Monday, February 24, 2014

Karl Anglesmith (Rough Draft)

First we need to establish a point value for Karl. Karl's what we call a career adventurer, which is the 100 - 200 point range. He's been around for a bit (a whole year), so we'll call him a 200 point character. I don't want to get into insane disadvantage amounts, so we'll say the we can buy up to -25 points worth of disadvantages that don't stem from his race and characteristics if we want to boost Karl up to 225 points.

Next we need to figure out what the race template for an Elduman Descended Uncout should look like. 

Elduman Descended Uncout
2 Points
Blah Blah Background Stuff.
Advantages: Extended Lifespan 1 [2]
Blah Blah Height Weight Lifespan Stuff.

Boom. All set. Normally in GURPS templates there are bonuses to characteristics and skills and stuff. Which is stupid. Your race doesn't determine what you're proficient with, your culture, education, and experiences do. Anyway. If I were to make a GURPS campaign, I'd mostly likely either completely leave characteristics to the players, or set some racial minimum/maximums and just do advantages and disadvantages that stem from a race's biology, because that's the only thing that would be common to all members of the same race. Not their ability to be good with a bow because pointed ears. 

Second thing is that we need to lay out some information regarding sorcery in GURPS, because Karl is a dogdamn caster. 

So GURPS Hekinoe uses this thing called Threshold Limited Magery. I'm just going to rename it Sorcery. So GURPS Hekinoe uses Threshold Limited Magery. This means that instead of paying fatigue points for spells, they just cast spells up to their threshold. When they exceed their threshold, a calamity occurs. 

Now the suggested threshold is 30. That means you can cast spells as if you had 30 fatigue points and keep a tally of the fatigue points you would have spent. When you exceed your threshold, you start to run the risk of bad things happening. Because wonky magic, Orcunraytrel casters have a reduced threshold of 24, while in The Known World, they have a reduced threshold of 18. On any turn where you exceed your threshold, or cast a spell while you are already above your threshold, you check for a calamity by rolling 3d + 1 for every full 5 points you exceed your threshold and compare the result to a table. I love tables. Because The Known World is fucked, you add +1 for every full 3 points you exceed your threshold by when you check for calamity. Also, you can't add more than 5 times your threshold to your tally with any single spell, so that kind of limits what you can pull off in one sitting. 

One more thing, Magery is normally based on Intelligence in GURPS. In Hekinoe, it is based off of Will, because spellcasting is much more about grabbing sorcery and using force of will to jam it into the physical world to do shit. Because magic mutates stuff, for every 20 points a character has from supernatural or magical abilities, they must have a quirk with some kind of physical penalty, with a minimum of -1, whether they have 3 points of magic crap or 20. They can of course use these bonus points to buy other stuff, and they do not count against the 25 point cap on disadvantages. Blah Blah Blah More Magic Crap. 

Basic Attributes
Alright, lets get into this. Karl has a 10 in Strength, which is average in Pathfinder, and also in GURPS, so cool. Karl has a Dexterity of 16, which is amazing in GURPS, like, people talk about how quick and agile you are just walking down the streets. We're going to drop him down to a 11, which costs us 20 points. Karl's Intelligence is 20, which is obscenely high in GURPS. We're going to drop it down to 12, which costs 40 points. Karl's Constitution is 16, which is again something remarkable in GURPS, so we'll give him a Health of 11 for 10 points. 

So next is hit points. In GURPS, hit points are based off of Strength. So with his 10 in Strength, Karl has 10 hit points. Since he's a tougher individual, we'll max him out at 13 hit points at a cost of 6 character points. This means that at -26 hit points, he'll have to make a HT check or die every round, and he dies automatically at -80, no matter what. Karl's Wisdom is 14 in Pathfinder, which is pretty good in GURPS, and we use Will, not IQ for spellcasting. Will is based off of IQ, so we have a 12 already, lets boost it to 14 for another 10 points. Karl currently has 10 ranks in Perception in Pathfinder, but in GURPS, Perception is a characteristic, not a skill. It's based off of IQ, so we're starting with 12, and I'm ok with that so we'll leave it as is. Next up is fatigue points. Fatigue points are use for much more than just casting spells. Some advantages use them to activate, you lose them as combat goes on, sometimes disease and poison drain them. They're based off of HT, so we already have 11, but Karl is a hardy guy and we don't want anyone drawing dicks on his face while he passes out during a fight with Asosans, so we'll max him out at 14 for 9 points.

Basic speed determines how fast you move, when you act in relation to everyone else, and how easily you dodge. You add your DX (11) and your HT (11) and divide by 4. So Karl's basic speed is 5.5. Karl doesn't have Improved Initiative or anything, so we'll leave it as is. Dodge is how easily you dodge things and it is determined by your basic speed + 3, dropping all fractions. With Karl's Dexterity and the Unarmored Combatant feat, Karl likes to dodge. Currently he needs an 8 or lower on 3d to dodge an attack. We may have to come back to modify that later.  Your basic move is your ground speed in yards per second and it is based on your basic speed, rounding off fractions. So Karl's basic move is 5 yards per second. 

Karl's build is average. Comparing the height, ST, and weight table in the GURPS book he could actually qualify for the overweight build. We'll call him average build though. Karl isn't particularly short or tall, so his build modifier is 0. Karl has a 10 in Charisma, so his undead lifeforce, leadership qualities, and ability to lie and scare people are all average. This means nothing, so I'm just going to call his appearance average. 

Social Background
Karl comes from The Beast Lands, where the technology level is Bronze Age, a Technology Level 1 place. Most other places, like Kusseth, are at TL 5, so Karl started out with a TL of 1 and had to buy his way up to TL 5 for 20 points. Karl hails from The Beast Lands, and later migrated to Haven. So his native cultural familiarity is The Beast Lands and we also have to purchase familiarity with Haven for 1 point. 

As a native of The Beast Lands, Karl knows Uncout for free. He also knows 8 other languages and Morken, I don't know what that is. Probably the language of the Mork. So we obviously buy Malstern at 6 points so he can speak it like a native. Asosan, Blacktongue, Goebleen, Hjolrasvaad, Serevish, and Wretchtongue all get bought at the accented level of comprehension for a total of 24 points, and we buy Morken at broken comprehension because who knows how he learned it and stuff for 2 points. All totaled, we've spent 32 points on language. We might need to change that a bit later. 

Karl, as an adventurer coming to Orcunraytrel has no money except what he takes. He's also a full time adventurer, so he doesn't have the opportunity to get a real job or anything. Karl is dead broke, which is -25 points. Karl has no reputation, status, or importance, because he's an adventurer living in the wilderness, so we ignore all that crap. 

All totaled, just getting through his characteristics, we're at 125 points, with 75 left for spells, advantages, and skills. We're definitely going to need to screw around with what we've already constructed here. 

Advantages
Karl has this buddy named Santos L. Healerbot. So we buy the Ally advantage for Karl. Santos is almost as powerful as Karl, so we buy him as an ally with 75% of Karl's point total (150 points) for 3 points. Santos is constantly around and doesn't show up only on a certain result on 3d, so we give him the constant appearance modification for a x4 multiplier to the price for a total of 12 points. Karl also has some followers, but they're much weaker than he is so we by them as a group of 10 dudes built with 25% of Karl's points. The base cost is 1 point, but they're always around in Pathfinder, he can command them at any time, so they also have a constant appearance for a x4 multiplier, putting us at 4 points. Since it's a group of ten dudes, there's a x6 cost multiplier, putting us at 24 points for his followers. 

Yeesh. We're at 161 already, and Karl doesn't even have magic yet. Luckily, it is time for buying Sorcery. We'll buy Sorcery 0 and Sorcery 1 so Karl can actually cast spells for 15 points total. Casting spells is actually a skill check, and buying levels of Sorcery will increase Karl's competence with those checks. However, Karl's sorcery is tied to his gun, so we'll add gadget limitations to his Sorcery. Karl uses a gun, which has a DR of around 4, and is breakable, so we give Karl's Sorcery the breakable limitation for -15%, guns can also be taken, so we use the can be stolen limitation as well. Karl is usually holding his gun, so it would take a contest between a thief and Karl to take the gun from him, so we add an additional -30% to the cost of Sorcery for Karl. So we are looking at a -45% to the cost of Sorcery 1 for Karl, let's splurge and scoot up to Sorcery 2 for 25 points. After our limitations, we're looking at 14 (13.75) points for Sorcery. Guns will also act as a magic staff for Karl, which is really really good for him and a lot less stupid than in Pathfinder. Wee!

Karl is also better at avoiding calamities than other sorcerers, so we are going to modify his Sorcery with increased threshold 1 for 5 points, which will give him a threshold of 30 in Orcunraytrel and one of 24 in The Known World. 

Karl has his father's watch and pocketwatch, we'll buy those as Signature Gear for 1 point. This means that if he unwillingly loses those things, he'll always get a chance to get them back, and it allows him to have a gun, even though he was dead broke at character creation. 

Alright, we're done with advantages and sitting at 174 points and needing to buy at least -2 worth of quirks because sorcery due to the 19 points of sorcerous advantages Karl has. 

Disadvantages
Karl is a pretty friendly guy and likes to be surrounded by his friends and allies, so we give him the Chummy disadvantage for -5 points. Karl is also a pirate, or was, and has done things like seek vengeance, and back up his allies, so we give him Code of Honor (Pirate) for another -5 points. Because of all the nonsense the players deal with, and because they are players, I'm giving Karl the Weirdness Magnet disadvantage for -15 points. 

Quirks
We'll have to return here after we buy a bunch of spell crap, but for now we need to buy two quirks. The first is going to be Cannot Float. Karl was a really bad pirate because sorcery has altered him a lot internally and he cannot float. The second is going to be that sorcery warped the bones of his leg so he has an arrow shaped growth in his knee, giving him a -1 to all skills that use his legs. 

Alright, so after all of that, we're at 162 points. Doing good, we have 38 points left for skills and spells. Hmm. Maybe we're not doing so good. We'll see. 

Skills
Karl is pretty damn good at Gunsmithing, knowing things about sorcery, being stealthy, and that's it. He's mediocre at being a sailor, disabling devices, and survival as well.  He's also mediocre at shooting things. He also leads some dudes and runs a settlement. So we need the Amoury/TL5 (small arms) at IQ+1 for 4 points, Fast Draw at DX+1 for 2 points, Guns/TL5 (pistol) at DX+0 for 1 point, Leadership at IQ+0 for 2 points, Lockpicking/TL5 at IQ-1 for 1 point, Machinist/TL5 at IQ+1 for 4 points, Occultism at IQ+1 for 4 points, Stealth at DX+1 for 4 points, Survival at Per-1 for 1 point, Thaumatology at IQ+Sorcery+0 for 8 points, and Traps/TL5 at IQ-1 for 1 point. All totaled that is 32 points. Skills are based on your characteristics, so Eric has Guns (small arms) at DX+0 and his DX is 11, which means his gun skill is 11. He needs to roll 11 or less on 3d to hit a target, assuming no other modifiers are present. Then they get to try and dodge. The average result for a 3d is something like 10 or 11, so he's not exactly an expert shot. 

This puts us at 179, leaving 21 points for spells. Hmm. We may need to come back here. 

Spells
There are way fewer spells in GURPS than in Pathfinder. They're also used as skills. They also almost always take multiple rounds to cast. Luckily a round is only one second in GURPS. So spells are treated as skills and the characteristic the go off of is Will In Hekinoe, but you also add your Sorcery level to your Will, so Karl is working off of a 16 to base his spells off of. Pretty good. Spells are also bought with prerequisites. Like to throw a fireball, you first need to learn how to manipulate existing fire, create fire from nothing, shape fire, and so on. 

So I said Karl treats his gun as a magic staff. Here's what that means. Karl can fire a bullet at a target to remove the distance penalty for casting a spell at range, this requires a 1 second round for Karl to fire the spell, delaying his overall casting time. Point his gun at a target and casting a spell through it treats the gun as a wand, reducing the distance penalty by 1. He can also load melee spells into the ammunition to deliver them at range. This is all probably something that should have a points value associated with it, but whatever. 

Alright, so Karl is a healer. We need to give him Minor Healing, which has a prerequisite spell of Lend Vitality, which has a prerequisite spell of Lend Energy, which has a prerequisite of Sorcery 1 or the Empathy advantage. We'll buy Lend Energy and Lend Vitality at Will+Sorcery-2 for 1 point each, so 2 points and they're both at 14 for skill level. We'll buy Minor Healing at Will+Sorcery-1 for 2 points, which is good because it is a prerequisite for Major Healing, which we'll then buy at Will+Sorcery-2 for 2 points. Healing shit costs us a total of 6 points, so we still have 15 points. Yeesh. 

Karl uses spells to armor himself, so we'll need the Armor spell, which needs the Shield spell, which needs Sorcery 2. So we'll buy Shield at Will+Sorcery-1 for 2 points and do the same with Armor for a total of 4 points. 11 more points. 

Karl uses fire stuff, so we'll need Fireball, which needs Sorcery 1, Create Fire, and Shape Fire, both of which need Ignite Fire. We'll buy Create, Shape, and Ignite at Will+Sorcery-2 for 1 point each. Then we'll buy Fireball at Will+Sorcery-1 for 2 points. We have 6 more points. 

With the six points we have left, I cant afford to actually get a lightning bolt style spell, so fuck it, here's Karl Anglesmith in GURPS:

Character Sheet
201 Points
Karl Anglesmith
23 years old
Elduman Descended Uncout
6' 6" 190 lbs.
ST: 10 [0]
DX: 11 [20]
IQ: 12 [40]
HT: 11 [10]
HP: 13 [6]
Will: 14 [10]
Per: 12 [0]
FP: 14 [9]
Basic Speed: 5.5 [0]
Dodge: 8
Basic Move: 5 [0]
Build: Average [0]
Size Modifier: 0
Appearance: Average [0]
Technology Level: 5 [20]
Cultural Familiarity The Beast Lands (native), Haven [1]
Languages: Uncout [0], Asosan [4], Blacktongue [4], Goebleen [4], Hjolrasvaad [4], Malstern [6],  Morken [2], Serevish [4], Wretchtongue [4].
Wealth: Dead broke [-25]

Point From Characteristics: 123
Points From Advantages: 56 (55.75)
Allies: 10 Redshirts (25% points, always around) [24]
Ally: Santos (75% points, always around) [12]
Increased Threshold 1 [5]
Signature Gear ($2500, pocket watch, father's +2 accurate/puissance .36 revolver) [1]
Sorcery 2 (gadget, DR 4 breakable, can be stolen with quick contest) [14]
Points From Disadvantages: -25
Chummy [-5]
Code of Honor (Pirate's) [-5]
Weirdness Magnet [-15]
Points From Perks: 0
Points From Racial Template: 2
Extended Lifespan 1 [2]
Points From Skills: 32
Amoury/TL5 (small arms) 13 [4]
Fast Draw (pistol) 13 [2]
Guns/TL5 (pistol) 11 [1]
Leadership 12 [2]
Lockpicking/TL5 11 [1] 
Machinist/TL5 13 [4]
Occultism 13 [4]
Stealth 12 [4]
Survival 11 [1]
Thaumatology 14 [8]
Traps/TL5 11 [1]
Points From Spells: 15
Lend Energy 14 [1]
Lend Vitality 14 [1]
Minor Healing 15 [2]
Major Healing 14 [2]
Armor 15 [2]
Shield 15 [2]
Create Fire 14 [1]
Fireball 15 [2]
Ignite 14 [1]
Shape Fire [1]
Points From Quirks: -2 
Cannot Float [-1]
Sorcerous Arrow Knee Bone [-1]
Need [-2] more for sorcery shit. 
Points From Techniques: 0

Hmm. Somewhere in there my math is off, and Karl still needs two more quirks or something for sorcerous mutations. But still, looks pretty solid. Suuuupppperrrr thin on spells though. Could probably drop Malstern down to accented and maybe lose a few languages altogether. Should probably get some Enhanced Defenses (Dodge) to account for Unarmored Combatant as well. Could maybe scrounge up some points from Armor and Shield and Minor Healing as well. Still, looks pretty good and is pretty consistent with Karl's character as well, if we ignore the spell issue. Whatever, he shoots fireballs from his gun, bite me. 

Monday, February 17, 2014

The Dragoning

I finally got around to putting together the stats for dragons on Hekinoe. I'm pretty pleased with the result. Check it out:

Wyrmling Dragon
CR 1
XP 400
Tiny Dragon
Init: +6; Senses: darkvision 120 ft; low-light vision, scent; Perception +6

Defense
AC: 24, touch 18, flat-footed 15 (+1 dodge, +6 Dex, +5 natural, +2 size)
HP: 3 (1d12-3)
Fort: +1; Ref: +7; Will: +3
DR: 1/-; Immune: acid, paralysis, poison, sleep.

Offense
Speed: 30 ft.
Melee: bite +4 (1d3+1/20 plus grab); claw -1 (1d2+1/20) x2
Space: 2 ½ ft.
Reach: 0
Special Attacks: acidy spit (20 ft. burst, 10 ft. range, DC 10, 1d6 acid); poison

Statistics
Str: 12+1; Dex: 22+6; Con: 7+-2; Int: 2-4; Wis: 12+1; Cha: 8-1
Base Atk: +1; CMB: +0; CMD: 18 (+4 vs. trip)
Feats: Dodge
Skills: Perception+6, Stealth +18 (+8 size modifier, additional +8 in undergrowth)

Ecology
Environment: everywhere!!1!
Organization: solitary, pair, or pack (3-12)
Treasure: none

Special Abilities
Acidy Spit (Ex): Dragons possess an extremely caustic acid in their stomachs that helps them digest food. They can spit this acid out to a range of 10 feet per age category to all creatures within a 20 ft. radius spread. Once a dragon has spit its acid, it may not do so again for 1d6 rounds. The Reflex save DC 10 + ½ the dragons racial hit dice + its Constitution modifier.
Camouflage (Ex): The brownish-green coloring of dragons makes them adept at remaining hidden in undergrowth, they gain a +8 bonus to Stealth checks in such conditions.
Crush (Ex): A jumping huge or larger dragon can land on its foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fits in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s acidy spit) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off of them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals appropriate damage (2d8 for huge, 4d6 for gargantuan) plus 1½ times the dragon’s Strength modifier
Grab: Dragons have the grab ability when they latch onto a foe with their bite. This allows them to initiate a grapple combat maneuver as a free action against creatures equal to their size or smaller with a successful bite attack without provoking an attack of opportunity. The dragon may continue the grapple as normal, or may choose to merely maintain its hold on the creature with its bite. If it chooses to do the latter, it takes a -20 penalty on checks to maintain the grapple, but does not gain the grappled condition. The grab ability confers a +4 bonus on checks made to initiate and maintain the grapple.
Poison (Ex): Dragons secrete a venom from glands in their mouth that serves to weaken and slow prey. A favored hunting technique of mother dragons is to bite prey and allow their young to hunt the weakened creature. The save DC is 10 + ½ the dragon’s racial hit dice + its Constitution modifier.
Dragon Venom
Type: poison, injury; Save: Fortitude DC 10
Onset: 1 minute; Frequency: 1/hour for 6 hours
Effect: 1d2 Dexterity damage
Cure: 1 save
Scent (Ex): Dragons have the scent ability.
Tail Slap (Ex): Medium size or larger dragons have long, powerful tails that they can sweep into foes, knocking them prone. When a dragon strikes an enemy with his tail slap, it immediately initiates a trip combat maneuver. The dragon gains a +2 bonus on trip attempts. The dragon's tail slap is a secondary attack.
Tail Sweep (Ex): Gargantuan or larger dragons are able to sweep with their tails as a standard action. The sweep affects a half-circle with a radius of 30 ft. (or 40 for a colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction.  Creature’s within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the appropriate damage (2d6 for gargantuan, 2d8 for colossal) plus 1½ times the dragon’s Strength bonus.

I also made age categories and stuff. Hehe.

Dragon Age Categories
Age Category
Size
CR
Hit Dice
Acidy Spit
Damage
Reduction
Natural Armor
Wyrmling
Tiny
1
1d12
1d6
1/-
+5
Very Young
Small
2
1d12
1d6
2/-
+7
Young
Medium
4
2d12
2d6
3/-
+9
Juvenile
Medium
6
4d12
4d6
4/-
+9
Young Adult
Large
8
5d12
5d6
5/-
+12
Adult
Large
10
7d12
7d6
6/-
+12
Mature
Large
12
8d12
8d6
7/-
+12
Old
Huge
14
9d12
9d6
8/-
+16
Very Old
Huge
16
11d12
11d6
9/-
+16
Ancient
Huge
18
12d12
12d6
10/-
+16
Wyrm
Huge
20
14d12
14d6
11/-
+16
Great Wyrm
Gargantuan
22
15d12
15d6
12/-
+19

Age Category
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Wyrmling
12
22
7
2
12
8
Very Young
16
18
11
3
12
8
Young
20
16
13
4
12
8
Juvenile
21
16
13
5
12
8
Young Adult
29
14
17
6
12
8
Adult
29
14
17
7
12
8
Mature
33
18
22
8
16
12
Old
41
18
26
9
16
12
Very Old
41
18
26
10
16
12
Ancient
42
18
26
11
16
12
Wyrm
42
18
26
12
16
12
Great Wyrm
54
20
34
13
20
16


I also, hehehe, made different types of dragons. 



Dragon Variants
Ambush Dragon:
These dragons are found primarily in the northmost and eastmost portions of The Wilds Lands, and are always one size category smaller than normal and increase their Dexterity by +2 (for a total of +4 due to the size change). These dragons are stealthy hunters, and typically lie in wait for their foes, despite their size and ferocity. Instead of increasing hit dice as they age, these dragons gain levels of Rogue (Scout). Obviously, their capabilities are limited by their lack of speech and body shape.
Bestial Dragon: These dragons are found only in The Beast Lands and exhibit the same massive size and savage temperament of all carnivorous creatures found in those forests. These dragons are always one size category larger than normal for their age, their Intelligence cannot be more than 2, and when damaged they gain a +2 to Strength and Constitution until they or their foes are dead.
Brood Dragon: These dragons are warped by sorcerous experimentation and instead of laying eggs and nesting as normal for dragons, they house their living young inside of them, allowing them to feed at their leisure. Females of young adult age have a 25% chance of being mothers and spitting 1d4 wyrmlings out with each use of their acidy spit. Additionally, due to the sorcerous energies used to alter these creatures, and their years spent in their mother’s belly, these dragons are dazzled in conditions of bright light and they have a 25% to convert precision damage and critical hits into normal attacks due to the rearrangement of their internal organs.
Cave Dragon: These dragons are found in the depths of Whurent and The Fell Peaks. They are always one size category smaller than normal for their age. Their scales typically match the color of stone in their environment and grant them a +8 circumstance to Stealth checks in that environment instead of in undergrowth. They also have a 30 ft. burrow speed through rock and dirt (leaving a tunnel through the rock) and their claw damage is increased by one die step.
Clacker Dragon: These dragons were found primarily in Whurent, and were a foe of the mute giants of those mountains before their exodus. With the absence of a ready food supply, these dragons are believed to be nearly extinct. It is believed that these dragons developed their particularly tough teeth to aid in hunting the tough skinned giants. These dense teeth can be “clacked” together, thus the name of the dragon, igniting the dragon’s strangely flammable stomach bile and causing it to deal ½ fire and ½ acid damage. The critical threat range for their bite is increased to 19-20 and their bite attack is also treated as wolf-iron (adamantine) for the purposes of overcoming damage reduction.
Crystal Dragon: These extraordinarily rare dragons have not been seen in over a thousand years, but were once found in the desert of The Old Empire. Supposedly, they were highly intelligent and were resistant to the psychic arts of the Elduman race. Over long years of exposure to the sun and harsh winds of The Old Empire, their scales took on a pale sandy color with hints of crystal within it. These dragons increase their Intelligence and Wisdom by 2 per age category, have power resistance equal to 11 + their hit dice, and have a +8 bonus to Stealth checks in the desert of The Old Empire instead of when among undergrowth.
Fell Dragon: This type of dragon was specially bred by the sorcerers of The Fell Peaks for use as cavalry. Breeding males can grow as large as normal dragons, but those used as mounts typically only appear as large creatures. These dragons absorbed the ambient sorcerous energy found within Meroteth obsidian and their scales have a similar appearance to that stone. They also developed spell resistance due to this exposure, gaining spell resistance 11 + their hit dice. Instead of a trip attack, these dragon’s have a barbed spike on the end of their tails that secretes the same venom as their bite.
Nel Dragon: These dragons are only found in the homeland of the Nel and have developed a resistance to the Gifts of the Nel. They gain Gift resistance equal to 11 + their hit dice. Much like the Sarownel forest-kin, the venom of these dragons can affect the Nel.

Now, these guys aren't nearly as tough as Pathfinder and DnD dragons are, but I like them. On paper, and despite their size, I feel like they have some good potential as ambushers. They're dragon type creatures, so they have decent hit points and attack and such, but they don't have nearly the natural armor or damage reduction of regular dragons. I compensate for this, slightly, by making it impenetrable damage reduction instead of DR/magic. I dunno, I'll have to try them out at some point (and not get them one shotted) to see if I got the CRs right.

The math behind what I did, because I don't know how to monster, is that I took the monitor lizard entry from the Pathfinder Bestiary and applied the half-dragon template to it and then I added two hit dice and said that was a juvenile dragon with a CR of 6. I chose the base as monitor lizard because that's the entry for Komodo dragons as far as I can tell, and I keep saying my dragons are really fucking big and smart Komodo dragons. So it made sense to me. I modeled the size increases at various age categories off of black dragons, because acid. With all that in mind, I just applied the giant creature and advanced creature templates as needed to get the CRs I wanted. These guys end up with CRs comparable to red dragons, but only like 2/3 the hit points (partly because they have 1/2 the hit dice, at least the great wrym versions of both do), none of the special abilities related to being magical, but a significantly higher Strength, Dexterity, and Constitution, and nowhere near the damage output (at least compared with great wyrm red dragons). Not sure if it works. Pretty sure it doesn't.

In short, I think they still need tweaking. But right now, I'm pleased with what I have and where it is going. I'd love to hear everyone's thoughts, if anyone has any.