Dracon - Pathfinder RPG | |||||||||||||||||||||||||||||||||||||
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Inspired by the dracon from classic Advanced Dungeons & Dragons 2nd Edition Spelljammer campaign setting. Source: adapted by Charles W. Plemons III DraconDracons are dragon-centaurs that have recently appeared on the fringes of the Known Spheres. Physical Description: Dracons have heavy, gray four-legged bodies with broad, flat, elephantine feet and long tails. Their torsos and arms are human-size, although their six-fingered hands end in claws. Their heads are reptilian, with the horns and flanges of a dragon. Society: Dracons are herd creatures, and their lives are comprised of a series of formal rituals designed to allow them to interact with the herd with no dissension. To humans, dracon formality is seen as weak and snobbish; this is superficially supported by the dracon's willingness to flee or discuss a situation rather than fight. More than one human has been surprised, however, at how effective dracons are once the herd has made up its mind. Relations: A lone dracon is a freak. Most dracons cannot survive outside the family unit, and become sick and confused if denied access to the leadership of the eldest of their herd for extended periods of time. A dracon left by itself will try to find another dracon family to adopt it. If this is impossible, it will attempt to form a new herd, even including nondracons in its "family." Dracons view humans, mind flayers, elves, and dwarves as "the deformed." They are polite and interested in nondracon society but view any creature with fewer than six limbs as disadvantaged. They are not good at distinguishing between the various non-dracon races, particularly humans and demihumans, whom the dracons view as one race. Dracons hate the neogi but consider the beholders comical. Alignment and Religion: Dracons tend toward good alignments. They prefer deities of community, nature, or wanderers. Adventurers: Dracons use thin-bladed long swords in war. However, many dracon contests are resolved through a complex form of wrestling that doubles as an effective unarmed fighting form. Since their first contact with humans, the dracons have adopted many human weapons. Dracon adventurers are often clerics, fighters, or paladins. Male Names: Drax, Vorvax, Yrrast'rix, Kh'ziast Female Names: Zirin, R'ruan, Khaz'zistahn, Eun Dracon Racial TraitsDracons are an advanced race built on 20 race points. Check with your GM to see if this race is allowable. +2 Strength, +2 Charisma: Dracons are powerfully built and extremely sociable. Large: Dracons are Large creatures and gain a +2 size bonus to Strength and a -2 size penalty to Dexterity. Dracons take a -1 size penalty to their AC, -1 size penalty to attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a -4 size penalty on Stealth checks. Dracons take up a space that is 10 feet by 10 feet and have a reach of 5 feet. Monstrous Humanoid: Dracons are monstrous humanoids. Quadruped: Dracons possess two arms and four legs, granting them a +4 racial bonus to CMD against trip attacks and a +10 foot bonus to their base speed. Darkvision: Dracons can see in the dark up to 60 feet. Claws (Ex): Dracons possess two primary claw natural attacks dealing 1d4 damage plus Strength modifier. Fearless (Ex): Dracons gain a +2 racial bonus on saving throws against fear effects. Natural Armor (Ex): Dracons gain a +1 natural armor bonus to their Armor Class. Sociable (Ex): When dracons attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. Undersized Weapons (Ex): A dracon's upper torso is smaller than the rest of its body, and it wield weapons one size category smaller than its actual size. This also reduces their natural claw damage to Medium size. Languages: Dracons begin play speaking Common and Draconic. Dracons with high Intelligence scores can choose from the following: Elven, Giant, Gnome, Grommam, Halfling, Lizard Man, and Sylvan. Age, Height, and Weight ChartsTable: Racial Age and Aging
1 This category includes barbarians, oracles, rogues, and sorcerers. 2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches. 3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards. Table: Racial Aging Effects
1 At middle age, -1 to Str, Dex, and Con and +1 to Int, Wis, and Cha. 2 At old age, -2 to Str, Dex, and Con and +1 to Int, Wis, and Cha. 3 At venerable age, -3 to Str, Dex, and Con and +1 to Int, Wis, and Cha. Table: Random Height & Weight
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