[BETA] Race - Dragonsired

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[BETA] Race - Dragonsired

Postby Vaal » Tue May 31, 2016 10:51 am

Dragonsired

Size: As parent race
Base Speed: As parent race
Languages: As parent race, plus Draconic


Child of Two Worlds
A dragonsired is the descendant of a dragon and another parent (usually a mother) of another race. They have the Draconic subtype and gain the following racial traits from their non-dragon parent's race:

    [li]- Natural weapons
    - Vision and Perception bonuses as well as the Scent feat if applicable.
    - Skill bonuses
    - Alternate forms.[/li]
    [li][/li]

Draconic Form
A dragonsired can assume a form that blends traits of both humanoid and dragon as a full round action that provokes an attack of opportunity.

When in draconic form, they gain a +2 racial bonus bonus to STR-based skill rolls, a +1 racial bonus to natural armor, gain claws as natural weapons (1d4 slashing x2), and gain a fly speed of 40 (clumsy).

The draconic form is frightening to behold, imposing a -2 penalty to CHA-based skill checks to interact with non-dragonsired and a +2 bonus to Intimidate rolls.

Returning to your base form is a swift action.

Breath Weapon
A once per combat, a dragonsired can unleash a breath weapon based on the type of dragon their parent was from the list below. The save DC for the breath weapon is DC = 10 + 1/2 character level + CON modifier.

Sticky Flame (Red)
Make a tanged touch attack against on target within 25ft + 5ft per 2 character levels. On a hit, the target takes 1d8 fire damage and an additional 1d6 fire damage per round for a number of rounds equal to your CON modifier.

Auric Fires (Gold)
All creatures within a 15ft cones take 1d6 + 1 per character level fire damage and ignites. Reflex for half and does not ignite.

Spore Cloud (Green)
All creatures within a 15ft cone takes 1d4 damage. Fortitude negates and ends. This effect is considered a disease.

Frost Rime (White)

All creatures within a 15ft cone take 1d6 + 1 per character level cold damage and are slowed. Fortitude negates and ends.

Acid Geyser (Black)
All creatures within a 25ft line take 2d6 acid damage. All creatures adjacent to those creatures but not in the line of effect take 1d6 acid damage. Reflex for half.

Glory Beam (Silver)
All creatures within a 25ft line take 1d6 +1 per character level radiant damage. Reflex for half.

Sand Blast (Bronze)
All creatures within a 15ft cone take 1d10 + 1 per character level damage and gain the bleeding condition. Fort negates and ends.

Thunder Cannon (Copper)
All creatures in a 25ft line take 2d6 lightning damage and all creatures adjacent to those creatures but not in the line of effect take 1d6 damage. Reflex for half.



Strength of Dragons
Dragonsired can use Large weapons with no penalty and are considered to have 2 additional points of STR for the purposes of determining how much they can lift, carry or drag.

If a Dragonsired wields a Large weapon, they treat it as if it were one step larger in terms of handedness. A light weapon is one-handed, a one-handed weapon is two-handed,and a two-handed weapon remains two-handed.


Backgrounds
Choose one Major Background from the Major Background of their parent race, and two Minor Backgrounds from either the Minor Dragonsired Backgrounds, or your non-draconic parent's racial Minor Backgrounds.


Minor Dragonsired Background Feats

Child of Privilege [Background, Dragonsired]
Among the dragon cults, dragonsired children are often raised as princes and princesses of their people.

Benefit: You start with an additional 100gp and a masterwork non-weapon, non-armor item of your choice. You gain a +2 racial bonus to CHA-based skill rolls when interacting with dragon cultists.



Disaffected by Decadence [Background, Dragonsired]
The luxuries heaped upon them makes some young dragonsired jaded and difficult to tempt even with magic.

Benefit: You gain a +2 racial bonus to Will saves vs Charm effects.



Dragonsired Outcast [Background, Dragonsired]

Not every dragonsired is born of the dragoncults. In these cases, they are sometimes reviled for their dual nature and terrifying alternate form.

Benefit: You gain a +2 racial bonus to Disguise and Misdirection checks made to appear to be a normal member of your parent race, even specific individuals.



Revel in the Change [Background, Dragonsired]
Some dragonsired embrace their draconic half, body and soul and prefer to remain in their alternate form as much as possible.

Benefit: You gain a +2 bonus to saves and checks made to resist being forced out of your alternate form and against effects that prevent you from changing shape.



Partial Shifting [Background, Dragonsired]
One difficult skill that some dragonsired have mastered has been the ability to only change part of their body instead of assuming their full alternate form.


Benefit: You can gain the claws, natural armor bonus or fly speed of your Draconic Form as a move action. Reverting to normal is a swift action.



Serpentine Mutation [Background, Dragonsired]
On rare occasions, a dragonsired is born with the supernatural agility, not the strength of their draconic progenitors.

Benefit: Your alternate form grants its racial bonus to DEX-based rolls instead of STR-based rolls. You also lose the benefit of Strength of Dragons and instead gains Serpentine, which grants a +1 racial bonus to Reflex saves, and a +1 dodge bonus to AC.

Special: You may not take this feat if you already have the Draconic Resplendence feat.



Draconic Resplendence [Background, Dragonsired]
Some dragonsired neglect their physical development in favor of their social development, tapping into the grandeur and confidence almost inherent to the dragons.

Benefit: Your alternate form grants its racial bonus to CHA-based rolls instead of STR-based rolls. You also lose the benefit of Strength of Dragons and instead gains Resplendent, which grants a +1 racial bonus to CHA-based checks, but not skills skills, and +1 spell points per level.



Mystic Blood [Background, Dragonsired]
Dragons are some of the most magically and spiritually endowed creatures on Ere. Even diluted, their blood carries potent magic.

Benefit: You may add 1 to the DC of a spell you cast as a free action a number of times per day equal to your Charisma modifier. You may not add more than 1 to the DC of any spell in this way.
Vaal
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