Dracotaur

The dracotaur is a sort of a dragon-centaur hunter-warrior who practice sorcery and occasionally serve true dragons.

 

Species Name: Dracotaur, Dragonkin, Dracor

Type: Reptillian Dragon Humanoid

Physical Traits: Dracotaurs have the upper body of a reptilian humanoid and the lower quadrupedal body of a wingless dragon with large, clawed feet and a spiked tail that flails from side to side. Their eyes are black, their feet large and clawed, and their sharp teeth glisten. Their eyes are black and their sharp teeth glisten. Hard scales vary in colour from green to brown cover a Dracotaur from head to tail. Males have ornate cresting on their heads, throats, and chests ranging from bright red to deep purple. A dracotaur's 4-foot-long tail, although used primarily for balance, ends in wicked spikes that can be brought to bear in battle. Dracotaurs excrete body oil that helps keep their scales and leather armour supple.

Height: 7-10' feet

Weight: 1500-2000lbs

Abilities: A Dracotaur can spit a glob of fire as a standard action. Once a Dracotaur spits, it cannot spit again for 1 minute. The Dracotaur's spittle is a sticky adhesive substance that ignites when exposed to air, much like alchemist's fire. This glob of fiery spittle is treated as a ranged touch attack with a range increment of 20 feet.
A direct hit deals 2D6 points of fire damage. Unlike alchemist's fire, a Dracotaur's spittle does not continue to burn.

Dracotaurs can twice a day enter a rage immediately upon joining a combat which lasts 10 rounds. The following changes are in effect as long as he rages: AC 10 no matter what he is wearing, STR +2. While berserk, he cannot be stunned, and injuries cause no penalty to his MR or Thac0. All rolls to remain conscious or alive are made at a +4 bonus. If he doesnt fail any rolls he remains alive and madly attacking until knocked out or killed.

Low light vision out to 60 feet. Immunity to magic sleep effects and paralysis.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual, egg

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 3D6, HPs: CON +D12, AC: 8

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 300 years

Technology: 2

Culture: Hostile, intolerant and aggressive, held in check by strong social customs. Dracotaurs are sly, merciless predators incapable of showing compassion and expecting none in return. Dracotaurs overwhelm their foes quickly using ambushes and flanking tactics. Cold, calculating creatures, Dracotaurs usually announce their presence by spitting gouts of fire at their foes and then charge forward with their spears. In the unfolding conflict, a Dracotaur relies on its brute strength and multiple attacks to win the day. Dracotaurs respect power above all, and they measure power in terms of raw strength and arcane magical ability. Their leaders are usually mighty warriors, sorcerers, or both. Although they are not devout creatures, dracotaurs see true dragons as powerful embodiments of the ancient gods and will give their lives in the service of such creatures. Much of the race's arcane knowledge comes from the ancient teachings of the true dragons. Dracotaurs and Centaurs despise one another, and many a Dracotaur warrior dreams of devouring the flesh of a fallen Centaur foe.

Government: None

Population: 362,350

 

 

 

Creating a Dracotaur 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 8. 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 Dracotaur gain all the following free;

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

Spit Fire - A Dracotaur can spit a glob of fire as a standard action once per minute per 5 CON. The Dracotaur's spittle is a sticky adhesive substance that ignites when exposed to air, much like alchemist's fire. This glob of fiery spittle is treated as a ranged touch attack with a range increment of 20 feet. A direct hit deals 2D6 points of fire damage. Unlike alchemist's fire, a Dracotaur's spittle does not continue to burn.

Additionally Dracotaurs 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 Dracotaur is serving a dragon, it gains a +1 bonus to all its rolls while within 120 feet of the dragon.
Berserk 5 Dracotaurs can twice a day enter a rage immediately upon joining a combat which lasts 10 rounds. The following changes are in effect as long as he rages: AC 10 no matter what he is wearing (no dodge), STR +2, Thac0 +2. While berserk, he cannot be stunned, and injuries cause no penalty to his MR or Thac0. All rolls to remain conscious or alive are made at a +4 bonus. If he doesnt fail any rolls he remains alive and madly attacking until knocked out or killed.
Low Light Vision 5 Equal to normal sight.
Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nature Heal 5 Dracotaur 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 Dracotaur gains +1 per 5 INT to detect a trap.
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