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=====Dragon===== While many dragons exist in Slayers, few breeds of them are intelligent. Among them are two kinds, the Golden and Ancient dragons. However, between the War of Monster's Fall and a massive pogrom, Ancient dragons are almost non-existent, to the point of being unplayable. Only Golden dragons are available in the D20, and therefore playing as a dragon puts one strictly under this archetype. Dragons are capable of telepathy to communicate non-verbally, primarily while in dragon form, but can talk the form of a human to communicate verbally. Furthermore, dragons worship the gods. They can belong to a specific cult, such as the ones who worship Flarelord Vrabazard, or worship all Dragon Lords, with Flare Dragon Ceipheed as their primary entity of reverence. Aqualord cults are generally found mainly within the Inner World, but they have greatly diminished following Aqualord Regradia sinking into the sea 1,000 years ago. The other cults in the Outer World, however, are quite lively. Flarelord's are generally to the East, Airlord Valwen's to the West, and Earthlord Rangort's to the South. Dragons, ryuzoku, are the bright mirror to demons, mazoku. Dragons may logically understand feelings like fear, hatred, and sorrow, but they cannot emotionally comprehend how humans can experience them. Panic is felt instead as a dragon reasonably finding a means to stay alive. Fury is felt instead as righteous indignation. Depression is felt instead as pity. This largely stoic attitude can often make them find mild amusement in the machinations and motivations in humans and beastmen, finding the two's emotionally-driven pursuits unreasonable. They harbor no dislike for these "lesser" races, but will rarely interact with them. Generally speaking, it's the humans and beastmen who take the perilous journey to ask for assistance from dragons, not the other way around. Furthermore, dragons absolutely despite demons and evil mortals, and will only work with a demon or an evil entity if, and only if, it's the only way to keep the world alive. Dragons age extremely slowly, and as Golden dragons they share common traits. As dragons, they are distinctly gold in color. As humans, their hair is rarely darker than a sandy-brown, and their eyes rarely a color darker than hazel, usually blue or gold. Their human form is of a general human age as their dragon age, relatively speaking; a young dragon will have a young human appearance, for example. Furthermore, dragons in a human guise are almost always physically attractive. :'''Alignment''': Dragons can be any non-chaotic and non-evil alignment. :'''Environment''': Dragons prefer seclusion, and their temples or personal homes are usually found in high, mountainous places. They will rarely, if ever, spend more time than necessary in a standard settlement. :'''Racial Traits''': For clarity, dragons are always considered "dragon-type"; even in human form, they are still dragons, and are unaffected by spells or abilities that specifically affect humanoids. In human form, their size is Medium, their base land speed is 30ft, and their ability adjustments are STR +6, CON +2, INT +2, and CHA +2. To return to their alternate form, a dragon needs to make a Control Shape check (DC15 or higher) during a standard action. In dragon form, their size is Huge, their base land speed is 40ft, they can a fly speed of 200ft (poor), and have standard modifiers for changing size according to the MM, thus gaining STR +16, DEX -4, CON +8, natural armor +5, as well as a -2 size penalty to attacks and AC. In either form, dragons have low-light vision, two breath weapons that are single-target attacks with a Reflex save of DC 10 + half the dragon's character level + the dragon's CON modifier (Laser Breath: 100ft line that deals 1d8 fire damage per dragon's character level; Diflasher 1d10 astral damage that only affects extraplanar entities), a +5 racial bonus to all checks for White magic spells, have hunger resistance (can go twice as long as humans without food or water, and get starvation and dehydration checks only every two hours instead of one), have a Spell Resistance of 11 + character level, have a Damage Reduction of DR 10/magic, favor the Priest class and do not require a staff to call on Priest abilities, and have a level adjustment of +6.
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