TROGDOR

**TROGDOR (30 RP)**

*When all the land is in ruins/And burnination has forsaken the countryside/Only one guy will remain/My money's on/Trogdor!*

TROGDORs have beefy man arms and consummate V's, which stands for vitamins, that make them healthy.

**Type (3 RP):** Monstrous Humanoid

**Ability Scores (1 RP):** +2 Str, +2 Con, -2 Int

**Size (0 RP):** Medium

**Speed (0 RP):** ​30 ft base speed

**Languages (-1 RP):** TROGDORs begin play speaking Draconic. TROGDORs with high Int may choose Common, Ignan, Infernal, or Abyssal.

**Darkvision:** TROGDORs have Darkvision 60 ft.

**Dragon-Man (0 RP?):** TROGDORs count as both Humanoid (Human) and as Dragons for all purposes. In addition, a TROGDOR requires no arcane spellcasting capability to become a Dragon Disciple, but must choose a Dragon that relates to fire.

**Burninate the Countryside (15 RP):** Three times per day, as a standard action, TROGDORs can make a supernatural breath weapon attack that deals 3d6 fire damage in a 20 ft line. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user's character level + the user's Con modifier. Those who succeed at the save take no damage from the attack.

**Burninate the Peasants (1 RP):** TROGDORs gain a +2 bonus on attack and damage rolls against any creature with levels in the Commoner class.

**Burninate all the People (1 RP):** Once per day as a swift action, a TROGDOR can call on the power of BURNINATING to shroud its arms in fire. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of fire damage. This lasts for 1 round per character level. The TROGDOR may end the effects of its elemental assault early as a free action.

**Burninate the Thatched Roof Cottages (2 RP):** TROGDORs gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.

**Wicked Dueling Guitar Solo (2 RP):** Once per hour as a standard action, a TROGDOR can scream its name and the heavens will erupt with awesome theme music. Any creature that is not a TROGDOR must make a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by this effect for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.

**An S, and a More Different S (3 RP):** TROGDORs have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the user's Str modifier.

**Consummate V's for Teeth (1 RP):** TROGDORs have a natural bite attack that deals 1d4 points of damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

**Wing-a-ling (4 RP):** TROGDORs have a fly speed of 30 feet with clumsy maneuverability.

**TROGDOR comes in the NIGHT (-2 RP):** Abrupt exposure to bright light blinds TROGDORs for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

### Half-Breed Rules:

Dominant: Lose An S and a More Different S and Consummate Vs for Teeth (-4 RP)

Non-Dominant: Gain Burninate the Peasants, Burninate all the people, and Burninate the thatched roof cottages (+4 RP)

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**Alternatives:** The following option is available for a less powerful TROGDOR, which has 16 RP:

**The S is for Sucks!:**

You lose the following abilities: Wicked Dueling Guitar Solo, Dragon-Man, and Wing-a-Ling.

Your Burninate the Countryside ability is changed to the following: *Once* per day, as a standard action, TROGDORs can make a supernatural breath weapon attack that deals 3d6 fire damage in a 20 ft line. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user's character level + the user's Con modifier. Those who succeed at the save take no damage from the attack.

You gain two natural Slam attacks that deal 1d8 damage.