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PRPGraces_Dragonborn

Page history last edited by ShadowLord 8 years, 5 months ago

PRPG->Races-> Dragonborn

 

 

Shadow d20 Notes: This version of Dragonborn does not require the Dragonborn ritual listed in the Races of the Dragon. For background and roleplaying information see Dragonborn in Races of the Dragon. Also in Races of the Dragon are some good feats that can be used to customize a dragonborn including getting a tail attack, more uses of the breath weapon, or special uses of the breath weapon. These feats from Races of the Dragon are all considered racial feats and only allowed for dragonborn.

 

DRAGONBORN IN GOLARION 

Dragonborn fit well in Golarion with just a few small adjustments. The conflict central to the dragonborn’s existence is still present, but the dragons are known as Apsu (Waybringer) and Dahak (The False Worm), rather than Bahamut and Tiamat. The dragon clans constantly clash on Golarion and recently the Spawn of Dahak (aka Spawn of Tiamat) have plagued many. In response to this Apsu called forth many of pure heart and made these, first ones as they are now known by dragonborn, undertake the Rite of Rebirth and were reborn as the first dragonborn. While some very rarely still undertake this ancient rite most dragonborn of today are from natural births between pairs of loving dragonborn parents. Most dragonborn live and die in the battle between the dragon clans, but some make their way into the larger world to fight evil wherever they find it. 

 


Dragonborn Racial Abilities

  • +2 Cha, +2 Con and -2 Dex.
  • Humanoid (dragonblood): Dragonborn are humanoids with the dragonblood subtype. For all effects related to race, a dragonborn is considered a dragon and a humanoid.
  • Breath Weapon (Su): One time per day you can breathe for 1d8 damage per 3 levels (ie 2d8 at 4th, 3d8 at 7th...) in a line. The line's length is 5ft per character level. Your breath weapon damage type (Acid, Cold, Electricity, or Fire) is chosen at character creation and can not be changed. A successful reflex save vs DC (10 + Half the dragonborn's character level + her Con Modifier) halves the damage.
  • Resistances (Ex): A dragonborn has energy resistance 5 to the same type of energy as their breath weapon.
  • Immunity to Frightful Presence (Ex): Dragonborn are immune to the frightful presence ability of dragons, just as if they were dragons.
  • Aspu's Blessing: +2 dodge bonus to Armor Class against creatures of the dragon type. Aspu blessed the dragonborn on how best to defend themselves against their potential enemies.
  • Aspu's Aura (Ex): The aura class abilities of the paladin are increased by 5ft for dragonborn do to the favored presence of Aspu.
  • Draconic Vision: Dragonborn have Darkvision 60ft and Low-light vision.
  • Automatic Languages: Common, Draconic.

Favored Class Options

  • Cleric: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
  • Paladin: +1 point of damage when using Smite Evil. This additional damage is the same kind as the dragonborn’s breath weapon energy type.
  • Sorcerer: Add +1/2 to spell damage that matches the energy type of your breath weapon.

Alternate Racial Traits

  • Draconic Toughness: You gain 2 hit points per level. This ability replaces Resistances.
  • Educated: Dragonborn get a +2 racial bonus to Knowledge (History)  checks. This ability replaces Aspu's Aura.
  • Elemental Spell Power: A dragonborn's affinity with their breath weapon element type grants them greater powers. Dragonborns with this racial trait are treated as one level higher when casting spells with the same elemental type as their breath weapon. For example a red dragon would be treated as one level higher when they cast a fire based spell. This racial trait replaces Aspu's Aura.
  • Frightful Presence: Dragonborn get a +2 bonus to Intimidate checks. This ability replaces Aspu's Aura.
  • Scales: The scaly skin of of the dragonborn provides +1 natural armor bonus.This ability replaces Aspu's Blessing.
  • Wings: A dragonborn who selects the wings aspect hatches sporting fully formed wings. Dragonborn can use these wings to aid their jumps (granting a +10 racial bonus on Acrobatic checks) and to glide. Those with 6 HD or more can use their wings to fly. This ability replaces Breath Weapon.
         Gliding: A dragonborn can use her wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Dragonborn glide at a speed of 30 feet with average maneuverability. Even if a dragonborn's maneuverability improves, she can't hover while gliding. A dragonborn can't glide while carrying a medium or heavy load.
         If a dragonborn becomes unconscious or helpless while in midair, her wings naturally unfurl, and powerful ligaments stiffen them. The dragonborn descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
         Flight: When a dragonborn who selected the wings aspect reaches 6 HD, she gains a fly speed of 30 feet with average maneuverability. A dragonborn can't fly while carrying a medium or heavy load or while fatigued or exhausted.
         A dragonborn can safely fly for a number of consecutive rounds equal to her 1/2 her level + Constitution modifier (minimum 1 round). She can double this length of flight but is fatigued by such exertion. The dragonborn is likewise fatigued after spending a total of more than 10 minutes per day flying. Because a dragonborn can glide before, after, and between rounds of actual flight, she can remain aloft for extended periods, even if she can only use flight for 1 round at a time without becoming fatigued.
         When she reaches 12 HD, a dragonborn has enough stamina and prowess to fly without tiring. She can fly at a speed of 60 feet (good maneuverability) with no more exertion than walking or running.
         A dragonborn with flight can make a dive attack. A dive attack works like a charge, but the dragonborn must move a minimum of 30 feet and descend at least 10 feet. A dragonborn can make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage.
         A dragonborn with flight can use the run action while flying, provided she flies in a straight line. 

Racial Feats

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