Exile - Dragon (Character Kit)

:This was originally published in Dragon Magazine #206
==Exile==
The exile is a half-dragon who was cast out of the community into which he was born. His mother's relationship with a dragon was kept secret from all neighbors, out of justified fear of their reaction. Early in life, evidence mounted that hinted at the young half-dragon's mixed heritage. The half-dragon thus begins adventuring after banishment from his homeland. Forced to fend for himself, he becomes a self-reliant wanderer seeking a place to call his own, though shunned by many.
Settings: The exile is appropriate to the Council of Wyrms, GREYHAWK, and FORGOTTEN REALMS campaigns. No child of an Oriental dragon has ever been known to be an exile, though bizarre circumstances might cause this. A Krynnish half-silver would be raised as a normal human or demihuman child, and also would avoid this fate.
Requirements: Any half-dragon can be an exile, though members of the kit are usually thieves who had to steal to stay alive. Exiles are typically of neutral or chaotic alignment.
Role: Exiles wander the world. They fear the repercussions that come with being a recognizable half-dragon, for such beings are generally loathed by both sides of their genetic heritage. Sometimes the fear is held at bay by hope, for exiles desperately wish for a community to accept them. Many also carry deep hatred for those who banished them and for the dragons (and humans or demihumans) who produced them. Exiles have few or no trusted friends, and they are usually cold and aloof, often consumed with bitterness though they secretly hope for acceptance.
A half-dragon exile never stays in one place too long, for eventually his true nature is revealed. Then trouble starts, and he prefers leaving on his own before being banished again. Most exiles perform odd jobs, carry news from location to location, steal, and do anything else it takes to survive in the netherworld between dragon and humans or demihumans.
Not all communities display fear and hatred toward exiles, but most do. Those that allow them rarely make them feel welcome, but they use the half-dragons to their best advantage, such as to perform special missions (item recovery/theft, spying, diplomatic go-between, etc.). While no exile enjoys being used, most will take on this kind of work in lieu of stealing or remaining alone.
Weapon proficiencies: An exile usually selects weapons much different from the traditional weapons (if any) of its nondragon parent. Easily concealed weapons, such as daggers, saps, short swords, darts, and slings are common. Large weapons common to nobility or regular armies, such as lances, polearms, or two-handed swords are very rarely used.
Nonweapon proficiencies:
* Bonus: survival.
* Required: none.
* Recommended, general: direction sense, fire-building, fishing, weather sense.
* Recommended, warrior: endurance, hunting, running.
* Recommended, rogue: juggling.
Equipment: An exile can use any weapons, armor, and equipment suitable to his class.
Special benefits: Exiles receive one additional nonweapon proficiency slot to fill when they are first created. Those who have thieving skills also receive an additional 15 discretionary skill points to distribute at creation.
Special hindrances: Because of the universal dislike of half-dragons-and especially exiles—members of this kit receive a -3 penalty to encounter reactions when dealing with NPCs. Additionally, it is very unlikely that the exile will have learned to speak any dragon language.
Wealth options: Exiles start play extremely poor. They receive only 3d6 gp with which to purchase equipment, but at the DM's option might have some items they managed to scavenge or steal earlier in life.
Category:Character Kit
Category:Character Kit Dragon Magazine