12 Dragon Dojos, Organization (3.5e Other)

12 Dragon Dojos

The 13th Dojo

The 13 dojo is located in between the two groups of dojos. This dojo is used for tournaments but there is strictly no training allowed. A tournament is held once a month and there is usually one or two members from each dojo. Each year there is a special tournament with the winning dojo gaining a special prize (usually an extension built or a magical enhancement) and the competitor gaining a pair of dragons vestments plus some gold.

Dragons Vestments

These vestments grant the wearer the ability to summon a dragon (HD equal to wearers +2) to aid them (this is an Extraordinary Ability), this takes a move action and involves speaking a command word, the dragon then arrives in 2d4 rounds. The dragon's type is the same as the dojo that they train in. If the wearer loses these vestments it will not work for anyone else, they are just a normal set of vestments. This ability may be used once per week.

The Good Dragons

These dragon dojos are the forces of good, and are attended by good or neutral aligned martial artists.

The Brass Dojo

Padawan bonus: Fire Resistance 5

Knight bonus: Fire Resistance 10

Master bonus: Fire Resistance 15, DR5/Magic, SR 10

Grand Master bonus: Fire Immunity, DR10/Magic, SR 20, speak with animals at will.

The Bronze Dojo

Padawan bonus: Electrical Resistance 5

Knight bonus: Electrical Resistance 10

Master bonus: Electrical Resistance 15, DR5/Magic, SR 10

Grand Master bonus: Electrical Immunity, DR10/Magic, SR 20, speak with animals at will.

The Copper Dojo

Padawan bonus: Acid Resistance 5

Knight bonus: Acid Resistance 10

Master bonus: Acid Resistance 15, DR5/Magic, SR 10

Grand Master bonus: Acid Immunity, DR10/Magic, SR 20, spider climb as a constant effect.

The Gold Dojo

Padawan bonus: Fire Resistance 5

Knight bonus: Fire Resistance 10

Master bonus: Fire Resistance 15, DR5/Magic, SR 10

Grand Master bonus: Fire Immunity, DR10/Magic, SR 20, may go into the form of any animal or humanoid of medium or small size up to 3 times per day as a standard action.

The Platinum Dojo

Padawan bonus: DR5/Non-Evil

Knight bonus: DR10/Non-Evil

Master bonus: DR15/Non-Evil, DR5/Magic, SR 10

Grand Master bonus: DR∞/Non-Evil, DR10/Magic, SR 20, protection from evil as a constant effect.

The Silver Dojo

Padawan bonus: Cold Resistance 5

Knight bonus: Cold Resistance 10

Master bonus: Cold Resistance 15, DR5/Magic, SR 10

Grand Master bonus: Cold Immunity, DR10/Magic, SR 20, can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.

The Evil Dragons

These dragon dojos are the forces of evil, and are attended by evil or neutral aligned martial artists.

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The Black Dojo

Padawan bonus: Acid Resistance 5

Knight bonus: Acid Resistance 10

Master bonus: Acid Resistance 15, DR5/Magic, SR 10

Grand Master bonus: Acid Immunity, DR10/Magic, SR 20, water breathing as a constant effect.

The Blue Dojo

Padawan bonus: Electrical Resistance 5

Knight bonus: Electrical Resistance 10

Master bonus: Electrical Resistance 15, DR5/Magic, SR 10

Grand Master bonus: Electrical Immunity, DR10/Magic, SR 20, Create/Destroy Water 3 times per day (as create water spell).

The Green Dojo

Padawan bonus: Acid Resistance 5

Knight bonus: Acid Resistance 10

Master bonus: Acid Resistance 15, DR5/Magic, SR 10

Grand Master bonus: Acid Immunity, DR10/Magic, SR 20, water breathing as a constant effect.

The Red Dojo

Padawan bonus: Fire Resistance 5

Knight bonus: Fire Resistance 10

Master bonus: Fire Resistance 15, DR5/Magic, SR 10

Grand Master bonus: Fire Immunity, DR10/Magic, SR 20, locate object 3 times per day.

The Skeletal Dojo

Padawan bonus: DR5/Non-Good

Knight bonus: DR10/Non-Good

Master bonus: DR15/Non-Good, DR5/Magic, SR 10

Grand Master bonus: DR∞/Non-Good, DR10/Magic, SR 20, protection from good as a constant effect.

The White Dojo

Padawan bonus: Cold Resistance 5

Knight bonus: Cold Resistance 10

Master bonus: Cold Resistance 15, DR5/Magic, SR 10

Grand Master bonus: Cold Immunity, DR10/Magic, SR 20, can tread on ice as though on solid ground. The ability functions continuously but can be negated or resumed at will.



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