Dragonborn Alternate Racial Traits

Racial Variants

 
Scion of the Onyx Inferno: Take the "Mystical Teeth of Voruzaad", "Darksteel Carapace", "Baleful Onyx Eye" alternate racial traits.   Full Set Bonus: You may create an extra two Spartoi each day with the "Mystical Teeth of Voruzaad" alternate racial trait, and such Spartoi can endure two hits before being destroyed instead of one. Your natural attacks ignore 5 points of hardness(Or DR possessed by metallic creatures, even untyped).   A legendarily fearsome tribe of Dragonborn known more informally amongst the Khadagarians as the "Blackscales", these fearsome Dragonborn are often ostracized into their own communities by their uncorrupted fellows - whether due to their innate malice or due to the extreme prejudice they often face which drives them out of their homes and, with nowhere else to go, into the waiting arms of their other maligned kin and the tribes they have formed. Accrued with a powerful array of abilities, these Dragonborn are feared warriors capable of dredging up the legendary "Dragonbone Soldiers" that once served in the undead armies of Voruzaad himself, the legendary Dragon slain by Khaasin Baatar once known as The Onyx Inferno and using their evil third eye to bring calamity and ruin upon their enemies. Their exact origins, ultimately, are unclear - many of their detractors claim that they are those who can trace their maligned bloodlines all the way back to the reviled Voruzaad himself, while more benign contemporaries often postulate that while certainly some haved resulted from ancient unions between Voruzaad and ancient Dragonborn, just as many if not more may originate due to the foul draconic sorcery Voruzaad once employed - any number of rituals of which may have infected the bloodlines of ancient Dragonborns through means not entirely understood. Nonetheless, they are often found only in tribes formed exclusively of their rank, where they field legions of undead warriors and skirmish constantly with their Dragonborn Fellows - often with such animosity that it is said that no tribe of Blackscales has sent its warriors to aid in the "Great Crusade" the warriors of Khadagar wage eternally against the Jinsei of the Technocracy along their southern border in hundreds of years; preferring remote isolation to all else.
 

Alternate Racial Traits

 
Dragonborn Scholar: Ability Score Bonuses become (+2 Intelligence, +2 Constitution) Replaces Ability Scores.   In direct contrast to some of their more strong, charismatic kin, some Dragonborn inherit the intellect and durability of their True Draconic Ancestors.
 
Native Blood: Functions identically to the Dragonblooded Racial Trait, save that the spells come from the Druid Spell List instead of the Sorcerer/Wizard Spell List. Replaces Dragonblooded.   Born as the scions of Primal and Imperial Dragons, these Dragonborn draw power from their that blood that often manifests as usable spell-like abilities similar to their fellows, but with slightly different effects.
 
Draconic Tail: You gain a long, flexible tail that can be used to carry objects. You cannot wield weapons with this tail, but you can retrieve small, stowed objects carried on your persons as a swift action. You also gain a tail slap as a secondary natural attack(Or primary if you possess no other natural attacks) that deals 1d10 Bludgeoning Damage with a 20/x2 critical range and multiplier and allows you to make a free Trip Attempt against struck targets. Unlike normal for secondary attacks, you add your full strength bonus to damage rolls instead of 0.5x. Replaces Dragonblooded.   Their blood running strong and manifesting in different ways, these Dragonborn possess powerful tails that they can manipulate to retrieve items on their person and to slap and trip their enemies.
 
Dragonminded: You gain a +2 racial bonus to your intelligence score that stacks with any existing racial bonuses to intelligence, and are treated as both humanoid and dragon for the purposes of all spells and effects that work off type. For every age category your enter beyond adult, this intelligence score increases by +2. You treat your number of ranks in skills as being 5 higher for the purposes of determining any Skill Unlocks you have access to(Such as via the Signature Skill Feat). You gain two additional skill ranks per level, to a maximum of 8. Replaces Dragonblooded.   The draconic blood thundering through their veins causing intense alterations to their brains during infancy, these Dragonborn grow up to be truly quick-witted and sagacious scholars - often becoming sages or powerful wizards of their clan or tribe.
 
Mystical Teeth of Voruzaad: As a full-round action, you can detach up to four of your incisors and plant them into the ground and whisper a magical incantation calling upon the power of ancient heroes and draconic ancestors - at the start of the round following, Spartolos Undead crawl from the ground in the square(s) in which they were planted. These undead creatures are minions, but are otherwise under your control. You may create up to four Spartolos a day with this ability. Replaces Draconic Vice.   A strange and ancient power that appears only in one out of every thousand Dragonborn, these Dragonborn possess teeth lined with ancient Draconic Runes passed down through their bloodlines by the hideously evil Dragon Voruzaad, known once throughout all the world as The Onyx Inferno. Voruzaad, infamous for his obsession with profane magics and ancient Draconic rituals, was said to have created the first Spartoi from his own teeth - a practice which these Dragonborn mirror, even so many centuries after their ancestor's execution at the hands of Khaasin Baatar.
 
Mountain-Spitter: You gain the Rock Throwing Universal Monster Rule by chewing rock, stone, and other minerals and spitting them out at high speeds like sling bullets - allowing you to throw a rock as a ranged attack which deals 1d8 + 1.5x DEXMOD damage with a 20/x2 critical range and multiplier. This attack has a 120ft range increment with a 5 increment maximum. Targets struck have their movement speed reduced by 5ft for 1 round as the rock clings to their body for a moment before falling off. This reduction can stack, lowering their speed to a minimum of 5ft. A DC 15 Strength Check made as a standard action can break off the rocks clinging to them. Replaces Draconic Vice.   A unique and rare variant ability born of Dragonborn who migrated into the mountains and found a home amongst the highest peaks, these Dragonborn have exceptionally powerful jaws and teeth capable of breaking down stone and rock and other minerals to spit them out at high speeds like sling bullets - capable of easily killing others at vast distances.
 
Sage's Arrogance: You gain a +2 racial bonus on all saves made vs Spells and Spell-Like Abilities, and automatically learn the name of any spell that you fail a save against and/or are affected by(If it has no save). If a spell cast by another creature completely fails to affect anyone, you can as an immediate action cast it yourself(If you are a caster) with all the same variables at casting time with one of your spell slots or inscribe it onto a scroll. Replaces Towering Draconic Ego.   Their towering Egos manifesting in different ways due to exposure to the mysteries of magic during their childhood and/or adolescence, these Dragonborns consider themselves experts on Magic and Spellcasting even if they have no such abilities - often taking great insult when they see spells used incorrectly. This ego, ultimately, is so potent as to offer them real and true protections against magic.
 
True Dragon's Scales: You gain spell resistance equal to 11 + your HD, but you cannot lower this spell resistance voluntarily or allow yourself to be a willing target of spells no matter their origin unless you are helpless, unconscious, or pass a DC 15 + 1/2HD + the higher of your CONMOD or CHAMOD Will Save. Being offered tribute or other 'treasures' or 'goods' may placate your biological and mental defenses and lower this DC(GM Discretion). Replaces Towering Draconic Ego.   A powerful mutation that does little to mollify their already massive Egos, these Dragonborn possess gleaming scales that glitter and sparkle like gemstones which are capable of deflecting magical energies - though due to their towering egos, they rarely can find the mental fortitude to lower their own mental and physical defenses even when doing so would be beneficial to them.
 
Stonechild: You may communicate to stone as if under the effects of a constant, extraordinary Stone Tell effect, and can attempt to Shape Stone as per Stone Shape by persuading the stone and rock to do as you say - which may require skill checks, offerings, bargains, or other deals at GM discretion(Though some stones may be amicable enough to do simple requests for free). You gain a climb speed equal to your base land speed, can make standing long jumps as if they were running long jumps, and gain a racial +2 on acrobatics and climb checks. You gain the Signature Skill feat for either the Acrobatics or Climb skill. Replaces Top of the Food Chain.   Yet another mutation of their nature that derives from the Dragonborn who leave behind the marshy, humid lands of their ancestors to seek new lives high in the mountains, these Dragonborn spend their entire lives in and around the stone - and over time, grow a powerful affinity to their stones of their homelands and learn to communicate with them as if they were alive.
 
Child of the Reeds: You can innately sense the presence of creatures with the Kami and Oni subtypes as per Blindsight within 60ft of you, and by concentrating can expand this range of detect out to several miles through multiple rounds or minutes of focus. Once you can detect such a creature with this trait, you may communicate with them telepathically and throw your senses into them to see and hear the world from their perspective or the perspective of anywhere within their ward so long as they allow you to do so. You may also use this telepathic connection to make requests or ask questions of them, which they will generally obey and response with kindness so long as they are not threatened or doing so would not put their life, livelihood, or ward in danger(GM Discretion). Unlike normal, you are capable of detect Kami even when they are merged with their Ward. Replaces Top of the Food Chain.   Born in areas with a powerful connection to the spirits or having grown up close to the mystical spirits of the reeds that watch over the natural world, these Dragonborn carry a natural affinity for and connection to the Kami - and inversely, to their hated enemies the Oni. Many Dragonborn use this connection to aid and help their newfound friends, though some unfortunate and misguided souls have been known to use such powers for evil...
 
True Dragon's Wings: You gain a 30ft Extraordinary fly speed with clumsy maneuverability. This fly speed increases by 30ft and gains one step of maneuverability at 5, 10, and 15HD. You gain a +4 racial bonus on fly checks, and are considered one size category larger when determining wind effects on Fly checks. You may fly straight up at full speed. Replaces Lords of the Saddle.   Another exceptionally rare mutation amongst their kind, these very rare Dragonborn are born with not merely vestigial wings, but truly functional wings that afford them the greatest rush their biology yearns for - flight. With it, such Dragonborn rarely care to master the ways of mounted combat, and inversely dedicate much of their time to experiencing their innate biological urge for flight and high speeds.
 
Son of the Scourge: You gain Skill Focus(Intimidate) and Shatter Defenses as bonus feats ignoring prerequisites. Whenever you slay a creature while they are suffering from a fear effect or condition such as Shaken, Frightened, or Panicked, you scourge their very souls with unending terror and make them difficult to resurrect - those trying to resurrect such creatures must succeed at a caster level check (DC 15 + the slain creature's HD) - failure means the spell fails and cannot be attempted again for 24 hours. Until such a creature is resurrected, you can return to the spot where the creature was slain and, once per day, ask it a question as if using speak with dead that it must answer truthfully. Replaces Lords of the Saddle.   A dying breed of warrior amongst the nomads of Khadagar, the Dragonborn who yet carry on the mantle of "Sons of the Scourge" follow the ways of Khaasin Baatar and his Unbroken Horde - the legendary army of the man once reviled across the world as the Scourge of the Gods. Though his army survived him and kept the moniker alive across the centuries, there are few who yet live who do so - most either hunted to extinction by their fellows for openly supporting Khaasin Baatar or simply dead due to old age with none to pass on their traditions to. Nonetheless, in the proper circles, these warriors are still revered adn given immense respect as the last survivors of a dying way of life.
 
Draconic Invulnerability: Increase the size of your class hit die by one step to a maximum of d12. Gain 10 bonus Hit Points at level 1, and 5 bonus Hit Points for every HD you gain beyond 3. Replaces Ancestral Resistance.   Their bodies hardy and durable beyond measure, these Dragonborn are born with the unnatural health and constitution of their True Dragon Ancestors - capable of enduring the most hideous of blows with nothing but their own bodily endurance alone.
 
Darksteel Carapace: You gain Damage Reduction 5/- which stacks with existing Damage Reduction Flat. This Damage reduction increases by 2 and 3 respectively at 5HD and 10HD. However, you now count as a ferrous creature, and this DR can be degraded as if it were metal armor by spells such as Rusting Grasp, and can be sundered as if it were armor - though it cannot be destroyed, only broken(During which time the DR is halved until you are targeted by any spell that cures ability damage or drain or you rest for a full 8 hours. Replaces Ancestral Resistance.   Yet another biological quirk that traces its roots back to the infamous and fearsome dragon Voruzaad the Onyx Inferno, the scales of these maligned Dragonborn grow in as metallic scales the color of blackest night - glowing with a faint heart and orange glow that can only be seen in dim light or darkness. Feared and maligned as harbingers of chaos, these Dragonborn are powerful and resilient but become vulnerable to effects that rust or target metal or armor - taking on the fatal weakness of Voruzaad himself.
 
Planetary Rejuvenation Engine: By spending a variable action, you can draw upon the powers of the natural world around you to regain hit points - affecting yourself with a Cure Light, Moderate, Serious, or Critical Wounds effect with a Caster Level equal to 10 by spending a Swift/Immediate, Move, Standard, or Full Round Action accordingly. Once this ability is used, the surrounding area(Whose exact radius is left to GM discretion, but which grows larger the bigger the action used) becomes desolated and unable to support the activation of this ability for 24 hours(After which it is rejuvenated and suffers no ill effects). Using this ability too many times in a day or in an area already too lifeless or weakened to support and heal you may cause this ability to fail. Replaces Ancestral Resistance.   A semi-common ability gifted unto rare Dragonborn who are born with or who earn the blessing of the Spirits that dance among the Reeds - the Khadagarian term for the Kami and other nature spirits - this blessing allows Dragonborn to sustain themselves by drawing upon the life energy of the land around them in a way that, while mildly harmful to the area in the very short term, causes no long-term damage.
 
Baleful Onyx Eye: As a move action which does not provoke Attacks of Opportunity, you can call upon the power of the baleful third eye upon your forehead to shine its evil black-orange light upon a target of your choosing you can see within 30ft - for the next minute or until you or the target fall unconcious or die or until this ability is turned off as an identical action, both you and the chosen target take double damage from all sources. You can only have one target marked in this way at a time - marking another erases the mark from all previous targets. Replaces Scarlet Emperor's Inheritors.   Born with a third eye placed upon their forehead with a jet-black sclera and a charred orange pupil with a slitted draconic eye, these Dragonborn are known as the Scions of the Onyx Inferno - whether as true descendants of the legendary dragon Voruzaad, the Onyx Inferno, or as those whose bloodlines have come to carry his vile taint in the centuries since his death. Whatever the case, these Dragonborn are often feared as bringers of misfortune - though none can deny the baleful power the Eye affords them.
 
All-Consuming Urge: As an immediate action whenever you are affected by a damaging area of effect ability or spell, you can inhale and devour the effect wholesale and effectively negate it - though you take damage from the effect as if you had failed all relevant saves(Your resistances and immunities do not apply to this damage). If the damage is of a type equal to your breath weapon, you take minimum damage on dice - but if it is of an element opposed to your breath weapon(Fire - Cold, Acid - Electricity, etc GM Discretion) you take maximum damage. Replaces Scarlet Emperor's Inheritors.   A technique largely lost amongst modern day Dragonborn, the way of the All-Consuming Urge is an older technique that was more prevelant in the days before Khaasin Baatar and the advent of his Crimson Lightning - a technique derived fromt he Dragonborn's original nature as creations of the High Lamia, the All-Consuming Urge was a technique born from ancient Dragonborn Mystics' attempts to delve deeper into their origins; a technique that when applied properly allowed them to devour and swallow elemental effects wholesale.
 
Platinum Purpose: You may choose another breath weapon from the breath weapon table. Whenever you use your breath weapon, you may choose freely which one to use in the moment. By taking 1d4 CON Damage when using your breath weapon, you may use both at the same time(Dealing damage seperately). Replaces Scarlet Emperor's Inheritors and Modifies Breath Weapon.   Their scales gleaming a resplendent platinum sheen, the Dragonborn chosen by the legendary foreign Dragon-God, King of the Yema, are imbued with an entire second element burning within them as if to hearken back to the true Platinum Dragonborn of yore, said to be able to breath many elements at once in massive elemental novas. Their birth is generally seen as an omen of bad luck, as an existence touched by the foreign and evil Yema, come to wreak havoc on the continent of Zheng-Kitar.
 
Brand of Tiamat: By lowering the DC of your breath weapon by 2, you may alter the elemental damage type of your breath weapon to either Fire, Cold, Electricity, or Acid when you use it. Replaces Scarlet Emperor's Inheritors and Modifies Breath Weapon.   Shunned by most Dragonborn tribes, the Dragonborn that carry with them the brand of a foreign Dragon-Goddess of bottomless evil find themselves colored in the colors of the five chromatic dragons, their scales a rainbow of colors as they find themselves capable of breathing various elements as easy as breathing. Often consumed by a rampant madness, greed, or a deep desire for evil, these Dragonborn lead difficult lives no matter their birthplace.
 
Inherited Greed: Gain a +5 racial bonus to all Appraise Checks(Which increases to +20 vs any items in a treasure horde or anything similar), gain it as a class skill, and gain its skill unlocks as if you had 9 more HD than you possess. You may use CHA in place of INT for Appraise if doing so would be beneficial to you. You can identify magic items as if you had cast identify on them at-will by spending a full night's rest sleeping atop them(Identify all such items in a horde). Additionally, you may attune yourself to a single Treasure Horde(Or, otherwise, to a particular creature) and thereafter gain a total and complete valuation of all things in that horde or possessed by the target creature - if such hordes or belongings include intangible objects, such as investments, debts or interests in a business, you are aware of those investments. It requires a day of effort to attune to a horde per 1 million GP value, and you can only be attuned to a single horde at any time. Once attuned, you are aware that if any creature other than the horde’s owner takes any item from the horde, no matter how minor. This ability functions much like the mental alarm function of the alarm spell, save that it has no range limit and has an effectively unlimited duration. If the owner's ‘horde’ includes businesses or investments, the castellan is similarly alerted to theft, mismanagement or embezzlement. You gain a constant status effect on any and all such thieves, and once per day, can use discern location upon any of these thieves. Replaces Wyrm's Instincts.   Whether born from or simply trained beneath Dragon Castellans, these Dragonborn carry their unnatural ability to attune to wealth and often use it to great effect in service to mighty warlords or wealthy emperors.
 
Wyrm's Intuition: Gain a +2 racial bonus on Perception and Sense Motive checks, and gain both as class skills if they weren't already. You may use CHA in place of WIS for both of these skills if doing so would be beneficial to you. Additionally, thanks to your sharpened draconic senses, you get a tickle in your nostrils whenever a creature in your immediate vicinity tells a knowing lie or is knowingly or unknowingly incorrect about the value or worth of an item(Though you gain no special insight into its TRUE worth, just that what was said is incorrect). Replaces Wyrm's Instincts.   Their senses honing and sharpening towards different ends, these Dragonborn often find themselves natural statesmen and merchants thanks to their keen and innate ability to detect lies and falsehoods.
 
Bunker Breathing: As a swift action, you can exhale the element of your chosen breath weapon through your nostrils and suffuse your scales with its power - until the start of your next turn, any creature that successfully hits you with an attack of opportunity(Regardless of reach) will take 2d10 elemental damage. Attacks that hit you that are not Attacks of Opportunity take half as much damage. This damage increases by 1d10 at 4HD and every 4HD afterwards, and deals your element's true elemental counterpart at 15HD+. Replaces Breath Weapon.   A technique that has gone virtually extinct in modern-day Khadagar, this unique style of breathing and utilization of one's breath weapon traces its lineage back the one Prince of the Aenai Bloodline - sole son of the High Lamia Queen who mantled his draconic heritage and in many ways was the father of the Dragonborn culture and species. Supposedly developed by this ancient prince, 'Bunker Breathing' is difficult to master but, once learned, is a masterfully useful technique that can easily turn the tide of a battle.
 
Bellowing Roar: As a move action that does not provoke attacks of opportunity, you can emit a ferocious draconic roar and force all hostile creatures within 60ft who can hear it to make a Will Save(DC based off your CHAMOD) or gain 1d4 stacks of the 'Afraid' Status, gaining half as much on success. For each stack of this status a hostile creature has, they take a -1 penalty to all rolls, checks, and DC's. You may as a swift action consume 3 stacks on a target creature you can see within 60ft to give them the Frightened condition, or 5 stacks to give them the panicked condition - each lasting only for 1 round. Replaces Breath Weapon.   Rare is the Dragonborn who is born without the breath of their ancestors...and even rarer still is a Dragonborn brought into the world gifted with the mighty bellows of its ancestors, capable of roaring mightily into the sky rather than spit the element of their origin, these Dragonborn are capable of striking fear into the hearts of many, as even the most hardy and valiant of warriors will undoubtedly flinch when they hear a dragon approaching.
 
Khaasin's Skybreathers: Choose from the ancestries list as per the normal breath weapon. Instead of unleashing it in its normal shape, you can create one of two areas(depending on the breath weapon chosen) that deals the same damage type as your breath weapon. All DCs for this breath weapon are identical to the standard breath weapon. Replaces Breath Weapon.  
  • 30ft Line: Releasing your breath weapon up into the skies, you create a roiling stormcloud of your breath weapon's energy type that creates glowing 300ft tall 5ft wide elemental bolts targeting every square in the combat encounter occupied by a hostile creature which are visible on the ground as glowing squares of energy - dealing your breath weapon's damage to all creatures who are in those squares at the beginning of your next turn(Fort Save Halves).
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  • 15ft Cone: You create a 15ft wide cloud of elemental fog of the same type as your breath weapon centered on any square you can see within 60ft - until the start of your next turn, all creatures who enter or move around within the cloud take 1/2 your breath weapon's damage automatically. Creatures that end their turn within the cloud's radius must make a Fortitude Save or take 1/2 your breath weapon's damage again.
  Ancient vestiges of the armies of Khaasin Baatar, the founder of the lands of Khadagar, the Skybreathers are those rare Dragonborn who still cling to the old ways established during the brutal but glorious days of his reign that saw countless new innovative ways to use the breath weapons of the Dragonborn - though such ways were considered heretical and dangerous at the time, and most were thusly wiped from history by Khaasin's detractors after his death. Only the way of the Skybreathers remains - carried on by those who are yet trained in the ways of old, and who grow up learning of the glorious life of the man known as the "Scourge of Gods".

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