Dragonborn Compendium Class

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Dragonborn Compendium Class
« on: July 26, 2012, 08:47:26 PM »
When you are revealed to be the one and only Dragonborn of this age, a mortal with the soul of a dragon, you can take this move instead of one of your class moves the next time you level up.

Dragon Shout
When you shout a Thu'um you know at least a syllabe of, roll+the number of its syllabes you shouted. On a hit you unleash the shout and apply its effects based on the syllabes you shouted. On a 7-9, choose a number of options equal to the syllabes you shouted:
• you can't use Dragon Shout again until you catch your breath for a few minutes;
• you draw unwelcomed attention, even from very afar;
• the shout has a side effect chosen by the GM.
Usually, to learn any one syllabe you must do these two things, in any order:
• read it from a place of power;
• channel into it and consume the soul you absorbed from a recently-dead dragon.
For each shout, you have to learn the weaker syllabes before the stronger ones.

If you have the Dragon Shout move, you can select those moves instead of your class ones when you level up.

High Trained
You learn 3 extra syllabes.

Dragon Trained
You learn 3 extra syllabes.

Dragon Ally
When you defeat a dragon and have mercy on its life, take +1 to rolls to learn its true name and gain his loyalty.

Dragon Meditation
Choose a shout you know and create an extra effect that takes place when you roll a 12+ on that shout.



THU'UMS AND SYLLABES
Effects  are either stacking or an improved version of the previous ones.

Animal Allegiance
RAAN: nearby animals fight for you in the next minutes. Treat them like a hireling with a total of 5 points between the Warrior, Protector, Tracker, Expert and Loyalty skills;
MIR: 10 points;
TAH: 20 points.

Aura Whisper
LAAS: you detect the location of animated beings in this place.
YAH: you know their alignment.
NIR: the shout is instead a whisper; you can't draw unwelcomed attention and on a 7-9 you just suffer both other options.

Become Ethereal
FEIM: you and your possessions enter phasing for a bunch of seconds or until you dismiss the effect. During phasing, you assume a spectral appearace, can't touch nor can be touched by the physical world and can pass through solid objects;
ZII: you can phase for up to a bunch of minutes;
GRON: as long a you wish.

Call Dragon
Every dragon has a three-syllabes true name that, only if shouted all together, can be heard by that dragon no matter where it is. It also instantly knows who shouted them. It usually is not happy at all of this and will fly as fast as it can to punish the dragonborn.

Disarm
ZUN: every creature within your shout drops any mundane weapon it's weilding.
HAAL: weapons are instead utterly tossed away.
VIIK: the shout works even on non-mundane weapons, and disarmed creatures are staggered for a bunch of seconds.

Dismay
FAAS: cowardly creatures within your shout flee from you until you are out of sight;
RU: everyone that's not totally reckless flees;
MAAR: only the bravest and most powerful resist.

Dragonrend
JOOR: you counterattack anything a dragon within your shout might have throwed at you;
ZAH: the dragon is also staggered for a bunch of seconds and, if flying, loses altitude;
FRUUL: the dragon is totally paralyzed for a bunch of seconds and if flying it crash-lands and suffers 1d10 damage that ignores armor and any other protection it might have.

Elemental Fury
SU: take +1d6 damage forward when you Hack & Slash;
GRAH: roll twice and take the better result next time you deal damage through Hack & Slash;
DUN: take +1 forward to Hack & Slash.

Fire Breath
YOL: flames burst from your mouth, dealing 1d4 damage that ignores armor to each creature within your shout, staggering and setting them afire;
TOOR: 2d4 damage;
SHUL: 2d6 damage.

Frost Breath
FO: frozen winds burst from your mouth, dealing 1d4 damage that ignores armor to each creature within your shout, slowing them down for a bunch of seconds;
KRAH: 2d4 damage;
DIIN: 2d6 damage.

Ice Form
IISS: creatures within your shout are frozen solid for a bunch of seconds or until someone attacks them;
SLEN: for a bunch of minutes;
NUS: for as long as you wish.
Large creatures suffer the effects of a one-less syllabe shout. Huge creatures suffer the effects of a two-less syllabes shout. Small creatures suffer the effects of a one-more syllabe shout, up to three. Tiny creatures are always frozen solid for as long as you wish.

Marked for Death
KRII: creatures within your shout suffer -1 armor;
LUN: -2 armor;
AUS: -4 armor.

Slow Time
TIID: time stands still around you for a bunch of seconds;
KLO: half a minute;
UL: there's always enough time.

Throw Voice
ZUL: creative insults coming out of nowhere distract creatures within your shout;
MEY: you may choose just one single option on a roll of 7-9.
GUT: you don't have to choose any option on a roll of 7-9.

Unrelenting Force
FUS: creatures within your shout are staggered for a bunch of seconds;
RO: and they are knocked a few paces back;
DAH: they are utterly tossed away, also suffering 1d6 damage that ignores armor.
Large creatures suffer the effects of a one-less syllabe shout. Huge creatures suffer the effects of a two-less syllabes shout. Small creatures suffer the effects of a one-more syllabe shout, up to three. Tiny creatures are always tossed away and suffer 1d10 damage that ignores armor.

Whirlwind Sprint
WULD: you instantly rush forward within reach range.
NAH: within near range.
KEST: within far range.



W.I.P.: Shouts not included
Storm Call [STRUN-BAH-QO]
Kyne's Peace [KAAN-DREM-OV]
Clear Skies [LOK-VAH-KOOR]
Call of Valor [HUN-KAAL-ZOOR]

Not availble to player characters
Resurrect Dragon [SLEN-TIID-VO]
Summon Spectral Clone [FIIK-LO-SAH]
Summon Fog [VEN-MUL-RIIK]
Dragon Storm Call [???]
Return to Nirn [NAHL-DAAL-VUS]
Summon Spectral Clone [FIIK-LO-SAH]

Dawnguard Expansion
Drain Vitality [GAAN-LAH-HAAS]
Soul Tear [RII-VAAZ-ZOL]
Summon Durnehviir [DUR-NEH-VIIR]




Sources: The Unofficial Elder Scrolls Pages and The Elder Scrolls Wiki.
« Last Edit: July 26, 2012, 08:54:05 PM by (not that) adam »
Oh, the things we tell ourselves to feel better about the long, dark nights.