Saturday, June 22, 2013

Dragonborn Races

Kindred Races (Dragonborn)

Step 1Choose a Core Race / Advanced Race

These races, while not as common as the Core Races, make up 10% or so of the other races PCs will encounter in a given game world. They tend to live outside the civilized realms of man, existing along the fringes of society or in the seedy underworlds of city and Underearth. Ask your GM before creating a PC from one of these races.


Save Splug: Core Races ~ Kindred Races ~ Dragonborn Races ~ Other Worlder Races
 
Age: Adulthood / Middle Age / Old / Venerable
Height: Male / Female; Weight: Male / Female













Dragonborn: (RP: 12) Descendents of dragons who took human form and led lives for a spell as one of them before the allure of the wild called them back, they are a proud and honorable race. While a strong race they are prone to quick thinking and impulsiveness.

  • Ability Modifiers:  +2 Str / +2 Cha / -2 Wis
  • Speed: 30' / Vision: Low-Light Vision / Size: Medium
  • Age: 15 / 35 / 53 / 70
  • Height: 6'8" / 6'2" Weight: 330 / 220
  • Racial Traits: Natural Armor (+1 AC) ~ Bite (d4) ~ Claws (d4) ~ Dragon-scaled: resistance to 1 type of attack dependent on their lineage:
    • Green, Black, Copper, & Brine ~ Acid Resistance 5
    • Blue, Cloud, & Bronze ~ Electricity Resistance 5
    • Red, Brass, & Gold ~ Fire Resistance 5
    • White & Silver ~ Cold Resistance 5 
  • Breath Weapon: Depends of the Dragonborn's heritage and effects all creatures (friend & foe) in its area of effect; Save DC = 10 + 1/2 character level + Con modifier (unless noted otherwise, a successful save deals no damage) 
    • Black (Chromatic) ~ Acid (20' line) d6 damage (+d6 ongoing damage following round); 2/day
    • Blue (Chromatic) ~ Electricity (50' line) d6 damage; 2/day
    • Brass (Metallic) ~ Fire (50' line) d6 damage; 2/day 
    • Brine (Primal) ~ Acid (50' line) d6 damage; 2/day
    • Bronze (Metallic) ~ Electricity (20' line) 1d6 damage (save for 1/2 damage); 2/day
    • Cloud (Primal) ~ Electricity (15' cone) Arc-lightning in area for 2d6 damage; 2/day
    • Copper (Metallic) ~ Acid (20' line) d6 damage (save for 1/2 damage); 2/day
    • Green (Chromatic) ~ Acid (15' cone) d6 damage (save for 1/2 damage); 2/day
    • Gold (Metallic) ~ Fire (15' cone) d6 damage (save for 1/2 damage); 2/day
    • Red (Chromatic) ~ Fire (15' cone) 2d6 damage; 2/day
    • Silver (Metallic) ~ Cold (30' cone) d6 damage; 2/day
    • White (Chromatic) ~ Cold (15' cone) d6 damage; 3/day
  • Languages: Common & Draconic (Celestial, Dwarven, Elven, Giant, Gnome, Halfling, Orc, & Sylvan)





Kobolds ~ (9 RP) Reptilian humanoids who claim kinship to dragonborn and their distant cousins, dragons. Kobold Adventures follow the template in the Advanced Race Guide but have access to 2 racial traits that are normally considered optional. Their addition here makes a Kobold PC on par with a human considering their huge ability weaknesses (-4 Str and -2 Con)

  • Ability Modifiers:  +2 Dex / -2 Con / -4 Str
  • Speed: 30' / Vision: Darkvision 60' / Size: Small (+1 AC/attack rolls; -1 CMD/CMB)
  • Age: 20 / 30 / 40 / 60
  • Height: 2'6" / 2'4" +2d4" (+1 lb/inch) Weight: 25 / 20
  • Racial Traits: Armor (+1 AC) ~ Crafty: +2 Craft (trapmaking), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills ~ Gliding Wings: DC 15 Fly check to fall safely; make another DC 15 check to glide 5' for every 20' fallen ~ Dragon-scaled: resistance to 1 type of attack dependent on their lineage
    • Green or Black ~ Acid Resistance 5
    • Blue ~ Electricity Resistance 5
    • Red ~ Fire Resistance 5
    • White ~ Cold Resistance 5
  • Weakness: Light Sensitivity (Dazzled in areas of bright light)
  • Languages: Common & Draconic (Dwarven, Elven, Goblin, Halfling, & Undercommon)



Lizardfolk ~ (10 RP) Proud and powerful reptilian humanoids living deep within swamps and fens. Considered primitive by most, theirs is a culture filled with tradition and an oral history that predates humans.

  • Ability Modifiers:  +2 Str / +2 Con
  • Speed: 30' / Swim 15' Vision: Low-light Vision / Size: Medium
  • Age: 20 / 30 / 40 / 60
  • Height: 6'8" / 6'4" +2d4" (+5 lb/inch) Weight: 250 / 200
  • Racial Traits: Armor (+1 AC) ~ Bite (d4) ~ Claws (d4) ~ Hold Breath: number of rounds equal to 4x Constitution score before it risks drowning ~ Water Child: +4 on Swim checks and can take 10 while swimming ~ Cold Sensitive (-10 speed in cold climates and when the temperature drops below 50 degrees)
  • Languages: Common & Draconic (Dwarven, Elven, Goblin, & Halfling) 





Nagaji: (Advanced Race- 9 RP) A hybrid race of reptilian humans with forked tongues, lidless eyes with nictitating membranes, and scaled skin. 25% are snakes from the waist down. Believed to be a race created by Naga as servants, they have in the centuries since their creation risen as a race both feared and revered by others just as they revere their naga parents as living gods.

  • Ability Modifiers:  +2 Str / +2 Cha / -2 Int
  • Speed: 30' / Vision: Low-Light / Size: Medium
  • Age: 20 / 60 / 90 / 120
  • Height: 6'2" / 6'0" Weight: 215 / 200
  • Racial Traits: +1 natural AC;
  • Skill Modifiers: +2 Handle Animal checks vs. reptiles; +2 Perception
  • Save Modifiers: +2 vs. poison & mind affecting effects
  • Alternate Racial Traits: Hypnotic Gaze
  • Racial Archetypes: Naga Aspirant (Druid)
  • Languages: Common & Draconic (Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, & Sylvan)





Gripplis "Frog-Folk" ~ (9 RP) Amphibian humanoids who often live alongside Lizardfolk and are primitive hunters of their swamp homes. Gripplis thrive in the wild feasting on fish and insects alike, scavenging what they can from others.


  • Ability Modifiers:  +2 Dex / +2 Wis / -2 Str
  • Speed: 30' / Climb: 20' Vision: Darkvision 60' / Size: Small (+1 AC/attack rolls; -1 CMD/CMB)
  • Age: 12 / 20 / 30 / 40
  • Height: 1'7" / 1'5" +2d4" (+1 lb/inch) Weight: 25 / 20
  • Racial Traits: Camouflage: +4 Stealth in marshes and forested areas ~ Swamp Stride: move through difficult terrain at normal speed in swamps ~ Jumper: always considered to have  running start when making Acrobatics checks to jump ~ Toxic Skin: 1/day coat its skin or weapon with a paralytic poison that lasts 1 hour (Contact or Injury- Save: Fort vs. DC 10 + 1/2 character level + Con modifier) Frequency: 1/round for 6 rounds (-1d2 Dex damage- Cure 1 save)
  • Weapon Familiarity: nets
  • Languages: Common & Grippli (Boogard, Draconic, Elven, Gnome, Goblin, & Sylvan)




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