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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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<blockquote data-quote="Knightfall" data-source="post: 1401347" data-attributes="member: 2012"><p><span style="color: DarkOrange"><strong>THE DRAGON RACES OF HARQUAL</strong></span></p><p>Four main draconic races call Harqual home. One — the dracovarans — characters won't likely meet or adventure with until they are near the end of their careers. Another — the dragonnes — are a shape changing variant of a beast with the same name found on Kanpur. The final two are races descended from dragons: the dragontouched and half-dragons.</p><p></p><p><span style="color: DarkOrange"><strong>THE DRACOVARANS</strong></span> <strong>(Epic Race)</strong></p><p>Dracovarans are tauric creatures related to both dragons and lizardfolk. They are the servants of Mirella, The World Goddess; they are allies of druids, rangers, and the Knights Majestic. They travel the world protecting the Balance wherever they go. They have little tolerance for despoilers and braggarts.</p><p></p><p>Dracovarans are rare on Harqual as they tend to shun civilized nations for the wild, unspoiled wastelands of the continent. Dracovarans always live alone and those few living on Harqual can be found mainly in the Great Expanse. There, they are allies of the desert elves, dragonnes, and the few blue dragons that call that desert home. However, they are also found in the White Desert on the Varan Peninsula and the sandy, desert-like island of Frey in the Karmine Sea.</p><p></p><p>Dracovarans love the desert and are almost never found anywhere else. Most believe they are descended from blue dragons as they share many of the same abilities. Dracovarans have been known to visit the deserted wasteland of the Cold Barrens in the Northlands, but they are not native to that area. Why they make the pilgrimage there is unknown.</p><p></p><p><strong>Dracovaran Traits</strong></p><p>Dracovarans benefit from a number of racial traits: <ul> <li data-xf-list-type="ul">+6 to Strength, -2 to Dexterity, +4 to Constitution, -2 to Intelligence.</li> <li data-xf-list-type="ul">Large-sized: As Large creatures, dracovarans gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting and carrying limits are twice those of Medium-size characters.</li> <li data-xf-list-type="ul">Monstrous Humanoid: Dracovarans are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.</li> <li data-xf-list-type="ul">Speed: Base land speed is 50 feet. Dracovarans can also burrow at a speed of 30 feet and fly at a speed of 160 feet.</li> <li data-xf-list-type="ul">Blindsense (Ex): Dracovarans can pinpoint creatures within a distance of 80 feet. Opponents the dragon can't actually see still have total concealment against the dragon.</li> <li data-xf-list-type="ul">Keen Senses (Ex): A dracovaran sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 160 feet.</li> <li data-xf-list-type="ul">Racial Hit Dice: A non-epic dracovaran begins with twenty levels of monstrous humanoid, which provide 20d8 Hit Dice, a base attack bonus of +20, and base saving throw bonuses of Fort +6, Ref +12, Will +12.</li> <li data-xf-list-type="ul">Racial Skills: A non-epic dracovaran's monstrous humanoid levels give it skill points equal to 23 x (2 + Int Modifier, minimum 1). Its class skills are Balance, Bluff, Concentration, Diplomacy, Escape Artist, Hide, Intimidate, Jump, Knowledge (any), Listen, Search, Sense Motive, Spellcraft, Spot, Swim, and Use Magic Device. Dracovarans gain a +2 racial bonus on all Knowledge (agriculture), Knowledge (nature), and Survival checks.</li> <li data-xf-list-type="ul">Racial Feats: A non-epic dracovaran's monstrous humanoid levels give it seven feats.</li> <li data-xf-list-type="ul">Breath Weapon (Su): An 80-ft. line of lightning; 8d6 damage; reflex save for half (DC 28), can be used every 1d4 rounds.</li> <li data-xf-list-type="ul">Create/Destroy Water (Sp): A dracovaran can use this ability three times per day. It works like the create water spell except that the dracovaran can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 24) or be ruined. This ability is the equivalent of the 1st-level spell.</li> <li data-xf-list-type="ul">Dragon Blood: For all effects related to race, a dracovaran is considered a dragon. For example, they are just as vulnerable to special effects that affect dragons as their dragon ancestors are, and they can use magic items that are only usable by dragons.</li> <li data-xf-list-type="ul">Immunities (Ex): Immune to sleep effects, paralysis effects, and electricity.</li> <li data-xf-list-type="ul">Natural Attacks: Dracovarans may attack with two claws, two forelegs, and two wings and are always treated as being armed when using their natural attacks.</li> <li data-xf-list-type="ul">+15 natural bonus to armor class.</li> <li data-xf-list-type="ul">Automatic Languages: Draconic. Bonus Languages: Auran, Common, Druidic, and Terran.</li> <li data-xf-list-type="ul">Favored Class: Druid. A multiclass dracovaran's druid class does not count when determining whether he suffers an XP penalty for multiclassing. (Any player who chooses to play a dracovaran character must start adding class levels as a epic character. It is also possible that I would allow a player to build a dracovaran monster class based on these traits.)</li> <li data-xf-list-type="ul">Level Adjustment: +10.</li> </ul><p><span style="color: DarkOrange"><strong>THE DRAGONNES</strong></span> <strong>(Epic Race)</strong></p><p>Most races — beyond those living near the Great Expanse — believe that dragonnes of Harqual aren't any different than those found in other regions of the world. This is not so. The dragonnes of Harqual are shape-changing, magical beast that often take the form of medium or large-sized humanoids (most often as desert elves).</p><p></p><p>While dragonnes are mainly solitary by nature, once in a while a young dragonne will take a humanoid shape and travel to the communities near the Great Expanse in search of excitement. Often they end up traveling with desert elves, lightfoots, or the rakasta, while hiding their true nature until they have come to trust their companions. Once the secret is revealed, most adventuring groups will readily accept a dragonne as their friend and their ally.</p><p></p><p>The dragonnes of Harqual are the favored children of the Interloper God known as Chaeon, Lord of the Expanse. The desert elves and dragonnes believe it was this god that gave the dragonnes their shape-changing ability. Dragonnes are very pious and pray to the Lord of the Expanse at dawn each day, facing in the direction of the Patron Mountains in the Great Expanse regardless of where they have traveled too. Dragonnes are naturally curious as well and many have taken to traveling through the islands of the Karmine Sea and beyond looking for their next great adventure.</p><p></p><p><strong>Dragonne Traits</strong></p><p>Dragonnes of Harqual benefit from a number of racial traits: <ul> <li data-xf-list-type="ul">+6 to Strength, +2 to Dexterity, +4 to Constitution, -2 Intelligence, +2 Charisma.</li> <li data-xf-list-type="ul">Large-sized. As Large creatures, dragonnes gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. Carrying Capacity: A light load for a dragonne is up to 348 pounds; a medium load, 349 – 699 pounds, and a heavy load, 700 – 1,050 pounds, when in its natural form.</li> <li data-xf-list-type="ul">Dragon: Dragonnes are dragons, and are therefore immune to spells that only affect humanoids, such as charm person.</li> <li data-xf-list-type="ul">Speed: Base land speed is 40 feet. Dragonnes can also fly at a speed of 30 feet.</li> <li data-xf-list-type="ul">Keen Vision (Ex): Dragonnes have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision at a range of 60 feet.</li> <li data-xf-list-type="ul">Racial Hit Dice: A dragonne begins with nine levels of dragon, which provide 9d10 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +6, Ref +6, Will +6.</li> <li data-xf-list-type="ul">Racial Skills: A dragonne's dragon levels give it skill points equal to 12 x (6 + Int Modifier, minimum 1). Its class skills are Concentration, Intimidate, Listen, Search, Spot, and Survival. Dragonnes have a +4 racial bonus on Listen and Spot checks.</li> <li data-xf-list-type="ul">Racial Feats: A dragonne's dragon levels give it four feats. A dragonne of Harqual may choose any feat from D&D Sandstorm. Recommended feats include Heat Endurance, improved Heat Endurance, Sand Camouflage, and Sandskimmer.</li> <li data-xf-list-type="ul">Change Shape (Su): A dragonne can assume any Medium to Large-sized humanoid form, or revert to its own form, as a standard action. In humanoid form, a dragonne loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A dragonne remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the dragonne reverts to its natural form when killed. A true seeing spell reveals its natural form.</li> <li data-xf-list-type="ul">Immunities (Ex): Dragonnes are immune to sleep and paralysis effects.</li> <li data-xf-list-type="ul">Pounce (Ex): If a dragonne charges, it can make a full attack in the same round.</li> <li data-xf-list-type="ul">Roar (Su): A dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a Will save (DC 16) or become fatigued. Those within 30 feet who fail their saves become exhausted. The save DC is Charisma-based.</li> <li data-xf-list-type="ul">Natural Attacks: Dragonnes may attack with two claws and bite and are always treated as being armed when using their natural attacks, when in their natural form.</li> <li data-xf-list-type="ul">Automatic Languages: Draconic. Bonus Languages: Common, Elven, and Terran. Because of their limited contact with the world beyond the Great Expanse, dragonnes have fewer bonus languages to learn from.</li> <li data-xf-list-type="ul">Favored Class: Sorcerer. A multiclass dragonne's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.</li> <li data-xf-list-type="ul">Level Adjustment: +7.</li> </ul><p><span style="color: DarkOrange"><strong>THE DRAGONTOUCHED</strong></span> <span style="color: Red">(Draconomicon)</span></p><p>The dragontouched of the Lands of Harqual are a unique race descended from both draconic and human bloodlines. They are not actually dragons, but they have enough draconic heritage in them to be distinguished from humans. Many mistake them for half-dragons, but they are farther removed from their draconic ancestry than half-dragons. The dragontouched usually are the result of an ancient druidic lineage that pays respect to Mirella or one of the Dragon Gods.</p><p></p><p>Regardless of their draconic bloodline, the dragontouched are as varied as humans are, and they fit into almost any culture. Most of the dragontouched living on Harqual live in the region known as The Bulge, which includes the Great Expanse and all of the communities in or near that desert. They are also found living in the eastern ranges of the Hinderfall Mountains. Specifically, in the secluded mountain cities of Highwall and Thunderwall.</p><p></p><p>Dragontouched are also common throughout the many islands of the Sea of the Sun and the Karmine Sea. They are rarer the further north you travel until you pass the Greystone Mountains. There, while still uncommon, they live amongst the barbarians of the Northlands as equals as well as in the desert known as the Cold Barrens. Dragontouched are nearly unheard of in the Eastern Shore or in the Sword Gulf Region. They are very rare on the Ragik Peninsula as the Empire of Swords was known for its oppression of non-human races.</p><p></p><p><strong>Dragontouched Traits</strong></p><p>Dragontouched characters benefit from a number of racial traits: <ul> <li data-xf-list-type="ul">+2 to Strength, -2 to Wisdom, +2 to Charisma.</li> <li data-xf-list-type="ul">Medium. As Medium creatures, dragontouched characters have no special bonuses or penalties due to their size.</li> <li data-xf-list-type="ul">Speed: Base land speed is 30 feet.</li> <li data-xf-list-type="ul">Keen Vision (Ex): Dragontouched have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision at a range of 60 feet.</li> <li data-xf-list-type="ul">1 extra feat at 1st-level.</li> <li data-xf-list-type="ul">4 extra skill points at 1st level and 1 extra skill point at each additional level.</li> <li data-xf-list-type="ul">Dragon Blood: For all effects related to race, a dragontouched is considered a dragon. For example, they are just as vulnerable to special effects that affect dragons as their dragon ancestors are, and they can use magic items that are only usable by dragons.</li> <li data-xf-list-type="ul">Natural Attacks: Dragontouched characters may attack with two claws (1d3) and are always treated as being armed when using their natural attacks.</li> <li data-xf-list-type="ul">Saves: A dragontouched character has a +4 racial bonus on saves against magic sleep effects and paralysis.</li> <li data-xf-list-type="ul">Skills: +2 racial bonus to Intimidate and Spot checks.</li> <li data-xf-list-type="ul">Automatic Languages: Common and Draconic. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.</li> <li data-xf-list-type="ul">Favored Class: Sorcerer. A multiclass dragontouched character's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.</li> <li data-xf-list-type="ul">Level Adjustment: +1.</li> </ul><p><span style="color: DarkOrange"><strong>HALF-DRAGONS</strong></span> <span style="color: red">(Draconomicon/MM)</span></p><p>Half-dragons are rarer on Harqual than the dragontouched. This mainly has to do with the more strict rules passed down by Mirella and the Dragon Gods to the dragons living on Harqual. In eras past, dragons often mated with a variety of humanoid races, and it was considered a blessing from the World Goddess to have a half-dragon as a member of your family. However, half-dragons are not true dragons, and it was soon discovered they were more likely to go Rogue against the Tenets of the Balance, which all dragons must follow.</p><p></p><p>Thus, less half-dragons have been sired in the last few hundred years than previously . It is still considered a great honor to have a half-dragon in ones family, but those half-dragons born recently are often taken from their humanoid parents and raised amongst druids or followers of Mirella; therefore, a half-dragon character born on Harqual can also choose druid as their favored class as well as any favored class listed for their humanoid parent's race. Many of these half-dragon druids are just coming into their own and most are completely devoted to Mirella and the Tenets of the Balance.</p><p></p><p>Note that the dragons of Kulan that follow the Tenets of the Balance never mate with unintelligent monsters. Only rogue dragons do this; therefore, any half-dragon with an unintelligent monstrous parent is always considered a rogue. See the D&D Monster Manual v.3.5 and D&D Draconomicon: The Book of Dragons for how to create a half-dragon.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 1401347, member: 2012"] [COLOR=DarkOrange][B]THE DRAGON RACES OF HARQUAL[/B][/COLOR] Four main draconic races call Harqual home. One — the dracovarans — characters won't likely meet or adventure with until they are near the end of their careers. Another — the dragonnes — are a shape changing variant of a beast with the same name found on Kanpur. The final two are races descended from dragons: the dragontouched and half-dragons. [COLOR=DarkOrange][B]THE DRACOVARANS[/B][/COLOR] [B](Epic Race)[/B] Dracovarans are tauric creatures related to both dragons and lizardfolk. They are the servants of Mirella, The World Goddess; they are allies of druids, rangers, and the Knights Majestic. They travel the world protecting the Balance wherever they go. They have little tolerance for despoilers and braggarts. Dracovarans are rare on Harqual as they tend to shun civilized nations for the wild, unspoiled wastelands of the continent. Dracovarans always live alone and those few living on Harqual can be found mainly in the Great Expanse. There, they are allies of the desert elves, dragonnes, and the few blue dragons that call that desert home. However, they are also found in the White Desert on the Varan Peninsula and the sandy, desert-like island of Frey in the Karmine Sea. Dracovarans love the desert and are almost never found anywhere else. Most believe they are descended from blue dragons as they share many of the same abilities. Dracovarans have been known to visit the deserted wasteland of the Cold Barrens in the Northlands, but they are not native to that area. Why they make the pilgrimage there is unknown. [B]Dracovaran Traits[/B] Dracovarans benefit from a number of racial traits:[list][*]+6 to Strength, -2 to Dexterity, +4 to Constitution, -2 to Intelligence. [*]Large-sized: As Large creatures, dracovarans gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting and carrying limits are twice those of Medium-size characters. [*]Monstrous Humanoid: Dracovarans are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person. [*]Speed: Base land speed is 50 feet. Dracovarans can also burrow at a speed of 30 feet and fly at a speed of 160 feet. [*]Blindsense (Ex): Dracovarans can pinpoint creatures within a distance of 80 feet. Opponents the dragon can't actually see still have total concealment against the dragon. [*]Keen Senses (Ex): A dracovaran sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 160 feet. [*]Racial Hit Dice: A non-epic dracovaran begins with twenty levels of monstrous humanoid, which provide 20d8 Hit Dice, a base attack bonus of +20, and base saving throw bonuses of Fort +6, Ref +12, Will +12. [*]Racial Skills: A non-epic dracovaran's monstrous humanoid levels give it skill points equal to 23 x (2 + Int Modifier, minimum 1). Its class skills are Balance, Bluff, Concentration, Diplomacy, Escape Artist, Hide, Intimidate, Jump, Knowledge (any), Listen, Search, Sense Motive, Spellcraft, Spot, Swim, and Use Magic Device. Dracovarans gain a +2 racial bonus on all Knowledge (agriculture), Knowledge (nature), and Survival checks. [*]Racial Feats: A non-epic dracovaran's monstrous humanoid levels give it seven feats. [*]Breath Weapon (Su): An 80-ft. line of lightning; 8d6 damage; reflex save for half (DC 28), can be used every 1d4 rounds. [*]Create/Destroy Water (Sp): A dracovaran can use this ability three times per day. It works like the create water spell except that the dracovaran can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 24) or be ruined. This ability is the equivalent of the 1st-level spell. [*]Dragon Blood: For all effects related to race, a dracovaran is considered a dragon. For example, they are just as vulnerable to special effects that affect dragons as their dragon ancestors are, and they can use magic items that are only usable by dragons. [*]Immunities (Ex): Immune to sleep effects, paralysis effects, and electricity. [*]Natural Attacks: Dracovarans may attack with two claws, two forelegs, and two wings and are always treated as being armed when using their natural attacks. [*]+15 natural bonus to armor class. [*]Automatic Languages: Draconic. Bonus Languages: Auran, Common, Druidic, and Terran. [*]Favored Class: Druid. A multiclass dracovaran's druid class does not count when determining whether he suffers an XP penalty for multiclassing. (Any player who chooses to play a dracovaran character must start adding class levels as a epic character. It is also possible that I would allow a player to build a dracovaran monster class based on these traits.) [*]Level Adjustment: +10.[/list] [COLOR=DarkOrange][B]THE DRAGONNES[/B][/COLOR] [B](Epic Race)[/B] Most races — beyond those living near the Great Expanse — believe that dragonnes of Harqual aren't any different than those found in other regions of the world. This is not so. The dragonnes of Harqual are shape-changing, magical beast that often take the form of medium or large-sized humanoids (most often as desert elves). While dragonnes are mainly solitary by nature, once in a while a young dragonne will take a humanoid shape and travel to the communities near the Great Expanse in search of excitement. Often they end up traveling with desert elves, lightfoots, or the rakasta, while hiding their true nature until they have come to trust their companions. Once the secret is revealed, most adventuring groups will readily accept a dragonne as their friend and their ally. The dragonnes of Harqual are the favored children of the Interloper God known as Chaeon, Lord of the Expanse. The desert elves and dragonnes believe it was this god that gave the dragonnes their shape-changing ability. Dragonnes are very pious and pray to the Lord of the Expanse at dawn each day, facing in the direction of the Patron Mountains in the Great Expanse regardless of where they have traveled too. Dragonnes are naturally curious as well and many have taken to traveling through the islands of the Karmine Sea and beyond looking for their next great adventure. [B]Dragonne Traits[/B] Dragonnes of Harqual benefit from a number of racial traits:[list][*]+6 to Strength, +2 to Dexterity, +4 to Constitution, -2 Intelligence, +2 Charisma. [*]Large-sized. As Large creatures, dragonnes gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. Carrying Capacity: A light load for a dragonne is up to 348 pounds; a medium load, 349 – 699 pounds, and a heavy load, 700 – 1,050 pounds, when in its natural form. [*]Dragon: Dragonnes are dragons, and are therefore immune to spells that only affect humanoids, such as charm person. [*]Speed: Base land speed is 40 feet. Dragonnes can also fly at a speed of 30 feet. [*]Keen Vision (Ex): Dragonnes have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision at a range of 60 feet. [*]Racial Hit Dice: A dragonne begins with nine levels of dragon, which provide 9d10 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +6, Ref +6, Will +6. [*]Racial Skills: A dragonne's dragon levels give it skill points equal to 12 x (6 + Int Modifier, minimum 1). Its class skills are Concentration, Intimidate, Listen, Search, Spot, and Survival. Dragonnes have a +4 racial bonus on Listen and Spot checks. [*]Racial Feats: A dragonne's dragon levels give it four feats. A dragonne of Harqual may choose any feat from D&D Sandstorm. Recommended feats include Heat Endurance, improved Heat Endurance, Sand Camouflage, and Sandskimmer. [*]Change Shape (Su): A dragonne can assume any Medium to Large-sized humanoid form, or revert to its own form, as a standard action. In humanoid form, a dragonne loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A dragonne remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the dragonne reverts to its natural form when killed. A true seeing spell reveals its natural form. [*]Immunities (Ex): Dragonnes are immune to sleep and paralysis effects. [*]Pounce (Ex): If a dragonne charges, it can make a full attack in the same round. [*]Roar (Su): A dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a Will save (DC 16) or become fatigued. Those within 30 feet who fail their saves become exhausted. The save DC is Charisma-based. [*]Natural Attacks: Dragonnes may attack with two claws and bite and are always treated as being armed when using their natural attacks, when in their natural form. [*]Automatic Languages: Draconic. Bonus Languages: Common, Elven, and Terran. Because of their limited contact with the world beyond the Great Expanse, dragonnes have fewer bonus languages to learn from. [*]Favored Class: Sorcerer. A multiclass dragonne's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. [*]Level Adjustment: +7.[/list] [COLOR=DarkOrange][B]THE DRAGONTOUCHED[/B][/COLOR] [COLOR="Red"](Draconomicon)[/COLOR] The dragontouched of the Lands of Harqual are a unique race descended from both draconic and human bloodlines. They are not actually dragons, but they have enough draconic heritage in them to be distinguished from humans. Many mistake them for half-dragons, but they are farther removed from their draconic ancestry than half-dragons. The dragontouched usually are the result of an ancient druidic lineage that pays respect to Mirella or one of the Dragon Gods. Regardless of their draconic bloodline, the dragontouched are as varied as humans are, and they fit into almost any culture. Most of the dragontouched living on Harqual live in the region known as The Bulge, which includes the Great Expanse and all of the communities in or near that desert. They are also found living in the eastern ranges of the Hinderfall Mountains. Specifically, in the secluded mountain cities of Highwall and Thunderwall. Dragontouched are also common throughout the many islands of the Sea of the Sun and the Karmine Sea. They are rarer the further north you travel until you pass the Greystone Mountains. There, while still uncommon, they live amongst the barbarians of the Northlands as equals as well as in the desert known as the Cold Barrens. Dragontouched are nearly unheard of in the Eastern Shore or in the Sword Gulf Region. They are very rare on the Ragik Peninsula as the Empire of Swords was known for its oppression of non-human races. [B]Dragontouched Traits[/B] Dragontouched characters benefit from a number of racial traits:[list][*]+2 to Strength, -2 to Wisdom, +2 to Charisma. [*]Medium. As Medium creatures, dragontouched characters have no special bonuses or penalties due to their size. [*]Speed: Base land speed is 30 feet. [*]Keen Vision (Ex): Dragontouched have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision at a range of 60 feet. [*]1 extra feat at 1st-level. [*]4 extra skill points at 1st level and 1 extra skill point at each additional level. [*]Dragon Blood: For all effects related to race, a dragontouched is considered a dragon. For example, they are just as vulnerable to special effects that affect dragons as their dragon ancestors are, and they can use magic items that are only usable by dragons. [*]Natural Attacks: Dragontouched characters may attack with two claws (1d3) and are always treated as being armed when using their natural attacks. [*]Saves: A dragontouched character has a +4 racial bonus on saves against magic sleep effects and paralysis. [*]Skills: +2 racial bonus to Intimidate and Spot checks. [*]Automatic Languages: Common and Draconic. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. [*]Favored Class: Sorcerer. A multiclass dragontouched character's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. [*]Level Adjustment: +1.[/list] [COLOR=DarkOrange][B]HALF-DRAGONS[/B][/COLOR] [COLOR="red"](Draconomicon/MM)[/COLOR] Half-dragons are rarer on Harqual than the dragontouched. This mainly has to do with the more strict rules passed down by Mirella and the Dragon Gods to the dragons living on Harqual. In eras past, dragons often mated with a variety of humanoid races, and it was considered a blessing from the World Goddess to have a half-dragon as a member of your family. However, half-dragons are not true dragons, and it was soon discovered they were more likely to go Rogue against the Tenets of the Balance, which all dragons must follow. Thus, less half-dragons have been sired in the last few hundred years than previously . It is still considered a great honor to have a half-dragon in ones family, but those half-dragons born recently are often taken from their humanoid parents and raised amongst druids or followers of Mirella; therefore, a half-dragon character born on Harqual can also choose druid as their favored class as well as any favored class listed for their humanoid parent's race. Many of these half-dragon druids are just coming into their own and most are completely devoted to Mirella and the Tenets of the Balance. Note that the dragons of Kulan that follow the Tenets of the Balance never mate with unintelligent monsters. Only rogue dragons do this; therefore, any half-dragon with an unintelligent monstrous parent is always considered a rogue. See the D&D Monster Manual v.3.5 and D&D Draconomicon: The Book of Dragons for how to create a half-dragon. [/QUOTE]
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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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