So yeah, in case you hadn't noticed Shiro is a homebrew race, a Dragonborn, as I'm feeling generous I'll Put the stats and other such stuff up here, if anyone comes up with some good Alternative Racial Traits or extra feats stick them in the comments, and I'll throw them into the mix with your name in brackets.
The Dragonborn (RP 26-27, Thanks to Saint_Yin, for doing the maths)
Physical Description
Physically, Dragonborn are an imposing species, towering over all but the tallest of Humans and elves, with a powerful build reminiscent of their Draconic ancestry. However their scale colour, horn patterns, and markings vary wildly from individual to individual; a Red Dragonborn can be bright crimson in colour, or have dull rusty scales, however it is somewhat hereditary; A Red parent and a Gold Parent may have a Red, Gold, or Brass hatchling, but they are unlikely to have a Silver or White offspring, as such, Dragonborn clans tend to not put much stock into scale colour.
However as Dragonborn resemble their Draconic ancestors so much, their facial structure is largely static, lacking lips and complicated facial musculature, often making them hard to read emotionally, however they often denote emotion by either swinging their tails or through their choice in words.
Male and Female Dragonborn have very little difference in their appearance, besides the Females having wider hips and a slight softening of their facial features, however Females do have a taste for ornamentation with fin studs, tail hoops, armlets, bracelets, and anklets on display when they are socialising.
Society
Dragonborn society is somewhat nomadic, while it is not unheard of for Dragonborn to found villages, small towns and, very rarely, cities, it is very rare for large numbers of Dragonborn to maintain a permanent residence there, instead leaving a Token defensive force to watch over the settlement's farms, workshops and keep the peace, while a large majority of the population form into multiple small clan groups, usually somewhere between 20-100 members strong depending on the size of the settlement, and travel looking for Mercenary work; as such a Dragonborn settlement rarely has a stable population due to mercenary "Clan Companies" often packing up bags and leaving for long periods of time.
The normal population of a settlement is made up of the Wounded who can still farm, teach combat, create weaponry, or perform one of the other necessary tasks to keep the settlement running, and a single Clan that are letting their warriors heal, however most settlements have enough resources to manage 3 Clans for a short period of time.
While growing up most Dragonborn hatchlings are taught the basics of
fighting from about the age of 5, which is quickly followed by the clan
elder teaching them what little history is actually certainly known,
alongside the myths and legends of Dragonborn culture
Scale colour is usually a non-issue in Dragonborn society, a White can lead a clan group of Greens, Brasses, and Bronzes if he proves himself to be a physically strong, charismatic and tactically sound leader, however Purer colours are seen as socially attractive, with metallic Males and chromatic Females, and some of their legendary figures, such as the Son and Daughter of Io, the founders of their race, are seen as being Platinum scaled, or Prismatic scaled, incorporating all of the scale colours in a single pure radiance.
However Dragonborn culture does put a lot of emphasis on physical skill and verbal eloquence, with Dragonborn bards preferring to tell their stories with wordplay, rather than music. If an important position has to be filled and there are multiple, suitable, applicants the position will normally be decided by a physical contest of skill, or a match of wits before an audience.
Relations with other species
Dragonborn do not have the best relationship with other species, mostly talked about as overly simple mercenaries who'll do anything for something that only looks valuable, or as cold, calculating killers who spend their time profiting from the misfortunes of others, and for their part the Dragonborn find the rest of the world to have their own major faults, and enjoy needling any other species who bring up the Dragonborns faults during a discussion. Elves are viewed as frail and weak, and in extreme cases insinuated to have intimate relations with trees, Dwarves are seen as too rigid and traditional and a long running joke for Dragonborn culture is why Dwarves have such a great supply of Brown Diamonds, and Humans are considered as overly emotional, prone to breaking their word on impulse and letting their negative emotions lead them to make terrible decisions on a regular basis.
Strangely, on the rare occasion that they meet, Dragonborn and Kobolds maintain a fairly civil, if strained, relationship; recognising their common ancestors and the similarity of their histories. However most Dragonborn despise the Kobolds almost natural, and slavish, subservience to true Dragons, while the Kobolds hate the fact that Dragonborn have the power that they want, but refuse to use it to rule over other races, instead using it in the service of others, leading to a simmering enmity that occasionally erupts in incredibly bloody conflict every few decades, especially in areas where Kobolds have a true Dragon sponsor.
Ethics (Alignment) and Religion
In terms of religion Dragonborn have almost no use for gods or organised religion; sometimes outright denying their services to churches and high clergy, unless they require a service that the Dragonborn personally agrees with, however this is rare, and while a minority of Dragonborn Mercenary captains will have nothing to do with Divine magic even in the direst of circumstances, others will readily make use of a priests healing services if they find it advantageous, make a small donation as thanks, and then leave. The few Dragonborn that do take to Divine magic in battle usually worship either Cayden Cailean, Gorum, or Irori as gods that allow their worshippers to be free to worship in their own way, whether that is doing the right thing, proving one's strength in battle, or seeking personal strength, or draw some form of Divine power from powerful figures in their myths and legends such as "He Who Tamed The Storm".
Ethically, Dragonborn usually have a personal code of ethics that they follow loosely, no matter what situation they find themselves in, for example, if a Dragonborn dislikes slavery they will still help a slaver recapture escapees, however they will charge far more as payment than they would for killing bandits and if one of the escaped slaves has enough to make a suitable counter offer, the Dragonborn will help them escape before returning the slaver's money if at all possible. However, no Dragonborn will lie about a contract, and if they discover that they have been lied to about a contract they will either rescind their services until they hear the complete truth, or just leave a job unfinished if they feel the lie was too great.
Adventurers
Dragonborn often travel as part of a mercenary group, but if work is currently unavailable, or multiple clans are resting, it isn't unheard of for the younger Dragonborn to go adventuring in order to gain experience and reputation. Due to their training most Dragonborn tend towards Martial classes such as Fighter, Barbarian, Cavalier, and Bards.
Standard Racial Traits
+2 STR, +2 CON, +2 CHA, -4 WIS, Dragonborn are Strong, Resilient, and Vocally Persuasive, but their over-confident natures lead them into easily avoidable situations.
Size: Dragonborn are Medium creatures and thus receive no bonuses or penalties from their size.
Type: Dragonborn have the Dragon type
Speed: 30ft
Languages: Dragonborn begin play speaking Common and Draconic. Dragonborn with high Intelligence scores can learn the following languages: Dwarven, Elven, Halfling, Ancient (A single relevant ancient language of the DM's choosing), or Orc.
Defensive Traits
+2 Natural Armour
Immunity vs Sleep & Paralysis
Resist 5 to your Breath Weapons Energy Type (Optional, my DM thinks I should have, but it should be a Feat of some sort)
Feats & Skill Traits
Historic: +2 to Know(History), and Know(History) always considered a Class Skill
Intimidating: +2 to Intimidate, and Intimidate is always a Class Skill
Senses Traits
Low-Light Vision
Darkvision (60ft, Monochromatic)
Offensive Traits
Dragon Breath: 1/day See table below
Black - 30 ft line, Acid
Blue - 30ft line, Electric
Brass - 30ft line, Fire
Bronze - 30ft line, Electric
Copper - 30ft line, Acid
Gold - 15ft Cone, Fire
Green - 15ft Cone, Acid
Red - 15ft Cone, Fire
Silver - 15ft Cone, Cold
White - 15ft Cone, Cold
Reflex Halves DC = 10+1/2HD+CON)
Damage increases by 2d6 at every 5th level, dealing 2d6 at lvl 1, then 4d6 at lvl 5, 6d6 at lvl 10, 8d6 at lvl 15, 10d6 at lvl 20, this progression continues into Epic levels.
Alternate Traits
Racial Feats
Draconic Claws
Prerequisites: Dragonborn
Benefit: Your hands turn into claws, each deals 1d4 + STR damage, these are considered primary natural weapons.
Draconic Wings
Prerequisites: Dragonborn, Character level 5th
Benefit: Your vestigial wings grow strong enough to carry you aloft, poorly, gain a Fly speed of 50(Clumsy).
Expanded Breath
Prerequisites: Dragonborn, Character level 7th
Benefit: Your Breath weapon now covers a larger area, Lines are extended to 60ft, and Cones cover 30ft.
Extra Breath
Prerequisites: Dragonborn, Character level 7th,
Benefit: You can now use your Dragon Breath an extra 2 times per day, however your breath takes 1d4+2 rounds to recharge.
Flexible Tail
Prerequisites: Dragonborn
Benefit: You gain a Tail Swipe attack that deals 1d8 + 1/2 STR damage as a secondary natural weapon, and you gain a +4 on climb checks and acrobatics Checks made to balance.
Greater Resistance
Prerequisites: Dragonborn Character lvl 3, 7, 11, 19
Benefit: You grow ever more used to the violent magical energies inside you, your energy resistance increases by 5 against your breath weapon energy type.
Special: This feat may be taken after each level show in the prerequisites, increasing your resistance by 5 each time. If the feat is taken after lvl 19 you gain immunity to your chosen energy type.
Practised Flier
Prerequisites: Draconic Wings, Character level 9th
Benefits: Your Fly Speed Increases to 60(Good), and Fly is now considered a Class Skill for you
Shape Breath
Prerequisites: Dragonborn, Character level 5th
Benefit: You can now use either a 30ft Line or 15ft Cone template for your breath Weapon. This feat is altered by Expanded Breath to a 60ft Line or 30ft Cone.
Variable Breath
Prerequisites: Dragonborn, Character level 9th
Benefit: Choose another energy type, you can now choose which energy type you are using when you use your breath weapon. This choice has to be declared before enemies roll their saves.
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