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|mps=1
|mps=1
|l=Massive reptilians with wings.
|l=Massive reptilians with wings.
|a=Extreme Intelligence;; Speed;; Monstrous Strength;; Battle Roar;; Flying;; Night Vision;; Dragon Sight;; Dragon Scales;; {{{name|}}} Dragon Breath;; Shattering Armor;; {{{c}}} Adept;; Improved Healing Factor-l-Only in vicinity of lair.;; Improved Revitalizing Factor-l-Only in vicinity of lair.;; Dragon Elder Sorcery;; Lumbering {{{a|}}}
|a=Extreme Intelligence;; Speed;; Monstrous Strength;; Battle Roar;; Flying;; Night Vision;; Dragon Sight;; {{{name|}}} Dragon Breath;; Shattering Armor;; {{{c}}} Adept;; Improved Healing Factor-l-Only in vicinity of lair.;; Improved Revitalizing Factor-l-Only in vicinity of lair.;; Dragon Elder Sorcery;; Lumbering;; {{{a|}}}
|d={{L|Category|Dragons|u=1}} are extremely intelligent and natively speak the {{L|Core|Elder Sorcery|language of creation}}. They may have other abilities not listed.
|d={{L|Category|Dragons|u=1}} are extremely intelligent and natively speak the {{L|Core|Elder Sorcery|language of creation}}. They may have other abilities not listed.
|t=draconic;; monstrous
|t=draconic;; monstrous
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|hps=1
|hps=1
|r={{TextRank|c={{{c|}}}|n=5}}
|r={{TextRank|c={{{c|}}}|n=5}}
|b=Prehensile Savage Claw;; Foot;; Devouring Maw
|b=Prehensile Savage Claw;; Foot;; Devouring Maw;; Reinforced Dragon Scales
This ability cannot affect deaf creatures.End condition:At the start of each of the targets' turns, they roll 2d4. If either of these dice roll a 4, this effect ends.On fail:Targets become frightened.
This ability cannot affect deaf creatures.End condition:At the start of each of the targets' turns, they roll 2d4. If either of these dice roll a 4, this effect ends.On fail:Targets become frightened.
You gain Innate Elder Sorcery, Elder Sorcery Adept, and Dragon Snapcast. You are fluent in all of these. In addition, you automatically get a +50 metaphysics bonus (a positive metaphysics penalty) to your Elder Sorcery creation. Beyond this, you have an innate mastery of Elder Sorcery akin to a native language that manifests in various ways. For one, you know words far beyond the ones listed on the formal charts. When creating, casting, and learning Elder Sorcery, you may assume to know all words (whether they are on the charts or not) so long as they are of an OP that you would know from Innate Elder Sorcery. It is up to the GM to determine what the OP of a "nonstandard" word would be. You also always have a universal +5 to your wording Elder Sorcery creation score and a +3 to all others. You may also speak freely in Elder Sorcery without creating or casting it. This freeform speech can be understood by anyone listening regardless of whether or not they know Elder Sorcery. However, it must be true. Otherwise, you fumble as though you had cast Elder Sorcery.
If the target is an item, you know if it is magical and what its properties or abilities are, as well as any ongoing spells that are affecting the item. You also learn the name of the object, if it has one. If the target is a creature, you learn what ongoing or sustained spells, if any, are affecting it.
At the start of each of your turns, you heal and regain that many HP. This does not consume your hit die. If you take fire damage, this effect doesn't apply on your next turn.