The Quarter-dragon template.

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Sunseeker

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So I've been playing with a way to make the half-dragon template more useful to a PC, because lets face it, most of it doesn't even have an effect on your character. Which basically leaves you with a lot fewer HD and not much to gain for it. IMO, annoying.

I'm basically working off the template sheet from Crystal Keep, as I absolutely love how it's complied said templates.

Becomes a ‘Dragon’
Increased hit die type (up to
d12)
Half-Dragons of Large-size or
greater have reptilian wings
which allow Flying
(Average maneuverability)
at twice the base creature’s
ground speed (max 120’).
Natural Armor bonus
improves by +4
Str +8
Con +2
Int +2
Cha +2

Basically the two changes here are going to be the alteration of HD to affect class HD as well as racial HD. The effect remains the same, but it allows for most classes to gain nearly one HD(fighters for example, would gain 2 extra per level, which would take 10 levels to make up the missing 2 HD, and at that point prestige classes start to kick in and things start to get really out of hand. While beyond that they would be gaining points higher than their normal HD, by the time it became significant(2 extra HD worth @lvl 20), it's pretty negligible anyway.

Second, we're dumping the idea that lager creatures get wings. Lets face it, most players are going to be medium, and they can take a feat to give them wings(and upgrade them) if they want to.

Third, natural armor is getting halved(since you're half-less a dragon than half) and strength is getting cut by 2. You're still armored and you're still a powerhouse, but you're more diluted.

Low-light vision.
Darkvision 60’.
Immune to sleep & paralysis effects.
Gain two 1d4 Claw & one 1d6 Bite attacks (if Medium).
Base Skill Points are now (6+Int mod) * (Racial HD+3).
Gain a breath weapon matching its parent, usable once per day.
It does 6d8 damage and the DC is Constitution-based.
Here, we're dropping low-light vision. Why? Because you're really only going to be using regular vision or darkvision. Yes, in theory if you can use one, you can use both, for my reasoning, like the human that has diluted your bloodline, twilight and dawn are difficult lighting times for you as well.

The Sleep and paralysis becomes sleep OR paralysis, players choice. Reasoning: sleep is usually a mental affect, paralysis is usually physical. The choice is merely thematic IMO, as for all I care you could dump both and by the time it mattered you'd have some special ring or something that would do it anyway.

Skill points will no longer be multiplied by HD, racial or otherwise. Since this point of this is to keep the ECL low in order to allow playing at lower levels, and +6 is already pretty sweet, there's really no need for this.

Breath weapon is now 3d8+choice of stat bonus(similar to 4ed Dragonborn), remember you're half a half dragon, so you get half it's breath power. You can always take the talents to make it better.

Leaving us with:
Becomes a 'Dragon'
Increased hit die(racial and class) type (up to
d12)
Natural Armor bonus
improves by +2
Str +6
Con +2
Int +2
Cha +2
Darkvision 60’.
Immune to sleep or paralysis effects.
Gain two 1d4 Claw & one 1d6 Bite attacks (if Medium).
Base Skill Points are now (6+Int mod)
Gain a breath weapon matching its parent, usable once per day.
It does 3d8+(choice of stat bonus) damage and the DC is Constitution-based
LA+2

I figure the stats are pretty fair for a LA+2 instead of +3. I would be accepting of a +1 if the player would be willing to drop +2 from 3 stats(leaving either a mighty +6 to strength, or +4 strength and +2 other), any immunity, HD increases, and the bite and claw attacks(since they probably won't get used anyway). Assuming they don't juse use the "Draconic" template.

Leaving us with:
Gain ‘dragonblood’ subtype
Natural Armor bonus
improves by +2
Str +4
Any stat +2
Darkvision 60’.
Base Skill Points are now (2+Int mod)
Gain a breath weapon matching its parent, usable once per day.
It does 3d8+(choice of stat bonus) damage and the DC is Constitution-based
LA+1

Which, as opposed to the "Draconic" template, they basically trade the claw attacks, low-light vision and the racial ability bonuses for a few more skill points, the breath weapon, and an additional +1 nat arm bonus. Because honestly, the "draconic" template was kinda lame, and there's really nothing that says dragon more than a breath weapon(IMO).

---

So whadda ya'll think? I realize that a choice of damage modifier can get kinda sick there if you build it right, but at the same time, if you build it that way(such as all strength or all con) you're going to force yourself into only a few roles which IMO is a fair tradeoff for having such high numbers in those stats. But then likewise, it is only once a day unless you're taking dragon racial stats which is your choice to favor race over class.
 

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Um, no... changing class hit dice to d12s would be insane. You'll find wizards and rogues in your group taking this template to become unkillable.

Half-dragon is, IMO, one of the most balanced templates out there. it's strength bonus makes up for the loss of BAB three levels of fighter/barbarian/etc would provide. The natural armor bonus and Con boost makes up for the loss of hit points at later levels, and at early levels it just sits back and uses its breath weapon (there's a feat to make the breath weapon recharge like a regular dragon). If that doesn't work, use a javelin to stay out of combat.
 

Um, no... changing class hit dice to d12s would be insane. You'll find wizards and rogues in your group taking this template to become unkillable.
The class hit dice doesn't become d12, it moves up to the next type, with a maximum of d12. So a fighter d10 would become a d12, but a rogue d6 would become a d8, sorcerer d4 to a d6 and so on.

Half-dragon is, IMO, one of the most balanced templates out there. it's strength bonus makes up for the loss of BAB three levels of fighter/barbarian/etc would provide. The natural armor bonus and Con boost makes up for the loss of hit points at later levels, and at early levels it just sits back and uses its breath weapon (there's a feat to make the breath weapon recharge like a regular dragon). If that doesn't work, use a javelin to stay out of combat.

The problem though is that even a natural armor of +4 doesn't make up for the loss of nearly 30hp. Meaning that at level 7 when mobs start hitting for a solid 10-15 per hit, you're sitting at only 40ish health as the guy who is probably supposed to be taking the brunt of the battle.
 

The class hit dice doesn't become d12, it moves up to the next type, with a maximum of d12. So a fighter d10 would become a d12, but a rogue d6 would become a d8, sorcerer d4 to a d6 and so on.

Okay, that sounds a bit more fair, but do some play testing just in case.

The problem though is that even a natural armor of +4 doesn't make up for the loss of nearly 30hp. Meaning that at level 7 when mobs start hitting for a solid 10-15 per hit, you're sitting at only 40ish health as the guy who is probably supposed to be taking the brunt of the battle.

44ish points, gotta count that +1 CON. Level 7 you're still making good use out of that breath weapon, though. It's around this time that you might consider doing some roguish fighting, flanking an opponent and using combat expertise, for example, but not quite manning the front line just yet. Half-dragon is a gradual progression from boomstick to beatstick. It follows a strange and winding path, a fun ride for those who love versatility and the simulation of growing up.

However, keep up this template, if it's something that's reasonably balanced for 20 levels, it is a great achievement and well worth playing.
 

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