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Dragoon
Because of their mix genealogy Dragoons have lost the prowess in magic
from their Dragon Dna but retained all physical aspects of them. Yet human in
some way they have limitless potential to learn and grow strong much like humans
but their size and frame prevent them from smaller size achievements. Dragoons
are of Large Creature size being very broad and large ranging from 6-9ft. and
travel in colonies or wandering packs. They are also well in crafting Dragoon
weapons and metal working there weapons. Usually two handed weapons for medium
race are considered a single hand weapon for a Dragoon but they can be held only
in one hand of a dragoon. Armor is exceptional due to their natural body armor
that helps protect them quite well. Their body is covered in scales of different
colors some red, black, blue, white, green, Bronze, Silver, and gold. Each color
represents a type of breath weapon a Dragoon wields. The Dragoon only has their talons, claws, bite, and tail weapon at their
disposal yet strangely their breath weapon consumes energy from them. This is a
ball like projectile that can be fired some distance and can be lethal since it
has a blast radius. Their Natural Armor and Super Strength make them formidable
in melee combat. They are also a bit more resistant to magic spells than most
creatures though they don’t gain casting spells. The Dragoon society has a
clan leader whom most confirm to as father or mother. They work away from human
and dragon society some feared or seen by dragons as abominations. Very few of
either race except them but those that do gain a formidable ally who hold pride,
honor, and loyalty highly and would sacrifice their lives for friends and
family. Dragoons at times hunt together to survive or work together settling
their differences when extreme events occur insuring the survival of their
group. However some of the Darker Colors such as Black, Red, and Green are a tad
ferocious and are at times stubborn thinking others lowly. Where as those of
light color White, Gold, and Blue are more for honor and justice. Sadly their
human side plays part of their ethic so even if one may value their color they
may see it in a different light. Many of those met are like those of human
behavior and will greet if they know them or will act like any normal human.
Dragoons cannot change form they are constantly in the form described as a body
of a man with thick scales of a dragon, tail, head, and talons. Very few are
born with wings so do not expect to see one with wings for very few that have
them usually have defects. They also cannot breed outside their race none born
can be made Dragoon blood other than a Human mate.
Race
Abilities Super
Strength: +4 Power / +10 Dmg Melee Raw:
able to consume flesh raw with out being sick or getting ill from it. Natural
Weapons: 2d10 Claws, Talons 3d5, Tail Whip2d6, Bite 3d10 Breath
Weapon: Depends on Color Chosen Deals 2d10 Radius Base dmg. Can be fired in
a line at a 60ft distance and affects a 25ft radius. A Dragoon’s Breath Weapon
can only be used once a day and a full nights rest recovers their uses for the
following Day. Black>
Fires off a Ball of Shadow Energy that reacts as a Gravity Sphere. Any Targets
caught in the blast must make a Power Check (Difficulty 14) or be Grounded
<Flat Footed> for till the end of their next turn. Red>
Ball of Fire causes Fire Damage let alone on a crit of 20 any target caught in
the blast must make a Reflex Check (Difficulty 14)or be engulfed in flames
suffering an additional d10 Fire Damage per round non-soakable as the fire
clings to them. Green>
Ball of Poison causes initial Damage and those in the area to make a Resist
Check or be inflicted with Poison Status and loose d8 Hp per round till healed
or resisted. Resist at a Difficulty 14. Blue>
Ball of Ice is fired towards the target and those caught in the blast suffer
initial damage plus must make a Reflex Check (Difficulty 14) or be trapped in
ice for d4 rounds. When trapped in ice they are unable to Attack, Defend, or
Move those rounds. White>
Ball of Holy Energy that deals x2 damage to those of Undead and True Evil
Alignments and this ball also serves as an alternate light source at a 25ft
radius for 2d6 hours. Bronze>
Ball of Metal Rust Gas hits the targets and those caught in the radius must make
a d20 (Difficulty 10) roll for each metal item or the Damage will reduce a
weapons damage or Armor percentage. As an alternate Breath Weapon a Bronze can
fire a spray of metal needles at a single target as an alternate weapon. Silver>
in a straight path a Silver can emit a Sub Sonic Breath Weapon that can confuse
a target if they fail to roll a higher than the Difficulty of a 14 on a Resist
Check. Aside from that it does the initial damage like any other breath weapon. Gold>
Ball of Lightning this electrically charged sphere hits the ground and
immediately strikes any nearby targets. Those that fail to dodge and are hit
must make a Resist Check Difficulty 14 or be paralyzed for d4 rounds. Natural
Armor: Heavy Armor no penalties 30% Armor Soak Natural
Resistance: Ethereal Resistance +3 - Natural Resistance +3
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