Difference between revisions of "Doggonian"

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(Created page with "{{Infobox-Ravenloft-Race |portrait=Cosplay_pikachu.jpg |attributes=Dex: +2<br/>Cha: +2 }} ''Doggonians'' are anthropomorphic dogs that come in all shapes, sizes, and breeds....")
 
 
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  |attributes=Dex: +2<br/>Cha: +2
 
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''Doggonians'' are anthropomorphic dogs that come in all shapes, sizes, and breeds. Most Doggonians are between 4 and 7 feet tall though some are as small as 2 feet tall or as big as 10 feet tall leading to a rather diverse community.
 
''Doggonians'' are anthropomorphic dogs that come in all shapes, sizes, and breeds. Most Doggonians are between 4 and 7 feet tall though some are as small as 2 feet tall or as big as 10 feet tall leading to a rather diverse community.
  
Doggonians themselves are responsible for their own current state of existence. Their ancestral homeland that broke off ages ago from another plane of existence was stabilized by their own combination of arcane and planar magicks. They are the decedents of what could be best described as a tribe of bi-pedal wolves often refered to in old texts as "Wolfkin."
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Doggonians themselves are responsible for their own current state of existence. Their ancestral homeland broke off ages ago from another plane of existence and was stabilized by their own combination of arcane, divine, and planar magicks. They are the decedents of what could be best described as a tribe of bi-pedal wolves often referred to in old texts as "Wolf-kin."
  
 
==Habitat/Society==
 
==Habitat/Society==
*Being living constructs, they have no known upper age limit.
+
*As a race soaked in magic life spans vary from family to family, though the age of majority is consistently at 22.
*Without magical assistance, they breed prodigiously slowly; ''far'' too slowly to maintain their numbers naturally.
+
**Doggonian is considered done with their basic training in their chosen area of skill at the age of 22 and then go through a sacred coming of age ritual... i.e. jumping through one of the random portals that sort that have the habit of forming around the major magical nexuses in [[Reynsland]]. The purpose of this quest is to find as much information as possible about the location, broaden the individual's horizons, and eventually find out how to get back to the Doggonian home plane of Reynsland.
**With magical assistance, they have the same birth rate and gestation period as a human.
+
***The only information they are given about the location they are to be sent to is that they most likely will not die upon entry, so preparation is important for the young Doggonian starting their journey, and they come kitted out in equipment custom to their particular build. Along with the blessing of their patron Reynard in the form of a '[[Sigil of Reynard]].'
***This assistance comes in the form of either a potion or a unique magic item.
 
*Besides live birth, Chimney Cats can be created through a complex alchemical process involving inducing a series of controlled mutations in a chosen house cat.
 
**Though the process is generally a miserable experience for the house cat, the vast majority of Chimney Cats are created this way.
 
*They are generally cheery, hardworking, and unwaveringly devoted to the Soapmaker and (most of) his various causes.
 
*They possess an instinctive fondness for hats.
 
**Generally, the higher the status of the wearer, the more elaborate the hat. Generally.
 
*They believe strongly in the value of science and progress, and are quick to adapt to any new technology introduced to them.
 
 
   
 
   
 
==Fun Facts==
 
==Fun Facts==
*They where engineered from goblins, halflings, and common house cats.
+
*EVERYONE loves Doggonians. People who don't have bad taste and are horrible people.
 
 
==WIP==
 
*An Exercise In Self-Sustaining Alchemy
 
**You count as both a living creature and construct.
 
**You are immune to disease.
 
**You have tactical advantage on saving throws to avoid being poisoned.
 
**You have resistance against poison damage.
 
**You don’t need to eat, drink, or breathe. Your body ''does'' go through the motions of breathing for reasons unknown, and you ''can'' eat and/or drink if you wish, though nothing inhaled or consumed will have any effect whatsoever on your person barring extreme circumstances. That said, what exactly your body does with what it inhales/consumes remains something of a mystery. Turns out you don't need to make any visits to the bathroom either. 
 
*Angles Are Attitudes
 
*Are Your Knees Cold?
 
*Autodidact
 
*Catnap
 
**You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
 
**When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
 
*Dark Vision[xxx’]
 
*Gunslinger
 
**Due to all that carefully engineered instinctive hard wiring the Noble Master imbued them with, all Chimney Cats (including you) are inherently proficient with all firearms.
 
**The first attack you make in a combat with a firearm has tactical advantage and one free luck re-roll.
 
**If an attack is made by anyone during a surprise round in which you possess ready access to a functional firearm and would not otherwise be able to act normally, you immediately use your reaction in response to attack something (anything you want, really) with the firearm in question.
 
*I Only Wanted To Pay For College
 
**The second, third, and fourth attacks you make during a combat have tactical disadvantage.
 
*It’s A Kitty!
 
*Knife-Twisting Conscience
 
*Math Wrath
 
*Propriety And Sobriety
 
**You are immune to boredom.
 
**You are immune to addiction.
 
*Seventeen Shots, One Kill
 
**If, after damage is rolled, a ranged attack you just made would reduce the target to 0 hp or less, you can specify that the attack was meant to be non-lethal. The target is then rendered unconscious instead of dying.
 
*The Distance Between Wise-Cracking And Wit
 
**you receive +2 Intelligence and +2 Charisma.
 
*Tell All The Truth, But Tell It Slant
 
**Due to all that carefully engineered instinctive hard wiring the Noble Master imbued them with, all Chimney Cats (including you) are inherently proficient in the Charisma[Persuasion] skill.
 
**As long as you're not outright lying, you have tactical advantage on all Charisma[Persuasion] checks. (Hyperbole, spin-doctoring, turd-polishing, rhetorical word-twisting, and applying your finest lipstick to the ugliest pig you have is not only totally kosher for this ability, but well within theme and encouraged.)
 
*Work Ethic
 
**Poorly informed admiration for the so-called “puritan work effort” quickly falls to the wayside when one  finally gets the chance to witness the inspired nose-to-the-grindstone dedication of the average Chimney Cat in action. The first three exhaustion levels you accrue are ignored for the purposes of determining the overall effects of exhaustion.
 
 
 
 
 
 
 
  
 +
==The Benefits of Being a Doggonian==
 +
*As a MEDIUM Doggonian
 +
**WOOF!
 +
***Doggonians start play with the ability to talk to dogs, Doggonian, and Common. They have no race restrictions on languages learnt from intelligence bonuses.
 +
**Dark Vision 60ft
 +
**Speed of 30 feet on two legs and 50 feet on four legs
 +
***Swim speed of 15 feet
 +
**Dogs Skills!
 +
***Proficiency in Insight, Investigation,and Perception
 +
**Natural Weapon: Bite!
 +
***As an normal attack you may bite someone. With your TEETH. Doing 1d4 plus your strength or dex modifier (whichever is higher) damage. Treat this as a versatile weapon attack with piercing damage.
 +
**Blessed of Reynard
 +
***You start play with a [[Sigil of Reynard]]
 +
**Versatile Runner
 +
***You can run on both two and four limbs. You can use a bonus action to switch between the two modes during combat. While your two legged run speed is only 30ft, your four legged one is 50 ft. That being said, you cannot hold any weapons while running on four legs.
 +
**Pupper Senses
 +
***You get advantage on any perception checks based on smell, sound, and against spirits. Though, because of your keen hearing you also get disadvantage on checks vs. sound based attacks.
  
 
===Old Stuff to modify/whatever===
 
===Old Stuff to modify/whatever===
*Firearm Familiarity
+
*Doggonians are a clever bunch as well as being rather agile. They originate from a pocket dimension that is a bit unstable and often forms portals in random locations in the planes. It's seen as a rite of passage for an adolescent Doggonians to go into one of the portals to seek their fortune armed with handmade equipment from their family, a '[[Sigil of Reynard]]', and a '[[comuicompact.' The god that the majority of Doggonians worship is Reynard, the chaotic good giant celestial Bichon Frise. In fact most Doggonians attribute their very creation to the good Dog. Their capital city is called [[Reynart]], after the good Dog, and they call their homeland [[Reynsland]].
** +1 bonus to attack rolls when using firearms.
 
**Can gain proficiency with various types of firearms regardless of class.
 
*Infravision (60')
 
*Instinctive Knowledge
 
**Bonus NWPs gained at birth/creation.
 
***Bureaucracy
 
***Etiquette
 
***Language (Ancient or Modern)
 
****If natural birth: same as the most commonly used language by the birth mother.
 
****If created via alchemy: choice of any known by the individual overseeing the process.
 
***Read/Write
 
*Quick Learner
 
**Three bonus NWP slots are gained at birth/creation.
 
**Training time to learn anything is divided by 4.
 
 
 
  
  
 
[[Category:Ravenloft Campaign]]
 
[[Category:Ravenloft Campaign]]

Latest revision as of 19:35, 13 November 2020


Greyhawk logo.gif
Greyhawk Campaign
race
Icky.PNG
attributes Dex: +2
Cha: +2


Doggonians are anthropomorphic dogs that come in all shapes, sizes, and breeds. Most Doggonians are between 4 and 7 feet tall though some are as small as 2 feet tall or as big as 10 feet tall leading to a rather diverse community.

Doggonians themselves are responsible for their own current state of existence. Their ancestral homeland broke off ages ago from another plane of existence and was stabilized by their own combination of arcane, divine, and planar magicks. They are the decedents of what could be best described as a tribe of bi-pedal wolves often referred to in old texts as "Wolf-kin."

Habitat/Society

  • As a race soaked in magic life spans vary from family to family, though the age of majority is consistently at 22.
    • Doggonian is considered done with their basic training in their chosen area of skill at the age of 22 and then go through a sacred coming of age ritual... i.e. jumping through one of the random portals that sort that have the habit of forming around the major magical nexuses in Reynsland. The purpose of this quest is to find as much information as possible about the location, broaden the individual's horizons, and eventually find out how to get back to the Doggonian home plane of Reynsland.
      • The only information they are given about the location they are to be sent to is that they most likely will not die upon entry, so preparation is important for the young Doggonian starting their journey, and they come kitted out in equipment custom to their particular build. Along with the blessing of their patron Reynard in the form of a 'Sigil of Reynard.'

Fun Facts

  • EVERYONE loves Doggonians. People who don't have bad taste and are horrible people.

The Benefits of Being a Doggonian

  • As a MEDIUM Doggonian
    • WOOF!
      • Doggonians start play with the ability to talk to dogs, Doggonian, and Common. They have no race restrictions on languages learnt from intelligence bonuses.
    • Dark Vision 60ft
    • Speed of 30 feet on two legs and 50 feet on four legs
      • Swim speed of 15 feet
    • Dogs Skills!
      • Proficiency in Insight, Investigation,and Perception
    • Natural Weapon: Bite!
      • As an normal attack you may bite someone. With your TEETH. Doing 1d4 plus your strength or dex modifier (whichever is higher) damage. Treat this as a versatile weapon attack with piercing damage.
    • Blessed of Reynard
    • Versatile Runner
      • You can run on both two and four limbs. You can use a bonus action to switch between the two modes during combat. While your two legged run speed is only 30ft, your four legged one is 50 ft. That being said, you cannot hold any weapons while running on four legs.
    • Pupper Senses
      • You get advantage on any perception checks based on smell, sound, and against spirits. Though, because of your keen hearing you also get disadvantage on checks vs. sound based attacks.

Old Stuff to modify/whatever

  • Doggonians are a clever bunch as well as being rather agile. They originate from a pocket dimension that is a bit unstable and often forms portals in random locations in the planes. It's seen as a rite of passage for an adolescent Doggonians to go into one of the portals to seek their fortune armed with handmade equipment from their family, a 'Sigil of Reynard', and a '[[comuicompact.' The god that the majority of Doggonians worship is Reynard, the chaotic good giant celestial Bichon Frise. In fact most Doggonians attribute their very creation to the good Dog. Their capital city is called Reynart, after the good Dog, and they call their homeland Reynsland.