Dragons And Half-Dragons

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In Alamsa, dragons aren't just immensly powerful and intelligent creatures that happen to be far greater in every respect than the lesser races. They were also once the greatest champions of the Draconic pantheon, and are still greatly respected by the elven and gnomish people.
Whether or not you run into dragons mostly depends on where you are. There are nearly no dragons living in the West, as they left at the conclusion of the Great Revolt. A few dragons remain scattered around the east, but even there they are fairly rare. The vast majority of the dragons live far past the eastern lands, on the Dragon's Archipelago. There is very little contact between the Archipelago and the rest of Alamsa.

For the most part, treat dragons as the same as in the Monster Manual, with the following exceptions:
All dragons, regardless of type, can use the spell-like ability polymorph self as it is written for the gold dragon.

Black Dragons: Black dragons are the chosen of Porth, God of Acid. Black dragons get Diminish Plants instead of Plant Growth. Plants diminished in this fashion look weak and sickly.
Green Dragons: Green dragons are the chosen of Logaan, God of Air. They are always chaotic evil.
Red Dragons: Red dragons are the chosen of Sarai, Goddess of Flame. Red dragons get Pyrotechnics instead of Locate Object.
White Dragons: White dragons are the chosen of Cyni, Goddess of Ice. They are always lawful evil. They generally keep their words, although they don't consider the 'lesser races' to be people.
Brass Dragons: Brass dragons are the chosen of Treye, Goddess of Lightning. Their line of fire is replaced with a line of lightning, and they lose the Fire subtype.
Bronze Dragons: Bronze dragons are the chosen of Saar, God of Smoke. Their line of lightning is replaced with a line of fire.
Gold Dragons: Gold dragons are the chosen of Torm, God of Earth. They lose the Fire subtype.
Silver Dragons: Silver dragons are the chosen of Herani, Goddess of Water. They get Control Water instead of Control Winds

There are no blue or copper dragons in Alamsa.

Note: In the case of any dragons getting one spell-like ability instead of another one, keep all rules about the level at which the ability is gained, and how many times per day it can be used. Only the power itself changes.

Dragonkin

Dragonkin are those fortunate individuals that have the blood of a dragon running through their veins. The Dragonkin template replaces the Half-Dragon template.

Dragonkin are shapeshifters, were-dragons of a sort (but not lycanthropes). They are capable of transforming from their base race into a half-dragon hybrid. In their base forms, they are nearly identical to the regular race, except for a slight tint to the skin. In their hybrid forms, they grow scales, claws, and a lizard-like snout and tails, along with draconic wings.

Creating a Dragonkin
"Dragonkin" is a template that can be added to any corporeal creature, usually a humanoid. The creature's type becomes 'dragon'. It uses all the base creature's statistics and special abilities except as noted here.
Hit Die: Increase by one die type, to a maximum of d12.
Speed: Same as base creature.
AC: Same as base creature.
Special Attacks: Same as base creature.
Special Qualities: A dragonkin has all the special qualities of the base creature, as well as low-light vision and darkvision with a range of 60 feet. Dragonkin are immune to sleep and paralysis effects, and have additional immunities based on their dragon type:
Black, Green: Acid
White, Silver: Cold
Brass: Electricity
Red, Bronze, Gold: Fire
Finally, dragonkin can transform into hybrid form as a standard action, three times per day. Once transformed, they remain in hybrid form until they choose to revert as a free action. See below for full information on the hybrid form.
Saves: Same as the base creature.
Abilities: Increase from the base creature as follows: Str +2, Dex +0, Con +2, Int +2, Wis +0, Cha +2
Skills: A dragonkin has 6 skill points, plus its Intelligence modifier, per Hit Die. If the creature has a class, it gains skills and class skills normally.
Feats: A dragonkin gains one feat every four levels, or the base creature's total feats, whichever is better. Dragonkin have access to the dragon feats.
Hybrid Form: In hybrid form, the dragonkin gets the following advantages:
--Damage: As the Half-Dragon template.
--Special Attack: Breath weapon; twice per day, no more often than once per hour. The breath does a damage type based on the dragon, as follows:

Black: Line of acid, d4 damage, DC 17 Brass: Line of lightning, d6 damage, DC 18
Green: Cone of gas, d6 damage, DC 17 Bronze: Line of fire, d6 damage, DC 17
Red: Cone of fire, d10 damage, DC 19 Gold: Cone of fire, d10 damage, DC 20
White: Cone of cold, d6 damage, DC 16 Silver: Cone of cold, d8 damage, DC 18

 

 


In all cases, the attack deals one die of damage for every character level or hit dice of the creature, whichever is greater, up to a maximum of 10.
--Special Qualities: Damage Reduction 5 / +1

Challenge Rating: Same as the base creature + 2

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