Shirt Guy John
First Post
I just came up with stuff this morning, so please, have a look.
So... any comments or suggestions? I just sorta compare dmy concepts with the core rulebooks to pull this stuff out, so it should be basically balanced.
Dragonfly Creatures
====================
Index:
I. Culture Summary
II. Dragonfly Familiar
III. Montrous Dragonflies
-Notes on Size vs. Use
-Light Load Size
IV. Dragonfly Rider PrC
I. Culture Summary
===================
This material is basically for a single culture. The nation is situated at the center of a massive marshland. The inhabitants long ago fled from some unremembered tyrany to form a utopian society, and unlike most, they succeeded. Living in a marshland means that some creatures are more common, and some are less common. In this area, the "Montrous" sized dragonflies were discovered for the first time. Over time, the culture became more and more integrated with the lives of these creatures until a method was created for training them as mounts. The larger breeds of Dragonfly are now used in the same way that normal cultures used horses, while the smaller breeds have become a common friend and accomplice to arcane spellcasters.
II. Dragonfly Familiar
=======================
As an added option to the familiars lilsted in the Player's Handbook, a Sorcerer or Wizard in the marshlands region may choose a Dragonfly as his familiar. The statistics used for a dragonfly familiar are those for a diminuitive version of the creature (It isn't Montrous).
Dragonfly
Diminutive Vermin
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Hit Dice: 1/4d8 (1)
Initiative: +5
Speed: 5ft., 60ft. (Perfect)
AC: 21 (+4 Size, +5 Dex, +1 Natural)
Attacks: -
Damage: -
Face/Reach: 1ft. by 1ft./ 0ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +2, Refl +5, Will +1.
Abilities: Str 1, Dex 21, Con 11, Int -, Wis 13, Cha 11.
Skills: Hide +21, Move Silently +9, Spot +5.
Feats: -
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Climate/Terain: Any Marsh
Organization: Solitary, Group (2-5), or Nest (6-12)
Challenge Rating: 1/10
Treasure: None
Alignment: Always Neutral
Advancement: -
The Dragonfly grants the following benefits when chosen as a familiar:
*Master Gains +2 to Dexterity Score
III. Monstrous Dragonflies
===========================
Monstrous Dragonfly, Medium-Size
Medium-Size Vermin
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Hit Dice: 2d8+2 (11)
Initiative: +4
Speed: 10ft., 80ft. (Perfect)
AC: 15 (+4 Dex, +1 Natural)
Attacks: -
Damage: -
Face/Reach: 5ft. by 10ft./ 5ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +4, Refl +4, Will +1.
Abilities: Str 10, Dex 19, Con 13, Int -, Wis 13, Cha 11.
Skills: Hide +8, Move Silently +8, Spot +5.
Feats: -
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Climate/Terain: Any Marsh
Organization: Solitary, Group (2-5), or Nest (6-12)
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Advancement: -
Monstrous Dragonfly, Large
Large Vermin
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Hit Dice: 4d8+12 (30)
Initiative: +3
Speed: 10ft., 80ft. (Perfect)
AC: 15 (-1 Size, +3 Dex, +3 Natural)
Attacks: -
Damage: -
Face/Reach: 5ft. by 15ft./ 5ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +7, Refl +4, Will +2.
Abilities: Str 18, Dex 17, Con 17, Int -, Wis 13, Cha 11.
Skills: Hide +3, Move Silently +7, Spot +5.
Feats: -
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Climate/Terain: Any Marsh
Organization: Solitary, Group (2-5), or Nest (6-12)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: -
Monstrous Dragonfly, Huge
Huge Vermin
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Hit Dice: 16d8+80 (152)
Initiative: +2
Speed: 10ft., 50ft. (Perfect)
AC: 16 (-2 Size, +2 Dex, +6 Natural)
Attacks: -
Damage: -
Face/Reach: 10ft. by 25ft./ 5ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +7, Refl +4, Will +2.
Abilities: Str 26, Dex 15, Con 21, Int -, Wis 13, Cha 11.
Skills: Hide -2, Move Silently +6, Spot +5.
Feats: -
-----------------------------------------------
Climate/Terain: Any Marsh
Organization: Solitary, Group (2-5), or Nest (6-12)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: -
Sive Vs. Use in the Marsh Culture
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For the culture, the Dragonfly is essential to both war and trade. The smallest of the Monstrous Dragonflies, the Medium-Sized breed, is used for minor physical labor or transport or sometimes even as a pet. They may also serve as mounts for small (usually Halfling) riders, though rider weight is a major factor. The Medium-Sized Dragonflies are primarily used as mounts by medium-sized creatures. Occasionally, the Dragonflies are used simply as transport for goods. The Huge Dragonflies are too big for the average rider, and are thus reserved for special services. They are used as transports to carry goods throughout the marshlands, both because land-based travel is nearly impossible and because of their massive carrying capacity.
Light Load Amount for Each Breed
---------------------------------
Medium-Sized 33 lbs.
Large 200 lbs.
Huge 1224 lbs.
IV. Dragonfly Rider PrC
========================
"There was only a faint sound, like that of a breeze, as they came upon us. The city's defenders rode what appeared, upon first glance, to be giant shining sticks with wings. They circled and circled, unleashing volley after volley of arrows at us. Then they stopped, flew back a little ways, and charged us with spear and sword and lance. In the end, our raiding party of thirty was reduced to only four by only seven riders."-Unknown Journal Entry
Dragonfly Knight
-----------------------
In a culture where horses are obsolete, it is no wonder that the guardians took to the skies. Knights mounted on flying creatures are not all that uncommon in the world, but what sets the Dragonfly Knight apart is his choice of Mount. The massive insects found only in the Marshlands serve as wonderful mounts when properly trained, as most Marshlands inhabitants know. However, for the select few who truly bond woth their mounts in defence of the realm, Dragonflies are more akin to divine gifts.
Dragonfly Knights are the elite guardians of the Marshlands. Although they do not have to stay in one place or adhere to a codified set of rules, the Knights must show dedication only in protecting the marshes from invasion, attack, or disaster. For this reason, most Dragonfly Knights are drawn from the ranks of non-chaotic, non-evil Fighters, Rangers, and Paladins. On rare occasions, Psychic Warriors and ex-Barbarians have also joined the ranks of the Knights.
HD: d10
Requirements:
--------------
*Alignment: Any Non-Chaotic, Non-Evil (ie. LG, NG, LN, N)
*Base Attack Bonus: +6
*Knowledge(Nature) 2 ranks
*Ride(Dragonfly) 8 ranks
*Feats: Mounted Combat and one of the following: Mounted Archery, Ride-By Attack, Spirited Charge.
*Special: Must be accepted by the Mounted Order of the Dragonfly.
Class Skills:
--------------
The Dragonfly Knight's Class Skills are (and the Key ability for each skill) are Animal Empathy(Cha), Handle Animal(Cha), Intuit Direction(Wis), Jump(Str), Knowledge(History)(Int), Knowledge(Nature)(Int), Ride(Dex), Spot(Wis), Wilderness Lore(Wis).
Skill points at each level: 2 + Int Modifier.
Class Features:
----------------
The following are the Class Features of the Dragonfly Knight.
Weapon and Armor Proficiency: The Dragonfly Knight gains no new weapon or armor proficiencies, but maintains any proficiency with anything he was formerly proficient with.
Special Mount: The Dragonfly Knight's dragonfly mount is no longer a "normal" member of it's breed. It gains benefits as per table IV-2(Dragonfly Mount).
Masterful Skill: The Dragonfly Knight learns to better move, control, and direct his mount. When riding or controlling a Dragonfly, he adds the listed bonus to his Ride or Handle Animal check.
"Feather Fall": In case of an emergency, the Dragonfly Knight learns how to slow his decent to the earth. Once per day, the Knight may cast the spell "Feather Fall" as a free action if he falls or is otherwise removed from his mount (or under other cirmumstances, too). Treat his class level as his caster level for this effect.
Dragonfly Carapace: The Dragonfly Knight has his skin grow tough plates, like those of the Dragonflies that he rides. He gains a bonus to his natural armor equal to the bonus listed for the Special Mount in table IV-2(Dragonfly Mount).
"Heal Mount": The Dragonfly Knight learns to keep his mount alive, even when on the brink of death. He may use this ability a number of times each day as listed in Table IV-1(The Dragonfly Knight).
Dragonfly Empathy: The Dragonfly Knight gains some influence over any Dragonfly that he may encounter. He gains a +4 racial bonus on checks when attempting to influence the attitude of a Dragonfly, and also can comunicate such simple concepts as "Friend", "Foe, "Flee", and "Attack".
Dragonfly Apotheosis: Once the Knight has reached the pinacle of his skills, he undergoes a second change, akin to that of the Dragonfly Carapace. The Knight's eyes change to become like the compound eyes of his mount. He gains a permanent +4 racial bonus to Spot checks.
Table IV-1(The Dragonfly Knight)
Level BAB Fort Ref Will Special
----- --- ---- --- ---- -------
1 +1 +0 +2 +0 Special Mount
2 +2 +0 +3 +0 Masterful Skill +1
3 +3 +1 +3 +1 "Feather Fall" 1/day
4 +4 +1 +4 +1 Masterful Skill +2, Dragonfly Carapace
5 +5 +1 +4 +1 "Heal Mount" 1/day
6 +6 +2 +5 +2 Masterful Skill +3
7 +7 +2 +5 +2 Dragonfly Empathy
8 +8 +2 +6 +2 Masterful Skill +4
9 +9 +3 +6 +3 "Heal Mount" 2/day
10 +10 +3 +7 +3 Masterful Skill +5, Dragonfly Apotheosis
Table IV-2(Dragonfly Mount)
Knight
Character Bonus Natural Str Int
Level HD Armor Adj. Special
--------- ----- ------- --- --- -------
7-10 +2 +1 +1 6 Improved Evasion, Empathic Link, Share Saving Throws.
11-14 +4 +3 +2 7 Telepathic Link*
15-18 +6 +5 +3 8 Dragonfly Empathy*
19-20 +8 +7 +4 9 Spell Resistance
Improved Evasion, Empathic Link, Share Saving Throws: See Fiendish Servant Sidebar in DMG (pg. 31).
Telepathic Link: The Mount can communicate telepathically with the Dragonfly Knight at any distance less than 100ft. The Dragonfly Knight may also communicate back in this manner.
Dragonfly Empathy: See ability of the same name in Dragonfly Knight class abilities.
Spell Resistance: The Dragonfly Mount gains spell resitance equal to 5 + the Dragonfly Knight's character level.
[Note: A Paladin/Dragonfly Knight's mount abilities overlap (do not stack), so he must use the best of the two values but may still recieve all of the abilities of each class.]
So... any comments or suggestions? I just sorta compare dmy concepts with the core rulebooks to pull this stuff out, so it should be basically balanced.
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