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Lizardfolk Dragonkin

Some view Lizardfolk as only lizards with no grand origin. In a clutch of a thirty eggs, one may hatch with vivid scales showing the truth of the draconic heritage of the lizardfolk. These are the Dragonkin. Raised to lead and make decisions for the tribe, either as a Den Parents, Spiritualists, or Warlords on the front line, they have grand egos and a the capability to great things.  

Physical Description:

Ranging from 6 and a half to 7 feet in height, weighing from 200 to 300 pounds Dragonkin are imposing figures. With larger more defined scales, the longest tails, and slightly draconic faces they look down on most races with a dramatic in imposing eye. Scale colors come primarily in the chromatic range of colors, but some metallic Dragonkin are born as well. Dragonkin posture is also the most erect of there kind, and they have a certain majestic pose to how they carry themselves.  

Society:

Dragonkin expect to be at the top of most social situations and are taught more guile than most. Each of the seven tribes likely has a hundred or more Dragonkin, all of whom, like their draconic progenitors, are looking for their piece of power. Seen as a great leader of their people some Dragonkin often feel overwhelmed in that role, bombarded with important decisions that could be the difference between fortune or famine for the tribe.  

Relations:

Though the age when dragons ruled is long since gone, the threat they present is still fresh in the mind of most free people of the world. Dragonkin often are burdened with some of that distrust. The Imperial Elves most notably despise dragonkind, and would murder every dragonkin if they had their way. Many other races including Tiefling, Genieborn, Gnomes and Non-Imperial Elves are more fascinated by their presence, often asking questions about their parentage they have no knowledge to answer.  

Alignment and Religion:

Most if not all Dragonkin have characteristic traits of their bloodline based on their scale color. For some they are in a constant battle with that alignment and choose their own fate, while most follow that draconic pull and their alignment is a foregone conclusion. It is exceptionally rare for any Dragonkin to worship any deities beyond Tiamat and Apsu, though they often also give prayers to previous great leaders of their tribe.  

Adventurers:

As politics play out, more than their fair share of Dragonkin find themselves pushed out of their tribes for failing to meet the expectations of their people. While some join society in other ways, the lust for a hoard of their own often drives them toward adventuring. Unlike other members of the lizardfolk, Dragonkin serve in a mixture of roles both martial and magical. They range from Sorcerer, to Fighter, to Magus but their clumsy larger scales often deter them from very dexterous styles of fighting.  

Stats Block

Ability Score: (+2 Str, +2 Cha, -2 Dex) Naturally charming and strong, a Dragonkin’s dramatic scales can be cumbersome. Type: For the purpose of spells and abilities Dragonkin are considered both Humanoid (reptilian) and Draconic.   Medium: Dragonkin are Medium creatures and have no bonuses or penalties due to their size.   Base Speed: Dragonkin have a base speed of 30 feet.   Languages: Dragonkin begin play speaking Common and Draconic. Trackers with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, Grippli, Halfling, or Orc.   Natural Armor: Dragonkin have tough scaly skin, granting them a +1 racial natural armor bonus. This stacks with any natural armor bonus gained from other sources.   Darkvision: Dragonkin can see in the dark up to 60 feet.   Bite: Dragonkin gain a natural bite attack, dealing damage equivalent to that of a creature one size categories lower than normal for their size (1d4). The bite is a primary attack, or a secondary attack if the Tracker is wielding manufactured weapons. Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls.   Draconic Immunities: Dragonkin are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against illusion spells and effects.   Fearless: Dragonkin gain a +2 racial bonus on all saving throws against fear effects.   Breath Weapon: Choose one of the following energy types: acid, cold, electricity, or fire. The Dragonkin has ties to one element based on his draconic heritage. Then pick either a 15-foot cone or a 20-foot line. Once per day, as a standard action, Dragonkin can make a supernatural breath weapon attack that deals 2d6 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. Those who succeed at the save take no damage from the attack.  
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