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Character Generation & Homebrew Rules.

Posted by Knight_VassalFor group 0
DM
GM, 36 posts
Sat 8 Apr 2017
at 18:23
  • msg #3

Official Character Generation Rules

1. HD: All dragons start with 7HD

2. BAB: All dragons start with a BAB of +7 (1/HD). BAB from class levels will be case by case.

3. Skills: Use Pathfinder Skills and Rules.

4. Skill points: 6+Int Mod/Dragon HD - Use Pathfinder bonus for class skills

5. Feats: All wyrmlings have 5 feats (Bonus, 1st, 3rd, 5th, and 7th level feats) Good Monster Feats that you are definitely allowed to take are included here:
http://www.d20pfsrd.com/feats/monster-feats/

6. Traits: You can have 1 Campaign trait and 1 other trait.

7. HP: Max HP for initial Dragon HD - Future HP will be average rounded up +1 per level (d4=4, d6=5, d8=6, d10=7, d12=8). You may roll your HP but if you do there are no re-rolls and you must stick with the results.

8. Special Abilities - Each color dragon has its own special abilities but as a freebie, all dragons get the ability to Polymorph to take a humanoid shape.

9. Size: As dictated by d20psrd for your age group - some will be tiny, others will be small and possibly medium.

10. Breath weapon:
All breath Weapons are equal in damage to a silver Dragons
This message was last edited by the GM at 12:47, Sat 06 Mar 2021.
Narrator
GM, 24 posts
Tue 26 Jun 2018
at 18:01
  • msg #4

Homebrew Rule for Alternate Form

Alternate Form in this game:

Every dragon has the Alternate From SU ability at birth like Silver/Gold dragons.

Your dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Follows these same rules: http://www.d20srd.org/srd/spec...es.htm#alternateForm

Exception: Any gear worn or carried by the dragon melds into the new form and becomes nonfunctional. When the dragon reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form melds into the new form and becomes nonfunctional.

Translation: What you wear in your humanoid form melds into your dragon form.
What you wear in dragon form melds into your alternate form.

Any other forms assumed (animal, etc) do not meld equipment they had on them.

Example: If you are human and meld into a bird, your equipment melds.
When you change from bird back to human, your gear is present.

If, while a bird, you put something on, it falls off when you change to human/dragon form.

When you are in dragon form, anything worn (like armor) melds and is non-functional when you're in human form.

Equipment: Essentially you have 2 equipment lists. 1 for humanoid and 1 for dragon.
You could be wearing completely different armor in both forms.

Wild Armor: If you pay the +3 bonus price to have Wild armor, you could benefit from wearing the same armor in all forms.

Link: http://www.d20srd.org/srd/magi.../magicArmor.htm#wild

The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. Armor and shields with this ability usually appear to be made covered in leaf patterns. While the wearer is in a wild shape, the armor cannot be seen.

Moderate transmutation; CL 9th; Craft Magic Arms and Armor, baleful polymorph; Price +3 bonus.
This message was last edited by the GM at 14:26, Mon 08 Mar 2021.
GM
GM, 54 posts
Fri 2 Nov 2018
at 20:00
  • msg #5

Homebrew Rule for Alternate Form

Here is the final point buy for each of the dragon types.  You can find the total at the end of each dragon.  Dragons you will face will also be made according to the chart.

Point buy (PB)
Black:          Dex +6, Con +2, Int -2,         Cha -2 ( 4 total modifiers)(PB 30)
Green:  Str +2, Dex +4, Con +2                         ( 8 total modifiers)(PB 25)
Steel:          Dex +2, Con +2,         Wis +2, Cha +2 ( 8 total modifiers)(PB 25)
Silver: Str +2, Dex +4, Con +2, Int +4, Wis +4, Cha +4 (20 total modifiers)(PB 15)
Copper:         Dex +6, Con +2, Int +2, Wis +2, Cha +2 (14 total modifiers)(PB 20)

Ages for the dragons in years:

Wyrmling (0–5 years)
very young (6–15 years)
young (16–25 years)
juvenile (26–50 years)
young adult (51–100 years)

If we get higher I will add the rest.

This message was last edited by the GM at 14:10, Mon 08 Mar 2021.
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