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
--------------------------------------------------
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
--------------------------------------------------
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.

Return of the Arcane Dragons



While working on a new setting, I was called to remembrance of the Arcane Dragons. They were in the Creature Catalog V, published in Dragon Magazine #343, and written by Jake Manely. These were an interested group of true dragons, currently consisting of only two breeds, the Hex and the Tome. I wanted to update them for Pathfinder. In looking over the dragons, and the Advance Player's Guide, I see these dragons as having some very interesting potential.  After looking again and again on the internet, I did not find anyone else having posted or presented an updated versions of these dragons, so I figure I will. Now, there are going to be some alteration to some of the dragons in these posts from the original. These are meant to catch the flavor of the dragon, as well as present some new options. I want to keep with the theme of the dragon, and open the arcane dragons as a more specialized casters. I'm, as always, not trying to step on any toes, or infringe on any copyrights or anything like this. These are all little bits of Fan Love, presented to the general public as little bits to add to their own games.

Dragons, Arcane


Arcane Dragons are tied more closely to the inherent magic that courses through all draconic veins. As such, while they are physically weaker and more fragile then their chromatic or metallic brethren, they are master of magics known to few others. Also, due to their high arcane abilities, but weaker physical capability, arcane dragons often spend almost as much time in and around humanoids, residing in ruins, monasteries, and, in some cases, even cities. They can serve as advisers, instructors, and patrons. Rarely does an arcane dragon take a real leadership roll. Even rarer is the knowledge that the sage, scholar, sorcerer or wandering stranger was anything more than a typical member of the society. This secrecy is due to the number of beings out there that would attempt to enslave or otherwise misuse the dragon.

Combat


Most Arcane Dragons, even in their older years, are not the titanic powerhouses their cousins are. In combat an arcane dragon will prefer to send minions in first, if possible, and whittle away at their foes with breath weapon and spell. Preferably, though, an arcane dragon will never get into the position that they have to engage in combat, instead manipulating and affecting things from the shadows. Most arcane dragons actually feel the notion of dirtying their claws is a sign that something failed terribly. Arcane Dragons have many of the same options as a standard true dragon, with the following additional traits.

Alternate Form (Su): An arcane dragon can assume another form 3 times per day as a standard action. All arcane dragons can assume the form of any humanoid creature or animal of Medium size or smaller.

Graceful Flyer (Ex): A young or older arcane dragon's aerial maneuverability is one step better than normal.

Physical Frailty (Ex): Arcane dragons have smaller limbs and weaker natural weapons than other dragon breeds, and are far less suited for physical combat. When determining the type and damage dealt bu their natural weapons, treat arcane dragons as if the dragon is  one size category smaller than they actually are (minimum of Tiny), and subtract the reach of all claw and wing attacks by 5 feet.

Hex Dragon


The dragon's scales ripple with eldritch might, with faint glowing runes pulsing in time. Deep purple in color, the dragon's horns corkscrew above a pair of cunning emerald eyes.

NE dragon (arcane, earth)
-------------------------------
Base Statistics
-----------------------------------------------
CR 3; Size Small; Hit Dice 4d12
Speed 30 ft., burrow 20 ft., swim 30 ft.
Natural Armor +2; Breath Weapon line, venom (see below)
Str 9, Dex 18, Con 11, Int 13, Wis 12, Cha 15

Ecology
Environment Any forest, marsh, or underground
Organization solitary or coven (1-3 dragons)
Treasure triple
-------------------------------------------------------------
Special Abilities
-------------------------------------------------------------
Breath Weapon (Su): A hex dragon has one breath weapon, a line of venom. The following is the effects of the venom:
Putrid Venom breath weapon
Type Poison, Contact; Save Fortitude DC (constitution based.)
Frequency 1/round for 4 rounds.
Effect Con damage equal to 1/2 the dragons age catagory
Hex (Su): A hex dragon gains the ability to cast hexes, as a witch. At each age category a hex dragon can select another hex, from the hexes available to a witch. When a dragon reaches Adult it can begin to select hexes from the Major Hex list. Beginning with Ancient, a hex dragon can choose a Grand Hex.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the dragon's HD + the dragon’s Charisma modifier.

Patron (Su): A very young hex dragon can choose to become a witch's patron. The patron's theme for the witch are the same as the themes of the hex dragon know to the hex dragon at that time. Upon reaching Old, the hex dragon can expand the benefits of belonging to a coven to a number of other individuals equal to the dragon's Charisma modifier. The dragon counts as a hag for the purposes of creating a coven.

Retributive Curse (Su): Hex dragons have learned to channel their pain and anger into terrible retributive magic; many foes who succeed in wounding a hex dragon find themselves wishing they could take back the blow. On any round in which a hex dragon is injured (takes hit point or ability damage), the dragon may curse one of the opponents who injured it as a free action. The effects of this curse increase as the dragon ages:
Sickness: The target is sickened for 1d4 rounds.
Agony: The target is crippled by agonizing pain (treat as nauseated) for 1d4 rounds.
Blindness: The target is permanently blinded.
Insanity: Target becomes permanently confused, as per the spell insanity.
Oblivion: Target is obliterated (as if affected by a sphere of annihilation).
A successful Will save negates the effect. A hex dragon may bestow curses from younger age categories, if it so chooses. The save DC against the curse is 10+1/2 the dragon's HD + the dragons Charisma modifier.

Should a hex dragon ever be killed or mortally wounded (reduced to negative hit points), it reflectively unleashes a death curse against all creatures withing a radius equal to 10 feet per age category. All creatures within the area must save as above or suffer the affects of the highest level of curse available to the dragon.

Spells (Sp): A hex dragons cast spells as a sorcerer of it's appropriate caster level. It selects its spells, though, from the witch's spell list. A hex dragon also selects a Patron theme starting as at Very Young, and then one additional Patron theme for every other age category. The bonus spells from the theme are automatically known as the dragon progresses in age.

Vile Resistances (Ex): A hex dragon receive a +4 bonus on saves versus death effects, enchantment spells, and spells and effects that deal negative energy damage. They are immune to disease and poison.


Age Category



Special Abilities



Caster Level*


Wyrmling


Hex, Retributive Curse (sickness), Vile Resistances


---


Very Young


Hex, Patron, Patron theme


1st


Young


Hex, Retributive Curse (agony), spell resistance


3rd


Juvenile


Hex, DR 5/magic


5th


Young Adult


Hex, Frightful Presence


7th


Adult


Hex, Retributive Curse (blindness)


9th


Mature Adult


Major Hex, DR 10/magic


11th


Old


Hex, Expand Patron


13th


Very Old


Hex, Retributive Curse (insanity)


15th


Ancient


Grand Hex, DR 15/magic


17th


Wyrm


Hex


19th


Great Wyrm


Hex, Retributive Curse (oblivion)


21st**

*See Spells above.

**Grants no more spells know per day than a 20th level sorcerer, but improves spell effects depending on caster level.

Cunning manipulators, hex dragons prefer to reside in swamps, marshes and forests, not too far away from a settlement of creatures that it can bring under it's thrall. Hex dragons prefer to work through henchmen and agents, using it's hexes, spells, and other talents to manipulate, cajole, intimidate, and otherwise insinuate itself behind a mask of patsies and minions into an area. The less they have to do themselves, the better. Do not take this for laziness. A hex dragon can be very industrious should the need arise.

There is a common misconception that there are only female hex dragons. While the number of female hex dragons do out number males by three to one, the male of the species do exist. It is not unheard of, though, for a female hex dragon to breed with another dragon breed, if they can find a willing possible mate, or trick a potential mate.

A hex dragon's greatest threat, though, is not heroes. Other dragons that may share it's territory are the truest threat to a hex dragon. Black dragons are known to find hex dragons and their eggs to be a delicacy. Green dragons, on the other hand, are fond of selling stolen hex dragon eggs to foolish "lesser beings", enjoying the treasure the sale has brought, and the chaos soon to be wrought. It is not unheard of for a noble family to have a "pet dragon" in it's household, not realizing that it's the dragon that is turning the family into it's pets. Such arrangements do not often end well for the nobles.

Return of the Arcane Dragons III

I know that the original song dragons, from the Forgotten Realms, was not considered an Arcane Dragon. I also know that it wasn't a water dragon. I wanted, though, to recreate it in a more "appropriate" aspect though. The wandering dragon bard made a lot more sense to me then the more martial dragon type originally presented. This is actually pretty much a completely new dragon, that shares really only the name with it's predecessor, and possibly the art, since I haven't found anything else that fits.  As usual, this is not meant to be a challenge of copyright, or any of that nonsense. This is just a fan created modification of a dragon offered to other fans as a possible addition to a game. 

Song Dragon

With rippling silver-blue scales and an expressive face, this slender and elegant dragon's voice is like a running mountain stream. The scent of a midsummer rain storm hangs in the air, adding to the feelings of anticipation the dragon seems to inspire. 

NG dragon (water, arcane)
-----------------------------------------------
Base Statistics
-----------------------------------------------
CR 3; Size Tiny; Hit Dice 3d12
Speed 30 ft.
Natural Armor +1; Breath Weapon Cone, 2d4 sonic
Str 9, Dex 14, Con 11, Int 15, Wis 14, Cha 17

Ecology
Environment Any
Organization solitary or troop (1-6 tome dragons)
Treasure triple
-------------------------------------------------------------
Special Abilities
-------------------------------------------------------------

Draconic Knowledge (Ex): Song dragons, much like bards, are walking libraries of stories, myths, legends, songs, poems and parables. While bards must study for this information, it is ingrained in a song dragon from birth. A song dragon adds half her hit dice (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Draconic Performance (Su): Natural performers, story tellers and minstrels, young song dragons are able to use bardic performances as if they were bards of the same level as their caster level. They use the same rules for Bardic Performance, replacing their caster level when determining prerequisites. A song dragon can use her draconic performance a number of rounds per day equal to 4 + her Charisma modifier + her Hit Dice.

Summon Lillend (Sp): Old song dragons can call a lillend forth from Elysium to serve as either accompaniment or an ally in battle. This ability works like a summon monster spell, except that it only summons a lillend. This is equivalent of a 6th level spell.

Spell-Like Abilities (Su): Song dragons gain a number of spell-like abilities as they age that are useful in their travels. The abilities are usable at will upon reaching the listed age category. Very Young - charm person; Young Adult - hydraulic push; Mature Adult - detect thoughts; Very Old - control water; Wyrm - elemental body III (air, electricity, ice, or water); Great Wyrm - weather control.

Truespeech (Su): Adult song dragons have learned the secrets of languages, surpassing even the best linguist. Song dragons can speak with any creature that has a language, as though using the tongues spell (equal to the dragon's Hit Dice). This ability is always active.

Vertigo's Song Breath (Su): Instead of a cone of sonic energy, a song dragon can breathe a cone of sound the induces vertigo. Creatures caught in the cone must make a Fortitude save or gain the mauseated condition for 1d6 rounds plus 1 per age category of the dragon.


Age Category


Special Abilities


Caster Level*


Wyrmling


Draconic Knowledge, Vertigo's Song Breath


---


Very Young


Charm Person, Water Breathing


---


Young


Draconic Performance, Spell Resistance


1st


Juvenile


 DR 5/magic


3rd


Young Adult


 Hydraulic Push


5th


Adult


 Frightful Presence, Truespeech


7th


Mature Adult


 DR 10/magic, Detect Thoughts


9th


Old


 Summon Lillend


11th


Very Old


 Control Water


13th


Ancient


DR 15/magic


15th


Wyrm


 Elemental Body III


17th


Great Wyrm


 Weather Control


19th

*Song Dragons cast spells and select spells as bards, instead of as sorcerers.

One of the most wide spread of the dragons, song dragons can be found almost anywhere. They prefer travelling from place to place, often secreting themselves into a nomadic tribe, traveling actors troop, or even the occasional adventuring party. They love social interaction, but understand that their draconic nature can be as much a curse as a benefit in this regard. Thus, a song dragon is not open about their nature to most who come in contact with them. Sadly, this does, occasionally mean a surprising birth of a half-dragon a number of months after the minstrel has left town.

Return of the Arcane Dragons II



The second of the Arcane Dragons, this breed is actually my favorite. It's really the reason that I started "updating" this and the Hex Dragon to Pathfinder. I hope that this updated version works for you and your game. 

Tome Dragon

With a mane of white hair framing it's wise face, this dragon's many hued scales reflect light in a shimmering pattern. It's tail ends in a wide fin, not unlike some great fish.

LN dragon (air, arcane)
--------------------------------------------------
Base Statistics
--------------------------------------------------
CR 3; Size Tiny; Hit Dice 3d12
Speed 30 ft.
Natural Armor +1; Breath Weapon blast,1d8 elemental
Str 7, Dex 14, Con 9, Int 16, Wis 14, Cha 15

Ecology
Environment Any mountain or ruin
Organization solitary or cloister (2-6 tome dragons)
Treasure triple
-------------------------------------------------------------
Special Abilities
-------------------------------------------------------------
Breath Weapon (Su): A tome's dragon breath weapon is weak (compared to other dragons), but very adaptable. Tome dragons can accurately spit a small bead of raw elemental material great distances (as far as a dragon's line breath weapon can extend), which then explodes in a manner similar to a fireball (blast radius equals 5 feet per age category). While the amount of damage remains the same no matter which element is used, the type of damage varies: a blast of air deals sonic damage, earth deals piercing damage, water deals non-lethal bludgeoning damage, and fire deals fire damage.

Eldritch Study (Su): Beginning as a wyrmling, a tome dragon takes a subject of magic and focuses on the study and mastery of that aspect. The tome dragon selects a school of magic as if it were a wizard. She gains the benefits of that school with her caster level being used as her wizard level; she also gains the same drawbacks as a specialist wizard and must select two opposing schools. Also, at each increase of caster level, if the dragon has chosen to specialize, she gains a bonus spell known from the selected school.

Free Metamagic (Su): Metamagic comes naturally to tome dragons. Applying a metamagic feat to a spell takes no extra time for a tome dragon (rather than increasing casting time to a full-round action, as normal for a sorcerer). In addition, tome dragons can subtract an amount based on their age category from the increase in spell level caused by using metamagic feats. The number listed is the total reduction in extra spell levels, not the reduction for each feat applied. This bonus can only be applied to one spell per round (additional spells cast in a single round are unaffected).

Insight (Ex): After years of studying a diverse number of topics, a young dragon begins gaining an understanding on how others think, and react. This translates into an insight bonus to AC, CMD, and Will saves equal to half the dragon's Intelligence modifier.

Spell-Like Abilities (Su): Tome dragons gain a number of spell-like abilities as they age that assist them in the gathering of knowledge. The abilities are usable at will upon reaching the listed age category. Wyrmling - arcane sight; Juvenile - clairaudiance/clairvoyance; Mature Adult - plane shift; Ancient - true seeing; Great Wyrm - astral projection.


Age Category



Special Abilities



Caster Level


Wyrmling


Arcane sight, eldritch study, spell resistance


1st


Very Young


Free metamagic: +1 level


3rd


Young


Insight, DR 5/magic


5th


Juvenile


Clairaudiance/clairvoyance


7th


Young Adult


Free metamagic: +2 level


9th


Adult


Frightful presence, DR 10/magic


11th


Mature Adult


Plane shift


13th


Old


Free metamagic: +3 level


15th


Very Old


DR 15/magic


17th


Ancient


True seeing


19th


Wyrm


Free metamagic: +4 level


21st*


Great Wyrm


Astral projection


23rd*

*Grants no more spells know per day than a 20th level sorcerer, but improves spell effects depending on caster level.

The most powerful of draconic spell casters, tome dragons are also one of the weakest of dragons. Where most dragons are known for hording gold, gems, and art, a tome dragon is a gatherer of arcane knowledge. Their hordes are filled with books, scrolls, and crystal balls. While they are not known for aggression or violent behavior, they will defend their libraries and areas of study viciously.  That being said, they understand that throwing their lives away for simple material things is not worth the lost of collected knowledge that they contain.

It is due to this mentality that you will often find tome dragons working and living with others of their kind, or in the employ (sometimes slavery) of powerful beings. In those circumstances they prefer to serve as mentors, instructors, and advisers; roles that their talents shine.

During times that tome dragons gather together, it is often referred to as a "conclave" instead of the more traditional terms of "flight" or "rage". In fact a gathering of such rarely, if ever, has anything to do with "rage". More often a conclave either will gather to discuss important arcane matters, or to make use of a discovered source of knowledge or to construct such a source. Though rare, there have been known instances where some academies of magic, universities and important centers of learning are a long term conclave that never disbanded. It is interesting to note that such gathers rarely have tome dragons that have specialized in the same paths of magic. In a conclave with an "Evocationist", it would be rare to also have an "Admixturist", but not unheard of. In the same example, though, you would not see a second Admixturist or "pure" Evocationist, unless it was a pupil of one of the older dragons.

As a side note, learning and magic are not the only things tome dragons are known for. They have, as a whole, a deep love of tea. While each dragon has slightly differing views on what makes a good tea, anyone that can present a proper tea, especially a rare or exotic blend, will earn the dragons favor. One can make suppositions on the type of tea the dragon will prefer if one knows what type of school of magic they have chosen to focus on. Evocationists enjoy flavorful, spiced teas, Illusionists will oft prefer ones that include heady smells and unique or new flavor combinations, while an Earth elementally focused dragon will be drawn towards earthy, root based teas.

A tome dragon's focus also seems to directly relate to their outlook. A divinationist will look at the bigger picture, an evocationist will be bombastic, a dragon that focuses on Air may be flighty and easily distracted, and a necromancer will be often be morose and dour.


Tuesday, March 12, 2013

Pathfinding the Shinomen Naga

Yes, once again, I'm going to the well that is Legends of the Five Rings. I never said I was original. I'm mostly just really good at playing around with existing ideas. So, as I went to work on my Elemental Books from the previous games, it brought back fond memories of my Wife's Naga deck winning a tournament at the local gaming store. I've also used the Naga in a number of games other than Rokugan. I kind of feel that the naga from most D&D settings are kind of a distant cousin to the Shinomen Naga, a degenerate distant cousin that you don't invite the Labor Day picnics.

When I'm running a non-L5R game, I prefer to have the Naga be closer to the myths of the Khmer people, as the guardians of immortality, ancient gurus and wise men. The Naga usually do not serve as PCs in my games, but more as mentors and cohorts. That being said, I'm not opposed to permitting them as PCs. I am rather curious to see how they fit in a standard gaming group. If anyone decides to try these out, drop me a line and tell me how it went. This is the Nagah how I see them for Pathfinder.
(Note: This was created before the release of the Advanced Races Guide. I haven't gotten around to converting this to those rules, so I have no idea how they stack up.)

Nagah


The Nagah, sometime referred to as the Naga or Shinomen Naga, are an ancient race of scholars, advisors, philosophers, warriors and mystics. There is often debate as to their origins. Dragons, serpentfolk, and other reptilian races normally attempt to claim that the Nagah are a lost slave race. Proteans curse them as wayward children. Elves have claimed that they are a lost tribe that was transformed in an eldritch ritual. The Nagah, themselves, keep silent on the matter. The Nagah are known for their seclusion, which is not hard to come by in the dense jungles and rain forests  that they prefer to reside in. They rarely leave their hidden cities, and almost never in any significant numbers. The Nagah life span is on par with elves, for the most part, but some are known to live for thousands of years, due to prolonged periods of hibernation. Occasionally, though, one or two will go out to wander the world in search of new wisdom or on the lookout for possible threats to their homeland.

Nagah Racial Stats


+2 Constitution, +2 Wisdom, -2 Charisma: Nagah are a hardy and wise people, well know for their endurance and patience. They do have difficulty, though, when dealling socially with other creatures.

Large Size: Due to their long serpentine, centaur like bodies, Nagah are considered Large creatures, thus taking a -1 penalty on attacks and AC.

Base Speed: Base speed for a Nagah is 40 ft. Nagah's sinuous movements of their coils permit them to move quickly over the ground.

Monstrous Humanoid (Reptilian): Nagah are monstrous humanoids with the Reptilian subtype.

Resistant to Taint (Su): Nagah are tied to the life energies of the world. As such they are resistant to attempts to sever those connections. Nagah gain a +2 racial bonus to saves against necromancy and negative energy spells directed directed at them. Also, spells or affects that would "taint" a Nagah automatically fail.

Survivalist (Ex): All Nagah gain a +2 racial bonus to Survival checks, and Survival is always a class skill for a Nagah. Nagah prefer to have their cities and towns located in remote jungles and rain forests or even far-off desert oasis, living in harmony their environment.

Unaccustomed to Riding (Ex): Nagah do not often deal with riding animals. As such, all Nagah gain a -4 penalty to Ride checks, and can never take Ride as a class skill, even if the skill is available as a class skill.

Bloodline Ability (Ex): The Nagah race is divided into a number sub-races, and as such, each sub-race gets a special ability related to their place in Nagah society. (See Bloodline Abilities further below)

Mutations (Ex): Due to their tie to the primal nature of life, occasionally a Nagah is born with some sort of mutation. Some are beneficial, while other appear more cosmetic. The standard Nagah has a 5% chance at a mutation. If the character does gain a mutation, refer to the Mutation table below.

Undersized Weapons (Ex): Although a Nagah is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most Nagah).

Beginning Languages: Nagah and Common. Despite their isolation, Nagah consider it a source of pride to understand the common trade language of their neighbors.

Bloodlines:

Asp

  • Asps are warriors. The fighters, hunters, and defenders of the Nagah cities, Asps are more aggressive than most Nagah. They seem to favor the more martial aspects of life, and are not known for the same level of introspection that most Nagah are famous for. They are the second most numerous of the Nagah bloodlines, but also are known of their relatively shorter lives, due to their combative lifestyles.
  • +2 Dexterity: Quicker than most Nagah, Asps benefit from faster responses and accuracy than most Nagah.
  • Venom (Su): Asps are able to generate a nuerotoxin from venom sacs that empty into their mouths. This venom can be transfered via a bite or when coated on a weapon, such as a sword or arrow. When coated on a weapon, the venom lasts for only a number of minutes equal to the Constitution score of the Asp Nagah. The venom has the following statistics:
    • Asp Venom
    • Type poison, injury; Save Fortitude DC (15 + Constitution Modifier, minimum 1)
    • Frequency 1/round for Con. modifier (minimum 1) rounds
    • Effect 1d2 Con damage Cure 1 save
  • Level Adjustment: +1, Asps are more powerful than most races, and as such gain experience slower than most.

Chameleon

  • The scouts and spies of the Nagah, Chameleons are one of the rarer of the Nagah bloodlines. They are also one of the more mutated of the race. Often, though, the mutations are more subtle, or beneficial than most. One mutation has actually stabilized among the subspecies, and become a standard trait. All Chameleons have the ability to change their color to match the surrounding environment. Some are actually so skilled with this ability that they often make shows of flamboyant colors, or even rippling color displays among their scales.
  • Chameleon Scales: Chameleon Nagah are masters of camouflage and stealth. As such, a Chameleon Nagah gains +4 bonus to Stealth.
  • Mutation: Chameleon Nagah are somewhat more prone to mutation. As such, they receive a mutation 15% of the time. Also, when they receive a mutation you can roll twice and pick the more beneficial of the mutations.

Cobra


  • Shamans and arcanists, Cobra Nagah are greatly respected among the Nagah because their ties to the arcane and spiritual worlds. Sadly, Cobra Nagah are also the most greatly mutated of entire race. Some speculate it is due to the very forces that they strive to master that their forms are twisted and altered even from birth. These are also the rarest of all the Nagah, with less than 10% of any Nagah community being of the Cobra sub-species. They serve as advisors, defenders, and researchers among the Nagah.
  • +2 Intelligence, -2 Strength: Cobra Nagah are quick of mind, but weaker of arm then most Nagah. They do not often engage in direct physical confrontation.
  • Innate Mystic Connection: When a Cobra has selected a spell casting class (arcane or divine) as their favored class, the primary spell casting statistic is considered 2 higher than the actual stat for the purposes of determining bonus spells, concentration checks, and the like.
  • Heavily Mutated: A Cobra begins with the Cobra Hood Mutation (+2 to Intimidate, -2 to Bluff and Diplomacy checks). They also roll once on the mutation table for an additional mutation. This is before they roll to determine mutation, which in their case is 25%. (It is possible for a Cobra Nagah to have 3 or more mutations.)
  • Level Adjustment: +2, Cobras are more powerful than most races, and as such gain experience slower than most.


Constrictor


  • The Constrictor Nagah serve as mystics, monks, and priests among their people. Among some of the largest and strongest of their people, they are also considered the most serine and reflective of the Nagah. It is nothing to see a Constrictor mediate for days and weeks on a single question. Do not confuse this introspective nature for pacifism. When called upon, the Constrictors are as deadly warriors as any Asp.
  • +2 Strength: Among the most powerful of the Nagah, their massive builds grant them strength rarely matched among the other subspecies.
  • Powerful Coils: A Constrictor gains the attack of tail strike (1d6+Str). It also gains the traits of Grab (tail strike) and Constrict (1d6+Str) (see Pathfinder Bestiary).

Greensnake

  • The most numerous of the Nagah, the Greensnakes are the commoners of Nagah society. They fill many roles in Nagah society, often supporting and aiding the other subspecies in their specialized duties, or serving as explorers, negotiators and go-betweens with other races that border their lands. Greensnakes enjoy interactions with others, but also like to feed into the air of mystery that surrounds their people. As such, they will often speak in riddles, answer questions with questions, and in general make a somewhat pleasant if not frustrating conversation.
  • +2 to Bluff and Diplomacy Skills: Due to their gregarious and easy-going natures, Greensnakes are slightly more capable at social interaction with other races than their more specialized kin. These skills are always considered class skills for a Greensnake character.
  • Skilled: Greensnakes gain an additional skill rank at first level and one additional rank whenever they gain a level.

Mutations

RollMutationAffect
01-02Additional ArmsYou gain a second set of arms. You are eligible for Multiweapon Fighting feat. Also, you gain 1 additional attack (or action) per round. Often Nagah with this mutation are considered blessed avatars of the Nagah gods. Unfortunately, outsiders often mistake these Nagah for demons or worse.  A Nagah with this mutation gains a +1 level adjustment.
03-18Chameleon ScalesThe scales of the Nagah adjust subtly to the terrain. The Nagah gains a +2 bonus to Stealth checks. If a Chameleon Nagah gains this mutation, this bonus stacks. Also, the Chameleon is able to alter their scales into a wide variety of patterns and colors. This ability is more cosmetic, than anything else.
19-24Cobra HoodThe Nagah gains a cobra like frill that he can expand at will. When the frill is extended, the Nagah gains a +1 bonus to all Intimidate checks. This bonus stacks with the Cobra Hood mutation that a Cobra Nagah already has, but in this case, the frill is especially pronounced, often with an impressive display or pattern on the back of the hood.
25-28Dragon WhiskersWhere a mustache and beard would be found on a human, there extend a series of tendrils. While their appearance may vary from Nagah to Nagah, their function remains the same. The Nagah gains a +2 bonus to Spellcraft checks when trying to identify magic cast in it’s presence. The Nagah must have line of sight, and be aware of the magic being cast. This is a common mutation among Cobra and Constrictor Nagah.
29-36Forked TongueThe Nagah has a long forked tongue. This mutation grants the Nagah the use of the Scent ability. Use of this ability of in the presence of non-Nagah often cause concern about the nature of the Nagah.
37-47Heat PitsThe Nagah gains heat pits, similar to a viper’s, located under the eyes. This cause rather high cheekbones on the Nagah’s face. It also grants the Nagah darkvision to 60 ft.
48-49Milky EyedThe Nagah does not view the physical world as standard beings do, instead they sense the world of spirits as easily as most see the material plane. A Nagah with this mutation is affected as though by the blindness Oracle curse, as well as the level dependent benefits. If a Nagah with the Oracle class gains this mutation, they will need to select a curse other than blindness.
50-54Poison BloodVenom courses through the very veins of a Nagah inflicted with this mutation. An attacker that attacks with a slashing or piercing weapon that does damage must save on a Reflex save or save against Asp Venom. A bite attack that does damage offers no Reflex save. Unfortunately, those that receive this mutation are often sterile.
55-65Prehensile TailThe end of the Nagah’s tail actually can fuction somewhat as a second hand. This permits the Nagah to grasp small objects a short distance away with the tip of their tail. This functions similarly to the cantrip mage hand, with a range of 10 feet. It also grants the Nagah a +2 to Climb checks.
66-72RattleA hardened scale rattle tips the end of this Nagah’s tail. Shaking this tail grants a +2 to Intimidation checks and abilities that cause fear, and Intimidation is always a class skill for you. Unfortunately, the rattling sound this produces does make it difficult for you to hide your emotions, thus taking a -2 to Bluff checks. A Nagah with a rattle cannot have the Prehensile Tail mutation.
71-72Second HeadThe Nagah actually has a functioning second head. This second head is most often NOT a second personality. Most often, the heads speak in stereo, and act as a single head, for the most part. Due to the unusual nature of the mind of such a Nagah, though, the Nagah gainst a +2 bonus to all Will saves against mind-affecting spells and effects. While physically any facial based mutations are duplicated on a second head, the benefits of that mutation are not doubled.
73-79Serpent EyesThe eyes of the Nagah are slitted, like those of a great serpent. The Nagah gains low-light vision to 120 ft. The color of these eyes are often yellow, but red, orange, green, violet and blue are not unheard of. Sometimes extreme other colors can be found.
80-81Shapechanger(Females only) Nagah females sometimes gain the ability to change their long serpentine tail into a pair of humanoid legs. This can be done 3 + Cha modifier (minimum 1) times per day similar to the alter self spell, as a spell like ability. While in their “two-leg” form, their base speed drops to 30 ft. The female Nagah also gains the (shapechanger) subtype.
82-86Thick ScalesOften appearing as almost crocodilian like scales up and down the Nagah’s body, this mutation grants the Nagah a +2 natural armor bonus.
87-90Third EyeThough the exact appearance of the eye itself varies from Nagah to Nagah, the third eye always rests in the center of the Nagah’s brow. This third eye grants a +2 mutation bonus to all Perception checks. Also, it grants a +1 caster level on divination spells that the Nagah casts. When casting divination spells, the third eye often glows.
91-95Variant PatternThe Nagah has an unusual pattern of scales. This may be brightly colored bands, or scales of an unusual blue, purple, red, or similar hue. There are no set patterns with these Nagah. While mostly cosmetic, they do seem to give some bonuses to the occasional social interaction. Choose either Bluff, Diplomacy, or Intimidate, gain a +1 bonus to this skill, and it is considered a class skill for you.
96-99WebbedThe Nagah has mutations beneficial to moving in water. Often this is webbed hands, and a wider tail. The Nagah gains a Swim speed of 40 ft, and a +4 bonus to all Swim checks.
00Original MutationThis is a mutation other than one listed above. A mutation should not be extreme, and should be created in the interest of balance and story purposes. If you do not wish to make a new mutation, roll twice on list ignoring this result if it comes back up.