranseur, and similar pole arms.

The House of the Striking Crane are masters of the pole arm. Using a elegant dance to mimic the stances of a hunting crane, the pole arm being used acts as beak, wing, or even leg. The movements are rapid, but also precise. A Striking Crane will hold it's action until it's foe comes into range and the perfect opportunity presents itself, and then he will let loose with a flurry of thrusts and swipes aimed for vital points, like joints and eyes.

Members of the Striking Cranes are popular as bodyguards, militia officers, and watch officers. Their focus on perception, observation and reach weapons make them vigilant defenders. Adding to this is the schools ancient reputation. They are one of the oldest Warrior Clans, able to trace their origins back to the first recorded wars with many tales of slain giants, dragons and legendary acts of valor and honor in their libraries. With such a long and storied history, it is understandable that their membership comes from a very select pool. Normally, members are chosen from the families of existing members or the occasional recruit from a city's highest nobility. While rare, there have been known cases where particularly gifted apprentices have been brought under a mentor's wing, regardless of social standing. Race, on the other hand, is not as flexible, as they will only teach elves and the very rare and fortunate half-elf with an exemplar pedigree.

Traditional Colors: Striking Cranes prefer to wear primarily blues and whites, with red accents. Silvers and grays are also very common in place of the blue or white. While a minor addition, red is actually universally constant in almost all uniforms for members of the Majahl Talee.

Associated Classes:  While bards, magus and combined fighter/wizards(and sorcerers) are the most commonly trained, the occasional rogue/wizard or even paladin/wizard can be found among the ranks.

Trait: Dance of the Striking Crane (Elf, Combat) - When wielding a weapon from the polearm or spear weapon category, with which you are proficient, you gain a +1 bonus to your CMB. Also, you gain a +1 on all Acrobatics and Perform (Dance) checks. One of these skills is considered a class skill for you.

Thursday, March 14, 2013

Fey'ri of Golarion Part 1

I have a soft spot for the fey'ri from the Forgotten Realms. I always feel that this race had a lot of potential, but it never really got much of a chance considering that they really came into their own near the tail end of the Forgotten Realms as we knew it (3.5 prior to 4th edition). I've read a few articles and posts on the Paizo forums addressing fey'ri, but I think there's been a bit of difficulty in trying to translate the fey'ri in a "more DM friendly" version. Basically, it seems like some players that are going to want to try to convince a DM to let them play a fey'ri, and so there's a struggle to keep the intent of the race, but make it more "balanced".

Unfortunately, I think that's where they're going wrong. Actually a Fey'ri shouldn't really be "balanced". The fey'ri should be very rare, and I feel, more along the lines of a noble drow. They're not a race that should be permitted for play in 99.99% of games as a PC. If you really want to play one, you need to think long and hard about it. I would permit it, but only if the player understood that they were going to be on the "slow" advancement track, if everyone else is on the Medium. I think this race is best for unique games or mostly as an NPC. Fey'ri make great "behind the scenes" villains.

In the end, I decided to post my own version of the Fey'ri, complete with a little back story, favored class options, and maybe some pretty pictures if I can find any. As with anytime I put up these posts, it's not meant to infringe on copyrights, etc. Also, I'm taking a pretty darn cool race and adding some flavor that wasn't there before. I hope no one minds. 

Fey'ri


When the elves retreated to Sovyrian, there were those elves that lingered behind. Some retreated below the surface, others retreated deeper into the woods, and some turned to other sources of refuge. Among those that stayed, there were three noble houses of powerful summoners, enchanters, and other arcanists that decided to find methods of holding their own against the tide of savagery and barbarians that surrounded them. These three houses, whose original names have been lost, turned to external sources to gain in strength and power. 

It is a generally accepted fact that the three houses turned to infernal powers in their desperation. While this is not false, it's not entirely true. The reality is, they just weren't that picky. If one were to trace the blood of a modern fey'ri they would, most certainly , find demonic and devilish ancestry, but they would also uncover efreet, draconic, fey, and any number of other planar entities thrown in for good measure. All of this interbreeding made for a number of powerful bloodlines, and, as such, sorcerers are exceedingly common among the fey'ri. It also caused rampant internal conflicts among the struggling houses. When the dust settled, their numbers had diminished considerably. In order to survive they began a tradition of secrecy that has followed to this day.

The fey'ri, as they became known, are naturals at disguise, deception, and manipulation. They have can be found almost anywhere, hiding among the population, serving as viziers, information merchants, and even librarians. They love to live in cities, the busier the better, and the dominant race is not often a concern when choosing a place to live. Fey'ri can be found among humans, elves, and even among the drow. Rarely will you find more than a small family of fey'ri in any given location. Nonetheless, the fey'ri work to keep each other very informed. Some even go adventuring in hopes of finding new lands, lost lore, and any knowledge that will help the fey'ri survive.

Though naturally able to assume a number of shapes to blend in, a fey'ri normally has a favored "face" that they prefer to present to the outside world. Most often, as an act of personal preference and a deep seated desire to reconnect with one's ancestors, this "face" is that of an elf. One may believe that this would limit most fey'ri from accessing some of their inborn talents, but a clever fey'ri often has a good explanation ready to account for their sudden sprouting of wings and the like. (A personal favorite is to try to pass off to the unknowing that the wings are due to belonging to a lost group of winged elves or the gift of a sorcerous bloodline.)  The act of showing another being one's true face is a sign of deep respect and trust, something that does not come easily to such a secretive race. Should a fey'ri decided to show her true face to another, it is done in secret, away from others. This one on one approach, by tradition, is performed even if they are showing their true face to a group of close friends and confidants.

Physical Description: While a fey'ri can appear as almost any humanoid, they have a set natural form which they refer to as their "true face". Sharing the lithe bodies, pointed ears, and graceful features of a traditional elf, the fey'ri also has a number of fiendish features that belie their crossbred natures. The most pronounced of these is a set of large wings that extend from the back of their shoulders. These wings are often bat or dragon like in appearance, though some with feathers or even a velveteen coat of fur have been known, with colors for the wings varying wildly from fey'ri to fey'ri.  Other common features include horns, glowing eyes, pronounced canines, and tails of various description. (Author's Note: Using the tiefling appearance chart from the Council of Thieves Adventure Path or Blood of Fiends may be appropriate.)

Society: Where elves have kept close to nature, the fey'ri are at home in urban environments. They move easily among busy marketplaces, noble estates, and back alleys. They enjoy the subtle magics of enchantment, the skilled arts of subterfuge, and the adulation of performance. While a secretive race, it is a rare fey'ri that doesn't enjoy doing things as stylish as possible.

Relations: There are few races that a fey'ri is not willing to work with, though they normally find themselves more at home among elves, half-elves, halflings, and humans. While they enjoy the presence of gnomes, they rarely try to pass themselves off as the excitable race, claiming that it's just too much work. They also tend to avoid dwarves, but this may be more a throw back to their elven heritage, than any current difficulties with the race. The only races that they seem to have disdain for is orcs, half-orcs, and goblinoids. They find them to be barbaric brutes best suited as fodder and little else. Even the most civilized half-orc is often considered, at the very best, to be aesthetically unpleasing to the eyes.

Alignment: Natural manipulators and opportunist, most fey'ri fall along the Neutral alignments, with Chaotic Neutral and Lawful Neutral, and the occasional evil, being the most common. As a race, they rarely say that they're sorry.

Names: Fey'ri follow most elven naming conventions, though, they keep "house names" as their surnames. A house name almost serves as a clan or sect name might in some other circles. While the original house names are lost, a few of the currently used house names are Icemoon, Morningson, Phoenixwing, Shadowmoor, and Starsinger.


Fey'ri Racial Traits:

  • +2 Dexterity, +2 Intelligence, +2 Charisma, -2 Constitution. Fey'ri are quick of body and mind, and bear a powerful personal presence, but have never been able to rid themselves of the frailer aspects of their elven heritage.
  • Medium: Fey'ri are Medium creatures and have no bonuses or penalties due to their size.
  • Movement: Fey'ri have a normal land speed of 30 feet. They also have wings which grant them a flight speed of 60 feet, average maneuverability. Fly is always considered a class skill for Fey'ri.
  • Darkvision: Fey'ri have darkvision to 60ft.
  • Low-Light Vision: Fey'ri can see twice as far as humans in dim light.
  • Elf Blood: Fey'ri count as elves for any effect related to race.
  • Elven Immunities: Fey'ri have maintained the immunity of their elven ancestors, and as such are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Alter Self (Sp): A fey'ri can cast alter self as a spell like ability at will. The caster level is equal to the fey'ri's HD.
  • Racial Skills: Fey'ri gain a +2 racial bonus to Bluff, Perception, and Stealth skills.
  • Outsider: Fey'ri are native outsiders.
  • Mixed Blood (Ex or Sp): A fey'ri has a number of abilities granted from the sorted blood that flow through their veins. At first level a fey'ri can choose a total of 4 abilites from the list below. A fey'ri can only have one of the abilities marked with an asterisk (*). Each power can be used as described in the list. The caster level is equal to the hit dice of the fey'ri and the DCs for these abilities are Charisma based.
      • Charm Person (Sp): 1 per day. If this ability is taken a second time, it can instead be used 1 + (Int, Wis, or Cha modifier) times per day.
      • Clairaudiance/Clairvoyance (Sp): 1 per day. Each time this ability is taken, it increases the times per day by 1.
      • Damage Reduction 5/magic (Ex)*: This ability can only be taken once.
      • Darkness (Sp): 1 per day. If this ability is taken a second time, it can instead be used 1 + (Int, Wis, or Cha modifier) times per day.
      • Detect Thoughts (Sp): 1 per day. If this ability is taken a second time, it can instead be used 1 + (Int, Wis, or Cha modifier) times per day.
      • Detect Magic (Sp): 1 per day. If this ability is taken a second time, it can instead be used 3 + (Int, Wis, or Cha modifier) times per day.
      • Dimension Door (Sp)*: 1 per day. This ability cannot be taken a second time.
      • Drow or Elven Weapon Proficiency: This may only be selected once, but acts as the racial trait of either a drow or elf. A fey'ri cannot have both the drow and elven proficiency.
      • Enervation (Sp)*: 1 per day. This ability cannot be taken a second time.
      • Tainted Blood Sorcery (Ex): Fey'ri sorcerers with the Abyssal, Accursed, Boreal, Draconic,  Efreeti,  Infernal, Pestilence, Protean, Rakshasa, Shadow, Starsoul, Stormborn, or Undead bloodline can select this trait to treat their Charisma modifier as 2 higher for all sorcerer class abilities.
      • Fire Resistance 10 (Ex): This ability cannot be taken a second time.
      • Sleep (Sp): 1 per day. If this ability is taken a second time, it can instead be used 1 + (Int, Wis, or Cha modifier) times per day.
      • Suggestion (Sp): 1 per day. If this ability is taken a second time, it can instead be used 1 + (Int, Wis, or Cha modifier) times per day.
      • +2 save against Electricity (Ex)
      • +2 save against Poisons (Ex)
  • Languages: A fey'ri begins speaking Common and Elven. Fey'ri with high Intelligence scores can choose from the following: Abyssal, Aklo, Draconic, Giant, Infernal, or Sylvan.

Fey'ri of Golarion Part 2



Ah, now onto part 2. I really wanted to go for the gusto with this build up of the Fey'ri. So, I've got the stats done, now it's time for the Favored Class Options and maybe some Racial Traits. 

Fey'ri Adventurers

It is a rare fey'ri that doesn't have some training in an adventuring class. Most fey'ri have spent at least a little time as one type of rogue or another. Quite a few fey'ri also favor the arcane arts of all broad strokes. It's rare, though, to find a divinely leaning fey'ri, causing clerics and paladins among the "tainted blooded" to be an unusual find.

Alchemist - It was the desire to gain the strength to defeat all who opposed them that caused the fey'ri to branch off from the elves to begin with. It's no surprise, then, that more than a few fey'ri have started to dabble in alchemy. Mutagens are a favorite, while the odd satisfaction of a foe's reaction as the lovingly distilled poison begins its work is not lost on a fey'ri alchemist.

Barbarian -  Fey'ri rarely give in overtly to the fires that burn in their mottled blood. While a fey'ri may make use of barbarians as thugs and shock troops, it's not a role that they, themselves, favor. A fey'ri barbarian, especially one with an urban focus, is possible, but they are often looked upon with either shame or pity by the houses.

Bard - Much like their elven cousins and ancestors, fey'ri love performance in all it's varied forms. Fey'ri bards pass themselves off as elven bards as often as they can, and it is rumored that a few masterworks attributed to the elves are actually the works of a fey'ri incognito. Fey'ri bards frequently travel the width and breath of the world, not only exploring, entertaining and adventuring, but also serving to keep the lines of communication open between houses.

Cavalier - The role of a noble knight is not one lost among the fey'ri. It's uncommon, because it requires a bit more of a martial lean than what more fey'ri tend to have, but it's a role respected by the houses. Also, the prestige that a military officer can benefit a smart fey'ri in any number of ways. Fey'ri cavaliers will commonly command smaller, elite groups and strike forces, as opposed to heading massive armies.

Cleric - While most fey'ri will present a fair amount of lip service to any number of gods and god-like beings, it is truly the unique fey'ri that would willing serve one. It may be the infernal taint on the soul of the fey'ri, or it may just be a deep seated racial hubris, but to become a cleric is a role that most fey'ri would rather pass on and leave to others.

Druid - It is said that the fey'ri are no longer tied to the natural world as they once were. This is, for the most part, true. The lack of desire to bind oneself to a "god" does occasionally bleed into the attitude towards druids, but not as much as one might think at first glance. Being tied to the "world" or "the spirits" implies to a fey'ri that they are working with equals, rather than subservient to a "higher force".  A few urban druids serve the houses, as do a number of shamans of differing bent, depending on the location.

Fighter - While not as devoted to swordsmanship as their elven cousins, the fey'ri understand the beauty and need for a good blade. Fey'ri fighters prefer using elegant blades, or mastering the skills of archery, and their devotion to the warrior arts are greatly respected among the houses.

Gunslinger - Rare is the wielder of the gun among the fey'ri. Too new to have really taken root, too loud to be used subtly, and too expensive for the tastes of many fey'ri, there are very few fey'ri that are willing to pick up firearms. Those that have picked up the skills of a gunslinger are beginning to stir up quite a bit of curiosity among the houses.

Inquisitor - Possibly the only class less favored than clerics, fey'ri inquisitors are all but unheard of. Rare is the inquisitor willing to take a tainted soul such as a fey'ri under her tutelage. Rarer still is the fey'ri that would even get a chance to ask. Normally, inquisitors hunt beings like the fey'ri and they less the houses have dealings with them, the better. The few fey'ri that take up an inquisition normally server the houses and the fey'ri first and foremost and are some the house masters greatest enforcers.

Magus - Mastery of both weapon and magic, fey'ri hold close to the traditions of the magus as handed down to them from before the elves left. Most bodyguards and wandering warriors among the houses are trained as magi, and more than a few fey'ri walk among adventures and city defenders, a pinnacle of "elven training and tradition".

Monk - Not a race prone to a lot of introspection, monks are not common among the fey'ri. There are some that do find value in the search of personal perfection and enlightenment. A fey'ri monk tends towards some of the more mobile, mystically inclined, and unorthodox disciplines.

Ninja - There are no ninja among the fey'ri. Now, if you would be so kind as to tell me who it was that suggested that there might be, I would very much like to have a word with them.

Oracle - Surprisingly, oracles are actually more common among the fey'ri than clerics. Oracles among the fey'ri tend to follow mysteries that involve secrets, deception, and divination.

Paladin - There are no paladins among the fey'ri. No, seriously. If a young, idealistic fey'ri was to suddenly get it in his or her head to become a paladin, they would end up spending quite a few days having their head examined. Then they would either be directed to magus training or sent "away".

Ranger - Rangers often serve much the same role as bards, serving to keep communication flowing and exploring new locations and old ruins. While the lone rugged life of a ranger is not one that every fey'ri is accustomed to, the potential rewards can not be downplayed. A fey'ri ranger though will often favor stealth and subterfuge, instead of more open confrontations.

Rogue - Possibly the most common class among the fey'ri, even most spell casters have dappled a bit as a rogue as they grew up. The urban homes of the fey'ri and the need to hide and disguise their actions, thoughts, and motives greatly benefit for some time learning at the foot of a good cutpurse, acrobat, or similar type character.

Samurai - In lands where the tradition of samurai serve as a noble class of warriors and defenders, you will find the occasional fey'ri behind a mempo. Though some would say that the traditions of honor and duty fly in the face of the fey'ri, it would only be because one does not truly understand the fey'ri. Those same would not say such things for long, were they to suggest such openly.

Sorcerer - Another very common class, more due to the origins of the race, sorcerers of all stripes are welcomed and embraced. The only exceptions are ones with celestial, verdant, or other "high blooded" bloodlines, and even these more cause a raise of an eyebrow than any real shunning. Much like rogues, more than a few fey'ri of other classes may have a level or two of sorcerer, more because the magic is just that powerful in the blood.

Summoner - A tradition that has been with the fey'ri from the very beginning, summoners are a revered and respected group. Fey'ri summoners often have a wide variety of eidolons, some appearing as amalgamated beings thrown together from a number of different sources, while some have "idealized" forms of outsiders. Fey'ri summoners pride themselves on getting the most out of their eidolons.

Witch - Fey'ri witches find themselves in an very difficult position in fey'ri society. On one hand they feared and respected for their flexible and powerful abilities, on the other, being tied to some mysterious "patron" does make more than a few fey'ri nervous. Some fey'ri witches will go out of their way to determine the source of their magic even before making the pact, others assume that if it's something powerful enough to grant them their abilities it may be better that they just don't look into it. Fey'ri witches tend to favor "flashy" or overtly powerful patrons, some what stepping out of the norm for fey'ri culture.

Wizard - Another strong tradition among the fey'ri, wizards serve many rolls among the houses. Most wizards specialize in illusion, enchantment, or conjuration. Necromancers do occasionally rise from the ranks, but a fey'ri approaches this more with a practical, scholarly mindset, most of the time. It is also common to find elemental wizards frequently among the houses. Occasionally houses from neighboring lands will attempt to "collect" wizards from every school and tradition available to them as a sign of prestige, not an easy feat considering the small number of the race.

Favored Class Alternatives

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, fey'ri have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to all fey'ri who have the listed Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

Alchemist - Add 1 minute to the duration of any mutagen the fey'ri alchemist takes.

Bard - Add 1 to the fey'ri’s total number of bardic performance rounds per day.

Magus - Add +1/4 to the Magus' arcane pool.

Ninja - Add +1/4 to the Ninja's ki pool. (That's if there really were ninja, which there aren't. I'm just saying.)

Rogue - The fey'ri gains +1/6 of a new rogue talent.

Sorcerer - Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.

Summoner - Add +1/4 to the eidolon’s evolution pool.

Wizard - Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

Another Primordial Dragon

It's been a bit of work to actually finish this bad boy. Odd, since this is one of my favorite dragons of all time. It's the Pit Bull of dragon kind. I actually kind of see this as the Kenpachi Zaraki of all dragons. If I was to ever play in a Council of Wyrms game, I think this is the dragon breed I'd want to play. 

Fang Dragon




Poised to pounce, this steel gray dragon is a mass of claws, blade-like scales, and fangs. Even down to the end of it's bladed tail, this dragon looks as though it was born to rend and tear. Despite the shorter wings, you are very sure that you cannot run fast enough or far enough to evade it's leap.  

CN dragon
-------------------------------
Base Statistics
-------------------------------
CR 2; Size Tiny; Hit Dice 3d12
Speed 60 ft.
Natural Armor +2; Breath Weapon Bite*, 1d2 Constitution drain
Str 12, Dex 18, Con 13, Int 7, Wis 13, Cha 7

Ecology
Environment Temperate Mountains
Organization solitary or mated pair
Treasure triple

-------------------------------
Special Abilities
-------------------------------

Breath Weapon (Su): A fang dragon does not have a "breath weapon", per say. Instead, it's bite drains the Constitution of those unfortunate enough to have been bitten by the dragon. When a fang dragon bites a target, that target must make a Fortitude save against a DC equal to what the fang dragon's breath weapon DC. A failed save takes the full Constitution damage, and a save indicates that the target only take half the Constitution damage. If the target does not have a Constitution score, the target instead takes double the amount of damage rolled as hit point damage.

Increased Damage (Ex): A fang dragon's physical weapons are always considered those of one age category higher.

Rend Magic (Su): When a Young Adult or older fang dragon hits with both claw attacks on the same target, that target takes an additional 1d6 points of damage. Also, the target is subjected to a targets dispell magic, as per the spell. The caster level for the targeted dispell is equal to the dragon's hit dice.

Sound Imitation (Ex): A very young or older fang dragon can mimic any voice or sound it has heard by making a successful Bluff check against a listener's Sense Motive check.

Spell Like Abilities (Sp): Fang Dragons gain a number of "anti-magic" spell-like abilities. Very Young - detect magic, read magic; Young - shield; Adult - spell turning; Old - telekinesis; Great Wyrm -  globe of invulnerability (can only be cast once every 1d4 hours). 


Age Category


Special Abilities


Caster Level


Wyrmling

 Increased Damage, Short Wings, Trip
---


Very Young


Sound Imitation, Detect Magic, Read Magic


---


Young

Pounce, Shield
---


Juvenile


DR 5/Magic, Spell Resistance


---


Young Adult

Frightful Presence, Rend Magic
1st


Adult

 Spell turning
3rd


Mature Adult

 DR 10/Magic
5th


Old

 Telekinesis
7th


Very Old

 DR 15/Magic
9th


Ancient


Fast Healing 2


11th


Wyrm

 DR 20/Magic
13th


Great Wyrm

 Globe of Invulnerability
15th

Fang dragons are apex predators, especially when it comes to creatures that rely heavily on magic for defense. Known to hunt through wooded foothills and mountain valleys, even other true dragons take pause before confronting a fang dragon. They are, as a whole, revel in engaging in physical conflict. They will sometimes attack foes more to test themselves than to actually kill and eat a foe.

Of all dragons, these are the most solitary, but also the most likely to work with another being that has physically beaten it. This can sometimes lead to an odd friendship, but mostly it is put in place to allow the dragon to constantly test itself against the one that defeated it. This can cause some very discomforting situations, depending on how the dragon and it's "conqueror's" attitudes match.


The Primordial Dragons

I am apparently on a draconic roll. I really like the various dragons created over the years. There are a number of dragons that were created in the Forgotten Realms books, Dragon Magazines, and a few other sources. Some have translated over into Pathfinder, and some, I have started translating into Pathfinder. I find trying to update the Dragons that I find to be a somewhat cathartic experience. I can't guarantee that I'll even use half of these dragons, but I at least know that they're there if I need'em. Also, it helps get some of my mildly creative juices going.

The Primordial Dragons


While not a true "type" of dragon; like the arcane, chromatic, or metallic; Primoridal Dragons are a general classification among some sages for those dragons that meet the following "requirements" :

  1. A True Dragon

  2. Not easily classified into another category (ie. not a dragon "known" for it's colorization or other trait)

  3. Have a more "primal" or "primitive" appearance (such as smaller or no wings, weaker spell casting ability)

  4. Found in very selective locations or in lower numbers than other dragons.

While these "requirements" are not hard rules by any means, the designation of "primordial" places the dragon in a rather interesting place for those that study the true dragons of the world.

It has been proposed that this dragons are forebears to the current dragon races. They are to the other dragons what some consider orcs and neanderthals to humans and elves. This proposition is not one that is ever addressed in the presence of any dragon, as the very notions seem to cause even the most tolerant of dragons to lash out the one who made the "derisive statement". Most such thoughts are wisely kept to the quiet musing and pondering of sages,  written in tomes that are best tucked safely away for draconic eyes.

It is interesting to note, though, that while a number of the "primordial" dragons have a limited spell casting ability, many are specialized in natural traits that make them masterful counters against the arcane arts. The Fang Dragon and Rattelyr Dragon's spell turning abilities are but one example of this natural adaptation. One cannot but wonder if these are dragons that aren't the primitive forebears, but an actual newer group of dragon breeds meant to counter the increasing magic found more and more among the "lesser" races.

Rattelyr Dragon

This wingless dragon, it's mahogany colored scales shimmering in the heat of the day, raises it's hood as you approach. The dragon's tail begins to twitch and what starts as a low rattle becomes a cacophony of terror in your head and chest, as your heart races to match the frantic sound. 


LE dragon (fire)
-------------------------------
Base Statistics
-------------------------------
CR 2; Size Tiny; Hit Dice 2d12
Speed 60 ft., burrow 30 ft.
Natural Armor +2; Breath Weapon Cone, 1d6 fire
Str 11, Dex 17, Con 12, Int 10, Wis 11, Cha 8

Ecology
Environment Hilly or rocky desert
Organization solitary or rampage (2-4 dragons)
Treasure triple
-------------------------------
Special Abilities
-------------------------------

Hood Extension (Su): A rattelyr dragon can extend it's hood as a free action. Beginning at adult, an extended hood acts as spell turning, able to turn a number of spell levels equal to the dragon's HD, per day.

Rattle (Su): A rattelyr dragon can employ the rattle on it's tail as a standard action. Any nondragon within 240 feet of the rattelyrmust make a Will save (DC 10 + 1/2 the dragon's HD + the dragon's Cha modifier to a minimum of 0). Those that fail are panicked for 4d6 rounds. Those creatures with 5 or more HD are instead shaken for 4d6 rounds. If a creature saves against the rattle it cannot be affected by the same rattle for one day. Spell casters within the range of the rattle must make a Concentration check (DC 10 + 1/2 the dragon's HD + the dragon's Cha modifier to a minimum of 0) in order to cast any spell or employ any spell-like ability. This is a sonic, mind-affecting ability.

Rattle, Improved (Su): In addition to the affects of the rattle, an Old rattelyr dragon can also induce vertigo in those affected by the rattle. In addition to the Will save, those in range for the rattle must also make a Fortitude save at the same DC, or become sickened for 4d6 rounds.  If a creature saves against the rattle it cannot be affected by the same rattle for one day. This is a sonic, mind-affecting ability.

Tremorsense (Ex): A very young rattelyr dragon gains tremorsense out to 60 feet.

Resistance to Electricity (Ex): Starting as a wyrmling, the dragon develops a resistance to electricity that increases over time, until it reaches it maximum as a Mature Adult.

Rapid Strike (Su): A very young rattelyr begins to show the quick and brutal moves that the breed is well known for. A rattelyr has a +4 bonus on Initiative checks. This ability does stack with Improved Initiative, should the dragon take that feat. Additionally, if a rattelyr dragon goes first in the round, at the end of the round the rattelyr dragon can either make a single melee attack at a -5 penalty or move half it's speed.

Spell Like Abilities (Sp): Rattelyr dragons, unlike most other dragons, only gain one spell-like ability. This ability is still usable at will. Great Wyrm - scouring winds.

Viscous Breath (Su): An ancient rattelyr has learned to make the most of it's breath weapon. Instead of just breathing flame, it will mix the breath with sand and dirt, creating a thick, sticky, crude blast of molten glass. The first time an ancient uses it's breath weapon in combat the breath weapon is this vicious viscous conflagration. Those that do not save against the breath weapon continue to take damage for a number of rounds equal to the dice of the breath (thus if the breath weapon does 6d6 of damage, it would last for 6 rounds). Each round the damage done by the viscous breath is one die less as the breath begins to cool, until it finally hits 0d6. The additional damage can be avoided by either taking a round to remove the heated goop, or using a cold or water based spell on the victim (many a life has been saved by a well timed create water spell).


Age Category



Special Abilities



Caster Level


Wyrmling

Resistance to Electricity 5, Rattle
---


Very Young


Rapid Strike, Tremorsense


---


Young

Frightful Presence, Resistance to Electricity 10
---


Juvenile


DR 5/Magic


---


Young Adult

Resistance to Electricity 15, Spell Resistance
---


Adult

Hood Extension
1st


Mature Adult


DR 10/Magic, Resistance to Electricity 20


3rd


Old

Improved Rattle
5th


Very Old

DR 15/Magic
7th


Ancient


Viscous Breath


9th


Wyrm

DR 20/Magic
11th


Great Wyrm


Scouring Winds


13th

Found in remote "badland" environments, filled with rocky outcroppings, sparse vegetation, and many stony canyons and vales, rattelyr dragons are a hardy breed of dragons, rarely found near the settlements of other beings. Very territorial, and somewhat xenophobic, rattelyr dragons prefer their solitude. Yet, despite this, they are also a curious lot, and will often question helpless victims about the latest gossip and news while the unfortunate soul slowly bakes in the heat of the day.

While not the most social of dragons, rattelyrs are not fools. They will negotiate agreements with others if that agreement is beneficial to the dragon. Evil wizards, fleeing warlords, and others that may find a "badlands" area as a perfect place to establish a power base would do well to curry the favor of a local rattelyr. The easiest way to do this is to slay a blue dragon. Blue dragons are the greatest rivals of rattelyrs, and the two often attack the other first and never get to asking questions.

Rattelyr dragon's scales start of a reddish mahogany color, darkening to a black, almost charcoal, as it grows older. The hood also  grows more elaborate as the dragon ages. No two hoods are the same, each with ornate gray-white markings on the back. Some hoods maintain a smooth curved appearance, while others present a more ribbed, almost spiny hood. Among rattelyr's, one's hood is a matter of pride, and it is not unusual for an older rattelyr's impressive hood to also be adorned with rings and babbles. It is also not unheard of for rattelyrs to stop and converse with any creature with a hood or similar mantel. One confirmed report indicated that a dragon actually spent a number of hours speaking with a cobra caste Nagah regarding the proper maintenance and care of one's hood.



Wednesday, March 13, 2013

Return of the Arcane Dragons IV

Again, yes, (Greyhawk) Steel Dragons are not technically Arcane. I kind of see them as a stepping point between your standard metallic and the arcane branch of the dragon family. I've seen another "pathfindered" steel, and I don't really think the other version that I saw really fit what I felt was the intent behind the original creature. Of course, I suspect that the version I saw was a conversion of the 4E version of the steel.  As usual, this is not meant to be a challenge of copyright, or any of that nonsense. I decided, like with the song dragon, to diverge a little from the pre-created dragons, and instead of doing a straight one-for-one conversion, I went to make a true "urban" dragon. Something that can serve as an impressive NPC in almost any type of game. This is just a fan created modification of a dragon offered to other fans as a possible addition to a game. 

Steel Dragon

A large metallic blue-gray dragon, watches you with appraising steel-gray eyes. 

NG dragon (arcane, metal, metallic)
--------------------------------------------------
Base Statistics
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CR 3; Size Small; Hit Dice 4d12
Speed 30 ft.
Natural Armor +1; Breath Weapon Cone, 1d6 corrosive steam (half fire, half acid)
Str 9, Dex 14, Con 11, Int 15, Wis 14, Cha 17

Ecology
Environment Any
Organization solitary or family (2-4 dragons)
Treasure triple
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Special Abilities
--------------------------------------------------

Dragonwrought Smithing (Ex): Due to a steel dragon's innate understanding of metals, a steel dragon has a +5 racial bonus to all Appraise and Craft checks when dealing with metals and metal objects.

Know the Streets (Su): While in an urban environment, a steel dragon can maneuver, both physically and socially, like few other creatures. The steel dragon gains a bonus equal to half the dragon's HD to Bluff, Diplomacy, Knowledge (Local), Perception, Sense Motive, and Stealth checks.

Moderate Arcane Shield (Su): A young adult shield dragon gains a +10 bonus to it's Spell Resistance against spells of 4th level or lower.

Poison Resistance (Ex): Very Young steel dragons gain a +10 resistance to poisons and toxins.

Speak with the City's Spirit (Su): Once per day, a wyrm steel dragon can speak with the collective essence of the city that they call home. This acts as a commune spell equal to the dragon's caster level.

Spell-Like Abilities (Sp): Steel dragons gain a number of spell-like abilities as they age. The abilities are usable at will upon reaching the listed age category. Wyrmling - heat metal; Young - charm person; Mature Adult - detect thoughts; Very Old - mass suggestion; Great Wyrm - mass charm.

Steel Immunities (Ex): Beginning at adult, a steel dragon gains resistances to both fire and acid. These resistances are equal to 10 + the dragon's Hit Dice + Constitution modifier.

Without a Trace (Su): Old steel dragons are so at home in their chosen homes that they can vanish in a crowd, or disappear into a shadowy alley, with almost know way of knowing where they went. This acts as the druid's woodland stride and trackless step class features. Also, at will the dragon can shadow jump as a 10th level Shadow Dancer. These are only usable in an "urban" environment.


Age Category



Special Abilities



Caster Level*


Wyrmling

 Dragonwrought Smithing, Heat Metal
---


Very Young


Spell Resistance, Poison Resistance


1st


Young

 Charm Person, Know the Streets
3rd


Juvenile


 DR 5/magic, Frightful Presence


5th


Young Adult

 Moderate Arcane Shield, Suggestion
7th


Adult

 Steel Immunities
9th


Mature Adult


 DR 10/magic, Detect Thoughts


11th


Old

Without a Trace
13th


Very Old

Mass Suggestion
15th


Ancient


DR 15/magic


17th


Wyrm

 Speak with the City's Spirit
19th


Great Wyrm


DR 20/magic, Mass Charm


21st**

*Steel dragons add the spells from the Artifice and Community domain as bonus spells to their spells known.
**Grants no more spells know per day than a 20th level sorcerer, but improves spell effects depending on caster level.

When elves built their first mythrals, they were there. When the giants formed great monument cities, they were there. Steel dragons have been around for as long as sentient beings have decided to gather together for mutual benefit, possibly even directing such gatherings from the shadows. They are normally upstanding citizens in whatever city they decide to lair in, with most of the populace not even aware that a dragon lives among them. Master craftsman from birth, steel dragons love to build not just babbles, weapons, and implements, but communities and neighborhoods. A section of town where a steel dragon has taken residence normally sees an increase in prosperity and a decrease in crime, without any outward sign for the sudden upturn. Steel dragons are so much a part of the communities that they reside in that they are often referred to by the metropolis of the area as their dragon type.

It is often said that the steel dragons are the results of tome and some metallic dragons sharing space too close to an early urban area. Steel dragons seem to share traits from both arcane and metallic dragons. As such, the reactions from other dragons can be very mixed. Most arcane dragons consider them honored cousins, except for the hex dragons who think they tie themselves to much to sophistry, kowtowing   and other "lesser" trappings. Metallics often see them as odd relatives, with most just preferring to keep their distance, but remain polite enough. Chromatic dragons, and most other types of dragons, commonly see steel dragons as barely dragon at all, more akin to the weak lesser beings that they prefer to keep their time with than a true dragon.