Draconian

These creatures are magically altered cousins of dragons. Draconians have developed bipedal humanoid characteristics, but they still possess dragonlike qualities. Created in order to fill the ranks of the dragonarmies of past Dragon Kings and Queens, the generals of the dragonarmies generally used Draconians as shock troops. They are not natural creatures, instead created from the eggs of dragons using alteration magic.
 

 

Species Name: Draconian, Dragonkin, Dracor

Type: Humanoid Dragon

Physical Traits: Dragonlike face and wings, claws, tail, horns. Their colouration ranges from a dark yellow ocher to a reddish brown with darker spots or bands. Most have green wings that lighten to gold or yellow, though some have wings that match their body coloration. Sharp claws extend from their toes and fingers. They can manipulate tools and weapons as easily as humans can. They drag their bulky tails behind them; the tails are useless as weapons but help the Draconians balance themselves. They have huge feet, with three splayed toes in the front and a single toe in the back. All are covered in scales that are larger and rougher over their backs and tails, but more supple, though still tough, across their torsos and limbs. Their head horns are swept back and small, and function decoratively (and perhaps defensively to protect their skulls), not offensively.

Height: 5-6' feet

Weight: 200-250lbs

Abilities: They can use their wings to glide a distance equal to four times the height from which they launch themselves (for instance, a Draconian launching itself from a 100-foot cliff can glide 400 feet). Draconians are not affected by a dragon’s fear ability. When a Draconian is serving a dragon, it gains a +1 bonus to its attack rolls while within 120 feet of the dragon. Draconians are not vulnerable to any known disease, and they can subsist for long periods with little food or water.

Nightvision up to 30 metres.

Mobility: Legs, wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual, egg

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 3D6/flight 4D6, HPs: CON +D12, AC: 2

Orbit/Climate: See Earth

Feeding Habits: Omnivore but prefer the taste of deer, pheasants, other wild game, and goats.

Lifespan: 700 years

Technology: 2

Culture: Hostile, intolerant and aggressive, held in check by strong social customs.  Draconians normally live in a tribal setting. Their leader is determined by combat and ownership of the most powerful magical items. Any leader defeated in combat, but not killed, is eliminated and replaced by the tribe. Draconians are often found in the service of a powerful Cult dragon or mage. Unless magically compelled, most Draconians refuse to serve a Dracolich. Regardless of their master (if any), dragon-kin retain their dragon-kin urge to collect magical treasure. Draconians are a blight on any area’s ecology. They have no regard for others and simply take what they want. They have no natural predators, although there is a large bounty for them in any place that has known their depredations. They eat nearly anything that can be chewed, although they prefer meat, especially that of sentient beings, since they like to torment their food.

When they expect combat, Draconians take to the air so they can have the upper hand. They remain airborne as long as possible, then swoop down to rake their targets with their foreclaws inflicting 2D8 points of damage on a successful hit. All Draconians can detect magic at will, and tribal dragon-kin target beings carrying magical items over others, as their overriding instinct is to acquire these items. If forced to bring combat to the ground, all Draconians move in and use their claws or weapons, such as spears or pole arms, which they favour. Draconians are easily distracted by magical items, especially if one of them becomes “separated” from its owner. However, when forced to fight on the ground, they are not as likely to flee from combat if they can wrest a magical item from its owner. Unless they can do so without fear of retaliation, they will stay and resolve the combat. They are smart enough to guard against back attacks and never, under any circumstance, allow themselves to be attacked from such a disadvantageous position if it can possibly be avoided. Draconians never use their captured magical items in combat for fear of losing them. This is viewed as their biggest disadvantage, for they are forced instead to rely on mundane weapons or their claws. This, unfortunately for the Draconians, makes them easy targets for those with experience in fighting aerial creatures.

Government: Tribal

Population: 556,340

 

 

 

Creating a Draconian character

Step 1: Age
Determine your character's age; 100 xD10 years. If older than 100 you need to determine which years you have been present in. Next decide what you have been doing. Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously?
Step 2: Attributes
Roll attributes as normal but AC is 2. Mana = INT + WIS x4. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +12, +12 per level.
Step 3: Skills

Choose skills in the normal manner according to the character's class. Then for every 100 years alive select 1 additional skill.

Step 4: Abilities

All Draconians gain all the following free;

Immune to Disease - Completely immune to non fatal diseases and +5 to save against fatal diseases.

Immune to Fear - to Dragon fear and +5 to save against any other fear or trauma.

Additionally Draconians start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Ally Bonus 5 When a Draconian is serving a dragon, it gains a +1 bonus to all its rolls while within 120 feet of the dragon.
Companion 10 The character may summon and permanently psionically link with a Dragonet. At any point he may see through its eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact. It can also telepathically link with the dragon elders at any time and pass messages on.
Increased Thac0 10 +1 Thac0 with ranged weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Natural Mana 5 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nature Heal 5 Draconians may heal at phenomenal rates when in a Dragon's lair (even an abandoned one). He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.
Sense Hidden 10 Draconians gains +1 per 5 INT to detect a hidden object, door, person, etc.
Spellcast 10 The character starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 3 spells +3 per level. The spells can only come from Dragon. Other spheres may only be learnt if he takes a Mage class which gives him that training.
Tough Hide 5 +1 AC
Will Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes

Any but Shamans are favoured by magic welders.

 

Races