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From: Dreamer <dreamer@??????.?????.??.uk> Date: Sat, 12 Aug 2006 11:11:26 +0100 Subject: Re: Dargold (3rd draft)
This is the third draft of the Dargold mechanics, with a slight tweak to the regen, and some sample Dargold in other forms, for Durin. I still don't have a good idea about mechanics for them dying from rapid form change, typically due to people discovering their secret. Dargold - 12/Aug/06 Medium Fey (Shapechanger) Hit Dice: 1d6 (3) Initiative: +0 Speed: 30 ft. AC: 14 (+3 studded leather, +1 small shield) Attacks: Longsword +0 melee; or longbow +0 ranged Damage: Longsword 1d8; or longbow 1d8 Face/Reach: 5 ft./5 ft. Special Attacks: Detect Thoughts Special Qualities: Take Form, Regeneration 0.1, Elven Traits Saves: Fort +0, Ref +0, Will +3 Abilities: Str 10, Dex 11, Con 10, Int 11, Wis 11, Cha 12 Skills: Bluff +7*, Diplomacy +7*, Disguise +7*, Gather Information +7, Intimidate +3, Listen +2, Perform +5, Sense Motive +2*, Spot +2 Feats: two spare (for use with Take Form) Climate/Terrain: Any Organisation: Solitary (with some other creatures) or tribe (7-50) Challenge Rating: 1/2 Treasure: Standard Alignment: Usually neutral, often good Advancement: By character class Level Adjustment: +2 Dargold look like lightly-built brown-skinned humanoids, with yellow eyes, who might be taken as some variety of elf. However, as shapeshifters they are rarely seen in this form, except among the rarely found tribes of their people. Among other peoples they will have a form and a role which allows them to fit in. Whatever their form they have a strong tendancy to try and get on well with those around them, and are usually regarded as a peaceful and pleasant people. Dargold in their tribes will generally be either Experts or Bards, and while they do not tend to have Clerics, a few among them are Adepts, respecting the Ancient Powers. Some of them, in particular the older ones (more than a thousand years) may be Wizards, typically of 10th or greater level, but they are reluctant to reveal this, hiding it if possible with metamagic. They also have a few Rangers. Dargold who live among other peoples will be whatever their roles require, but Expert is common, Bard is preferred, Rogue is a role they occasionally find themselves in, and if forced, Fighter. The dargold given above is a young (probably no more than fifty years old) Expert. Combat Dargold will typically attempt to avoid combat, unless a role that they are in requiries it, and they will avoid all forms of aggression, again unless this is required. Strangely, they are incredibly skillful with weapons and armour, sensing the effective way to use all obvious features of a new weapon with just a little study and some practice swings or shots. Negotiation and accomodation is their prefered way of avoiding conflict, and they willingly allow themselves to be taken prisoner. The diplomatic skills and friendly nature of tribes of dargold can be difficult to resist, but they will fight if forced to, with sorrow but quiet efficiency. Just because they are peaceful does not mean they will not have well-maintained weapons nearby, or not have people with ready-to-use longbows close at hand. Detect Thoughts (Su): A dargold can continuously use Detect Thoughts as the spell (caster level 18th; Will DC 13 negates). She can suppress or resume this ability as a free action. The save DC is Charisma-based. The dargold does not consciously know what is being thought, more how people expect her to behave, but can understand and speak in languages being used around her. She will quickly pick up any skills required for any role she takes, including things like literacy in a new language, assuming there is someone around who is literate; all these skills will be paid for with skill points - the GM will allow advance purchase, and these skills remain even if the role is changed. Dargold are typically very difficult to lie to, though they may well act in all respects as if they believe you. Dargold will automatically recognise other Dargold, half-Dargold, or those who had Dargold ancestors. Take Form (Su): A dargold can take a shape of any people she is among, similar to an Alternate Form special quality, but also including a social role. She has no choice as to what this form is, just accepting it from the expectations, and in some respects the needs, of those around her. The change in form can only usually take place when she is not having attention paid to her, and is not altogether voluntary, and can only be done after a successful Detect Thoughts. In general humanoid forms in the range Small to Large will be taken, and these will only be of intelligent creatures (3 or more), and those who form communities, or need companionship, and have some sort of culture; GMs might allow up to Giant size, down to Tiny size, and/or intelligent non-humanoids in exceptional circumstances (maybe when one is very lonely). A dargold must remain in this form and role while she is still needed, after which she can take a new one, or maybe escape in her own form; the need to take a form when among non-dargold is an almost irrestitable addiction. GMs should roleplay the (possibly fatal) danger to dargold of anyone finding their secret. A dargold must use any spare feats to take, while the form lasts, the special attacks or qualities of the form, such as Darkvision (replacing Low-light Vision), Stonecunning, natural armour, and racial (not cultural) skills; two spare feats are enough for many races. Non-metal objects, including clothes, weapons and armour, and metal objects no larger than a dagger, are automatically permanently reshaped to suit the new form and role. A change in form cannot be dispelled, but a dargold's body reverts to her natural form when killed. A True Seeing spell or ability reveals her natural form. Regeneration (Ex): Fire and acid deal normal damage to a Dargold, however she acts and her form changes as if all damage done to her is normal damage, except that she doesn't quite die. Very careful inspection, such as whether her breath fogs a mirror, will reveal that she is still alive. Note that if she is in a role, see Take Form, and the person that she has taken the role from injures her and expects her to die, then she will actually die, unless she has the rather rare Control Role feat, see below. The rate of recovery of the non-lethal damage is at 1 hit point per turn, but once the Dargold is conscious again she can restrain her form so that she does not appear to be healing further. A Dargold that looses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes one minute; quick use of a needle and thread would help hold it in place. If her head or other vital organ is severed, then it must be reattached within 10 minutes or she dies. Note that severed parts do not revert to Dargold form for at least one hour after loss. Dargold can regrow lost body parts, but it takes her months, however the regrowth can take place imperceptibly, hidden behind her current form. Take Form can, and generally will, substitute for missing non-vital body parts. Apparently dying is one way in which Dargold can get out of a role. Elven Traits (Ex): Dargold are proficient with all simple and martial weapons, all armour and shields, and the exotic weapons required for any role they take on. They have the standard elven immunity to Sleep spells and effects, but in reverse to standard elves they have a -2 racial bonus to Will saves against enchantment spells and effects. As standard they have Low-light Vision, but they do not gain any improved Listen, Search and Spot, or ability to Spot secret doors. Dargold are not affected by normal diseases, and have the longevity of the highest of the elves (thousands of years). Skills: They gain a +2 racial bonus to Charisma-related rolls, such as Bluff, Diplomacy, Disguise, Gather Information, Intimidate (though they typically avoid using this aggressively), and Perform. * When using her Take Form ability, a dargold gets an additional +10 circumstance bonus on Disguise checks. If she can read an opponent's mind, she gets a further +4 circumstance bonus on Bluff, Diplomacy and Disguise checks. Reading minds does not altogether remove the need for Sense Motive, but there is at least a +4 circumstance bonus. Dargold as Characters Dargold characters possess the following racial traits. - +2 Charisma. - Medium size. - A dargold's base land speed is 30 feet. - Racial Skills: Dargold gain skill points equal to 4 x (6 + Int modifier). Their class skills are Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Listen (Wis), Perform (Cha), Sense Motive (Wis), Speak Language (Int), and Spot (Wis). - Racial Feats: Dargold gain a basic two spare feats, which they can't use. - +2 racial bonus on Charisma-related rolls. - Special Attacks (see above): Detect Thoughts. - Special Qualities (see above): Take Form, Regeneration 0.1, Elven Traits. - Automatic Languages: Common, Elven. Bonus Languages: Any. - Favored Class: Bard. - Level adjustment +2. Player-character Dargold must be at least 3rd level (in addition to the +2 LA) so as to gain an additional feat. This feat must be used for 'Control Role', a special feat for Dargold which is used to master their addiction to the role that they have taken on. If a Dargold PC wants to be in full control of themselves they need to also have the Dargold feat 'Control Form', which means that they need to be 6th, to gain a further additional feat. Control Role [Special] You can control your drive and addiction to staying in your taken role. Prerequisite: Dargold race, Wis 13+, have lived among non-Dargold, having three spare feats. Benefit: You can with a Will roll DC 15 act in a way which is contrary to the role that you have taken on among non-Dargold. Once you have made such a Will roll you may attempt a second Will roll DC 25 to completely break away from your role. You can take 10 or take 20 with these Will rolls. Even though, if you do not have a current role, you must still change your form to suit those around you, you need not take up a new role unless you wish to. If the person that you have your current role from expects you to die, whether by their own direct actions, or their expectations, you need not, though if you wish to then you may change your form (see Regeneration) so that you appear to. No Will roll is needed to avoid dying from your role. Normal: You are completely bound to your role, and the needs and expectations of the person you took it from, to the extent that that if they expect you to fall deadly ill, you will, and if they give you something they believe to be deadly poison, even if it isn't, and your role requires you take it, then you will, and die. You must alter your form to suit those around you, and when you find someone with a strong enough role for you then you must take it. You are at deadly risk if people find out your secret and several force you to change role in quick succession. Special: You cannot normally be a PC Dargold, among non-Dargold, without this feat, only an NPC, as you do not have sufficient self-control. Control Form [Special] You can control your taken form. Prerequisite: Dargold race, Wis 13+, Control Role, have lived among non-Dargold, having three spare feats. Benefit: You can with a Will roll DC 15 return to your own form, either on a temporary or permanent basis. If you are currently bound to a role, or someone is paying attention to you, then DC 25. You can take 10 or take 20 with these Will rolls. You can with the expenditure of one skill point take a 'Profession (specific role)' skill which allows you to remember a form and role that you are currently in so that you can take it at any time you are in your own form. The expectations and needs of those around you does not require you to alter form, when you do not have a current role, though you can if you wish to. Normal: You must alter your form to suit those around you, unless you have a current role. If you are currently bound to a role or someone is paying attention to you then you may not alter form. Special: Without this feat your form is either fixed to the one for your current role, or is at the whim of the expectations and needs of those around you. Half-Dargold as Characters Half-Dargold characters possess the following racial traits. - the same racial traits, including size, as their non-Dargold parent. - +2 racial bonus on Charisma-related rolls. - Dargold Blood Even if one parent was Dargold and one half-Dargold (which is rare), the children will be half-Dargold. Children of a half-Dargold and non-Dargold will have exactly the same racial traits as their non-Dargold parent. Children of two half-Dargold have the appropriate mix of traits based on their non-Dargold grandparents. True Seeing spells or abilities do not see anything unusual about half-Dargold, they just resemble their non-Dargold parent. Dargold automatically recognise half-Dargold as such, half-Dargold have no ability to recognise Dargold or half-Dargold as anything unusual. Half-Dargold are generally found in classes where their charismatic talent is useful, such as Bard or Rogue, and less commonly in classes like Fighter. Dargold in Human Form A Dargold who has taken the form and role of a human has only the weapon and armour proficiencies that suit their role, and looses all the Elven Traits, including Low-light Vision, with the exception of the near-disease immunity and longevity. As a human they gain an additional feat, typically something physical like Dodge, Improved Initiative or Alertness, and their preferred class becomes 'Any'; this only applies while in the human form. Their skills do not change. Dargold in Hobgoblin Form A Dargold who has taken the form and role of a hobgoblin has only the weapon and armour proficiencies that suit their role, and looses all the Elven Traits, including Low-light Vision, with the exception of the near-disease immunity and longevity. As a hobgoblin they gain +2 Dex, +2 Con, Darkvision and +4 Move Silently. Their skills do not change. Dargold in Dwarf Form A Dargold who has taken the form and role of a dwarf has only the weapon and armour proficiencies that suit their role, and looses all the Elven Traits, including Low-light Vision, with the exception of the near-disease immunity and longevity. As a dwarf they gain +2 Con, their base speed drops to 20', Darkvision, Stonecunning, Stability, all the dwarven racial bonuses and the Dodge bonus. Their skills do not change. Dargold in Gnome Form A Dargold who has taken the form and role of a gnome has only the weapon and armour proficiencies that suit their role, and looses all the Elven Traits, with the exception of the near-disease immunity and longevity. As both dargold and gnomes have Low-light Vision this does not change. As a gnome they gain +2 Con, -2 Str, a Small size and a base speed of 20', all the gnomish racial bonuses, the Dodge bonus and the Spell-like abilities. Their skills do not change. Dargold in Ogre Form A Dargold who has taken the form and role of an ogre has only the weapon and armour proficiencies that suit their role, and looses all the Elven Traits, including Low-light Vision, with the exception of the near-disease immunity and longevity. As an ogre they gain +10 Str, -2 Dex, +4 Con, a Large size and a base speed of 40', Darkvision, and +5 natural armour. Their skills do not change. -- Dreamer dreamer@??????.?????.??.uk http://www.romsys.demon.co.uk/
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