Location: Living Within a Weyr
Dragons normally live together on their home planet of Vicrious, but there is a large weyr residing on Planet Angelar. Groups of dragons are known to perform daily rituals within their weyr which benefits the community, one of which is to create a dragonwell next to their living quarters. The dragonwells store tangible draconic energy, which takes the form of hot, sizzling liquid. This liquid is known to bestow healing properties which not only restore health and mana, but also rejuvenates the spirit for those who soak within it for no less than 10 minutes. When ten minutes have passed without interruption, your Hit Points and Magic Points are fully restored and you are cured of all status effects. You can benefit from this once per day. Dragons are well respected amongst the other races from not only their sheer power, but the wisdom which they bestow upon others.
Acid oozes from your body’s every orifice. Those who are acid dragons are unable to wear any metallic gear because they are walking corrosives.
Fire burns within you. As the dragon of fire, the fierce flames in your eyes and your burning passion overwhelms those around you. Flame Dragons are the most sociable of the draconic subraces.
You are chilling to the bone. As the dragon of ice, mist permeates from your body, chilling any who get too close to you.
You are a conduit of electricity. Lightning cackles from your body, striking anyone who dares to get too close.
Death is always left in your wake. As the rare dragon of poison and disease, you keep your distance from most. Living mostly in solitude, these dragons usually live only near their own kind and earth elementals who resist the dangerous poison that courses through their veins.
Your aura shines bright amongst the other dragons. Light shines from your body, creating a light glow around you in a 3x3x2 area. You can snuff out your visible light, or create it brighter. Your bright light radiates in the 3x3x2 area, while dull light permeates in a 5x5x3 area. Light dragons are energetic during the day while being more docile during the night. They are usually found outdoors during the day and indoors isolated during the night.
Dragon
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Initial Attibutes +10WIS; Sub Race
Acid:STR:20, AGI:10, VIT:10, INT:10, WIS:20, CHA:10, SPT:10, LUK:5 Flame:STR:10, AGI:10, VIT:10, INT:10, WIS:20, CHA:20, SPT:10, LUK:5 Ice:STR:10, AGI:10, VIT:10, INT:20, WIS:20, CHA:10, SPT:10, LUK:5 Lightning:STR:10, AGI:20, VIT:10, INT:10, WIS:20, CHA:10, SPT:10, LUK:5 Poison:STR:10, AGI:10, VIT:5, INT:10, WIS:20, CHA:10, SPT:10, LUK:20 Shine: STR:10, AGI:20, VIT:10, INT:10, WIS:20, CHA:10, SPT:10, LUK:5
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Age Around 1000 Years
Dragons can live up to 1500 years, though few ever make it this far.
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Evolution Bargistan
Your evolutionary roots stem from the barg humans. You are part of the bargistan family.
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Size Medium, Large, Huge
Out of all the races, as a dragon, your size is the most telling of your age. For the first thirty years of your life, you are considered a Whelp and as such, are Small. From ages 31 thru 149, you grow from a child into an adolescent; dragons in this age bracket are considered Medium. Upon reaching adulthood and up until your 500th birthday, you are considered Large. When a dragon reaches its first millennium of life, it finally stops growing and is considered Huge. In your humanoid form(dracon), your size is one less of your dragon’s size. If you are considered Large as a dragon, you are Medium-sized in your dracon form. Likewise, if you are considered Huge as a dragon, then as a dracon you are Large-sized. Click here for information on size perks and penalties.
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Size Racial Variations
Dragons have multiple scale designs, their composition metallic in texture. Depending on the scale’s sheen, the dragon’s stealth check can be a Plus Charge or Minus Charge dependent on lighting conditions. Their scales over the years gain increased ductility, allowing them to grow in their dragon form. Dragon scales can conduct their elemental affinity magic attacks within a 3x3x2 area around them.
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L.A.W.S Land, Air, Water, Space
Dragons can traverse Land and Air. When they transform into their Dragon mode, they can fly at double their class Movement in the Air. They can swim and hold their breath in Water and Space for 30 seconds plus their Vitality modifier. The time they can hold their breath in Dragon Mode is double that time.
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Languages Humish, Scaletech
You can speak, read, and write Humish and Scaletech.
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Breaks Normal
Dragons have no special sleep patterns.
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Vision True Sight
Dragons can see through illusions.
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Deity Bonds Repter, Proterius
Your race's existence, due to tracing back to its distant barg human ancestors, was brought forth by Lord Marcarvious. However, Lord Marcarvious tossed them away over time. You can select from Lord Repter or Lord Proterius; once selected, this cannot be changed and by selecting the deity, you gain access to their deity bond exclusive classes!
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Elemental Boons Subrace: 0; Neutral: 0
The element of your subrace determines your elemental immunity. As a dragon you are immune to neutral-based attacks.
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Elemental Banes Corruption:150
Dragons take 50% more damage from Corruption-based attacks.
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Elemental Laws Subrace Dependent
Dragons are only compatible with Fire (Flame), Water (Ice), Earth (Acid), Wind (Lightning), Light (Shine) and Shadow (Poison). Your subrace dictates this element.
Dragon Skills
As a Specialty Action once per Turn, you are able to swap into your Dragon and Dracon form. As a Dragon you are able to use your claw to deal [1D10 (+your Level)+pATK] slashing damage, and sweep your tail within a 2 Cell cone to hit creatures for [1D6 (+your Level)+pATK] bludgeoning damage. Every 4 Levels increases the number of dice to roll by 1.
- Dragonborn. As a Dragon, you are immune to the Neutral property and you gain 20 temporary points in STR and VIT. Likewise, your CHA and SPT are decreased by 20 temporarily. You can utilize your breath weapon in a 3×5 line, and have the ability to fly at double your Class Movement +1; your breath weapon is dependent upon your subrace, listed below. Due to your large size, a creature targeting you will have an a Plus Charge to hit you, but the weapon effects are nullified.
- Draconic Might. Within your Dracon form, you have the ability to don armor and weapons, use items, and perform fine motor tasks like other humanoids. When turning into a Dragon, your armor morphs with your body. However, your held weapon and other items not attached to your body are dropped.
You are immune to earth damage. The acid that drips can slowly erode metal when near you in a 1 cell radius when in dragon form. You are also able to use your breath weapon once per day. This limit increases every 7 levels, maxing out at three uses. Your breath weapon deals [2D6+mATK] acid damage at level one and increases 1D6 every 3 levels.
You can use your acidic properties in close-quarters-combat. If you initiate a grapple and pin the enemy down, they will suffer [1D10+mATK] damage for every turn that they’re at your mercy while you corrode all equippable gear made of metal (this counts as Shatter.) Increase the damage 1D10 damage every 5 levels.
You are immune to fire damage. Your body is dangerously hot, so much so that anyone within a 1 cell radius of you feels unbearably hot. You are also able to use your breath weapon once per day. This limit increases every 7 levels, maxing out at 3 usages. Your breath weapon deals [2D6+mATK] fire damage at level one and increases 1D6 every 3 levels.
Because flame dragons are the most personable and the most likely to form groups outside of their weyr, they have the ability to cool their bodies down in order to accommodate their comrades. But they’re just as capable of using this as a weapon in combat; as a Trigger Action, you can activate your “steam body.” It acts as a 1 cell aura, dealing [1d10+mATK] damage to anyone surrounding you and increases 1D10 every 4 levels. Any cloth gear equipped by you or others will be burned (counts as Shattered) if hit by the flame. You can use this once per day.
You are immune to water damage. A chilling aura is present around you in a one cell radius which drops the temperatures around to freezing levels, causing those that stand near for too long to chill when in dragon form. Anyone within one cell of you must make a Vitality Save; failure results in a slow effect that lasts for two turns. You can use this ability once per day and it is not shared with your breath weapon usage!
You are also able to use your breath weapon once per day. This limit increases every 7 levels, maxing out at 3 usages. Your breath weapon deals [2D6+mATK] cold damage at level one and increases 1D6 every 3 levels.
You are immune to electric and wind damage. A gust of wind cloaks you in a 1 cell radius. This gust is ripe with cackling with electricity, allowing you to deal [3D6+mATK] damage to a single target who gets within melee range! If they fail a Strength Save, they are shot back 2 cells and left stunned until your next turn!
You are also able to use your breath weapon once per day; your breath weapon’s limit increases every 7 levels, maxing out at 3 usages. Your breath weapon deals [2D6+mATK] electric damage at level one and increases 1D6 every 3 levels.
You are immune to shadow based damage and cannot be poisoned or diseased. A smog permeates from you in a 1 cell radius, giving you a chance to poison those within it during your dragon form. Foes must pass a Vitality Save or suffer the effects of a debilitating poison! This cooldown is not shared with your breath weapon!
You are also able to use your breath weapon once per day. This limit increases every 7 levels, maxing out at 3 usages. Your breath weapon deals [2D6+mATK] shadow damage at level one and increases 1D6 every 3 levels.
You are immune to Light as well as Blind. A glowing bubble surrounds you in a 1 Cell radius. This wave of energy isn’t just for show, and deal 3D6 damage to a single target who gets within melee range! If they fail an Agility Save, they receive Blind for 1 Round! [Aura Skill which can be used as a Trigger Action; lasts 1 Round.]
You are also able to use your breath weapon once per day for free, and again when using an Affinity Charge. Your breath weapon deals [2D6+INT] Light elemental damage at Level 1 and increases [1D6 e3 Lvls]. 3 Round cooldown and targets 1 cell in front of you, damaging not only that cell, but the 3 directly behind it as well! Adds Blind.