Dracokin

Race: Dracokin Type depends on Runic Element
Builds:

Large

Weight Range: 200 - 400
Height Ranges: 5 foot to 7 foot
Genders: Male, Female
Life Expectancy: 600
Quick List of Modifiers:
+5 to Strength
+1d6 to Offensive Power
-4 from Initiative
-2 from Evade
-3 from React 
+1d8 to Power Gen Dice
+5 to Defense 
+3 to Athletics, Grip, Stamina
-5 to Mental Balance
-2 to Spiritual Balance
+10 chance of Immunity to their own element

Brief History

Dracokin were the spawn of elves and dragons, during the end of the Great Magic War and the beginning of the Second Era. Since then, the dragons have all but secluded themselves from humans and more Dracokin have yet to be produced. However of the large amount of Dracokin that were conceived during that time, they all had mated with each other, and grew into a large race. Though losing a lot of their dragon heritage over the years, they have kept to a basic appearance, and thus is the Dracokin race.

Positives & Negatives

Dracokin have the ability to fly, and the varying abilities depending upon their element. They also boast great dexterity and natural scale armor. However Dracokin have a tendency to lose control, and some can suffer from mild insanity.

They have sharp teeth giving them bite damage of 1d10, and have sharp talons that have a damage power of 2d4.

Dracokin bear natural armor and great strength making them ideal warriors and guards.

Racial Skills & Talents

Dracokin start with the following skills and talents:

Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Range & Area Sort by Range & Area, Ascending Sort by Range & Area, Descending Duration Sort by Duration, Ascending Sort by Duration, Descending Check Roll Sort by Check Roll, Ascending Sort by Check Roll, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Requirements Sort by Requirements, Ascending Sort by Requirements, Descending
Fly 1 Power self 1 movement Normal Acrobatics +1 This skill allows  for flyinng at 3 x movement rate. If you are carrying more than 75% of your weight limit then you cannot fly. Must have wings
Talent Sort by Talent, Ascending Sort by Talent, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Requirements Sort by Requirements, Ascending Sort by Requirements, Descending Handicap Cost Sort by Handicap Cost, Ascending Sort by Handicap Cost, Descending
Tough Skin This talent permanently reduces all damage done to Vitality. It does so by giving you a +5 to Armor Defense, +2 to Armor Spirit and +2 to Defense and Spirit traits. The defense given will reduce any felt physical damage, and the spirit will reduce any felt magical damage. This would be a reduction of any damage that would actually be felt by Vitality, after any absorption or blocking done by armor. This does not protect against damaging status effects, such as poisons or burns. This does protect against piercing attacks.  N/A Having such thick skin makes your character less agile, giving you a penalty of -2 to Acrobatics.

Lifespan

Dracokin have three stages of life. The first stage, which last from birth until they reach the age of 16, is their child hood. Their development is similar to human children in this stage, though they are able to crawl upon hatching. This is the stage they are most susceptible to danger, death, and disease. They rely totally on their parents during this stage, though some do develop more quickly and reach the next stage of life several years faster. Developing draconian features is a painful experience, and adolescent Dracokin thus need more rest and more nourishment during this process.

The next stage, which last from 17 until the age of 400, is their adult age. This is the age they begin to take on a more draconian appearance, learn to fly, and learn their elemental effect. This is also the age they separate from their parents and go out to learn and explore. Most traveling Dracokin are in this age group.

The final stage, which last from 400 until death, is their adult hood. Most Dracokin return to their pack during this time, an become a beneficial member of such pack. There are some however that are sicken with wanderlust who continue to explore. Death is a Dracokin greatest honor, and they accept their timely death with open arms. However to die before their time is a terrible thing to them.

Appearance

Before they reach their adolescents, Dracokin resemble human children, though larger, and with scale growth over certain parts of their skin. When they develop their Dracokin features however, they are tall, built beings, bear colorful scales (color determined by their runic element) over parts of their arms, legs, knees, elbows, chest, and back, have slender, almond-shaped eye that are green and lizard-like, have developed dragon wings, and talons for feet. Their hair can be of any color, but their skin is usually a dull gray color.

Living Habitat

Dracokin can be found all over, and it is common to see a Dracokin travel.

Food & Sleeping Requirements

Dracokin require 3 meals a day consisting of meats and water. They must sleep a full night’s cycle every night or suffer from fatigue .

Culture

Dracokin are very much tied to their family and their tribe and usually work for the better of their fellow tribe members. Dracokin are often polytheistic in belief and they celebrate coming of age and birth.

Dracokin take great pride in the family surname which often can be traced back many generations. For first names, Dracokin are often named after heroes of the past or of dragon mythology.

Racial Relations

Dracokin do not suffer or benefit from the same fear factor as their dragon cousins. Therefore they are more able to interact with other races in a more peaceful manner. Who they can interact with is ultimately up to the Dracokin, however many races do not trust them.

World Movement

Dracokin have a very large gait but don't run very fast.

Race Sort by Race, Ascending Sort by Race, Descending Speed 1-3 Sort by Speed 1-3, Ascending Sort by Speed 1-3, Descending Speed 4-6 Sort by Speed 4-6, Ascending Sort by Speed 4-6, Descending Speed 7-10 Sort by Speed 7-10, Ascending Sort by Speed 7-10, Descending Speed 11-13 Sort by Speed 11-13, Ascending Sort by Speed 11-13, Descending Speed 14-17 Sort by Speed 14-17, Ascending Sort by Speed 14-17, Descending Speed 18-20 Sort by Speed 18-20, Ascending Sort by Speed 18-20, Descending Speed 21+ Sort by Speed 21+, Ascending Sort by Speed 21+, Descending
Fae, Angerian, Dracokin, Tiefling 2d4 2d6 2d8 2d10 2d12 4d8 2d20; + 1d12 for every 2 additional speed

Elemental Effects on Dracokin

Dracokin, like others in the reptilian family, are affected by their runic element. This means that whatever runic element you are will determine the type of Dracokin you can be. This will affect their appearance as well as their elemental effects. All effects cost 2 Soul and require a normal arcana check to use. 

Element Dracokin Scale Color Special Attributes Elemental Effects
Earth Rust rust 30% chance for immunity to earth based magic (instead of 20%) Effect Name: Stone Shell
Effect: encases self in a stone shell that grants the Dracokin an extra 1d12 Defense, it costs 1 Soul per round to keep up the shell but while in a shell the Dracokin can't move but can attack
Range & Area: self
Air Fog gray 30% chance for immunity to air based magic (instead of 20%) Effect Name: Transform into Fog
Effect: transform into fog, able to pass through anywhere that air can and unaffected by physical weapons but still affected by magic, it costs 1 Soul per round to remain in fog form
Range & Area: self
Water Aqua aqua-marine 30% chance for immunity to water based magic (instead of 20%) Effect Name: Liquefy
Effect: transform into liquid, able to pass through anywhere that water can and unaffected by physical weapons but still affected by magic It costs 1 Soul per round to remain in water form
Range & Area: self
Fire Crimson crimson red 30% chance for immunity to fire based magic (instead of 20%) Effect Name: Coat of Fire
Effect: can coat self in fire, burns any flammables touched, living targets that touch or are touched suffer 1d8 instant damage and 1d4 burn damage each round, it costs 1 Soul per round to remain coated by fire
Range & Area: self
Life Gold gold 30% chance for immunity to life based magic (instead of 20%) Effect Name: Electric Scales
Effect: can activate electricity through scales, living targets that touch or are touched suffer 1d6 instant damage and have a 20% chance of being dazed for 1 round, it costs 1 Soul per round to remain coated by electricity
Range & Area: self
Death Black black 30% chance for immunity to death based magic (instead of 20%) Effect Name: Toxic Scales
Effect: can coat self in poison, living targets that touch or are touched suffer 1d4 poison damage each round, it costs 1 Soul per round to remain coated by fire
Range & Area: self
Time Silver silver 30% chance for immunity to time based magic (instead of 20%) Effect Name: Quick Silver
Effect: can become highly reactive, able to make a reaction check for a free action of any type, once per round.
Range & Area: self
Space Mythril mythril 30% chance for immunity to space based magic (instead of 20%) Effect Name: Illusionary Aura
Effect: Can produce an aura around self, anyone that gets within 2 spaces must make hard perceive checks to detect what is real and what isn't, it costs 1 Soul per round to keep up aura
Range & Area: self

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