Difference between revisions of "Tiger Praxis"

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'''Tiger Praxis'''
+
*33 Days Old
Level 1 Royal Frilled Dragon Hatchling
+
*Alignment: Unprincipled. Select final alignment by L3.
XP: 0/3000
 
  
'''Attributes'''
 
IQ: 16: +2%
 
ME: 18: Save v. psionics or insanity +2
 
MA: 27: Trust/Intimidate 92%
 
PS: 27: +12
 
PP: 20: +3
 
PE: 23
 
PB: 27: Charm/Impress 83%
 
SPD: 17
 
Flight: 100kph
 
  
'''Combat'''
+
== Attributes ==
Horror Factor: 11
 
MDC: 500
 
3 Attacks per melee
 
+2 initiative
 
+5 to strike (+6 with sword)
 
+6 to parry or dodge
 
+4 to pull punch
 
+3 to roll with impact
 
Regular Punch: 3d6 MD
 
Restrained Punch: 5d6+12 SDC
 
  
'''Dragon Combat'''
+
*IQ: 15
Claws: 6d6 MD
+
*ME: 19 +2 save v/ psionic attack & insanity
Bite: 2d6 MD
+
*MA:  24 Trust/Intimidate 80%
4 attacks per melee
+
*PS: 24 (4d6+9 sdc on restrained punch, carry 1200 pounds, lift 2400)
+5 to roll with impact
+
*PP: 14
+5 to pull punch
+
*PE: 15
1 full melee to transform.
+
*PB: 28 Charm/Impress 86%
 +
*PS: 15 Running, 90 Flying (flies at a hair over 60mph)
 +
<br/>
 +
*ISP: 44
 +
*PPE: 100
 +
*MDC: 600
  
'''Saves'''
 
+6 to save v. Horror Factor
 
+5 to save v. psionics or mind control
 
+3 to save v. insanity
 
+1 to all other saves
 
+16% v. coma/death
 
+5 to save v. Magic/Poison
 
  
'''Bonuses & Miscellanea'''
 
+1 Perception
 
Carry up to 1350 pounds
 
  
'''Skills'''
 
Language & Literacy: Elven/Dragonese
 
Basic Math (47+5/level)%
 
Language: English (52+3/level)%
 
Special Interest: Literacy: English (47+5/level)%
 
WP: Sword
 
  
'''Spell Magic'''
+
== Special Abilities ==
PPE: 100
 
Can learn spells normally starting at 2nd level
 
By third level, will learn 2d4+2 spells of level 1-3.
 
2 spells per melee.
 
  
'''First Level Spells'''
+
*Nightvision 200ft
See Aura
+
*See the Invisible
Sense Evil
+
*Shadow Meld as spell, at will, 20 minutes duration
Sense Magic
+
*Resistant to normal fire and cold, half from MDC fire/plasma
 +
*Shapeshift 4hrs per day/level
 +
*Impervious to all forms of paralysis
 +
*Regenerates 1d10 MDC per melee round, 1d4x10 per minute
 +
*Teleport: 34 (+2/level)% chance. 5 mile range, self only, failure indicates no teleport occurs rather than a lethal accident, may only attempt every other melee round. May attempt dimensional teleport at half odds at a ley line or nexus
 +
*Poison Breath: 1/melee, 60 ft range, 12 ft area. Cloud lasts 8 seconds. Independent air supply renders immune, filtration isn’t enough. Save v. poison 16+ or be paralyzed for 1d4+1 minutes. Anyone who saves is immune for 24 hours.
 +
*Full understanding of magic. May use all techno-wizard devices without instruction, as well as recognize and use other magic weapons. Read magic & use scrolls. Recognize magic circles & enchantment (latter at 40+5%/level). Sense ley lines & nexus points at 20 miles. Recognize other dragons at visual contact up to 4,000 feet.
 +
*Horror Factor: 11, 13 if he displays his frills in a threatening manner.
  
'''Second Level Spells'''
 
Cleanse
 
Extinguish Fire
 
Detect Concealment
 
  
'''Psi'''
 
ISP: 66
 
Psychic Diagnosis
 
Psychic Purification
 
Psychic Surgery
 
Stop Bleeding
 
Exorcism
 
Healing Touch
 
Increased Healing
 
Detect Psionics
 
Alter Aura
 
Sixth Sense
 
Telepathy
 
Mask ISP & Psionics
 
Mask PPE
 
SUPER: Mind Block Auto-Defense
 
SUPER: Telekinetic Force Field
 
  
'''Dragon Abilities'''
+
== RCC Bonuses ==
Night Vision 200ft
+
*+1 attack/melee
See the Invisible
+
*+2 initiative
Shadow Meld at-will, 20 minute duration
+
*+1 Perception
Resistant to fire and cold, even MD fire and plasma do only half damage
+
*+2 to Strike
Immune to all forms of paralysis
+
*+3 to Parry/Dodge
Bio-regenerate 1d10 per round
+
*+4 to pull punch
Metamorphosis: 4 hours per level
+
*+3 to roll w/ impact
Paralysis Breath: 60 foot range, 12 foot area, Independent oxygen required for immunity, save difficulty of 16+, failures are paralyzed 1d4+1 minutes. Gas lingers for 8 seconds, can be used once per melee.
+
*+6 v. Horror Factor
Use any techno-wizard device without instruction
+
*+3 v. psionics and mind control
Understand and use any magic item
+
*+1 all other saves
Read magic
+
 
Use scrolls
+
 
Recognize magic circles & enchantments (40+5%/level)
+
== Dragon hand-to-hand ==
Sense Ley Lines & Nexus Points (20 miles)
+
*Bite 2d6
Recognize other dragons on visual contact up to 4,000 feet, even if metamorphosed
+
*Punch 2d6
 +
*Kick 2d6?
 +
*Claw Swipe 5d6
 +
*+2 roll w/ impact
 +
*+1 to pull punch
 +
*Metamorphosis takes a full melee round
 +
 
 +
 
 +
 
 +
== Magic ==
 +
*1st Level Spells: Blinding Flash, Globe of Daylight, Sense Evil
 +
*2nd Level Spells: Chameleon, Cleanse, Manipulate Object
 +
 
 +
 
 +
== Psionics ==
 +
*Healing: Deaden Pain, Exorcism, Healing Touch, Increased Healing, Induce Sleep, Psychic Diagnosis, Psychic Purification, Psychic Surgery, Stop Bleeding.
 +
*Physical: Alter Aura
 +
*Sensitive: See Aura, Read Dimensional Portal
 +
*Super Psychic: Mind Block Auto-Defense, Telekinetic Force Field
 +
 
 +
 
 +
 
 +
== Skills ==
 +
*Speak Elven/Dragon 98%
 +
*Read & Write Elven/Dragon 45%
 +
*Basic Math 45%
 +
*Other Language: American
 +
*Play Musical Instrument: Guitar 35%
 +
 
 +
 
 +
 
 +
== Equipment ==
 +
*A Regular Sword
 +
*Clothes (Poncho, jeans, shirt, cowboy hat, cowboy boots)
 +
*Some books on how to play guitar, and some pre-disaster magazines.
 +
*A suitcase
 +
*An acoustic guitar

Latest revision as of 09:58, 2 March 2019

  • 33 Days Old
  • Alignment: Unprincipled. Select final alignment by L3.


Attributes[edit]

  • IQ: 15
  • ME: 19 +2 save v/ psionic attack & insanity
  • MA: 24 Trust/Intimidate 80%
  • PS: 24 (4d6+9 sdc on restrained punch, carry 1200 pounds, lift 2400)
  • PP: 14
  • PE: 15
  • PB: 28 Charm/Impress 86%
  • PS: 15 Running, 90 Flying (flies at a hair over 60mph)


  • ISP: 44
  • PPE: 100
  • MDC: 600



Special Abilities[edit]

  • Nightvision 200ft
  • See the Invisible
  • Shadow Meld as spell, at will, 20 minutes duration
  • Resistant to normal fire and cold, half from MDC fire/plasma
  • Shapeshift 4hrs per day/level
  • Impervious to all forms of paralysis
  • Regenerates 1d10 MDC per melee round, 1d4x10 per minute
  • Teleport: 34 (+2/level)% chance. 5 mile range, self only, failure indicates no teleport occurs rather than a lethal accident, may only attempt every other melee round. May attempt dimensional teleport at half odds at a ley line or nexus
  • Poison Breath: 1/melee, 60 ft range, 12 ft area. Cloud lasts 8 seconds. Independent air supply renders immune, filtration isn’t enough. Save v. poison 16+ or be paralyzed for 1d4+1 minutes. Anyone who saves is immune for 24 hours.
  • Full understanding of magic. May use all techno-wizard devices without instruction, as well as recognize and use other magic weapons. Read magic & use scrolls. Recognize magic circles & enchantment (latter at 40+5%/level). Sense ley lines & nexus points at 20 miles. Recognize other dragons at visual contact up to 4,000 feet.
  • Horror Factor: 11, 13 if he displays his frills in a threatening manner.


RCC Bonuses[edit]

  • +1 attack/melee
  • +2 initiative
  • +1 Perception
  • +2 to Strike
  • +3 to Parry/Dodge
  • +4 to pull punch
  • +3 to roll w/ impact
  • +6 v. Horror Factor
  • +3 v. psionics and mind control
  • +1 all other saves


Dragon hand-to-hand[edit]

  • Bite 2d6
  • Punch 2d6
  • Kick 2d6?
  • Claw Swipe 5d6
  • +2 roll w/ impact
  • +1 to pull punch
  • Metamorphosis takes a full melee round


Magic[edit]

  • 1st Level Spells: Blinding Flash, Globe of Daylight, Sense Evil
  • 2nd Level Spells: Chameleon, Cleanse, Manipulate Object


Psionics[edit]

  • Healing: Deaden Pain, Exorcism, Healing Touch, Increased Healing, Induce Sleep, Psychic Diagnosis, Psychic Purification, Psychic Surgery, Stop Bleeding.
  • Physical: Alter Aura
  • Sensitive: See Aura, Read Dimensional Portal
  • Super Psychic: Mind Block Auto-Defense, Telekinetic Force Field


Skills[edit]

  • Speak Elven/Dragon 98%
  • Read & Write Elven/Dragon 45%
  • Basic Math 45%
  • Other Language: American
  • Play Musical Instrument: Guitar 35%


Equipment[edit]

  • A Regular Sword
  • Clothes (Poncho, jeans, shirt, cowboy hat, cowboy boots)
  • Some books on how to play guitar, and some pre-disaster magazines.
  • A suitcase
  • An acoustic guitar