Dragonborn

Dragonborn hold that while the Aasimar were lifted by the Great Father to protect them, the Dragonborn as his first people were changed that they could protect the land. When the world shattered their skin was hardened and they were given the power to withstand the torment of the land. Dragonborn are most commonly seen in the Newlands. There are also rumours of deep-red skinned Dragonborn living in isolation in the dark lands.

Physical Description
Dragonborn resemble humanoid dragons. They’re covered in scaly hide, but they don’t have tails. They are tall and strongly built, often standing close to 6 1/2 feet in height and weighing 300 pounds or more — females being of basically the same height and weight as males. Their hands and feet are strong, talon-like claws with four fingers and a thumb on each hand. A dragonborn’s head can feature a blunt snout, a strong brow, and distinctive frills at the cheek and ear. Behind the brow, a crest of hornlike scales of various lengths resembles thick, ropy hair. Their eyes are shades of red or gold.

A typical dragonborn’s scales can be scarlet, gold, rust, ochre, bronze, or brown. Rarely do an individual’s scales match the hue of a chromatic or metallic dragon, and scale colour gives no indication of the type of breath weapon a dragonborn uses. Most dragonborn have very fine scales over most of their body, giving their skin a leathery texture, with regions of larger scales on the forearms, lower legs and feet, shoulders and thighs.

Young dragonborn grow faster than human children do. They walk hours after hatching, reach the size and development of a 10-year-old human child by the age of 3 and reach adulthood by 13. They live about as long as elves do.

Society
Dragonborn towns are found everywhere, but not anywhere. Dragonborn can make a home out of ruins, plains, or mountains, but they tend to form clans and stick to them. Expansion does happen, but it’s usually because a Dragonborn town is overpopulated or the clan needs to make a show of their control over their lands.

Relations
Dragonborn don’t favour races based on history, despite their deep immersion in conquests and stories of the past. Commonly, their relation-based decisions are dependent on the attitude of the person that they associate with. An honourable person would make good friends with a dragonborn, while a dishonest person would most likely become an enemy. Dragonborn also have respect for those who adventure, be it as a spellcaster or swordsman.

Alignment and Religion
Tradition, the strongest of glues, holds Dragonborn societies together. Each group of Dragonborn may have its own traditions, as well as outlooks on life, but nearly all follow the ideologies of lawful society. Evil and good don’t matter much to Dragonborn, however, and Lawful Good clans have been documented associating with Lawful Evil ones. Dragonborn inherently worship the Great Father and are considered to be among his first creations.

Dragonborn Racial Traits

Standard Traits:
Ability Scores: +2 Strength, +2 Constitution, -2 Dexterity, Dragonborn are strong and tough, but a bit stiff (1RP)
Size: Dragonborn are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dragonborn are Humanoid with the Reptilian subtype
Base Speed: 30 feet
Languages: Dragonborn begin play speaking Local and Draconic. Dragonborn with high Intelligence scores can choose from the following: Abyssal, Auran, Celestial, Goblin, Ignan, Orc.

Defence Traits:
Natural Armour: +1 Natural Armour bonus to AC (2RP)
Dragon Immunities: Immune to sleep and paralysis effects (3RP)
Skill Traits:
Traditionalist: Dragonborn are deeply connected to their warrior past, +1 racial bonus to Intimidate and Knowledge (History) checks (2RP)

Offence Traits:
Breath Weapon (Su): Choose one of the following energy types: acid, cold, electricity, or fire. Then pick either a 15-foot cone or a 20-foot line. Once per day, as a standard action, dragonborn can make a supernatural breath weapon attack that deals 1d6 points of the damage type chosen in the area chosen. 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 Constitution modifier. (1RP)

Sense Traits:
Low-light Vision: Dragonborn can see twice as far as a race with normal vision in conditions of dim light. (1RP)

Dragonborn

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