Scaled Ones


The Scaled Ones are a mysterious reptilian race, with powerful jaws and sharp talons. Their warriors wore fine armor and weapons, while their priest was dressed in robes and was able to breathe out and cast fire. They communicate with one another in a long dead language known as Thu'um.
The Scaled Ones waged war with dwarves sometime after the founding of the Tevinter Imperium in -1195 Ancient, but before the destruction of Cad'halash Thaig around -975 Ancient. Besides some ravings they seem to have vanished from the historical record, and none seem to have been seen ever since.
The Scaled Ones appear to have a religion of sorts. They constructed a golden altar fashioned in the shape of fire in the center of the camp, with enemy corpses, drained of blood, hanging on the tip of each flame. Dwarves witnessed a ceremony during which a presumably female priest chanted and ignited blood in a basin raised towards the altar, while the other Scaled Ones bowed low.

Playing a Scaled One
If you choose to play a Scaled One, modify your character as follows:
  • Add 1 to your Communication ability.
  • Pick one of the following ability focuses: Communication (Disguise) or Dexterity (Stealth).
  • You have Dark Vision. You can see in the dark as if it were daylight.
    This does, however, make your eyes light sensitive. In actual daylight or other bright light, you suffer a –1 penalty to your Perception ability and all attack rolls.
  • You can speak and read Thu'um and the Trade Tongue.
  • Your Speed is equal to: 10+Dexterity (minus armor penalty, if applicable).
Roll twice on the Scaled Ones table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Scaled Ones
2d6 Roll
Benefit
2
+1 Communication
3-4
Thick Scales: The Pierce Armor stunt costs +1 sp when someone uses it against you.
5
Focus: Strength (Might)
6
Focus: Cunning (Natural Lore)
7-8
+1 Constitution
9
+2 Armor Rating
10-11
Focus: Communication (Deception)
12
+1 Strength
Draconic Breath

Classes: Any
Requirement: You must have have the Scaled Ones background.

You wield a breath weapon gifted to you by your draconic heritage. Scaled Ones may choose the novice level of this talent at 1st level in place of one of the normal talents from which starting classes typically get to choose.

Novice: You exhale a blast of magical energy that is 2 yards wide and 8 yards long. When you use your breath weapon, each creature in the area of the exhalation must make an opposed Dexterity (Acrobatics) test vs. your Magic (Primal/Creation/Entropy/Spirit), the type of which is determined by your draconic ancestry. Those who succeed evade the effects of the blast. Consult the following chart to determine the type of magical energy your breath attack expels. You may use this attack a number of times per day equal to your Constitution.


Primal (Cold):
1d6+2 damage
10% chance of inflicting Frozen status
Primal (Earth):
1d6+2 damage
10% chance of inflicting Slowed status
Primal (Fire):
1d6+2 damage
10% chance of inflicting Burning status
Primal (Lightning):
1d6+2 damage
10% chance of inflicting Paralyzed status
Creation:
1d6+2 healing
1d6+2 mana restoration
Entropy:
1d6+2 damage
10% chance of inflicting Bleeding status
Spirit:
1d6+2 damage
1d6+2 mana loss
Blighted:
1d6+2 damage
1% chance of Tainting


Journeyman:


Primal (Cold):
2d6+4 damage
20% chance of inflicting Frozen status
Primal (Earth):
2d6+4 damage
20% of inflicting Slowed status
Primal (Fire):
2d6+4 damage
20% chance of inflicting Burning status
Primal (Lightning):
2d6+4 damage
20% chance of inflicting Paralyzed status
Creation:
2d6+4 healing
2d6+4 mana restoration
Entropy:
2d6+4 damage
20% chance of inflicting Bleeding status
Spirit:
2d6+4 damage
2d6+4 mana loss
Blighted:
2d6+4 damage
2% chance of Tainting


Master:


Primal (Cold):
2d6+6 penetrating damage
25% chance of inflicting Frozen status
Primal (Earth):
2d6+6 penetrating damage
25% chance of inflicting Slowed status
Primal (Fire):
2d6+6 penetrating damage
25% chance of inflicting Burning status
Primal (Lightning):
2d6+6 penetrating damage
25% chance of inflicting Paralyzed status
Creation:
3d6+6 healing
3d6+6 mana restoration
Entropy:
2d6+6 penetrating damage
25% chance of inflicting Bleeding status
Spirit:
2d6+6 penetrating damage
3d6+6 mana loss
Blighted:
2d6+6 penetrating damage
5% chance of Tainting

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