Dra'Konites (3.5e Race)
From D&D Wiki
|
Dra’Konites
Author: Lord_Gareth
Dra’Konites are the only sentient race native to Dreavarr. They are peacekeepers, originally created to prevent a disaster like the Dragon Wars from ever occurring again. On the southern continent, they live in medium sized towns, with high walls. The towns themselves are made of stone, and they take great pains to hide any wealth they have, to discourage drow raids. They farm and mine, trading for whatever they can’t make themselves. Dra’Konites have a highly developed sense of justice, and other races (excepting drow, who pretty much hate everyone) often call upon them to mediate arguments. They never use force if diplomacy will do. The typical Dra’Konite is about 4’9” to 8’ tall. They are light and slender, with hollow bones. Their eyes are white, but whenever they are feeling something (like an emotion), the whites change color to match their mood, making white-eyed Dra’Konites a rarity indeed. They have scaled wings sprouting from their shoulder blades, of either metallic or chromatic color (as in, the dragon types). Scales of the same color can be found on their hands and around their eyes, as well as the tips of their pointed ears. Their elven blood gives them their more humanoid features; they are very much like half-elves in appearance. They live in a border region just north of the frozen tundra the drow inhabit (on the southern continent, south is really, really cold). Dra’Konites prefer bright, vibrant colors in clothing, and generally like bright colors in general. They are a passionate, emotional people, often having strong opinions about many things, though they can set them aside if called upon to be impartial. Males and females are equal in Dra’Konite society so long as the particular individual pulls their weight. They have little tolerance for slackers. Dra’Konites are fans of music, though their hearing and general tastes means that most of their music is incomprehensible to other races. Dra’Konites tend to take up the sorcerer’s life, having much innate magic in their blood. Fighters, rogues, and priests are the next-most common classes. They have more barbarians than the other ‘civilized’ races, choosing not to interfere with the tribes that roam their territory. They do, however, often call upon them to scout out the drow territory and to help in lean times.
Racial Features:
- +2 Dex, +2 Cha, -2 Con, -2 Wis
- Medium: As medium creatures, Dra'Konites have no bonus or penalty associated with their size
- Humanoid
- Claws: Dra'Konite nails are roughly an inch long, very hard, and vry sharp, resulting in 1d4 slashing claws. Dra'Knite claws do not need trimming once they attain one inch in length, and if they lose their claws, a week or a Regenaration spell to re-grow. Until then, the claws cease to be effective.
- +2 to saving throws versus cold-based attacks and enviornments. Dra'Konites have a pulse that puts rats to shame.
- Darkvision 60 -or- Low-Light Vision (player's choice). Dra'Konites have inherited the senses of their dragon and elven heritages, but individual Dra'Konites lean towards one or the other.
- Moody Eyes: Dra'Konites gain a +2 bonus on Diplomacy checks and a -4 penalty on Bluff checks. They have a conditional -2 penalty on Intimidate checks (this penalty applies only if the Dra'Konite isn't really angry or doesn't really want to strong-arm the victim of the check). Dra'Konite eye color changes in accordance to their emotions; they literally show every feeling on their face.
- Limited Flight: Gliding (Ex): A Dra'Konite can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Dra'Konites glide at a speed of 40 feet (average maneuverability). Even if a Dra'Konite's maneuverability improves, she can't hover while gliding. A Dra'Konite can't glide while carrying a medium or heavy load. If a Dra'Konite becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The Dra'Konite descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
- Flight (Ex): When a Dra'Konite reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A Dra'Konite can't fly while carrying a medium or heavy load or while fatigued or exhausted. Dra'Konites can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Dra'Konites are likewise fatigued after spending a total of more than 10 minutes per day flying. Because Dra'Konites can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).
- When they reach 10 Hit Dice, Dra'Konites have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A Dra'Konites with flight can make a dive attack. A dive attack works like a charge, but the Dra'Konite must move a minimum of 30 feet and descend at least 10 feet. A Dra'Konite can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A Dra'Konite with flight can use the run action while flying, provided she flies in a straight line.
- Languages: Dra'Konites speak Common, Elven, and Draconic. They also have a semi-secret language called Drank, which is a wild mixture of the other three languages they speak. A non-Dra'Konite (or a person who hasn't lived with Dra'Konites for ten or more years) must be able to speak Common, Elven, and Draconic in order to learn Drank, and even then must make a Speak Language check (DC 25) to completely understand it.
- Favored Class: Sorcerer. Dra'Konites are inherantly magical and many follow the Sorcerer's path.
- LA 0
Back to Main Page → 3.5e Homebrew → Races