A New Race: The Dragontouched

RobNJ

Explorer
They're an LA: +1 race. I'm thinking they might make a better template, but I don't know . . . when do you make something a template, and when a race?

Anyway, I'm posting this with the hopes of getting comments on whether it needs to be balanced better, or if I might do this a different, better way. Any commentary, no matter how cruel, is welcome.

The Dragontouched

Dragons' magical nature allows them to crossbreed with virtually any creature. This usually occurs while the dragon has changed its shape; it then abandons the crossbreed young. These young are often spurned and rejected by the society they are born into for their bestial appearance. Sometimes they are able to become part of society, and have children of their own, and those children have children, and so on. Over time, the dragon's blood is diluted, but its presence is rarely washed out permanently. In such families, every few generations a child will be born who bears the marks of his Draconic ancestors. These are the dragontouched. The dragontouched have no culture or way of life common to the race, given their disparate origins. Occasionally groups of dragontouched will find one another and form collectives where their differences aren't as remarkable.

Personality: The dragontouched have physical aberrations that can cause them and the families that produce them to be ostracized and feared. On the other hand, their personal magnetism gives them an undeniable mystique. The dragontouched grow up in a world where few people get close, and those who do have a relationship more akin to worship than to love. As a result, many are inexperienced with emotion and can come off very arrogant--if charmingly so. They seem to possess an innate drive to excellence and an insatiable curiosity for the occult and the unknown. Often, they also inherit a covetous streak from their ancestors.

Physical Description: Dragontouched children grow up to be about a foot taller and proportionally heavier than their parents on average. They are usually well-muscled and beautiful, or at least impressive. Dragontouched also display two or more features that hint at their heritage. These could include things like:
  • metallic- or color-tinged skin;
  • slitted pupils;
  • unnaturally cold or hot skin;
  • an acidic, sulfurous or ozone scent;
  • thin, translucent scales;
  • small, bony ridges on the jaws, eyebrows, elbows, spine or other extremities;
  • one or more small horns;
  • jaw fringes or whiskers;
  • crested or bat-winged ears;
  • sharp and/or jagged teeth;
  • vestigial tail;
  • hairlessness;
  • spinal- and/or head-crests;
  • nictitating membranes;
  • long, narrow and/or forked tongue;
  • vestigial, non-functioning wings;
  • monochromatic eyes; and so on.
Due to their size alone, the birth of a dragontouched child can be painful. If the child's manifestations are physically inconvenient enough the birth may even be physically dangerous to the mother. Maternal mortality with dragontouched children is significantly higher than normal, further adding to the stigma that such children bear.

Relations: The lot of the dragontouched can be a difficult one. Often treated as outsiders--if not actively ostracized--by their parents' race, they rarely feel comfortable among them. They tend to fare better among other races who are less disturbed by their "wrongness".

Alignment: Dragontouched have no tendency toward any particular alignment, other than that they tend to gravitate toward extreme and strongly-held points of view. More often than not, their alignment has no neutral component to it, and true neutral dragontouched are very rare.

Dragontouched Lands: The concept of lands for a people who have no culture is something of an oxymoron. There is the occasional commune, however. These places can be idyllic magical utopiae or hives of the worst kind of horror and degradation imaginable, depending on the prevailing attitudes of the enclave. The only constants are isolation from other civilization, and that magic is ubiquitous in these mini-societies.

Religion: All dragontouched have direct experience of self-generated magical power. Combine that with their tendency toward arrogance and very few of them tend to believe in gods, or to count on them for very much. Some dragontouched clerics worship the concepts of "dragonness" or power. If aware of their heritage, some worship the gods of dragons, or dragons themselves. Dragon-worshipping dragontouched are often regarded as deluded by other members of their race.

Language: The dragontouched speak only the language that they were born to. If they learn Draconic, they are able to become so fluent that they're indistinguishable from a native speaker.

Names: Dragontouched names vary greatly. They lack a unifying deity to give them a touchstone for their culture; indeed, they lack a culture at all. Therefore, no dragontouched names are truly typical. Some orphaned or abused dragontouched children get descriptive names: Scaly, Snakeboy, Witch-eyes, Forktongue, etc.

Adventurers: Dragontouched find themselves drawn to strange careers and unusual company. Taking up the life of an adventurer comes easily to many of them. They are driven by a ravenous curiosity and a seemingly endless greed.

DRAGONTOUCHED RACIAL TRAITS
  • +2 Strength, +2 Charisma. Dragontouched have a shadow of the strength of their draconic ancestors and the strength of their blood makes them more attractive, fascinating or terrifying than others.
  • Medium-size. As medium-size creatures, dragontouched have no special bonuses or penalties due to their size.
  • Dragontouched base speed is 30 feet.
  • Resistance 5 to any hit point damage from dragon breath. Immune to the frightful presence ability of dragons.
  • +2 racial bonus to saving throws against spells and spell-like effects. Like their ancestors, the dragontouched are resilient to magical effects.
  • Darkvision: Dragontouched can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dragontouched can function just fine with no light at all.
  • +2 racial bonus to Spot and Listen checks. Like dragons, the dragontouched are intensely attuned to their surroundings, and notice things most others miss.
  • Dragons can cast prestidigitation 1/day as per a sorcerer of their character level.
  • Dragon blood. For all special abilities and effects, a dragontouched is considered a dragon. Dragontouched, for example, can use special dragon weapon or magic items as though they were dragons, and are susceptible to bane effects that target dragons.
  • Level Adjustment: +1
  • A dragontouched's favored class is sorcerer.
Code:
Adulthood    Bbn, Rog, Soc     Brd, Ftr, Pld, Rng   Clr, Drd, Mnk, Wiz
15 years        +1d4                  +1d6                +2d6

Middle Age         Old       Venerable      Maximum Age
200 years       200 years    500 years      +3d% years

          Base Height    Height Mod.    Base Weight    Weight Mod.
Male        5' 10"         +2d10          150 lb.      x(2d4) lb.
Female      5' 5"          +2d10          105 lb.      x(2d4) lb.[/color]
NOTE: The game rule information above relates to dragontouched birthed of humans, but dragontouched born to other creatures will have different game rule information.
 

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Whoo!

I've got to tell you, this thing is fabulous. Rarely have I ever seen a non-core race so well made! (Seriously. I mean it.) It seems spot-on! *more praise*

One thing: ONE. I don't think there necessarily needs to be different rules for other races. Just make the draconic tendencies overbearing, like Aasimars and Tieflings...

/Feliath - Happy! Joy! Joy! :D
 

This is gerat stuff - consider it stolen for my campaign! There's a cabal of beings who are several generations descended from a dead dragon god, who run the organisation that still worships it; some simply have the half-dragon template, but for others it didn't seem right, and I wanted something to represent more subtle manifestations of the dragon god's blood - this is perfect for it!
 


Very nice race - it simulates something that I'd have thought we'd see a long time ago... after all, we've got half-celestials and the aasimar derivatives, half-fiends and tieflings, half-elementals and genasi, half-dragons and [whoops! Nothing!]. Very nice to see, and I'd say very well done. Now, about the template/race issue.
If you're trying to keep this to the core books, I'd say leave it a race, like aasimar, tieflings, and genasi. However, I'm still of the opinion that they should all be templates - speaking of which, someone did that a while ago around here and they were wonderful - does anyone know who, or still have a copy of it? I'd say take a look at that, and see what you think. Again, though - excellent job. :)
 

Thanks for the compliments, everyone. I really appreciate it. Someone on Usenet has convinced me they're a little overpowered when compared to teiflings and aasimars, so when I get back to my office on lunch break later today, I'm going to crack open the FRCS (which I didn't have access to when I wrote this; I was going off memory) and do a side-by-side comparison.

And I definitely will not make red/black/white/blue/green/brass/gold/silver/copper/tungsten alternates of this race. I prefer it's just about dragonness and not tie it to any particular strain, especially since it could be so far down the line in some cases.

Also, someone said AEG's Dragons book had something like this. Has anyone seen it? How does it compare?
 

The Wyrm-touched

I tweaked a few things, took away their save vs. spells and made them vulnerable to Dragon favored enemy attacks. I also changed the name due to the suggestion I got from the Wizards.com boards.

Any further commentary is of course welcome:

The Wyrm-touched

Dragons' magical nature allows them to crossbreed with virtually any creature. This usually occurs while the dragon has changed its shape; it then abandons the crossbreed young. These young are often spurned and rejected by the society they are born into for their bestial appearance. Sometimes they are able to become part of society, and have children of their own, and those children have children, and so on. Over time, the dragon's blood is diluted, but its presence is rarely washed out permanently. In such families, every few generations a child will be born who bears the marks of his Draconic ancestors. These are the wyrm-touched. The wyrm-touched have no culture or way of life common to the race, given their disparate origins. Occasionally groups of wyrm-touched will find one another and form collectives where their differences aren't as remarkable.

Personality: The wyrm-touched have physical aberrations that can cause them and the families that produce them to be ostracized and feared. On the other hand, their personal magnetism gives them an undeniable mystique. The wyrm-touched grow up in a world where few people get close, and those who do have a relationship more akin to worship than to love. As a result, many are inexperienced with emotion and can come off very arrogant--if charmingly so. They seem to possess an innate drive to excellence and an insatiable curiosity for the occult and the unknown. Often, they also inherit a covetous streak from their ancestors.

Physical Description: Wyrm-touched children grow up to be about a foot taller and proportionally heavier than their parents on average. They are usually well-muscled and beautiful, or at least impressive. Wyrm-touched also display two or more features that hint at their heritage. These could include things like:
  • metallic- or color-tinged skin;
  • slitted pupils;
  • unnaturally cold or hot skin;
  • an acidic, sulfurous or ozone scent;
  • thin, translucent scales;
  • small, bony ridges on the jaws, eyebrows, elbows, spine or other extremities;
  • one or more small horns;
  • jaw fringes or whiskers;
  • crested or bat-winged ears;
  • sharp and/or jagged teeth;
  • vestigial tail;
  • hairlessness;
  • spinal- and/or head-crests;
  • nictitating membranes;
  • long, narrow and/or forked tongue;
  • vestigial, non-functioning wings;
  • monochromatic eyes; and so on.
Due to their size alone, the birth of a wyrm-touched child can be painful. If the child's manifestations are physically inconvenient enough the birth may even be physically dangerous to the mother. Maternal mortality with wyrm-touched children is significantly higher than normal, further adding to the stigma that such children bear.

Relations: The lot of the wyrm-touched can be a difficult one. Often treated as outsiders--if not actively ostracized--by their parents' race, they rarely feel comfortable among them. They tend to fare better among other races who are less disturbed by their "wrongness".

Alignment: Wyrm-touched have no tendency toward any particular alignment, other than that they tend to gravitate toward extreme and strongly-held points of view. More often than not, their alignment has no neutral component to it, and true neutral wyrm-touched are very rare.

Wyrm-touched Lands: The concept of lands for a people who have no culture is something of an oxymoron. There is the occasional commune, however. These places can be idyllic magical utopiae or hives of the worst kind of horror and degradation imaginable, depending on the prevailing attitudes of the enclave. The only constants are isolation from other civilization, and that magic is ubiquitous in these mini-societies.

Religion: All wyrm-touched have direct experience of self-generated magical power. Combine that with their tendency toward arrogance and very few of them tend to believe in gods, or to count on them for very much. Some wyrm-touched clerics worship the concepts of "dragonness" or power. If aware of their heritage, some worship the gods of dragons, or dragons themselves. Dragon-worshipping wyrm-touched are often regarded as deluded by other members of their race.

Language: The wyrm-touched speak only the language that they were born to. If they learn Draconic, they are able to become so fluent that they're indistinguishable from a native speaker.

Names: Wyrm-touched names vary greatly. They lack a unifying deity to give them a touchstone for their culture; indeed, they lack a culture at all. Therefore, no wyrm-touched names are truly typical. Some orphaned or abused wyrm-touched children get descriptive names: Scaly, Snakeboy, Witch-eyes, Forktongue, etc.

Adventurers: Wyrm-touched find themselves drawn to strange careers and unusual company. Taking up the life of an adventurer comes easily to many of them. They are driven by a ravenous curiosity and a seemingly endless greed.

WYRM-TOUCHED RACIAL TRAITS
  • +2 Strength, +2 Charisma. Wyrm-touched have a shadow of the strength of their draconic ancestors and the strength of their blood makes them more attractive, fascinating or terrifying than others.
  • Medium-size. As medium-size creatures, wyrm-touched have no special bonuses or penalties due to their size.
  • Wyrm-touched base speed is 30 feet.
  • Resistance 5 to any hit point damage from dragon breath. Immune to the frightful presence ability of dragons.
  • Darkvision: Wyrm-touched can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and wyrm-touched can function just fine with no light at all.
  • +2 racial bonus on Listen and Spot checks. Like dragons, the wyrm-touched are intensely attuned to their surroundings, and notice things most others miss.
  • Prestidigitation (Sp): Wyrm-touched can use prestidigitation once per day as cast by a sorcerer of their character level.
  • Dragon blood. For all special abilities and effects, a wyrm-touched is considered a dragon. Wyrm-touched, for example, can use special dragon weapon or magic items as though they were dragons, and are susceptible to bane effects that target dragons. Any favored enemy bonuses that would apply to dragons also apply to Wyrm-touched.
  • Level Adjustment: +1
  • A wyrm-touched's favored class is sorcerer.
Code:
[color=burlywood]Adulthood    Bbn, Rog, Soc     Brd, Ftr, Pld, Rng   Clr, Drd, Mnk, Wiz
15 years        +1d4                  +1d6                +2d6
 
Middle Age         Old       Venerable      Maximum Age
200 years       300 years    500 years      +3d% years
 
          Base Height    Height Mod.    Base Weight    Weight Mod.
Male        5' 10"         +2d10          150 lb.      x(2d4) lb.
Female      5' 5"          +2d10          105 lb.      x(2d4) lb.[/color]
NOTE: The game rule information above relates to wyrm-touched birthed of humans, but wyrm-touched born to other creatures will have different game rule information.
 

I think this is a great idea but I think it still may be to strong.

Here are the bonuses form my perspective:

+2 str, +2 cha (very powerful)
Elemental resistance 5 (also very good)
Darkvision 60 (good but not unbalancing)
+2 to listen and spot (good but not unbalancing)
Presti..... (neat but not combat oriented)
Dragonblood (see above comment)

All combined this doesn't seem ridiculously overpowering but I think they are still pretty good. I would go with +2.


Just my opinion and thanks for representing Joysey!
 

trentonjoe said:
I think this is a great idea but I think it still may be to strong.
Fair enough. Keep in mind that I have the Planetouched in mind for comparison purposes. So on the bonuses, I'll discuss the parallels to the Planetouched Aasimar a one-to-one basis below.

Here are the bonuses form my perspective:

+2 str, +2 cha (very powerful)
True. However, Aasimar get +2 Wisdom, +2 Charisma. Argueably, Strength is a more "vital" stat than Wisdom. However, Aasimar also get the benefit of being changed to Type: Outsider. That means they're immune to charm, sleep, and other magic that affects only humanoids. That's a very powerful benefit that the Wyrm-touched don't have at their disposal. I feel that more than offsets the relative power of Strength over Wisdom.

Elemental resistance 5 (also very good)
Actually, they don't have blanket elemental resistence. They only have a 5 point resistence, and then only to dragon breath. Whereas the aasimar gets 5 points of resistence to any expression of 3 different kinds of energy. I'd argue they are equal, or that the Wyrm-touched is even weaker. This is offset, however, by the Wyrm-touched being immune to dragonfear.

Darkvision 60 (good but not unbalancing)
+2 to listen and spot (good but not unbalancing)
Both of which the aasimar have.

Presti..... (neat but not combat oriented)
Aasimar get light one time/day. It's another 0-level spell, but it's more magically "complex" and interesting, though no more overbalancing IMO.

Dragonblood (see above comment)
Yeah, it's pretty excedingly unlikely that one is likely to run into dragon-only magical items, whereas facing people with dragon bane weapons or who have dragon as a favored enemy is MUUUCH more likely, IMO.

All combined this doesn't seem ridiculously overpowering but I think they are still pretty good. I would go with +2.
Even given the side-by-side comparison to an already-published ECL +1 race, the aasimar? I'm not asking to be argumentative, but wondering whether or not I'm off-base.

Just my opinion and thanks for representing Joysey!
Your opinion is welcome and valued. And, where better to come up with twisted freaks of nature as a D&D race than the land of toxic waste? :)
 
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Great idea!

I like the concept and how you handeled it overall, though if I were you I would devide the race up into dragon lineages like the genesai. It seems silly to me that the half-white and half-gold dragons both recieve the +2 to Int. The alignments and general behavior and eating habits of dragon types would reflect on their yongue, just as in the aforementioned planetouched.

I would also lose the Prestadigitation thing, (replacing it with the Immunity to sleep and paralysis as all dragons posess) and specify what energy type each dragon-blooded has based on its dragon breed, or replace it with an elemental subtype. Making its resistance an elemental subtype would help balence its powers and help make it "wierder". Yeah sure the red dragon-blooded fighter is scary, but a bit of a frost on the ground and hes frozen solid.

Remember tieflings suffer a penalty to their charisma while a half-fiend recieves a bonus. They are no longer terrifying, theyre creepy. A dragon-blooded wouldnt necessarily posess the raw presence of a half-dragon, but might instead unnerve children and beasts (as-in horses), or it might be utterly arrogant (very likely), and thus suffer a penalty.

I could see a dragon-blooded (Red and Gold) as follows:
Red:+4Str, +2 Int, -2 Cha, Gold: +4 Str, +2 Wis, -2 Dex
>Medium,
>Darkvision 60ft,
>Fire Subtype: Immune to fire, double damage from cold.
>+2 racial bonus on Listen and Spot checks.
>Immune to sleep and Paralysis effects.
>Dragon Blood (including immunity to dragon-fear).
>Favored class: Red-Fighter, Gold-Sorceror.

Or something like that. I think that these would be about a ECL +1.
 

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