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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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