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Dorans
Human Half Natural +1> If human the child gets a natural +1 to any dice roll that is not Dmg, Duration, Damage Reduction, or Armor. Elf Half> To Acquire Elf traits look at a Half Elf for example and add that to the Dragon Half. Draconic Half Natural Armor> Doran’s have thicker skin than their Human or Elvin parent therefore get a natural 10% Armor that is weightless since it is their skin. Also any Dmg dealt to them reduces one point to damage <Damage Reduction -1>. Natural Weapons> A bite from a Doran deals 2d12 Dmg and deals half that damage to armor and the other half to the individual due to the fact their teeth are similar to those that are draconic having a lockable jaw and firm bite. Also a Doran can deal a 2d12 Claw attack as their nails a strong as their scales making durable weapons. If a Tail is present the tail deals 2d6 Bashing Dmg and a target must make a Reflex Roll Difficulty 14 or be thrown to the ground and become flat footed for 1 round till their next turn. Gift of Flight: Dorans can naturally glide like any of their draconic brethren however due to their mass they can only carry themselves and their equipment. They require wind, room, and the ability to make a run of 4 Movement to catch enough air time to soar into the air. However they can not truly fly but can soar on winds for travel they can also make an Athletic roll to jump straight into the air and flap their wings to gain some air time in flight but they loose d4 temporary Power each time they make Movement of 4 doing this. If Reached to Zero they must rest 3 rounds / 10 minutes to catch their strength. Power of the Dragon: Any species of the draconic race gains a +4 to dealing Dmg or when Performing Power Checks. This can also be applied to cause Knock Back or Flat Foot status on a target upon a critical success and can lift objects three times their size with little or no effort. Warrior Form: A Doran’s Warrior form reveals their true heritage and power. In this form their Natural Armor and Scale coverage is 75% more than normal therefore increasing their Natural Armor to 30% They Also Deal +4 Dmg to their Natural Weapons in addition to the Power of the Dragon Trait. They also gain a +4 DR bonus being more streamline in their Warrior Form and are able to use their Breath Weapon in a cone in this form. In addition they gain a +4 to any Resist or Ethereal Resistance Check and Reduce Dmg by a -4 be it magic or physical. Breath Weapon and Immunities> below are an assortment of breath weapons for the type of dragons located in the World of Everlynn. Each Breath Weapon deals a base Dmg of 5d6 plus any Effect type base on the Breath Weapon of the draconic race grants immunity to that element type. Also for any Draconic with a Breath Weapon the height and width of the cone is always the height of the person and five times their height in length. Green Draconic> 5d6 base Dmg of Breath Weapon and a Difficulty of 14 to resist poison status effect. Also the 5d6 Breath Weapon can be a cone of acid that deals Dmg to Armor first then any remaining damage that is not stopped by armor is dealt to the players hit points and is considered second Degree burns. Blue Draconic> 5d6 Water or Ice Breath Weapon and upon a Critical Success the target, if hit with water, is knocked down for d8 rounds or if Ice is dealt Frozen for 2d4 rounds and suffer 2d10 Dmg till unfrozen. Red Draconic> 5d6 Fire Dmg Breath Weapon and upon a critical hit of 20 the target must make a Reflex save or be engulfed in fire that does a 2d8 Fire Dmg till put out and causes Second Degree Burns. Black Draconic> 5d6 Breath Weapon of Dark Energy casts fourth from its maw and upon its release it creates a dark mist like vapor that hinders target as if they were in night time. The Second type of Breath Weapon is a Gravity Effect any caught in the blast radius of this breath weapon must make a Power Check Difficulty 18 or be flat footed for 2d4 rounds. White Draconic> 5d6 Breath Weapon of Holy or Pure Energy. This Breath Weapon can harm Dark or Undead creatures twice as damaging. The Second effect when it is first released all targets must make a Reflex Check or be blinded for 2d4 rounds. Bronze Draconic> 5d6 Rust Breath Weapon that damages Metal items such as weapons and armors. The damage by the Rust Breath reduces the Weapon or Armors efficiency reducing the damage of a weapon or armor. To prevent this any item or armor affected by the breath weapon must succeed a d20 roll higher than 10 or the items suffer 5d6 loss of points. Players still suffer a d4 Rnds paralysis when caught in the breath weapon and have failed. Also Bronze Dorans can emit a Lightning Breath Weapon that can electrically charge metallic items as well as stun target for 2d4 Rnds. Silver Draconic> 5d6 Sonic Breath Weapon that sends subsonic and alternate pulses that can cause a variable amount of frequency changes in living organism’s electrical signatures. Aside from the Damage it may do these types of afflictions such as paralysis, confusion, and involuntary sickness. These effects last for d4 rounds when a target is injured by the Breath Weapon where illness acts like poison decreasing Health by d6 per round. Gold Draconic> 5d6 Pure Energy Breath Weapon that ignores most common barriers and has tremendous powers ignoring armor. The power of a Golden one tends to be tremendous but limited. After its release the draconic user must take 3 turns to rest in order to stabilize them after its use. A Gold draconic breath weapon can ignore common armors but not magical ones since their energy is of magic.
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