HALF DRAGONS

By Mark Charke

 

Never have I encountered more resistance to any race than the Half Dragon. I have played Drow without complaint but I spoke to twelve Dungeon Masters before my lowly Half Dragon saw action.

In my campaigns I have always tried to allow any imaginable race. It is, in fact, the playing of non-humans that drew me to this game. I am dismayed by the high percentage of humanoid monsters and player races. So I wish to address the unusual yet strikingly humanoid race of Half Dragons.

First, Half Dragons ARE too powerful. They have a rather dangerous parent on one side who they have inherited all sorts of abilities from. And who knows how powerful the other parent is to have earned the respect and love of the dragon. These issues I have addressed to try create an interested and playable race.

 

INDEX

Half Dragon Ability Scores

Half Dragon Ability Score Requirements

Half Dragon Level Limits

Notes on Half Dragons

Fixed and Discretionary Powers

Fixed Powers

Spell-Like Discretionary Powers

Psionic Discretionary Powers

Other Discretionary Powers

Penalties

Optional: Character Point System

Dragon Child

HALF DRAGON ABILITY SCORE ADJUSTMENTS

 

STR DEX CON INT WIS CHA * *

CHROMATIC

Black +1 - +1 - - -

Blue +1 - - - - -

Green +1 +1 - - -1 -

Red +2 - +1 - -1 -

White -1 +2 - -1 - -

GEM STR DEX CON INT WIS CHA

Amethyst - - +1 +1 +1 -

Crystal -1 +2 - - +1 -

Emerald - - - - +2 -

Sapphire +1 - - - +1 +2

Topaz - - +1 - +1 -2

METALLIC STR DEX CON INT WIS CHA

Brass - +1 - +1 - -2

Bronze +1 +1 - +1 - -

Copper - - - - +1 -1

Gold +2 - - - -2 +1

Silver +1 - +1 -1 - -

Krynn Silver +1 +1 +1 +1 +1 +1

MISC STR DEX CON INT WIS CHA

Brown +1 - +1 - - -1

Cloud - +1 - - +1 -1

Chiang Lung - - - - - - Nil

Deep +1 +1 - - -2 -

Drow/Deep - +2 - - -2 -

GreyHawk +1 -1 - +2 - -

Iron +2 - +2 -2 -2 -

Mercury -1 +2 -1 - - -

Mist - - -1 - +2 -

Shadow - +1 -1 +1 - -

Shen Lung - - - - - - Nil

Steel +1 -1 - +2 - -

Yellow - -1 - - +1 -

Shokan +2 -1 +1 - - -

HALF DRAGON ABILITY SCORE REQUIREMENTS

Str Dex Con Int Wis Cha

CHROMATIC MIN MAX MIN MAX MIN³MAX MIN MAX MIN MAX MIN MAX

Black 9 19 3 18 6 19 3 18 3 18 3 18

Blue 7 18 3 18 6 18 3 18 3 18 3 18

Green 9 19 4 19 6 18 3 17 3 16 3 17

Red 9 20 3 18 7 19 3 17 3 18 3 18

White 6 17 5 20 6 18 3 17 3 18 3 18

GEM

Amethyst 5 18 3 18 4 19 5 19 5 19 6 18

Crystal 4 16 6 20 4 16 5 18 5 19 6 18

Emerald 5 18 3 18 4 18 5 18 6 20 6 18

Sapphire 5 19 3 18 4 18 5 18 5 19 12 19

Topaz 5 18 3 18 4 19 5 18 5 19 6 16

METALLIC

Brass 5 18 5 19 5 18 3 19 4 18 3 16

Bronze 5 18 6 20 4 18 3 18 4 18 4 18

Copper 5 18 5 18 5 18 3 18 3 18 3 17

Gold 7 20 4 18 6 18 3 18 3 18 6 18

Silver 6 19 5 19 5 18 3 18 3 18 5 18

Krynn Silver --- As per mother's race ---

MISC

Brown 5 19 3 18 4 19 3 18 3 18 2 16

Cloud 4 18 4 19 3 18 3 18 6 19 2 16

Chiang Lung 3 18 3 18 3 18 3 18 3 18 3 18

Deep 6 18 8 20 4 18 5 18 3 16 3 16

Drow/Deep 6 18 8 20 4 18 5 18 3 16 3 16

GreyHawk 4 18 3 18 4 18 8 19 3 18 6 18

Iron 12 20 3 18 12 20 3 18 3 18 3 18

Mercury 4 17 3 18 3 17 3 18 3 18 3 18

Mist 5 18 3 18 4 17 3 18 6 20 3 18

Shadow 4 17 6 19 4 17 6 19 3 16 3 15

Shen Lung 6 18 12 18 6 18 12 18 9 18 14 18

Steel 9 19 3 17 6 18 6 20 3 18 3 18

Yellow 5 18 3 17 3 18 3 18 4 19 3 18

Shokan 6 20 3 17 6 19 3 18 3 18 3 17

*Note that all ability score limits are after racial adjustments.

HALF DRAGON LEVEL LIMITS

W A R R I O R W I Z A R D P R E I S T R O G U E P S I

Fighter Ranger Mage Illusionist Cleric Druid Thief Bard

Psionicist

CHROMATIC

Black 15 - 2 - - - 9 3 9

Blue 10 - 6 - 2 - - - -

Green 10 - 4 - - - - - -

Red 13 - 9 - 3 - - - -

White 9 - 2 - - - 9 3 9

GEM

Amethyst 9 - 13 13 13 13 9 11 U

Crystal - - 5 13 8 8 9 9 U

Emerald 9 - 9 9 7 7 9 11 U

Sapphire 9 - 7 7 9 9 9 16 U

Topaz 9 - 7 7 7 7 9 11 U

METALLIC

Brass 13 9 4 - 4 4 9 6 -

Bronze 14 14 8 9 11 - - 11 -

Copper 13 9 7 - 4 - 9 16 -

Gold 11 10 14 - 10 - 9 - 9

Silver 10 12 11 - 14 - 14 - 9

Krynn Silver 15 17 17 17 14 - 14 - -

MISC

Brown 13 - 7 - - - 11 11 -

Cloud 13 - 4 - 4 4 11 6 -

Chiang Lung U Bushi, Kensai, Samurai - - - - 9

Deep 11 - 9 9 5 - 11 11 -

Drow/Deep 12 - 15 - 12 - 16 - -

GreyHawk 10 10 14 ENCH 15 8 - 14 - -

Iron 15 13 8 - 9 - 14 - -

Mercury 9 9 14 11 - - 13 11 9

Mist - - 4 9 4 4 9 6 -

Shadow 9 - 13 13 4 - 11 11 -

Shen Lung U Bushi, Kensai, Samurai - - - - 9

Steel 13 - 13 - 6 6 - - -

Yellow 13 - 9 - - - 13 - -

Shokan 16 9 12 - 9 - 6 8 9

NOTES ON HALF DRAGONS

 

CHROMATIC HALF DRAGONS

These half dragons have a tendency towards evil. Most are tough, mean and tend to bully. They make good fighters and some make decent thieves. All can be mages but none are particularly good at the magical arts.

The creation of a Chromatic Half Dragon is somewhat rare as these Dragons can not naturally assume a humanoid form and most of them actively dislike humanoids. Such unions are most commonly found on Krynn between dragon and rider.

There are several methods a chromatic Dragon can use to assume a humanoid from and procreate with a humanoid. A Limited Wish and Shapechange, a Wish, Polymorph or ShapeChange or Metamorphosis and the blessing of a Deity or the 10th level ShapeShift. Additionally it is possible a clerical spell of fertility could be researched. However all of these spells are not normally available to these dragons. The humanoid parent must be a powerful wizard or cleric or aid of one must be acquired. All Chromatic Dragons can multiclass as a Fighter/Other Class.

 

BLACK

Half Black Dragons are big and mean with fierce tempers. Most are half Human, Half Derro, Half Druegar or Half Drow. Most become fighters, smaller ones tend to become thieves or bards.

Alignment Tendency: Chaotic Evil

Appearance: Glossy jet black skin, larger then average human heavy set with muscles. Black, red or yellow eyes. Black, Red or White hair. Sometimes mistaken for Drow.

MultiClass Options: Fighter/Mage, Thief/Mage, Fighter/Psionic

 

BLUE

Alignment Tendency: Lawful Evil

MultiClass Options: Fighter/Mage

Appearance: Pale to Dark blue skin fading to green around the abdomen. Blue hair, nails and blue or green eyes.

 

GREEN

Alignment Tendency: Lawful Evil

MultiClass Options: Fighter/Mage

Appearance: Tall and slim, slightly yellowed or green skin with a green fin starting at the forehead going over the head and ending on the back of the neck. Green or blond hair. Green or blond eyes.

 

RED

Alignment Tendency: Chaotic Evil

MultiClass Options: Fighter/Mage Fighter/Cleric

Appearance: Brilliant red hair. Often deep red skin and nails or pink. Often very big and muscular.

 

WHITE

Alignment Tendency: Chaotic Evil

MultiClass Options: None

Appearance: Small and thin, very elflike, pale or even white skin.

 

GEM HALF DRAGONS

These half dragons are normally Neutral in alignment and have a natural affinity to psionics. If they choose a class other then psionicist then they roll for Wild Talents.

Gem dragons have beautiful gem colored skin, hair, nails and eyes. There is a liquid quality to their voice. Most are not as strong as other half dragons but they are tough and intelligent with wisdom.

The creation of a Chromatic Half Dragon is very rare as these Dragons are rare themselves and can not naturally assume a humanoid form. Most Gem Half Dragons come from Krynn as well. They live a solitary life away from general society studying magic or psionics.

There are several methods a Gem Dragon can use to assume a humanoid from and procreate with a humanoid. Older Amethyst Dragons have the option of using a Limited Wish and Metamorphosis or Polymorph.

Other methods include: A Limited Wish and Shapechange, a Wish, Polymorph or ShapeChange or Metamorphosis and the blessing of a Deity or the 10th level ShapeShift. Additionally it is possible a clerical spell of fertility could be researched. However all of these spells are not normally available to these dragons, except Amethyst. The humanoid parent must be a powerful wizard or cleric or aid of one must be acquired. All Gem dragons can multiclass as a Psionicists/Other Class.

 

AMETHYST

Alignment Tendency: True Neutral

MultiClass Options: Mage/Cleric

Appearance: Violet skin with shoulder spikes, semi translucent violet nails.

 

CRYSTAL

Alignment Tendency: Chaotic Neutral

MultiClass Options: Mage/Cleric

Appearance: Thin and slim like an elf. Crystal like nails, normal skin, brilliant blond or blue hair.

 

EMERALD

Alignment Tendency: Lawful Neutral

MultiClass Options: Mage/Cleric

Appearance: Green skin, hair, nails.

 

SAPPHIRE

Alignment Tendency: Lawful Neutral

MultiClass Options: Mage/Cleric Bard/Cleric

Appearance: Very beautiful male or female. Lightly blue skin.

 

TOPAZ

Alignment Tendency: Chaotic Neutral

MultiClass Options: Mage/Cleric

Appearance: Yellow to orange skin. Orange eyes.

 

METALLIC

These half dragons are the good and honorable ones and the natural enemies of the chromatic dragons. Most metallic half dragons share the benefit of the two breath weapons that their parent possesses as well as a strong talent for magic.

Metallic Half Dragons are the most common variety. All Metallic Dragons can Multiclass as Mage/Other Class

 

BRASS

Alignment Tendency: Chaotic Good

MultiClass Options: Fighter/Cleric

Appearance: Always very tan. Skin from yellow to green.

 

BRONZE

Alignment Tendency: Lawful Good

MultiClass Options: Fighter/Cleric

Appearance: Bronze color.

 

COPPER

Alignment Tendency: Chaotic Good

MultiClass Options: Fighter/Cleric

Appearance: Copper colored

 

GOLD

Alignment Tendency: Lawful Good

MultiClass Options: Dual class. Can not Multi Class.

Special: Human/Gold Dragons may become Paladins and advance to any level. As such they may dual class only.

Appearance: Gold tint to skin. Blond hair.

 

SILVER

Alignment Tendency: Lawful Good

MultiClass Options: Fighter/Cleric

Appearance: Normal Human, silver hair.

 

KRYNN SILVER

Alignment Tendency: Lawful Good

MultiClass Options: Dual class. Can not Multi Class.

Appearance: Normal human.

 

MISC

 

BROWN

Alignment Tendency: Neutral

MultiClass Options:

Appearance: Brown to black skin.

 

CLOUD

Alignment Tendency: Neutral

MultiClass Options:

Appearance: Multicolored skin and hair.

 

DEEP

Alignment Tendency: Chaotic Evil

MultiClass Options:

Appearance: As drow

 

MERCURY

Alignment Tendency: Chaotic Good

MultiClass Options:

Appearance:

 

MIST

Alignment Tendency: Neutral

MultiClass Options:

Appearance:

 

SHADOW

Alignment Tendency: Chaotic Evil

MultiClass Options:

Appearance:

 

STEEL

Alignment Tendency: Lawful Neutral

MultiClass Options:

Appearance: Blue hair/skin

 

YELLOW

Alignment Tendency: Chaotic Evil

MultiClass Options:

Appearance:

. .

FIXED AND DISCRETIONARY POWERS

 

A half dragon begins as an even mix of dragon and humanoid. However as the half dragon advances, he or she becomes more dragon-like, developing traits from the dragon parent. The development of Claws and a Breath weapon are consistent with all Half Dragons, taking place at 5th and 7th level respectively. These are the Half Dragon's two Fixed Abilities. Other changes are different from half dragon to half dragon, even those of the same race.

At 2nd, 4th, 6th and every other even level the half dragon gains a discretionary ability. This continues until the character reaches his maximum level or 18th level when he has reached his mature form.

However Discretionary Abilities do not come without a price. In some cases the Half Dragon never learns to use his abilities as well as his dragon parent. Or simply the union of dragon and humanoid has produced strange genetic side effects. Whatever the case these side effects are permanent and hinder that one ability. Some abilities have two or more side effects. (SEE Penalties)

DUAL and MULTI class Half Dragons do not gain any more abilities for these classes. Only when the Half Dragon reaches a higher level then before do new powers develop. These abilities are not lost when a Half Dragon Dual classes but the Half Dragon must obey the level restrictions for his powers as per his new class. EG. a Dual 5th fighter -> 1st thief would not be permitted to use spell-like powers of the second or third spell level. The powers are available but to use them is going back to the old class and costs the Half Dragon his experience for that game.

 

FIXED ABILITIES

The two fixed abilities of all Half Dragons are the development of claws at 5th level and the development of a breath weapon at 7th level. These do not come with penalties.

Claws inflict 1D6 points of damage each and two attacks per round can be made with them instead of any other kind of attack or action. Otherwise the claw attacks are treated like a normal weapon attack and are limited to the Half Dragon's normal attacks per round. Claw attacks receive normal strength bonuses and Half Dragon's may specialise or master this form of combat as allowed by their class.

Breath weapons vary in type, damage, range and area of effect. Chromatic Half Dragons all have a single breath attack and may use it three times a day. Gem Half Dragons also have only one breath weapon each but they all have additional side effects and they may only use them twice a day. Metallic Half Dragons have two breath attacks and may use them a total of three times a day. Most of the rest of the Half Dragons have one breath attack and may use it three times a day. Those with two breath attacks may only use them for a total of three times a day.

Half Dragon Breath attacks, like their dragon parent's, do not differentiate between friend and foe. Anyone within range is affected by the attack. Half dragons are very resistant to their own breath attack, taking -3 damage per die, minimum damage being zero, if they are hit by the attack. However they have no resistance to the same attack from another Half Dragon or Dragon unless they take Resistance or Immunity to that attack.

The use of a Breath Weapon is exhausting for a Half Dragon and leaves the half dragon tired until he or she can rest for 1 turn. Until resting the Half Dragon suffers -2 to all attacks, -1 damage, -1 to save and -1 on ability score checks. Resting means no casting, using powers or being involved in combat.

 

CHROMATIC Breath Weapon

Black Acid 10' long, 2D4 damage

Blue Lightening 15' long, 3D4 Damage

Green Chlorine Gas 10' cube, 3D4 Damage

Red Fire 10' long, 3D6 Damage

White Cold 10' long, 3D4 Damage

 

GEM

Amethyst Violet Lozenge 20' Range, 5' area of effect, 3D6 damage. Save vs breath or knocked down

Crystal Cone of Shards 20' Range, 3D4 Damage. Save vs breath or blinded for 1D4 rounds

Emerald Sonic 10' Range, 3D4 Damage. Save vs Breath or stunned 1 round

Sapphire Sonic 10' Range, 3D4 Damage. Save vs breath or run away in fear for 1 round

Topaz Dehydration 10' Range, 3D4 Damage. Save vs breath or lose 2 points of strength for 1 hour

 

METALLIC

Brass 1 Heat 10' long, 3D4 Damage

2 Sleep Gas 10' long, Save vs Breath or KO'ed for 1D4 rounds

Bronze 1 Lightening 15' long, 3D4 Damage

2 Repulsion 10' long, save vs Breath or flee for 1D4 rounds

Copper 1 Slow Gas 10' long, save vs Breath or slowed for 1D4 rounds

2 Acid 10' long, 4D4 Damage

Gold 1 Fire 10' long, 3D6 Damage

2 Chlorine 10' long, 3D6 Damage

Silver 1 Cold 8' long, 4D4 Damage

2 Paralysing Gas 8' long, save vs Breath or paralysed 1 round

Krynn Silver None -- ---- ----

 

MISC

Brown Acid 10' long, 3D4 Damage

Cloud Icy Air 30' long, 2D4 Damage

Chiang Lung None -- ---- ----

Deep Flesh Corrosive Gas, 5' long, 3D4 damage

Drow/Deep Flesh Corrosive Gas, 5' long, 3D4 damage

GreyHawk Poisonous Gas 10' square cube, Save vs poison or 1D6/level DMG

Iron Sparks 10' long, 3D6 damage

Mercury Light 10' 3D6 Damage. Wings: Mirror 40' Save vs Breath or blinded for 1D6 rounds

Mist Steam 10' 2D4 Damage

Shadow Darkness 10' 1D4 save vs spell or loose 1D4 pts strength

Shen Lung None -- ---- ----

Steel Toxic Gas 10' cube, Save vs Breath 15/5

Yellow Heated Sand 10' 3D4 Damage

 

SPELL-LIKE DISCRETIONARY POWERS

Half Dragons can choose Spell-Like Powers as discretionary powers. However they can only take a spell-like power when they reach or exceed the level required for a wizard to cast that spell.

Whenever a Spell-Like Power is taken, a penalty must be taken as well. Spell-Like Powers can only be used a limited number of times per day. They can only be used the same number of times as a caster of the same level could use them. This limit applies if more then one power of the same level is gained. EI. A 5th level Half Dragon with Fireball and Lightening Bolt could only use one of them per day because a mage at that level can only cast one 3rd level spell. A 9th level Half dragon could cast a total of 3 or them per day.

If the same power is taken again the power can be used an addition time that day. No further penalty is taken but the original penalty applies to all uses of the spell-like power.

Half Dragon spell casters can gain exception to this by taking the power as a spell that must be memorised or prayed for. This spell requires the normal amount of memorisation or prayer time as any other spell, however the spell comes naturally to the caster. The caster requires no material components to cast the spell. When memorising the spell the caster requires no spell book, the spell is a natural part of him or her and the half dragon only need spend time recalling the spell.

The caster still takes a Penalty though. He or she can use the power once per day, provided it hasn't already been used, with the penalty taking effect normally.

Half Dragon Psionicists can also gain exception to this is they spend 10psps per spell level to initiate the power. In this case they are spending the psp's to counter the penalty and they may use the power without spending the psp's in with case the penalty takes effect normally.

 

Wizardly Spell like powers

NAME LEVEL DRAGONS WITH SPELL-LIKE POWER

--- LEVEL 1 ---

Affect Normal Fires - 1st RED GOLD

Audible Glamour - 1st RED EMERALD GOLD

Cantrip - 1st ALL DRAGONS

Charm Person - 1st GREEN CRYSTAL

Color Spray - 1st CRYSTAL EMERALD GOLD MERCURY

Feather Fall - 1st COPPER SILVER CLOUD MERCURY

Friends - 1st CRYSTAL STEEL

Gaze Reflection - 1st EMERALD MERCURY

Hypnotism - 1st CRYSTAL

Phantasmal Force - 1st BLUE AMETHYST EMERALD TOPAZ GOLD MERCURY

Spider Climb - 1st COPPER DEEP

Ventriloquism - 1st BLUE

Wall of fog - 1st WHITE TOPAZ BRONZE SILVER CLOUD MIST

--- LEVEL 3 ---

Continual Light - 2nd EMERALD GOLD

ESP - 2nd BRONZE

Forget - 2nd BRONZE

Levitate - 2nd SILVER CLOUD MERCURY

Mirror Image - 2nd MERCURY SHADOW

Obscurment - 2nd BROWN

Pyrotechnics - 2nd RED GOLD

Stinking Cloud - 2nd CLOUD

--- Level 5 ---

Blink - 3rd TOPAZ

Gust of Wind - 3rd WHITE TOPAZ CLOUD MIST

Hold Person - 3rd CRYSTAL STEEL

Melf's Minute Meteors - 3rd RED EMERALD GOLD

Suggestion - 3rd GREEN RED CRYSTAL TOPAZ STEEL

Wind Wall - 3rd WHITE TOPAZ CLOUD MIST YELLOW

--- Level 7 ---

Dimensional Door - 4th SHADOW TOPAZ

Enervation - 4th YELLOW

Hallucinatory Terrain - 4th BLUE BROWN

Improved Invisibility - 4th YELLOW

Otiluke's Resilient Sphere - 4th AMETHYST

Polymorph Self - 4th AMETHYST DEEP

Solid Fog - 4th WHITE TOPAZ SILVER CLOUD MIST

--- Level 9 ---

Airy Water - 5th TOPAZ BRONZE SILVER CLOUD MIST

Bigby's Interposing Hand - 5th AMETHYST

PassWall - 5th DEEP

Stone Shape - 5th EMERALD BRONZE BROWN

Telekinesis - 5th SILVER MERCURY

Transmute Rock to Mud - 5th EMERALD BRONZE BROWN

Wall of Force - 5th AMETHYST

Wall of Stone - 5th EMERALD BRONZE BROWN DEEP

--- Level 12 ---

Anti Magic Shell - 6th SAPHIRE

Bigby's Forceful Hand - 6th AMETHYST

Disintegrate - 6th RED BROWN DEEP

Part Water - 6th TOPAZ BRONZE SILVER MIST

Geas - 6th CRYSTAL STEEL

Move Earth - 6th CRYSTAL EMERALD BROWN DEEP

Project Image - 6th MIST

Repulsion - 6th DEEP

Weather Summoning - 6th BRONZE CLOUD MIST

--- Level 15 ---

Bigby's Grasping Hand - 7th AMETHYST

Reverse Gravity - 7th SILVER

Shadow Walk - 7th SHADOW

--- Level 16 ---

Bigby's Clenched Fist - 8th AMETHYST

--- Level 18 ---

Bigby's Crushing Hand - 9th AMETHYST

 

Clerical Spell-Like Powers

NAME LEVEL DRAGONS WITH SPELL-LIKE POWER

--- Level 1 ---

Bless - 1st GOLD

Create Water - 1st BLACK BLUE TOPAZ BRONZE SILVER CLOUD MIST

Corrupt Water - 1st BLACK YELLOW

Entangle - 1st BLACK

Pass Without Trace - 1st GREEN TOPAZ

Protection from Evil - 1st TOPAZ

--- Level 3 ---

Charm Reptiles - 2nd BLACK

Charm Person/Mammal - 2nd GREEN CRYSTAL STEEL

Dust Devil - 2nd BLUE EMERALD BROWN YELLOW

Enthrall - 2nd STEEL

Heat Metal - 2nd RED GOLD

Hold Person - 2nd CRYSTAL STEEL

Speak with Animals - 2nd GOLD

Warp Wood - 2nd GREEN

--- Level 5 ---

Create Food/Water - 3rd BLACK BRONZE MIST

Plant Growth - 3rd BLACK

Summon Insects - 3rd BLACK GOLD

Water Walk - 3rd BLACK AMETHYST MIST

--- Level 7 ---

Detect Lie - 4th GOLD

Free Action - 4th DEEP

Neutralise Poison - 4th AMETHYST

Reflecting Pool - 4th AMETHYST

--- Level 9 ---

Control Winds - 5th BLUE CRYSTAL TOPAZ SILVER CLOUD

Quest - 5th GOLD

--- Level 14 ---

Control Weather - 7th AMETHYST BRONZE SILVER CLOUD MIST

Sunray - 7th RED EMERALD GOLD

 

PSIONIC DISCRETIONARY POWERS

Half GEM Dragons can gain psionic powers as Discretionary Powers. They can only take powers that their parent Dragon has however. Each Devotion counts as a single power. Each Science counts as two powers. All prerequisites must be met to take a power. These powers are gained as Wild Talents.

There are no Penalties for taking these powers.

OTHER DISCRETIONARY POWERS

Darkness - Darkness has a radius of 20 feet +2 feet per level above 4. It functions for 1 round per level +1 round and can only be used once per day. Darkness completely blocks all normal vision, infravision and ultravision but is negated by any Light spell. No penalties for this power.

InfraVision - Taken once this grants 60 foot infravision. Taken twice this grants 120 foot infravision. No penalties for this power.

Immunity - This grants complete immunity to all damage from this source. This does not apply to clothing, items or other persons. This can only be taken at level 9 or above. This can only be taken twice. Take 2 penalties.

Jumping - The half dragon has very powerful leg muscles and can jump up ten feet and forward twenty feet. This ability has no penalty.

Resistance - This grants a +1 bonus to all saves and -1 points of damage per die of damage. This can be taken up to three times for a total of +3 bonus/-3 damage per die. Resistance does not apply to clothing, items or other persons.

Take only 1 penalty total.

Resistance/Immunity List

Acid Chlorine Gas

Corrosive Gas Cold

Disease Electricity

Euphoria Gas Fire (Heat)

Force Attacks Light Attacks

Paralyzation Gas Poison

Repulsion Gas Sleep Gas

Slow Gas Sonic Attacks

Toxic Gas Dehydration Attacks

ShapeChange as Druid - At 7th level the character gains the ability to shapechange into a Reptile, bird and mammal once a day.

Tail - A tail is highly cosmetic but can attack for 1pt plus strength bonus. If combined with any other attack add a -4 to hit. (No more then 2 extra attacks total can be gained with tail and wings.)

UltraVision - Taken once this grants 60 foot ultravision. (Ultraviolet.). Taken twice this grants 120 foot ultravision. No penalties for this power.

Water Breathing - This grants the ability to breath in any oxygenated liquid, primarily salt or fresh water bodies. Anyone with this ability will not suffer side effects from prolonged exposure to water, and has a second clear eyelid to protect the eye from water. Bonus: Swimming. No penalty.

Wings - These provide the Half Dragon with flying at movement rate 12C. While flying the Half Dragon can only hold up to Weight Allowed by his Strength score.

Wings can be used to attack and inflict 1 point of damage each plus strength bonus. If used in combination with any other attacks they suffer a -4 to hit each. (No more then 2 extra attacks total can be gained with tail and wings.) (* Yawn, these powers need defining..... *)

Create Shadows

Summon Earth Elemental

Create Sand

Summon Djinni

Control Temperature 10' R /age

Immunity to Web,

Immunity to Hold

Immunity to Slow

Immunity to Paralysis

Flame Walk

Luckscale (Stone of luck 1 hour/level)

Freezing Fog

Ice Walking

Detect Gems and Kinds 100' radius

Sound Imitation

PENALTIES

Note that the DM chooses penalties, or rolls randomly for them.

 

ROLL: 3D10-3

01 Armorless

02 Bad Aura: Armor Class

03 Bad Aura: Saving Throws

04 Bad Aura: Damage

05 Burn Out

06 Delayed power

07 Draining Effect

08 Enemy Atractor

09 Energy Source

10 Exhaustion

11 Low Strength

12 Irritation

13 Material Component

14 Magical Cost

15 Magical Disruption

16 Power Conflict

17 PSP Cost

18 Power Display

19 Proficiency Check

20 Sensory Overload

21 Spiritual Requirement

22 Solar Powered

23 Surge

24-30 Roll again*

* I intend to add more penalties up to some evenly rollable number.

 

Armorless: The power can not be used in any form of armor.

Bad Aura: Armor Class. Each use of this power creates a "bad aura" with lowers the Half Dragon's armor class by 1 point for the rest of the day down to a minimum of 11.

Bad Aura: Saving Throws. Each use of this power creates a "bad aura" with raises the Half Dragon's saves by 1 point for the rest of the day up to a maximum of 19.

Bad Aura: Damage. Each use of this power creates a "bad aura" with lowers the Half Dragon's damage inflicted by all attacks by 1 point for the rest of the day down to a minimum of 1 point per die damage.

Burn Out The power is so strong that there is a 25% chance it will knock out the user. KO lasts 1D4 rounds and can not cast spells for 2 turns.

Delayed power Power takes 1 rounds to cast and 1D4 rounds before it starts.

Draining Effect Use of power drains one ability by 1 point for an hour.

Enemy Atractor The closest hostile creature knows exactly where the user is and the fastest route to him.

Energy Source This ability requires a source of energy. This could be a large fire, magical source of energy or other strong radiation. This power will only work near these sources and will slowly drain the source of energy.

Exhaustion After using the power the Half Dragon must rest 1D4 rounds.

Low Strength Powers that can be saved against gain a +4 bonus to save. This can not be the penalty if no save is made.

Irritation A side effect of the power is a terrible rash. The user suffers 25% chance of spell failure, -2 to hit, -2 damage and -1 saves for 1 hour.

Material Component This power requires a material component which is consumed. The cost of the component should be 10gp per spell level or 1D10 x10gp and it should be rare or hard to find.

Magical Cost This power requires a spell slot to be used just like a normal spell. This single slot allows the normal use per day of that power, even if the power is used more then once a day, but the power can not be used again by "re-memorising" and no other spell may replace it that day.

Magical Disruption The nature of the power is such that if it comes into contact with other magic a wild surge occurs. If the surge indicates the spell worked, then the power continues to work, otherwise the power fails.

Power Conflict Another power can not be used for the duration of the current power, plus 1 hour.

PSP Cost This power costs 1psp per spell level (for spells) to maintain each round or 5psps per round. This penalty may only apply to psionicists.

Power Display Use of power results in the side effect of bright colorful cantrips that make the user obvious and point him out as a magic user to all within sight.

Proficiency Check This power doesn't always work. A proficiency check, as dictated by the DM is made to determine if it works. Checks should be on a D20 and should not be below 10 or 50%.

Sensory Overload The use of this power leaves the user blind, deaf, mute or incapable of smelling or feeling for the duration of the power plus 1 hour.

Spiritual Requirement The user must pray for 1 hour each day to use this power.

Solar Powered This ability requires sunlight or it does not function.

Surge The use of this power causes a wild surge 75% of the time.

OPTIONAL: CHARACTER POINT SYSTEM

This optional system is designed around the new character point system introduced in the Players Option: Skills and Powers. This character point system penalizes the Half Dragons that receive high ability score bonuses to start with leaving the rest with points to spend on starting abilities. (Fixed abilities purchased early, boosted abilities, etc) This gives the Half Dragon a few more powers at low level but these are fairly limited. The Claws, Tail and Wings are at the DM's discretion.

At higher levels Half Dragons get the choice of purchasing cheap powers with their extra character points or spending some of their other character points and getting better powers. The Half Dragon must sacrifice possible skills for better abilities.

Players who choose Half Dragons for their characters have 50 Character Points to spend.

 

RACIAL COSTS

0 Points Brass, Copper, Chiang Lung, Deep, Drow, Iron, Mercury Shen lung, Yellow

10 Points Blue, Green, Gold, Brown, Cloud, Mist, Shadow

20 Points Black, Red, White, Crystal, Emerald, Topaz, Silver, Grey Hawk, Steel, Shokan

30 Points Amethyst, Bronze,

40 Points Sapphire

50 Points Krynn Silver

 

Half Dragon Abilities

+5 pts: DragonBlood - This character has another type of dragon as an ancestor. Choose one dragon type. The character can choose ONE fixed or discretionary ability from this type of dragon. This ability must be paid for normally but may be purchased at any legal time during the character's career.

10 pts: Mutation - add +1 to a random ability score up to a maximum of 18 (if 18+ already, roll again). (Roll 1D6)

15 pts: Special Ability - add +1 to any ability score up 18.

10 pts: Wings

10 pts: Tail

15 pts: Two tails (split single tail)

10 pts: Claws

10 pts: Jump

* Note that Half Dragons can choose racial abilities from their Humanoid parent and from the Humans list of racial abilities.

FIXED ABILITIES: Fixed abilities occur normally. The character gains claws and breath at the appropriate levels with no cost in character points.

DISCRETIONARY ABILITIES: Half Dragons gain 3-5 Character Points at each even level starting at 2nd level. These points must be spent on Discretionary Abilities but can be "saved-up" and spent later. Starting Character Points for race, and character points per level may be saved to purchase these abilities.

Half Dragons may only have 1 Discretionary Ability for each two levels of experience. The class with the highest level is used to determine this number. Dual and Multi classing does not grant the dragon any extra abilities. Spell-Like Powers - 2 Points per spell level. Note that the level requirement is the same. The power is not available until the Half Dragon reaches a level where a wizard or cleric could cast the spell.

Psionic Powers - Devotions cost 5 Points. Sciences cost 10 points.

Other Abilities

10 Pts: Darkness

10 Pts: Infravision (60)

15 Pts: Infravision (90)

20 Pts: Infravision (120)

20 Pts: Immunity

10 Pts: Jumping

10 Pts: Resistance

10 Pts: ShapeChange as Druid

15 Pts: ShapeChange as Druid (5th-Bird, 6th-Reptile, 7th Mammal)

10 Pts: Tail

10 Pts: Ultravision (60)

15 Pts: Ultravision (90)

20 Pts: Ultravision (120)

10 Pts: WaterBreathing

10 Pts: Wings

+10 Pts: Remove 1 penalty from a power. (Available at DM's discretion)

NEW GENERAL RACIAL ABILITIES

15 pts: DragonBlood - This character a dragon as an ancestor. Choose one dragon type. The character can choose ONE fixed or discretionary ability from this type of dragon. The Character must observe the level restriction for this ability but must purchase it during creation.

5 pts: Exceed level limit by 1 level.

10 pts: Good Luck - This character may add a +1 bonus to any roll once each day.

DRAGON CHILD

Dragon Child (Alteration)

Priest Level: 6 or Quest spell

Wizard Level: 8

Range: Touch

Sphere: Necromancy

Components: V,S,M

Duration: Special

Casting Time: 1 hour

Area of effect: 1 dragon

Saving Throw: none

Prerequisite: Int 16, Wis 16

Creator: Paladine

Reference: Mark Charke

This spell transforms a dragon into a humanoid long enough to mate with the humanoid. If the dragon is female, the transformation will last roughly one year during which time the dragon has none of her dragon abilities. If the dragon is male, the transformation lasts twenty four hours. The resulting child will be a Half Dragon.

Normally only the oldest Amethyst Dragons can cast this spell but it can also be requested as a quest spell so that any dragon capable of casting clerical spells can attempt to get the spell.

Casting this spell ages the dragon 100 years and the humanoid 10 years. Both must give the child part of their spirit for it to live. The base chance of success is 25%. This can be increased by 1% per 1000gp of gems consumed in casting. For a guaranteed chance of success most dragon's find they have to sacrifice their entire treasure hoard to the spell.

Black, Green, White, Brown, Mercury and Yellow dragons do not have access to clerical spells and thus are unable to cast this spell. They must seek the aid of a powerful cleric who has access to this spell. In this case the cleric looses one point of constitution in casting the spell and he must have the consent of his deity.

The unstable nature of the magic causes a wild surge. This surge affects the caster and is permanent. Only a wish can remove the effects.

In order for this spell to work, several conditions must be met. The Dragon and humanoid must truly love each other and want a child. No charming or other deceptive magic may be in place. The union must have blessing of the Dragon's deity and the humanoid's deity. Neither may have had children with anyone else.

Mark Charke

 

 

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