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Dragonborn

True Dragonblood

No one is certain how the dragonborn are related to dragons, but the evidence that they are seems undeniable. They are known to have breath weapons and a fraction of the force of personality and strength of true dragons. The dragonborn pride themselves on their dragon blood, but do not define themselves by it. Rather than attempting to emulate the great magical beings, they instead take advantage of the awe they inspire in others and their resilient nature to form great trade routes through inhospitable deserts, and make their fortunes by negotiating excellent trade deals and dealing with any who are willing. Their imposing visages, reminiscent of the great wyrms, along with their social skills and mercantile value, have led them to being one of the most universally accepted of the Beastkin, and especially the Cold Bloods.  

Masters of the Desert

The Dragonborn are well suited to the desert, being hardy enough to survive and thrive in the arid heat. Their cities typically dot the borders of the desert, usually near sources of water, valuable natural resources, or the territories of other nations. Their towns have a large number of merchants and traders at any given time, and common wisdom is that if you are looking for something in a one of their cities, all you need to do is wait until someone brings it to town. Dragonborn ride and breed camels as beasts of burden and goats for milk and meat, as well as raising various desert animals for their eggs, hides, meat or valuable by products (such as honey, silk and venom.) They also farm a variety of desert succulents for their food or medicinal purposes. They still must import a substantial amount of their food, and ration their water carefully, but nearly no other race can survive the deserts as they can.  

Physical Appearance

  Dragonborn reach adulthood at age 16 and live to about 90 years old. They stand 5'6" to 7' tall, and weigh between 180 and 300 pounds. They have a wide variety of facial structures, including a variety of horns, plates, frills, spikes and other appendages. Their scales come in nearly any color, and occasionally have a metallic or mineral luster. Their clothing is typically light in color, loose and flowing, ornamented according to their wealth. Similarly, their tools and weapons are often ornamented when they can afford it.   Pathfinder 2 Stats Ability Boosts: STR, CHA, free Ability Flaw: INT Speed: 25ft Languages: Draconic, Common, additional per int bonus Traits: Humanoid, Dragonborn, Coldblooded HP: 8
Scale Color Element Breath Weapon
Gold Fire 15 ft. Cone
Silver Cold 15 ft. Cone
Copper Acid 30 ft. Line
Brass Fire 30 ft. Line
Bronze Electric 30 ft. Line
Red Fire 15 ft. Cone
Blue Acid 30 ft. Line
White Cold 15 ft. Cone
Green Poison 15 ft. Cone
Black Electric 30 ft. Line
Heritages   Dryscale - The Dryscales are adapted to the heat of the sand wastes. Gain fire resistance equal to half your level rounded up, and treat environmental heat effects as one step less extreme.   Mystic - Having the blood of dragon spell casters in their blood, some vestige of that magic remains. As Fey Touched Gnome, but with arcane cantrips.   Valorous - Descendants of the more combative dragons, their teeth are more suited to use in self defense. Gain a bite unarmed attack with 1d8 damage.   Feats   Dragonborn Lore - 1 -   Breath Weapon - 1     Trade Savant - 1 - You gain the Bargain Hunter Feat. In addition, you use Diplomacy to make income in a town or city by finding goods for cheap and selling them at a markup.   Sand Strider - 1 - You have trained to retain your balance in shifting sands and other unsteady circumstances, often using your tail as an additional support. You can ignore difficult terrain caused by sand, loose soil, and other terrain that is not completely solid. In addition, you are not flat footed when using acrobatics to balance on sand or lose terrain.   Primal Claws - 1 - You have learned to maintain and use your claws for combat. You are trained with Claw unarmed attacks for each free hand, 1d6, agile, finesse, unarmed.   Dragonborn Weapon Tempest - 5 - You gain the weapon critical specialization effect for falchions & Scimitars, as well as your claws and bite if applicable.   Awe of Dragonblood - 5 - You call upon your draconic blood to fill others with awe, either in terror or reverence. You can roll twice for diplomacy checks to make an impression or make a request and intimidation checks to Coerce or Demoralize. You can use this ability twice per day.   True Breath Weapon - 9 - You can now use your breath weapon once per hour. You become an expert in casting innate spells, including your breath weapon.   Pure Mercantilism - 9 - You become trained in Mercantile Lore and Diplomacy. If you already are trained, you may become an expert. If you are already an expert, you may become a master. Any training beyond master is lost. You also learn one language. Finally, you are able to negotiate simple trades with intelligent beings that you do not share a language with making a diplomacy check against a DC determined by the DM, which should be based on the targets intelligence and willingness to trade.   Dragonborn Weapon Expertise - 13 - When you gain a class feature that gives you expert of higher proficiency in certain weapons, you gain that proficiency with the falchion, scimitar and your bite and claw attacks, if applicable.

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