Admiral Squish
2011-07-11, 04:47 PM
Tibur Kosj
Small Dragon
Hit Dice:2d12+2
Initiative:+1
Speed: 30 feet (6 squares), Fly 60 feet (good)
Armor Class: 16 (+4 Natural, +1 Size, +1 Dex), 13 touch, 15 flat-footed
Base Attack/Grapple: +2/-1
Attack: Bite +4 melee (1d6+1)
Full Attack: Bite +4 Melee (1d6+1) and Two Claws +2 Melee (1d4)
Space/Reach: 5 ft/5 ft
Special Attacks: Breath Weapon (See below)
Special Qualities: Dragon Traits, Tibur Kosj Traits (See below)
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 12
Skills: Bluff +6, Hide +10, Know (Arcana) +6, Listen +6, Move Silently +6, Spot +6, Swim +6
Feats: Multiattack
Environment: Any
Organization: Solitary, Clutch (1 plus 4-5 wyrmling dragons) or Family (one plus 4-5 wyrmling dragons, plus adult dragon)
Challenge Rating: 1
Treasure: Standard
Alignment: Any
Advancement: By character class
Level Adjustment: +1
The Tibur Kosj are not truly a race of their own. The fact is that periodically, a true dragon will occasionally give birth to a child that is, at first glance, a perfectly normal wyrmling. But as these childred don’t grow like their clutchmates. Indeed, they simply stop growing at a certain point. The words ‘Tibur Kosj’ in draconic essentially mean ‘born small’. Many of these ‘runt’ dragons are killed by predators, or adventurers seeking to slay their parents for glory. But some survive, and, driven by the need to prove themselves, they often become adventurers themselves.
Combat:
Most Tibur Kosj will flee rather than fight if engaged. Tibure Kosj prefer to strike from hiding, using their minds to gain the advantage their (relatively) weak bodies can't. The exact tactics vary, but usually somewhat coincide with the usual tactics of their parents. Chromatic Tibur Kosj favor ambushes and sneak attacks. Mettalic Tibur Kosj are more likely to bluff of talk their way through a battle.
TIBUR KOSJ AS CHARACTERS:
(Full character fluff entry incoming)
+2 strength, +2 dexterity , +2 constitution,. +2 intelligence, +2 wisdom +2 charisma. Tibur Kosj and exceptionally strong and resilient for their size. They often compensate for their small size and (comparatively) weak physical abilities by focusing on the mental abilities. Finally, while most dragons grow quickly, the Tibur Kosj learn quickly how to use their smaller size to their advantage.
Dragon: Tibur Kosj are not subject to spells that affect humanoids only, such as charm person or hold person.
Small: As a small creature, a Tibur Kosj gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character
Tibur Kosj base land speed is 30 feet. Tibur Kosj can fly with good maneuverability at a speed of 60 feet.
Tibur Kosj have dark vision out to 60 feet and low-light vision.
Racial Hit Dice: Tibur Kosj begin play with two levels of dragon, which provide 2d12 hit dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.
Racial Skills: A Tibur Kosj’s dragon levels give them skill points equal to 5x(6+int modifier, minimum 1) It’s class skills are Appraise, Bluff, Climb, Concentration, Escape Artist, Handle Animal, Hide, Jump, Knowledge (Arcana), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble, and Use Magic Device
Racial Feats: A Tibur Kosj’s dragon levels give it one feat.
+4 Natural Armor
Breath Weapon: A Tibur Kosj can breathe out destructive elemental energies. At first level, the Tibur Kosj must choose Fire, Cold, Acid, or Electricity, and then must choose Cone or Line. This breath weapon deals 1d6 damage of the chosen element, plus an additional 1d6 for every 2 HD the Tibur Kosj possesses (an average Tibur Kosj deals 2d6 damage when starting play). If the Tibur Kosj selects cone, the attack takes the form of a 10-foot cone. The length of the cone increases by 5 feet for every 2 HD the Tibur Kosj possesses (An average Tibur Kosj has a 15-foot cone when starting play). If the Tibur Kosj selects line, the attack takes the form of a 20-foot line. The length of the line increases by 10 feet for every 2 HD the Tibur Kosj possesses (An average Tibur Kosj has a 30-foot line when starting play). After using this breath weapon, the Tibur Kosj must wait 1d4 rounds before they can use it again. Those caught in the breath weapon’s area may make a reflex save for half damage.(DC 10+½ HD+Con Mod).
Resistance: A Tibur Kosj gains energy resistance 10 to the energy type of their breath weapon.
Arcane Blood: A Tibur Kosj is infused with arcane power at a very basic level. As such, a Tibur Kosj may add it’s RHD to it’s caster level whenever it casts an arcane spell.
Dragon Body: Tibur Kosj have a draconic body plan. Their foreclaws are capable of carrying and manipulating objects, as well as performing somatic components. However, they cannot wield weapons like humanoid creatures. A Tibur Kosj takes a -4 penalty to attack with weapons. In addition, a Tibur Kosj must have it’s armor custom built for it’s unusual form. The base cost of nonmagical armor for a Tibur Kosj is doubled. It does NOT cost twice as much to enchant armor designed for a Tibur Kosj.
False Youth: In many ways, the perpetual physical immaturity of the Tibur Kosj works against them. Tibur Kosj do not gain ability bonuses or penalties based on age. As such, Tibur Kosj rely on experience rather than age. A Kibur Tosj cannot qualify for epic feats until level 21, no matter their age.
Tibur Kosj are immune to magic Sleep effects and Paralysis effects
Natural Weapons: Two claws (1d4) and bite (1d6)
Automatic Languages: Common and Draconic. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Terran, Undercommon
Favored Class: Sorcerer
LA+1
Feats:
Inherited Size
Despite being 'born small', you've inherited a greater propensity for size.
Prerequisite: Tibur Kosj, 6 HD
Benefit: Your size increases to medium. You lose your size bonus to Attack, AC, and hide checks.Your racial bonus to strength and constitution increases to +6, and you lose your racial bonus to dexterity. Your natural weapons increase in damage to reflect this size increase. Your maneuverability decreases to average.
Wing Strike
You've learned to use your wings as weapons, much like your larger relatives.
Prerequisite: Tibur Kosj
Benefit: You gain two secondary natural Wing attacks that deal 1d3 points of damage.
Tail Strike
You've learned to use your tail as a weapon, much like your larger relatives.
Prerequisite: Tibur Kosj
Benefit: You gain a secondary natural Tail attack, which deals 1d4 points of damage.
Air Inheritance
You've inherited your parent's inherent attachment to the air.
Prerequisite: Tibur Kos
Benefit: You gain the Air subtype. You become immune to the energy type of your breath weapon, your fly speed increases to 90 feet, and your maneuverability improves one step.
Special: Taking this feat prevents you from taking Cold, Earth, Fire or Water Inheritance.
Cold Inheritance
You've inherited your parent's inherent attachment to the cold.
Prerequisite: Tibur Kosj, Cold Breath Weapon
Benefit: You gain the Cold subtype. You become Immune to Cold and Vulnerable to Fire. Your breath weapon deals +1 damage per die.
Special: Taking this feat prevents you from taking Air, Earth, Fire or Water Inheritance.
Earth Inheritance
You've inherited your parent's inherent attachment to the earth.
Prerequisite: Tibur Kosj
Benefit: You gain the Earth Subtype. You become immune to the energy type of your breath weapon, and you gain a burrow speed equal to your base land speed. You can burrow through any material softer than solid stone. You can choose to leave a usable tunnel of your size behind you, or collapse the earth behind you. You can make a usable tunnel that is one size larger than yourself, but you must burrow at half speed to do so.
Special: Taking this feat prevents you from taking Air, Cold, Fire or Water Inheritance.
Fire Inheritance
You've inherited your parent's inherent attachment to fire.
Prerequisite: Tibur Kosj, Fire breath weapon
Benefit: You gain the Fire subtype. You become Immune to Fire, and Vulnerable to Cold. Your breath weapon deals +1 damage per die.
Special: Taking this feat prevents you from taking Air, Cold, Earth, or Water Inheritance.
Water Inheritance
You've inherited your parent's inherent attachment to the air.
Prerequisite: Tibur Kosj
Benefit: You gain the Water subtype. You become immune to the energy type of your breath weapon, you gain a swim speed equal to your base land speed and a +8 racial bonus to swim checks made to avoid a hazard or perform a special action underwater, and you gain Water Breathing.
Special: Taking this feat prevents you from taking Air, Cold, Earth, or Fire Inheritance.
Small Dragon
Hit Dice:2d12+2
Initiative:+1
Speed: 30 feet (6 squares), Fly 60 feet (good)
Armor Class: 16 (+4 Natural, +1 Size, +1 Dex), 13 touch, 15 flat-footed
Base Attack/Grapple: +2/-1
Attack: Bite +4 melee (1d6+1)
Full Attack: Bite +4 Melee (1d6+1) and Two Claws +2 Melee (1d4)
Space/Reach: 5 ft/5 ft
Special Attacks: Breath Weapon (See below)
Special Qualities: Dragon Traits, Tibur Kosj Traits (See below)
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 12
Skills: Bluff +6, Hide +10, Know (Arcana) +6, Listen +6, Move Silently +6, Spot +6, Swim +6
Feats: Multiattack
Environment: Any
Organization: Solitary, Clutch (1 plus 4-5 wyrmling dragons) or Family (one plus 4-5 wyrmling dragons, plus adult dragon)
Challenge Rating: 1
Treasure: Standard
Alignment: Any
Advancement: By character class
Level Adjustment: +1
The Tibur Kosj are not truly a race of their own. The fact is that periodically, a true dragon will occasionally give birth to a child that is, at first glance, a perfectly normal wyrmling. But as these childred don’t grow like their clutchmates. Indeed, they simply stop growing at a certain point. The words ‘Tibur Kosj’ in draconic essentially mean ‘born small’. Many of these ‘runt’ dragons are killed by predators, or adventurers seeking to slay their parents for glory. But some survive, and, driven by the need to prove themselves, they often become adventurers themselves.
Combat:
Most Tibur Kosj will flee rather than fight if engaged. Tibure Kosj prefer to strike from hiding, using their minds to gain the advantage their (relatively) weak bodies can't. The exact tactics vary, but usually somewhat coincide with the usual tactics of their parents. Chromatic Tibur Kosj favor ambushes and sneak attacks. Mettalic Tibur Kosj are more likely to bluff of talk their way through a battle.
TIBUR KOSJ AS CHARACTERS:
(Full character fluff entry incoming)
+2 strength, +2 dexterity , +2 constitution,. +2 intelligence, +2 wisdom +2 charisma. Tibur Kosj and exceptionally strong and resilient for their size. They often compensate for their small size and (comparatively) weak physical abilities by focusing on the mental abilities. Finally, while most dragons grow quickly, the Tibur Kosj learn quickly how to use their smaller size to their advantage.
Dragon: Tibur Kosj are not subject to spells that affect humanoids only, such as charm person or hold person.
Small: As a small creature, a Tibur Kosj gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character
Tibur Kosj base land speed is 30 feet. Tibur Kosj can fly with good maneuverability at a speed of 60 feet.
Tibur Kosj have dark vision out to 60 feet and low-light vision.
Racial Hit Dice: Tibur Kosj begin play with two levels of dragon, which provide 2d12 hit dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.
Racial Skills: A Tibur Kosj’s dragon levels give them skill points equal to 5x(6+int modifier, minimum 1) It’s class skills are Appraise, Bluff, Climb, Concentration, Escape Artist, Handle Animal, Hide, Jump, Knowledge (Arcana), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble, and Use Magic Device
Racial Feats: A Tibur Kosj’s dragon levels give it one feat.
+4 Natural Armor
Breath Weapon: A Tibur Kosj can breathe out destructive elemental energies. At first level, the Tibur Kosj must choose Fire, Cold, Acid, or Electricity, and then must choose Cone or Line. This breath weapon deals 1d6 damage of the chosen element, plus an additional 1d6 for every 2 HD the Tibur Kosj possesses (an average Tibur Kosj deals 2d6 damage when starting play). If the Tibur Kosj selects cone, the attack takes the form of a 10-foot cone. The length of the cone increases by 5 feet for every 2 HD the Tibur Kosj possesses (An average Tibur Kosj has a 15-foot cone when starting play). If the Tibur Kosj selects line, the attack takes the form of a 20-foot line. The length of the line increases by 10 feet for every 2 HD the Tibur Kosj possesses (An average Tibur Kosj has a 30-foot line when starting play). After using this breath weapon, the Tibur Kosj must wait 1d4 rounds before they can use it again. Those caught in the breath weapon’s area may make a reflex save for half damage.(DC 10+½ HD+Con Mod).
Resistance: A Tibur Kosj gains energy resistance 10 to the energy type of their breath weapon.
Arcane Blood: A Tibur Kosj is infused with arcane power at a very basic level. As such, a Tibur Kosj may add it’s RHD to it’s caster level whenever it casts an arcane spell.
Dragon Body: Tibur Kosj have a draconic body plan. Their foreclaws are capable of carrying and manipulating objects, as well as performing somatic components. However, they cannot wield weapons like humanoid creatures. A Tibur Kosj takes a -4 penalty to attack with weapons. In addition, a Tibur Kosj must have it’s armor custom built for it’s unusual form. The base cost of nonmagical armor for a Tibur Kosj is doubled. It does NOT cost twice as much to enchant armor designed for a Tibur Kosj.
False Youth: In many ways, the perpetual physical immaturity of the Tibur Kosj works against them. Tibur Kosj do not gain ability bonuses or penalties based on age. As such, Tibur Kosj rely on experience rather than age. A Kibur Tosj cannot qualify for epic feats until level 21, no matter their age.
Tibur Kosj are immune to magic Sleep effects and Paralysis effects
Natural Weapons: Two claws (1d4) and bite (1d6)
Automatic Languages: Common and Draconic. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Terran, Undercommon
Favored Class: Sorcerer
LA+1
Feats:
Inherited Size
Despite being 'born small', you've inherited a greater propensity for size.
Prerequisite: Tibur Kosj, 6 HD
Benefit: Your size increases to medium. You lose your size bonus to Attack, AC, and hide checks.Your racial bonus to strength and constitution increases to +6, and you lose your racial bonus to dexterity. Your natural weapons increase in damage to reflect this size increase. Your maneuverability decreases to average.
Wing Strike
You've learned to use your wings as weapons, much like your larger relatives.
Prerequisite: Tibur Kosj
Benefit: You gain two secondary natural Wing attacks that deal 1d3 points of damage.
Tail Strike
You've learned to use your tail as a weapon, much like your larger relatives.
Prerequisite: Tibur Kosj
Benefit: You gain a secondary natural Tail attack, which deals 1d4 points of damage.
Air Inheritance
You've inherited your parent's inherent attachment to the air.
Prerequisite: Tibur Kos
Benefit: You gain the Air subtype. You become immune to the energy type of your breath weapon, your fly speed increases to 90 feet, and your maneuverability improves one step.
Special: Taking this feat prevents you from taking Cold, Earth, Fire or Water Inheritance.
Cold Inheritance
You've inherited your parent's inherent attachment to the cold.
Prerequisite: Tibur Kosj, Cold Breath Weapon
Benefit: You gain the Cold subtype. You become Immune to Cold and Vulnerable to Fire. Your breath weapon deals +1 damage per die.
Special: Taking this feat prevents you from taking Air, Earth, Fire or Water Inheritance.
Earth Inheritance
You've inherited your parent's inherent attachment to the earth.
Prerequisite: Tibur Kosj
Benefit: You gain the Earth Subtype. You become immune to the energy type of your breath weapon, and you gain a burrow speed equal to your base land speed. You can burrow through any material softer than solid stone. You can choose to leave a usable tunnel of your size behind you, or collapse the earth behind you. You can make a usable tunnel that is one size larger than yourself, but you must burrow at half speed to do so.
Special: Taking this feat prevents you from taking Air, Cold, Fire or Water Inheritance.
Fire Inheritance
You've inherited your parent's inherent attachment to fire.
Prerequisite: Tibur Kosj, Fire breath weapon
Benefit: You gain the Fire subtype. You become Immune to Fire, and Vulnerable to Cold. Your breath weapon deals +1 damage per die.
Special: Taking this feat prevents you from taking Air, Cold, Earth, or Water Inheritance.
Water Inheritance
You've inherited your parent's inherent attachment to the air.
Prerequisite: Tibur Kosj
Benefit: You gain the Water subtype. You become immune to the energy type of your breath weapon, you gain a swim speed equal to your base land speed and a +8 racial bonus to swim checks made to avoid a hazard or perform a special action underwater, and you gain Water Breathing.
Special: Taking this feat prevents you from taking Air, Cold, Earth, or Fire Inheritance.