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From: Dreamer <dreamer@??????.?????.??.uk> Date: Sun, 10 Sep 2006 14:57:05 +0100 Subject: Re: Maj Space: Durin - Dargold (update 10/Sep)
Dargold - 08/Sep/06 Dargold Characteristics Medium Fey (Shapechanger) Hit Dice: 1d6 (3 hp) 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: Form Taking 1 & 2. 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. It should be noted that most Dargold are not very impressed by magical powers, either their own, in particular their shapeshifting, or anyone elses. Magical powers, as far as they are concerned, are just something that happens to exist, and have to be lived with, it is people who are the interesting thing. One result of this is that very few Dargold put much effort into developing their shapeshifting, unless they are put in a position where they need to; many just regard it as a sort of curse that has to be survived, and try and be stoic. Dargold in their tribes will often 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. With a little more study they can riddle even the more obscure features. 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; an average dargold with Cha 12 makes the DC +1, and a further +2 for their racial bonus on Charisma-related rolls, giving DC 16. No one but the most mentally sensitive will sense that this ability is in use, even if they succeed in their saving throw, and if the dargold makes a Spot roll (DC 10, unless the target is attempting to Hide their mental abilities) they will realise this risk and be able to avoid these sensitive beings. 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 usually only 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, or in great need). 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; see the text (above). A dargold uses her Form Taking 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. Form Taking feat taken twice is enough for many races (Level Adjustment +2 or less), and a GM needs to use their judgement; exceptional cases might mean a dargold takes a form beyond her normal limits, and is then stuck there (until she earns enough experience). All Elven Traits are lost while in a form, including the -2 Will saves, with the exception of the armour and weapon proficiencies needed to suit the role and the near-disease immunity and longevity. Even Dargold Blood is lost and hidden, bar to magic items which have True Seeing. Note that as standard for Alternate Form only physical abilities (Str, Dex, Con) alter, not mental ones (Int, Wis, Cha). Non-metal objects, including clothes, weapons and armour, and metal objects no larger than a dagger, are automatically permanently reshaped to suit her new form and role. Pregnancy does not interfere with Take Form, and in fact a human baby or equivalent could be carried for at least the first few months after birth (while the brain is incomplete and still growing), hidden and safe within a form. 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 (or permanent injuries from fire or acid), 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. This bonus also applies to other skills like Handle Animal and Use Magic Device, but these are less important to Dargold as they do not deal with interacting with intelligent creatures. (*) 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. Note the synergy bonuses given enough ranks of Bluff, etc. 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), 6 + Int modifier for every additional racial level above first. 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). Each racial level gained provides an extra two Form Taking feats; many dargold have class levels rather than these. Dargold may take racial levels after they already have class levels, in particular if they have insufficient Form Taking feats for a form they are in. - Racial Feats: Dargold gain a basic two Form Taking feats. - +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 Dargold racial +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. Form Taking [Special] You can take a wider range of forms when using Take Form. Prerequisite: Dargold race. Benefit: You can take a wider range of forms, which have got +1 Level Adjustment (LA) for each time you have taken this feat. If you have at least four of these feats (Form Taking 4+) then you are no longer restricted to humanoid form and your allowed size range extends from Tiny to Giant. For example, an ogre has +2 LA, so the standard two Form Taking feats that all Dargold have are sufficient. Normal: You only get part of the characteristics of the form taken if it has a higher LA than the number of times you have taken this feat, i.e. you don't gain some of the special attacks or qualities. Abilities are gained first, then attacks or qualities, and finishing with the most powerful spell-like abilities. Note that as standard for Alternate Form only physical abilities (Str, Dex, Con) alter, not mental ones (Int, Wis, Cha). Special: GMs may give Dargold NPCs extra Form Taking feats in exchange for them forgetting that they are anything else than the form that they have taken. It is recommended that not more than four feats are gained in this way, six as an absolute maximum in very exceptional circumstances. A Dargold in this situation will almost certainly gain Dargold racial levels, at least on a one-for-one basis with any class levels, until they clearly remember who they are again; once they have only two extra feats they will have a hazy idea about what is going on. 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, Form Taking 2+. 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. You as a Dargold cannot make a Bluff roll to feint in combat without this feat. Before you make each of your Bluff rolls to feint you must succeed in a Will roll DC 15; it is not normally possible to take 10 or 20 on this Will roll. If a second Will roll DC 25 is made then this may be followed by as many feints as desired, in this fight. If either of these rolls fails another attempt may not be made unless the GM rules that something changes the circumstances. This feat was most commonly found among the rare travelling Bards, who hold the Dargold tribes of Durin together, and also mix with the non-Dargold (dwarf, gnome, hobgoblin and ogre), but the rise of the cities of Dur and Crys has meant far more Dargold (with enough Wis) have the opportunity. Control Form [Special] You can control your taken form. Prerequisite: Dargold race, Wis 13+, Control Role, have lived among non-Dargold, Form Taking 2+. 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. Very few Dargold used to acquire this feat, before the rise of the cities of Dur and Crys, and it is still quite rare. A few older Dargold in their tribes, typically Experts, Adepts or Wizards, have this feat, from living among other peoples, then returning to their tribe. A few senior travelling Bards, also. Life Gift [Background] You receive a gift of life experiences from the dying or dead. Prerequisite: Dargold race. Benefit: You can, if the offer is made by someone who is dying (and it is even made occasionally by someone dead, whoes spirit has not yet moved on to their afterlife), accept their life experiences, which includes their form, role and in fact all their skills. This may happen because the dying or the dead can sometimes sense that a dargold might be able to help them. The disadvantage to this is that the gift comes with an obligation to finish some sort of incomplete life task, like ensuring a loved one or family is looked after, that needed revenge or bringing to justice is completed, or a great quest finished. While the dargold gets all the skills, they are tied to this role, and once the life task is complete the role and the skills are lost, unless the dargold expends one skill point on 'Profession (specific role)'. Even then, the dargold will almost always feel that it is wrong, incorrect, or even risking some sort of retribution, to use the role again, but all skills that the role has count as Class Skills, and are a lot easier for the dargold to learn them themselves, as they can use the role as a sort of instructor. Normal: Your roles do not include any skills, you must use your own, though you can pick these up very quickly. You cannot reshape any metal objects larger than a dagger to fit your roles. Special: Occasionally divine agencies may choose to inflict a Life Gift on a dargold, but if they do then there will be some sort of, possibly agreed, significant payment. GMs should not do this to a dargold PC without discussing this with the player beforehand. Note that the Life Gift does not give any levels in any classes, though when the form and role is assumed all required weapon and armour proficiences are acquired, and any amount of metal can be reshaped for required equipment for the role. Having an existing role does not prevent a dargold accepting a Life Gift; very few dargold accept more than one Life Gift at a time, and many live their entire lives without one. Danni Wellsong, Bard of Crys Alignment: Neutral/Good Class: Bard 4 Race: Half-Elf (Dargold) Str 10, Dex 13, Con 12, Int 10, Wis 9, Cha 14 'Danni' was really bored with living in the wilds of Durin, in particular with no one his age to be friends with, and the same couple-of-dozen faces to look at, day in, day out. One of the occasional wandering Dargold bards told stories of the newly uncovered cities of Crys and Dur, and even though his parents were quite unhappy, that he was going to a place known to be badly cursed, he left with him to learn a trade, and to find his fortune. Wandering through the city of Crys, looking at more different faces than he imagined existed, amazed Danni, the desires and needs boiling off them made him feel dizzy. Going into an inn he heard the innkeep lamenting the lack of decent entertainment, and that they needed a bard, "preferable a half-elf, exotic enough to interest, but not exotic enough to upset", and he felt himself becoming one. His bardic mentor looked at him, shook his head, and said this was probably for the best, and that he'd be back in a few days to see how things went. Danni has found being a half-elf quite agreeable, as people seem to know what to expect of him, and he finds that he can live comfortably with that. Most of his time is spent in the inn where he found his new form and role, the "Glass Teapot", and the lady innkeep there has a clear and firm idea of what she expects "her bard" to be like. Otherwise he wanders the city, making a little money for entertainment, solid and safe in his half-elven role, and meeting all sort of interesting people. Danni as a half-elf has lost the dargold Elven Trait of -2 saves against enchantment spells and effects, and gained instead the half-elven trait of +2 saves against enchantment spells and effects. Both dargold and half-elves have the immunity to Sleep and similar effects, both have Low-light Vision, both have Medium size and both have 30' land speed, so none of those change. He gains the half-elf racial skill bonus, i.e. +1 to Listen, Search and Spot. He is considered to have Elven Blood for the purposes of using elven weapons and magic-items with racial specific elven powers, unless the item has True Seeing. Danni already knew the language Elven, but he has adjusted his way of speaking it to fit people's expectations of a half-elf. He has the basic dargold feats Form Taking 1 and 2, which are quite sufficient for the form of a half-elf. He also retains his near-disease immunity and longevity. As a bard he has proficiency with simple weapons and rapier, light armour, medium armour, and shields, and has lost the proficiency that he had as a dargold with longsword and longbow (his longsword he sold to buy a rapier, and his longbow, quiver and arrows was reshaped into a walking staff). As his non-class feats he has Dodge and 'Weapon Finesse (rapier)'. He is in other respects as a 4th level Bard. Note that Danni keeps unchanged his dargold +2 Charisma (already added in), and dargold +2 racial bonus to Charisma-related rolls, as well as his special attacks and qualities Detect Thoughts, Take Form and Regeneration. At 4th level Danni added +1 to his Wis (due to the influence of his bardic mentor). -- Dreamer dreamer@??????.?????.??.uk http://www.romsys.demon.co.uk/
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