Demon's Eye :Guardians of Prophecy, Drakes [Archive] - Wizards Community

Post/Author/DateTimePost
DaExecutiona

01-03-06, 07:12 PM
And now a little taste of Demon's Eye! The guardians of prophecy, The Drakes

DRAKE

Drake, Human Form
Medium Outsider (Drake, Good, Native)
Hit Dice: 1d8(5 hp)
Initiative:+2
Speed:30 ft
Armor Class: 14 ( +3 studded leather, +1 light shield), touch 10, flat-footed 14
Base Attack/Grapple:+1/–3
Attack:Longsword +3 melee (1d8/19–2)
Full Attack:Longsword +3 melee (1d8/19–2)
Space/Reach:5 ft./5 ft.
Special Attacks:Runes of Prophecy
Special Qualities:Alternate form, immunity to petrification, magic circle against evil, teleport, tongues, soulstone
Saves:Fort +3, Ref +2, Will +4
Abilities:Str 11, Dex 11, Con 13, Int 14, Wis 11, Cha 10
Skills: Diplomacy +2, Listen +4, Search +4, Sense Motive +2, Spot +4, Survival +1
Feats:Weapon Finesse
Environment:Any Urban
Organization:Solitary, pair, or flight (3–6)
Challenge Rating:1
Treasure:Standard
Alignment:Always neutral good
Advancement:By character class
Level Adjustment:+1

Drake,Draconic Form
Tiny Outsider (Drake, Good, Native)
Hit Dice:1d8(5 hp)
Initiative:+1
Speed:15 ft. (3 squares), fly 60 ft. (good)
Armor Class:20 (+4 size, +2 Dex, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple:+3/–8
Attack:Claw +3 melee (1d3+1) or bite -1 melee (1)
Full Attack:2 claws +3 melee (1d3+1) and bite -1 melee (1)
Space/Reach:5 ft./5 ft.
Special Attacks:Breath weapon, Runes of Prophecy
Special Qualities:Alternate form, darkvision 60 ft., immunity to petrification, magic circle against evil, teleport, tongues, soulstone
Saves:Fort +3, Ref +4, Will +4
Abilities:Str 7, Dex 15, Con 13, Int 10, Wis 11, Cha 10
Skills: Diplomacy +2, Hide +20*, Listen +7, Search +6, Sense Motive +7, Spot +7, Survival +1 (+3 following tracks)
Feats: (same as human form)
Environment:Any Urban
Organization:Solitary, pair, or flight (3–6)
Challenge Rating:1
Treasure:Standard
Alignment:Always neutral good
Advancement:By character class
Level Adjustment:+1


Drake, Hybrid Form
Small Outsider (Drake, Good, Native)
Hit Dice:1d8(5 hp)
Initiative:+2
Speed:20 ft. (4 squares), fly 40 ft. (average)
Armor Class:18 (+1 size, +1 Dex, +2 natural, +3 studded leather, +1 light shield), touch 12, flat-footed 16
Base Attack/Grapple:+2/-4
Attack:Longsword +3 melee (1d8/19–20) or claw +6 melee (1d3+1)
Full Attack:Longsword +3 melee (1d8/19–20) and claw +6 melee (1d3+1); or 2 claws +6 melee (1d3+1)
Space/Reach:5 ft./5 ft.
Special Attacks:Breath weapon,Runes of Prophecy
Special Qualities:Alternate form, darkvision 60 ft., immunity to petrification, magic circle against evil, teleport, tongues, soulstone
Saves:Fort +3, Ref +3 Will +4
Abilities:Str 9, Dex 13, Con 13, Int 14, Wis 11, Cha 10
Skills: Diplomacy +2, Hide +10*, Listen +7, Search +6, Sense Motive +7, Spot +7, Survival +1 (+3 following tracks)
Feats: (same as human form)
Environment:Any Urban
Organization:Solitary, pair, or flight (3–6)
Challenge Rating:1
Treasure:Standard
Alignment:Always neutral good
Advancement:By character class
Level Adjustment:+1

http://www.wizards.com/dnd/images/draco_gallery/75615.jpg
Two Aurora Drakes of house Al'Sadim
Drakes are angels in the service of St. Halemarkel, whom serve as guardians to the Great Houses. They possess an unparalleled skill with harnessing the energies of the prophecy. Drakes typically appear as a humanoid of their respective house, or a small pseudo-dragon like creature to arouse as little suspicion as possible. Often only a handful of people have knowledge of a drake's involvement.
Drake try to remain above the myriad politicking of the houses, but they are almost always get themselves involved in a half dozen little schemes, if only for their own am,amusement. Drakes are often cynical and blunt, and grate many a nobles nerves. Despite this, drake are kind individuals, and are always willing to lend aid where required (if they can do this without being caught, even better)
Drakes have three forms. The first appears as a humanoid of the appropriate race of their house. The second is a pseudo-dragon like creature with scales of the appropriate color for their species, with the exception of a long mane of that that runs from the crown of their head and ends in a leonine tuft at the tip of their tail. In their hybrid form drakes appear as drakin with avian wings in place of a drakin's draconic ones. A drake's runes smolder when at rest, but when calling upon their powers, they become incandescent.

Drake Subtype Traits
—Darkvision out to 60 feet and low-light vision in hybrid and draconic forms.
—Immunity to all forms of petrification.
—Magic Circle against Evil (Su): A magic circle against evil effect always surrounds a drake (caster level equals the drake Hit Dice). (The defensive benefits from the circle are not included in the drake's statistics block.)
—Teleport (Su): Drakes can use teleport up to three times a day, as the spell (caster level 14th), except that the creature can transport only itself and up to 10 pounds of objects, and only to a mana pool
—Tongues (Su): All drakes can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
—Alternate Form (Sp): A drake can assume the form of a humanoid or a pseudo-dragon like creature as a standard action up to three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the drake does not regain hit points for changing form and can only assume twee two forms stated previously. The dragon can remain in its draconic or humanoid form until it chooses to assume a new one or return to its natural form. This affect can be dispelled, and if so the drake returns to it's hybrid form
—Soulstone (Ex): Unlike most other outsiders, a drakes soul and body are not one unit. A drake's soul is stored in a gemstone which is typically embedded in an ornate necklace usually worn around their necks. If a drake's soulstone is removed from their person, they begin to loose control over their physical projection, and they receive a -2 penalty to their strength and constitution scores. If their soulstone is taken more then 10 ft. away from a drake, they are unable to maintain their physical form, and their physical form disappears.
A drakes soulstone is a fine object with a hardness of 20+a drakes charisma modifier, has 40 total hit points, and has a break DC of 40. A drake dies if it's soulstone is destroyed, but if it's physical body is destroyed, it will form a new body in 1d4 rounds after it is immersed in a mana pool, or if it is subject to a resurrection, limited wish, wish, miracle, or true resurrection. (Note that a new body forms only under these circumstances, and not under any others. As such raise dead is ineffective when used to raise drakes)
—Runes of Prophecy (Sp): A drake may call upon the runes of prophecy to unleash their powers. A level 1 drake starts off with 3 runes, and gains another rune at levels 5, 10, 15 and 20. A drake may call upon the rune once per day, and may call upon only one rune at a time. One minute after the rune has been called upon, a drake must make a DC 20 fortitude save or take 1d10 points of non lethal damage. A drake may possess runes of other clans, or possess no clan runes at all. The save DC is charisma based, and all runes have range of touch unless specified otherwise. All runes bonuses are divine unless otherwise noted.
--Del: The rune of clan Del grants the drake or a creature they touch +2 Intelligence for 1d10 rounds.
--Kel: The rune of clan Kel grants the drake or a creature they touch +2 Dexterity for 1d10 rounds
--Nel: The rune of clan Nel grants the drake or a creature they touch +2 Wisdom for 1d10 rounds
--Tel: The rune of clan Tel grants the drake or a creature they touch +2 Constitution for 1d10 rounds
--Rel: The rune of clan Rel grants the drake or a creature they touch +2 Strength for 1d10 rounds
--Vel: The rune of clan Vel grants the drake or a creature they touch +2 Charisma for 1d10 rounds
--Archel: The rune of St. Archel gives the drake a +20 bonus on 1d4 Knowledge Checks
--Paldel: The rune of Sr. Paldel gives the drake the ability to smite evil as a paladin of equal levels to the drake once in the next 1d10 rounds.
--Mordel: The rune of St. Mordel gives the drake a +4 on all saves against spells for 1d10 rounds.
--Yondel: The rune of St. Yondel gives the drake a +2 bonus on all saving throws for 1d4 rounds
--Solel: The Rune of St. Solel gives the drake a +2 effective caster level for one arcane spell casting class for 1d6 rounds.
--Halemarkel: The Rune of St. Halemarkel transforms the drake’s fists into +4 Disrupting weapons, and grants the drake Improved Unarmed Strike feet for 1d4 rounds
--Capel: The Rune of St. Capel gives the drake a swim speed of 30 feet, and a +20 bonus on all swim checks for 1d4 rounds
--Llathel: The rune of St. Llathel gives the drake a +10 bonus against all enchantment spells for 1d6 rounds
--Crytel: The rune of St. Crytel gives the drake a +10 bonus on all crating or profession attempts made in the next 1d4 hours

The drake presented here is a 1st-level human warrior using the following base ability scores: Str 11, Dex 11, Con 11, Int 10, Wis 11, Cha 10.

Drake Clan Abilities
The six drake clans associate with a patron element which defines their role and several of their powers. Relations between clans are very good, but some much politicking goes on that it's uncertain who's at who's throat as of the moment.

Inferno Drakes
The small scales of an inferno drake are a bright scarlet. They are the most aggressive of the drakes, and are known to have a rather shot fuse and absolutely no patience.
Breath Weapon (Su): An inferno drake has one type of breath weapon, a cone of fire, 20 feet high, 20 feet wide, and 20 feet long, once every 1d4 rounds, damage 1d6 fire, Reflex DC 16 half; The save DC is Constitution-based.
Skills: Disguise, Sense Motive, and Survival are always considered class skills for inferno drakes.

Tempest Drakes
A tempest drake's scales are an iridescent azure with magenta highlights. They are the most intellectual of the drakes, but are often subject to flights of fancy.
Breath Weapon (Su): A tempest drake has one type of breath weapon, a cone of lightning, 20 feet high, 20 feet wide, and 20 feet long, once every 1d4 rounds, damage 1d6 electrical, Reflex DC 16 half; The save DC is Constitution-based.
Skills: Bluff, Gather Information, and Survival are always considered class skills for tempest drakes.



Blizzard Drakes
The scales of a blizzard drake are a brilliant white, with patches of pale blue and gray mixed in. They are the most spiritual of the drakes, and regard situations with the most common sense a drake can muster, which isn't a lot.
Breath Weapon (Su): A blizzard drake has one type of breath weapon, a cone of cold, 20 feet high, 20 feet wide, and 20 feet long, once every 1d4 rounds, damage 1d6 cold, Reflex DC 16 half; The save DC is Constitution-based.
Skills: Disguise, Heal, and Swim are always considered class skills for blizzard drakes.


Eclipse Drakes
An eclipse dragon's scales are a deep, midnight blue, so dark it nearly appears black. They believe in the power of stealth, and are the most cautious and introverted of the drakes, and also the ones involed in the most schemes.
Breath Weapon (Su): An eclipse drake has one type of breath weapon, a cone of acid 20 feet high, 20 feet wide, and 20 feet long, once every 1d4 rounds, damage 1d6 cold, Reflex DC 16 half; The save DC is Constitution-based.
Skills: Bluff, Hide, and Jump are always considered class skills for eclipse drakes.

Tremor Drakes
A tremor drake's scales appear a rich forest green. They are gifted with hindsight, and as such learn best from experience, as well as digging into other's past.
Breath Weapon (Su): A tremor drake has one type of breath weapon, a cone of sonic energy, 20 feet high, 20 feet wide, and 20 feet long, once every 1d4 rounds, damage 1d6 cold, Reflex DC 16 half; The save DC is Constitution-based.
Skills: Appraise, Move Silently, and Survival are always considered class skills for tremor drakes.


Aurora Drakes
An aurora drake's fine scales are a brilliant bronze in color, nearly glowing in light. They are the zealots of the drakes, believing entirely in their mission, and that often has them charging headfirst into situations which could avoided by simple thinking.
Breath Weapon (Su): An aurora drake has one type of breath weapon, a cone of radiant energy, 20 feet high, 20 feet wide, and 20 feet long, once every 1d4 rounds, damage 1d6 cold, Reflex DC 16 half; The save DC is Constitution-based.
Skills: Skills: Bluff, Disguise, and Heal are always considered class skills for aurora drakes.

DRAKES AS CHARACTERS
Drake characters possess the following racial traits.
— +4 Intellect, -2 Wisdom. Physical abilities are increased or decreased by alternate forms.
—Size same as the base creature, size small in hybrid, and size tiny in drake
—Drake traits in any form. (see above) Breath weapon, Runes of Prophecy,Alternate form, darkvision 60 ft., immunity to petrification, magic circle against evil, teleport, tongues, soulstone
—Automatic Languages: As base creature.
—Favored Class: Same as the base creature.
—Level adjustment: Same as the base creature +1

Any and all comments, questions and suggestions are always welcome!
DaExecutiona

01-04-06, 07:09 PM
C'mon! Somebody's gotta have something to say here, even if it's only "These are horibly overpowered and a rather stupid idea"
Hello? Anybody ou there? :D
ubernex

01-04-06, 07:45 PM
Ok, sice you asked nicely I took a longer look at these guys you've written up. First question:

—Teleport (Su): Drakes can use teleport up to three times a day, as the spell (caster level 14th), except that the creature can transport only itself and up to 10 pounds of objects, and only to a mana pool

I see that you are trying to give them a very weak version of teleport, but self+10lbs only wouldn't even cover the weight of most of their gear (as you have written studded leather + longsword + small shield = 30lbs). I guess it could switch forms and then teleport. Also what exactly are you refering to as a "mana pool"
DaExecutiona

01-04-06, 11:02 PM
Thanks vey much for your responce. :D I'll divide it into two parts here.
First question:

—Teleport (Su): Drakes can use teleport up to three times a day, as the spell (caster level 14th), except that the creature can transport only itself and up to 10 pounds of objects, and only to a mana pool

I see that you are trying to give them a very weak version of teleport, but self+10lbs only wouldn't even cover the weight of most of their gear (as you have written studded leather + longsword + small shield = 30lbs). I guess it could switch forms and then teleport.
Exactly! Basically to keep them from teleporting on a whim they either have to drop everything but their cloths, or transform. It's just a way of keeping it balanced for a second level character, making it very difficult for them to abuse it. It's basically a retreat as a last resort. However after you pointed out the weight of just that small amount of gear, it does seem to be completely useless. 30 lbs might be the way to go...

Also what exactly are you referring to as a "mana pool"

A mana pool is a special place in my campaign setting where raw magical energy reside (if you've played Warcraft III think of the Night Elves's moonwells.) In the majority of other's campaigns it would be approximately equal to holy water pools or maybe shines to a god of good. This was put in to prevent them from popping anywhere they want. They may only teleport to the larger churches of their god, again to prevent abuse and basically make it a last resort retreat.