| Post/Author/DateTime | Post |
|---|---|
| RavinRay09-17-07, 07:08 AM | After Amaril's work on the Dragon mantle, I figured I'd start another (gem) dragon project. No, not 3.5 psionics (though thanks, Amaril, for inspiring me to do the entire gem dragon write-up in HTML format; I've now got the gem dragons in full in PDF as well, and have some Excel spreadsheets that take care of all their stats). This time I'm taking a page from Dragon Magic. The races of the draconic realm in Chapter 1 detail several humanoid subraces with traces of dragon blood that give them some draconic traits at the expenses of some of their own racial traits. There are shadow dragon-blooded drow, silver dragon blooded-humans, black dragon-blooded lizardfolk, and others. So, I've decided to do something similar with the five original gem dragons and five of the humanoid races in the Expanded Psionics Handbook. Thus far, I've done the following match-ups between dragons and humanoids: amethyst dragon: xeph; both live underground or in deep valleys crystal dragon: dromite; as a cold caste of dromites might live alongside the crystals emerald dragon: half-giant; as the emeralds might dwell in dormant volcanoes near the semi-desert homes of half-giants sapphire dragon: duergar; since both are Underdark dwellers topaz dragon: maenad; both live in or near coastal areas So, I'm reserving the next five posts for each of the races. I'll list the racial traits per the SRD, and then get ideas for what draconic trait will replace their racial traits. I'll edit the entries with updates. Then, of course, I have to come up with some catchy names for them. ;) |
| RavinRay09-17-07, 07:12 AM | Amethyst-blooded Xephs +2 Dexterity, -2 Strength Medium size Base land speed 30 feet. Darkvision out to 60 feet. +1 racial bonus on saving throws against powers, spells, and spell-like effects. Naturally Psionic: 1 bonus power point at 1st level. Burst (Su): Three times per day, a xeph can put on a burst of speed to increase her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. A burst of speed lasts 3 rounds. Automatic Languages: Common, Xeph. Bonus Languages: Draconic, Elven, Gnoll, Goblin, Halfling, Sylvan. Level Adjustment: +0 |
| RavinRay09-17-07, 07:18 AM | Crystal-blooded Dromites +2 Charisma, -2 Strength, -2 Wisdom Monstrous Humanoid. Small size Chitin: A dromite’s skin grants the character a +3 natural armor bonus to AC and resistance to cold 5. This natural cold resistance stacks with any future cold resistance gained through other effects. Naturally Psionic: 1 bonus power point at 1st level. Psi-Like Ability: 1/day—energy ray (cold). Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based. Scent ability. Blind-Fight. Compound Eyes: +2 racial bonus on Spot checks. Automatic Languages: Common. Bonus Languages: Dwarven, Gnome, Goblin, Terran. Level Adjustment: +1. |
| RavinRay09-17-07, 07:22 AM | Emerald-blooded Half-giants +2 Strength, +2 Constitution, -2 Dexterity Giant type Medium size Base land speed is 30 feet. Low-Light Vision. Fire Acclimated: +2 racial bonus on saving throws against all fire spells and effects. Powerful Build: Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. Naturally Psionic: 2 bonus power points at 1st level. Psi-Like Ability: 1/day—stomp. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based. Automatic Language: Common. Bonus Languages: Draconic, Giant, Gnoll, Ignan. Level Adjustment: +1. |
| RavinRay09-17-07, 07:26 AM | Sapphire-Blooded Duergar +2 Constitution, -4 Charisma Medium size Base land speed is 20 feet. However, duergar can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Darkvision out to 120 feet. Immunity to paralysis, phantasms, and poison. +2 racial bonus on saves against spells and spell-like effects. Stability: +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground). Stonecunning: +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A duergar who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duergar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. Psi-Like Abilities: 1/day—expansion, invisibility. These abilities affect only the duergar and whatever he carries. Manifester level is equal to Hit Dice (minimum 3rd). Naturally Psionic: 3 bonus power points at 1st level. +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell. +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks. +2 racial bonus on Appraise and Craft checks that are related to stone or metal. Automatic Languages: Common, Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran. Level Adjustment: +1. |
| RavinRay09-17-07, 07:28 AM | Topaz-blooded Headland Maenads After the great trauma that terrorized the maenads, a group maenads migrated to a cliff outcropping that creates a bay. The resident topaz dragon was not pleased with the trespassers and confronted them. Before attacking, the maenads offered their their tale of pain and suffering. Sympathetic to their loss the topaz dragon allowed them to build a community within her territory. Knowing that the maenads’ anger and rage could serve as great power, she required only that they defend the sound from other intruders. The maenads agreed to this service and were gifted with the ability to manifest electrical energy to express their rage. It is with this power that they are able to fend off outsiders. Headland maenads are misunderstood as a xenophobic culture. A headland maenad’s skin is flecked with topaz rather than crystal. Medium size Dragonblood subtype Base land speed is 30 feet. 2 bonus power points at 1st level. Psi-Like Ability: 1/day—energy ray (sonic electricity). Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based. Outburst (Ex): Once per day, for up to 4 rounds, a maenad can subjugate her mentality to gain a boost of raw physical power. When she does so, she takes a -2 penalty to Intelligence and Wisdom but gains a +2 bonus to Strength. Automatic Languages: Common, Draconic, Maenad. Bonus Languages: Aquan, Draconic, Dwarven, Elven, Goblin. Level Adjustment: +0 |
| Amaril09-17-07, 09:53 AM | This is exciting! I was actually working on this in my homebrew campaign guide. I even had maenads already associated with the topaz dragons, but hadn't developed any racial stats yet for dragonblood versions of the races. I'd be more than happy to help with this. |
| Sysane09-17-07, 10:58 AM | It might be simpler to create a gem-blooded template that can be tagged to any race vs. making adjustments to existing ones. Think along the lines of a half-dragon template that offers less benefits to keep the LA low. Another way to tackle this would be thru heritage feats akin to those of a sorcerer or illithid. |
| Amaril09-17-07, 11:00 AM | I just started writing something for maenads (called headland (http://www.answers.com/headland) maenads). Here's a very rought draft. Headland Maenads After the great trauma that terrorized the maenads, a group maenads migrated to a cliff outcropping that creates a bay. The resident topaz dragon, <name>, was not pleased with the trespassers and confronted them. Before attacking, the maenads offered their their tale of pain and suffering. Sympathetic to their loss <gem dragon> allowed them to build a community within her territory. Knowing that the maenads’ anger and rage could serve as great power, she required only that they defend the sound from other intruders. The maenads agreed to this service and were gifted with the ability to manifest electrical energy to express their rage. It is with this power that they are able to fend off outsiders. Headland maenads are misunderstood as a xenophobic culture. A headland maenad’s skin is flecked with topaz rather than crystal. As maenad with following changes: Dragonblood subtype Psi-Like Ability: 1/day—energy ray. A headland maenad can deal only electricity damage with this ability. It is accompanied by a tremendous scream of rage. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based. |
| Amaril09-17-07, 12:55 PM | It might be simpler to create a gem-blooded template that can be tagged to any race vs. making adjustments to existing ones. Think along the lines of a half-dragon template that offers less benefits to keep the LA low. Another way to tackle this would be thru heritage feats akin to those of a sorcerer or illithid. That changes the nature of the dragonblood subtyped versions of the races presented in Dragon Magic. They're not really templated and have features associated with their story. |
| Sysane09-17-07, 12:59 PM | That changes the nature of the dragonblood subtyped versions of the races presented in Dragon Magic. They're not really templated and have features associated with their story. Admittedly, I'm not that familiar with the material in Dragon Magic. I'll have to take a look see. |
| RavinRay09-17-07, 08:33 PM | Amaril's got some ideas for the maenads and I've added them. We can add one more topaz dragon trait such as a low-level psi-like ability, and either remove or reduce an ability score or maenad trait like outburst, and make sure the LA is still +0. Water-breathing might give maenads too much of an advantage unless perhaps we impose a Str -2 penalty. Thoughts? |
| kyeudo09-17-07, 08:55 PM | I don't think so. Water hazards arn't that common, and even when you do spring one, it usualy traps one or more air breathing friends. |
| Amaril09-18-07, 11:28 PM | What do you think about switching the maenad's energy ray back to sonic and granting them control air as per your conversion notes for 3.5 topaz dragons? |
| RavinRay09-19-07, 01:16 AM | As a kineticist 2 power control air is low enough to give to maenads. We can switch it for something else like adjusting the effects of outburst (maenads don't have that many distinctive traits compared to the other races that we can remove or penalize). We can leave sonic ray as is. |
| Fafnir09-19-07, 06:30 AM | Very interesting... seems I'm not the only one who drew a parallel between Maenads and Topaz dragons. On another subject entirely, I'd like to remind everyone of Aleithian Dwarves (http://www.wizards.com/default.asp?x=dnd/psb/20030926a), a possible source of inspiration for sapphire Duergars. We at least get the fluff for free! On the other hand, the 3.0 stats and psi-like abilities could use a do-over. We also need obsidian-touched Thri-Kreen. :D |
| Amaril09-20-07, 04:14 PM | Just wanted to let you know that this hasn't fallen off of my radar. I've been busy preparing some things for my current Eberron campaign (designing legacy items with my players). I do have some new ideas and will post them when I've had more time to flesh them out. |
| Amaril12-08-07, 02:30 PM | RavinRay, are you still interested in working on this? |
| RavinRay12-09-07, 08:21 AM | Yup. The 4E stuff has gotten me a bit sidetracked, along with creature conversions at EN World, but I'm still on-board. |
| RavinRay12-10-07, 12:17 AM | Latest edit: I gave the maenad control air 1/day, and cut down outburst to 2 rounds. It's a bit coincidental that outburst boosts Str, the key ability for Psychometabolism in 3.0 psionics, the primary discipline of topaz dragons. I also made Draconic an automatic language. Sounds balanced? |
| Amaril12-10-07, 09:16 AM | That sounds reasonable. I'm trying to think of some stories for the others, but I've been busy packing for an out-of-state move. I'll post something once I have something fleshed out. |
| Fafnir12-10-07, 09:25 AM | Isn't Control Air a bit too much for a LA+0 creature? After all it's a 2nd level discipline power, and the effect of high strength winds can get really powerful, even with half ML progression. |
| archerpwr12-10-07, 09:41 AM | Isn't Control Air a bit too much for a LA+0 creature? After all it's a 2nd level discipline power, and the effect of high strength winds can get really powerful, even with half ML progression. Agreed. Control air is strong enough to be worth an expanded knowledge. Too strong for an LA 0 race IMO. |
| RavinRay12-10-07, 07:49 PM | If control air is too strong we can make it unaugmentable for the maenad. Other possibilities are feather fall, though I'm reluctant to use it because it's based on a spell (sor/wiz 1), and silverbrowed humans have it already AFAIK, or giving it a swim speed with the +8 bonus on Swim checks. |
| archerpwr12-10-07, 07:51 PM | If control air is too strong we can make it unaugmentable for the maenad. Other possibilities are feather fall, though I'm reluctant to use it because it's based on a spell (sor/wiz 1), and silverbrowed humans have it already AFAIK, or giving it a swim speed with the +8 bonus on Swim checks. Stopping augments would fix it right up. Same flavor without the DC 20 fortitude save. |
| The_Mess12-10-07, 08:47 PM | Catfall (http://www.d20srd.org/srd/psionic/powers/catfall.htm) is a psionic equivalent of Featherfall. Not as good, though, but usually enough to keep you from going *splat*. |
| RavinRay12-10-07, 09:22 PM | That's a good suggestion. If a headland maenad falls off a cliff it can at least reduce the damage. So I think it's a toss-up between this and the unaugmentable control air. |
| Arco Versipellis12-10-07, 10:28 PM | Just a thought, but catfall is to much like fetherfall, which silverbrow humans get several times per day. I think float fits better, though I wish there was a better swiming power. Still a swim speed of 10 ft (take 10 on swim checks) can save your life. |
| Amaril12-10-07, 10:54 PM | I'm thinking let's keep it simple. Let's just change sonic to electricity and skip the whole control air/catfall idea. |
| RavinRay12-12-07, 07:44 AM | Went back and simplified the maenad. Now, for flavor, the original maenad is depicted in the XPH projecting it's sonic ray while screaming (which is appropriate, after all). I'm thinking that the electricity ray should still emanate from the mouth, but the scream should sound somewhat like thunder, or the crackle of electricity. |
| RavinRay12-12-07, 11:03 PM | If there's nothing more for the headland maenad subrace, we can move on to the amethyst xephs. Amethyst dragons specialize in psychokinesis, have immunity to poison, and resistance to force effects. Their only 1st-level psi-like ability is stomp, which half-giants also share. Suggestion: Switch out the xeph's +1 racial bonus on saving throws against powers, spells, and spell-like effects for a similar resistance to or bonus against poisons and force effects? |
| The_Mess12-12-07, 11:33 PM | The name amethyst, at least supposedly, comes from an ancient Greek belief that the stone protected you from drunkness. Maybe poison immunity could be a nod to this? |
| RavinRay12-12-07, 11:37 PM | Yep, drunknesses is considered a poison in this regard. So an amethyst xeph, luckily, can't be easily inebriated. |