Fear the Dragon Born

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Dragon Born
Created by the Dragon Lord Ormegandros, a male advanced greatwyrm prismatic dragon egoist/mindmage, as a way of outdoing tiamat’s draconians, the Dragon Born are the result of mixing dragon, humanoid, and occasionally giant bloodlines. Ormegandros started by creating his own, half-dragons (from other dragons of course), dragonspawn, draconians, and draconic creatures. He then organized breeding programs for specific roles, such as sneaks, brutes, commanders, mystics, and a rejects file that was allowed to breed at random in case a useful trait might arise. Energy, power, and drive, were bred for in all controlled categories.

Dragon Born eventually outgrew Ormegandros’s demiplanes, and decided that they needed to interact with the multiverses more. Ormegandros allowed his creations to explore the astral plane first. During a fierce war with the Gith’yanki the Dragon Born mastered their powers, and learned war from the meanest armies in existence.

After securing a massive sphere of the astral plane they began colonizing any plane without strong alignment traits. Many moved to Limbo. The constant mental exercise of just traveling, and the presence of Gith’zerai allies from their first war are attractive draws to the ambitious yet cautious Dragon Born. Others have begun traveling to material planes to interact with the dynamic humanoid, and near humanoid, populations.

In Eberron they are allied to the Seren of Argonessen, their arrival has alarmed many factions on Khoirvare since little is known of their origins in the civilized lands.

Dragon Born races work well together usually many races live in the same cities, providing each races specialty, and insights. The egg pits are well hidden within, and none but, the guardians, and eggs are permitted within.

Bantlings (young) are cared for by the guardians until, the age of 4 years, when they are returned to their parents. Training in every class, and profession is available , but Dragon Born are expected to excel. Dragon Born do not take npc levels, and any Dragon Born with racial HD is considered an untrained apprentice until they gain a PC or PrC level.

Dragon born all share the following traits
Increased Metabolism: A dragon born requires twice the amount of food and water as a normal creature of its size, in addition they require 10 hours of sleep in a 24 hour cycle.

Twin Wyrm
Medium Dragon
Hit Dice: 5d12+5 (37 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 Dex, +4 natural, +4 Chain Shirt)
Base Attack/Grapple: 5/14
Attack: Masterwork Longsword +7 melee (2d6+1/19-20/x2)
Full Attack: 2 Masterwork Longswords +5 melee (2d6+1/19-20/x2) and 2 Masterwork Shortswords +5 melee (1d8/19-20/x2) and 2 Bites +1 melee (1d6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Superior Two-Weapon Fighting
Special Qualities: Powerful Frame, Darkvision 90 ft., Dragon Traits, Dragon Born Traits
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 13, Dex 13, Con 12, Int 13, Wis 12, Cha 12
Skills: Balance +9, Concentration +9, Knowledge (any two) +9, Listen +11, Search +11, Spot +11
Feats: Prehensile Tail*, Multi-weapon Fighting, Combat Reflexes (B)
Environment: Any land and Underground
Organization: Solitary, Squad (2-4 +1 ninth level sergeant), Battle (10-20 + 2-5 ninth level sergeants + 1 thirteenth level commander)
Challenge Rating: 4
Treasure: Standard plus double goods
Alignment: Usually Neutral
Advancement: By character class
Level Adjustment: +3
Favored Class: Bard

This brown and green dragon would be almost humanoid if it weren’t for the extra head, and twin tails. It moves with an arrogant grace and power, its heads twisting and turning independently of one another. It mumbles to itself in draconic as progresses obviously the heads house two separate brains.

The Twin Wyrm drakes are feared for their deadly blade work and uncanny vigilance. Their bodies are well muscled with long limbs. Many sages believe that they are a mix of Ettin, Dragon, and human bloodlines. They are normally green with brown around the joints and underbelly. Their small, overlapping scales form ridges along the spines. They weigh 400 to 600 pounds, and stand nearly seven feet tall. Twin Wyrms speak draconic, common, and giant. More intelligent specimens often speak planar or elemental languages.
Twin Wyrm are sages, and war leaders. They use cunning tactics and have much battle lore at their disposal. They respect experience, power, and knowledge rarely concerned with the source of said traits. Although they have a distinct distrust of the deities rarely becoming clerics of specific deities preferring druidry or devotion to specific forces as their divine path.

Combat
Twin Wyrm try to prepare for combat if at all possible. They prefer to enter battle with all strategies and contingencies in place, and if there is a spell caster available, with all booster spells in place (Bull’s Strength is a big favorite).
Powerful Frame (Ex.): as Half-Giant or Goliath
Superior Two-Weapon Fighting (Ex.): as Ettin
Skills: A Twin Wyrm’s two heads grant it a +2 on spot,search, and listen checks

Blazing Heart
Medium Dragon
Hit Dice: 1d4+2 (4)
Initiative: +0
Speed: 20 ft (4 squares)
Armor Class: 14 ( +4 natural)
Base Attack/Grapple: 0/1
Attack: Spear +1 Melee (1d8+1/x3), or spell
Full Attack: Spear +1 Melee (1d8+1/x3), or spell
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath Weapon, Spells
Special Qualities: Dragon Traits, Dragon -Born Traits
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 12, Dex 11, Con 16, Int 10, Wis 6, Cha 17,
Skills: Concentration + 9, Spellcraft + 6
Feats: Clinging Breath
Environment: Any land or underground
Organization: Solitary, Squad (2-4 warriors +1-2 Sorcerers + Twin Wyrm with one level of Marshal or Bard), Battle (10-20 warriors +6-8 Sorcerers + 2-5 Twin Wyrms with one level of Marshal or Bard each + 1 Twin Wyrm with five levels of Marshal or Bard)
Challenge Rating: 2
Treasure: Standard plus Double gems
Alignment: Usually neutral (often lawful)
Advancement: By character class
Level Adjustment: +2
Favored Class: Sorcerer

This slow moving creature is covered in a layer of thick heavy scales. Motes of energy hover around its mouth.

The blazing heart tribes are stout warriors, and mighty masters of elemental magic. They are powerful personalities with the endurance of dwarves, and the hide of a dragon. They live to increase their power, whether mental, physical, or magical. Blazing Hearts are drawn to their calling at a young age. Very few ever multiclass except for prestige classes that have a similar focus as their original class (barbarian to frenzied berserker for example).

Blazing Heart are gifted with the breath of their ancestors, but in a lesser form. Many Blazing Hearts master this ability with other training being a secondary consideration.

This Blazing Heart sorcerer started with these ability scores before racial adjustments: str 12, dex 13, con 14, int 10, wis 8, cha 15

Combat
Blazing Heart on their own are reckless, believing in their own power and focus to see them through. When working with more patient and cunning Dragon Born, the unique powers of the Blazing Heart take on a frightening new dimension. A Blazing Heart spell caster rains down death with spells from behind the lines of warriors. A single Blaze warrior’s endurance, and thick hide allows him to shrug of blows that would impress even the most crotchety of dwarves. Combined with their breath few living soldiers remain that can say they survived battle with a well led blazing Heart Squadron.
Breath Weapon (ex): Each Blazing heart has a breath weapon that takes the form of either a 60 ft line or a 30 ft cone, that deals 1d6 + 1d6 per meta-breath feat the Blazing Heart possesses, this breath deals either acid, cold, electricity, fire, or sonic damage. The shape and type of the Breath is set at character creation and cannot be changed afterward. The reflex DC for half damage is 10 + con modifier + 1/2 the Blazing Heart’s HD. This ability can be used 1/day + 1/day per two meta-breath feats the Blazing Heart possesses, but never more than once per 1d4 rounds. This example has a lightning cone for 2d6 damage 1/day with a DC of 13 (note: taking a meta-breath feat like recover breath that can be taken multiple times count as multiple feats)
Sorcerer Spells: (5/4) Known - 0 lvl, detect magic, acid splash, message, open/close - 1 lvl magic missile, shield


Ghost Master
Medium Dragon
Hit Dice: 1d6-1 (2 hp)
Initiative: +3
Speed: 30 ft (6 squares)
Armor Class: 18 (+2 natural, +3 dex, +3 wis)
Base Attack/Grapple: 0/2
Attack: +4 melee shortsword masterwork (1d6+2/19-20/x2), or +3 ranged shuriken (1d2+2)
Full Attack: +4 melee shortsword masterwork (1d6+2/19-20/x2), or +3 ranged shuriken (1d2+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sudden strike +1d6, Ki power (5)
Special Qualities: Dragon Traits, Dragon Born Traits, Blindsight 30ft., Trapfinding, Ghost power, Manifest zone reaction
Saves: Fort -1, Ref +5, Will + 5 (+3 if ki pool is empty)
Abilities: str 14, dex 16, con 8, int 10 , wis 17, cha 13
Skills: Concentration +3, Escape Artist +7, Hide +9, Move Silently +9, Spot +7, Listen +7, Knowledge (the planes) +4 (B)
Feats: Weapon finesse
Environment: Any land or underground
Organization: Solitary, Task Force (2-4 +1 3rd level leader), Scouting party (2-4 +1 3rd level leader + Battle (10-20 warriors +6-8 Sorcerers + 2-5 Twin Wyrms with one level of Marshal or Bard each + 1 Twin Wyrm with five levels of Marshal or Bard) ready to assist)
Challenge Rating: 2?
Treasure: Standard goods, 1/2 coins, 1/2 gems
Alignment: Often Neutral
Advancement: By character class
Level Adjustment: +3
Favored Class: Ninja

A slight disturbance, a pressure in the back of your head, is the only warning before the black steel blade is driven through the guardsmen, and the black discs slice your throat and wrists. your vision lasts only long enough to see a midnight blue scaly hand take the magic gemstones the caravan had been guarding.

Ghost Master Dragon Born channel mighty powers derived from the realm of ghosts. They are the hidden knife of the Children of Ormegandros. They were originally bred from ethereal dragons, and fetches (half ghosts), with significant traces of fiend (shadow demons). This has granted them the best aspects of mortal and ghost.

Ghost masters are wise and physically powerful, often they are the invisible force behind a particularly effective leader among the Dragon born.
This sample is a first level ninja its starting ability scores were : str 12, dex 14, con 8, int 10, wis 15, cha 13
Combat:
Ghost masters strike from hidden positions, and unnatural angles, using their ghost abilities to keep foes in a constant state of fear, and confusion. They work to sow chaos, and hen let other dragon born clean up the mess. They specialize in assassinations, information gathering, and theft missions.

Ghost power (ex.): A Ghost Master’s ninja level is 4 higher for determining their ki-pool and Ghost step and Ghost strike powers, Ghost masters without ninja levels count as fourth level ninjas for these abilities, granting them only ghost step (invisible)

Manifest zone reaction (su.): Inside a manifest zone ghost masters become wraithlike versions of them selves as their tie to the ghost realm is magnified. This causes them to gain incorporeality inside manifest zones.

Blindsight(ex.): Ghost masters’ Have highly developed senses from living amongst shadows for almost the entire existence of their species. Nothing escapes their notice within 30 ft.

Skills: Ghost masters gain free ranks in Knowledge (the plane) equal to 3+HD regardless of it being a class or cross class skill


* from Savage Species

feed back plz
 
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