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Tuesday, March 11, 2014

Easy Hybrid Races – Part 4: Reptilian Humanoids, Dragonkin, and Dragons

Reptilian Humanoids, Dragonkin, and Dragons
by Tim Wallace

To begin this week’s post, I would like to announce that Errant d20 Games will be publishing the Multi-Variable Spell Compendium: 0-2nd Level Spells in conjunction with d20pfsrd.com Publishing. I want to give a big “thank you” to John Reyst of d20pfsrd.com for being willing to publish it.

Feat Update
I have updated the Racial Paragon feat as follows:

Racial Paragon
You display a wider variety of racial traits than a normal individual of your race.
Prerequisite: Character level 3rd.
Benefit: You gain an additional 4 race points (RP) to purchase new racial traits from one or more of your base races. Unspent RP may be saved for future racial trait purchases.
Special: You may take this feat once per every four character levels above 3rd.

Reptilian Humanoids
I saved the reptilian humanoids until now as they seem more likely to breed with other reptilian humanoids and dragons rather than mammalian humanoids; though one might question anything’s desire to breed with a troglodyte, even another troglodyte. (For more information on how to implement this subsystem of the Pathfinder Roleplaying Game see Part 1, Part 2, and Part 3.)

Kobolds (standard ability scores: +2 Dexterity, –4 Strength, –2 Constitution; –3 RP)
Considering themselves the scions of dragons, kobolds have diminutive statures but massive egos. A select few can take on more draconic traits than their kin, and many are powerful sorcerers, canny alchemists, and cunning rogues.

Essential Traits (3 RP; 0 RP with standard ability scores)
-        Humanoid (reptilian)
-        Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
-        Normal Speed: Kobolds have a base speed of 30 feet.
-        Darkvision (2 RP): Kobolds can see in the dark up to 60 feet.
-        Claws (2 RP): Kobolds have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d3 points of damage.
-        Light Sensitivity (–1 RP): Kobolds are dazzled as long as they remain in an area of bright light.
-        Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon.

Standard Traits
-        Crafty (5 RP): Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.

Expanded Traits
-        Beast Bond (5 RP): Some kobolds have a talent for training animals and beasts to help them both on and off the battlefield. Kobolds with this racial trait gain a +2 racial bonus on Handle Animal and Ride checks. Handle Animal and Ride are always class skills for them.
-        Dragon-Scaled (1 RP): Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragons matching the color of the kobold's scales. Black-scaled and green-scaled kobolds with this racial trait gain acid resistance 5. Blue-scaled kobolds with this racial trait gain electricity resistance 5. Red-scaled kobolds with this racial trait gain fire resistance 5. White-scaled kobolds with this racial trait gain cold resistance 5.
-        Gliding Wings (3 RP): Some kobolds are born with wings that, while too weak for actual flying, do allow them to fall at a very slow and safe pace. A kobold with wings can use them to glide. It can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, it may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet it falls.
-        Jester (5 RP): Some kobolds swallow their pride and survive by groveling, placating, and amusing the powerful. Kobolds with this racial trait gain a +2 racial bonus on Diplomacy and Perform checks. Diplomacy and Perform are always class skills for them.
-        Slight Build (4 RP): The physical stature of kobold with this trait lets them still function in many ways as if they were one size category smaller. You cannot have both the slight build and powerful build traits.
§  Whenever a kobold is subject to a size modifier or special size modifier for a Fly or Stealth check, the kobold is treated as one size category smaller if doing so is advantageous to him (gaining a +4 size bonus on Fly checks and a +8 size bonus on Stealth checks if the kobold is Small, or a +2 size bonus on Fly checks and a +4 size bonus on Stealth checks if the kobold is a Medium hybrid; these bonuses replace and do not stack with the size bonuses for being a Small creature).
§  The kobold is also considered to be one size smaller when squeezing through a restrictive space or determining how many kobolds can fit into a single square (four Tiny creatures can occupy a single 5-foot square).
§  The kobold can use weapons designed for a creature one size category smaller without penalty. However, his space and reach remain those of a creature of his size.
§  The benefits of this racial trait stack with the effects of abilities and spells that change the subject’s size category.
-        Swarming (1 RP): Kobolds are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two kobolds can share the same square at the same time. If two kobolds in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Lizardfolk (standard ability scores: +2 Strength, +2 Constitution; 2 RP)
Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. Uninterested in colonization of the dry lands and content with the simple weapons and rituals that have served them well for millennia, lizardfolk are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition and an oral history stretching back throughout time.

Essential Traits (3 RP; 5 RP with standard ability scores)
-        Humanoid (reptilian)
-        Medium: Lizardfolk are Medium creatures and have no bonuses or penalties due to their size.
-        Normal Speed: Lizardfolk have a base speed of 30 feet.
-        Swim Speed (2 RP): Lizardfolk have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
-        Hold Breath (1 RP): Lizardfolk can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
-        Languages: Lizardfolk begin play speaking only Draconic. Lizardfolk with high Intelligence scores can choose from the following: Common, Giant, Sylvan, and Undercommon.

Standard Traits
-        Bite (2 RP): Lizardfolk have a bite attack that deals 1d4 points of damage. This is a primary attack; or a secondary attack if the lizardfolk is wielding manufactured weapons.
-        Claws (2 RP): Lizardfolk have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage.

Expanded Traits
-        Amphibious (2 RP): Lizardfolk with this trait are amphibious and can breathe both air and water.
-        Camouflage (1 RP): Lizardfolk with this trait receive a +4 racial bonus on Stealth checks in marshes and forested areas.
-        Keen Senses (2 RP): Lizardfolk with this trait receive a +2 racial bonus on Perception skill checks.
-        Low-Light Vision (1 RP): Lizardfolk with this trait can see twice as far as humans in conditions of dim light.
-        Silent Hunter (2 RP): Lizardfolk with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait).
-        Swampcraft (2 RP): Lizardfolk with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In swamp terrain, these bonuses improve to +2.

Nagaji (standard ability scores: +2 Strength, +2 Charisma, –2 Intelligence)
It is believed that nagas created the nagaji as a race of servants and that the nagaji worship their creators as living gods. Due to their reptilian nature and strange mannerisms, these strange, scaly folk inspire fear and wonder in others not of their kind. They are resistant to both poison and mind-affecting magic.

Essential Traits (4 RP)
-        Humanoid (reptilian)
-        Medium: Nagaji are Medium creatures and have no bonuses or penalties due to their size.
-        Normal Speed: Nagaji have a base speed of 30 feet.
-        Low-Light Vision (1 RP): Nagaji can see twice as far as humans in conditions of dim light.
-        Serpent's Sense (3 RP): Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.
-        Languages: Nagaji begin play speaking Common and Draconic. Nagaji with high Intelligence scores can choose from the following: any human tongue, Abyssal, Aklo, Celestial, Giant, Infernal, and Sylvan.

Standard Traits
-        Resistant (2 RP): Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.

Expanded Traits
-        Charmer (2 RP): Nagaji with this trait add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, a nagaji with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level is equal to the nagaji's character level).
-        Darkvision (2 RP): Nagaji with this trait can see in the dark up to 60 feet.
-        Detect Thoughts (4 RP): The nagaji gains detect thoughts as a constant spell-like ability. The caster level of the spell-like ability is equal to the nagaji's character level.
-        Guarded Thoughts (3 RP): Nagaji with this trait gain a racial bonus on saving throws against mind-effecting effects equal to their Hit Dice.
-        Hypnotic Gaze (3 RP): The nagaji's gaze is so intense it stops others in their tracks. Once per day, it can attempt to hypnotize a single target, as per the spell hypnotism (caster level equal to the nagaji's Hit Dice). The DC of this effect is equal to 11 + the nagaji's Charisma modifier. The effects of the hypnotic gaze only last a single round. This racial trait replaces serpent's sense.
-        Swim (2 RP): Nagaji with this trait have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

Troglodytes (standard ability scores: +2 Strength, +2 Constitution, –2 Intelligence; 1 RP)
The troglodyte is a feral, savage cave dweller. They are among the most populous denizens of the upper reaches of the endless caverns of the underworld, equally at home raiding the settlements of those who dwell above or below ground, yet for all their race's fecundity and sprawl, as a whole they represent only a minor threat.

Essential Traits (6 RP; 7 RP with standard ability scores)
-        Humanoid (reptilian)
-        Medium: Troglodytes are Medium creatures and have no bonuses or penalties due to their size.
-        Normal Speed: Troglodytes have a base speed of 30 feet.
-        Darkvision (2 RP): Troglodytes can see in the dark up to 60 feet.
-        Stench Aura (4 RP): Troglodytes secrete a terrible scent as a 15-foot aura that nearly every other creature finds offensive. All living creatures (except those with the stench aura ability) within the aura must succeed at a Fortitude saving throw (DC 10 + 1/2 the troglodyte's character level + the user's Constitution modifier) or be sickened for 5 rounds. Creatures that succeed at the saving throw cannot be sickened by the same creature's stench aura for 24 hours. A delay poison or neutralize poison spell or similar effect removes the effect from the sickened creature. This is a poison effect.
-        Languages: Troglodytes begin play speaking only Draconic. Troglodytes with high Intelligence scores can choose from the following: Common, Dwarf, Gnome, Orc, and Undercommon.

Standard Traits
-        Bite (2 RP): Troglodytes have a bite attack that deals 1d4 points of damage. This is a primary attack, or a secondary attack if the troglodyte is wielding manufactured weapons.
-        Claws (2 RP): Troglodytes have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage.
-        Stony Sneak (6 RP): Troglodytes gain a +4 racial bonus on Stealth checks. The bonus on Stealth checks increases to a +8 bonus in rocky areas.

Expanded Traits
-        Minesight (0 RP): Troglodytes with this trait have darkvision 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This trait replaces darkvision.
-        Plagueborn (1 RP): Troglodytes with this trait gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
-        Sticky Tongue (2 RP): Troglodytes with this trait can make melee attacks with their long, sticky tongues. This is a secondary attack. A creature hit by this attack cannot move more than 10 feet away from the attacker and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking troglodyte as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the troglodyte's hit points). A troglodyte cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tongue from the target as a free action. A troglodyte can only have one creature attached to its tongue at a time. Special: This trait can be taken up to two times. The second time it is taken, the troglodyte gains the ability to pull a creature attached to its tongue 5 feet toward them as a swift action.
-        Superior Stench (4 RP): The size of the troglodyte's stench aura increases to 30 feet, and the duration of the effect increases to 10 rounds.

Reptilian Humanoid Traits
The following traits are only available to all reptilian humanoids.
-        Poison Resistance (3 RP): Reptilian humanoids with this trait gain a racial bonus on saving throws against poison effects equal to their Hit Dice.
-        Poison Use (1 RP): Reptilian humanoids with this trait are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
-        Scales (2 RP): Reptilian humanoids with this trait have a +1 natural armor bonus.
-        Slapping Tail (2 RP): A reptilian humanoid with this trait has a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d4 points of damage plus the user's Strength modifier if Small, 1d6 points of damage plus the user's Strength modifier if Medium, or 1d8 points of damage plus 1-1/2 times the user's Strength modifier if Large.
-        Thick Scales (1 RP): Reptilian humanoids with this trait gain an additional +1 natural armor bonus. You must have the scales trait to take this trait.
-        Toxic (1 RP): A number of times per day equal to its Constitution modifier (minimum 1/day), a reptilian humanoid with this trait can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. When you take this trait, choose one of the following venoms.
§  Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.
§  Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
§  Weakening Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
-        Tribal Protector (2 RP): Reptilian humanoids with this trait add +1 to the caster level of any abjuration spells they cast. Reptilian humanoids with this trait also gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the user's character level.
-        Tripping Tail (3 RP): When a reptilian humanoid with this trait hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity. You must have the slapping tail trait to take this trait.

Special Subtype
As with the half-construct and half-undead subtypes, a race with the dragonkin subtype is considered to be a hybrid race.

Dragonkin
Dragonkin races are those who carry the blood of true dragons in their veins. While reptilian humanoids make a logical selection for interbreeding with dragons, any race (except for dragons) can gain the dragonkin subtype. A dragonkin race has the following traits.

Essential Traits (5 RP)
-        Dragonkin gain the dragonkin subtype.
-        Dragonkin can see in the dark up to 60 feet.
-        Dragonkin can see twice as far as humans in conditions of dim light.
-        Dragonkin are immune to magic sleep effects and gain a +4 racial bonus on saving throws made against paralysis effects.

Expanded Traits
-        Bite (2 RP): Dragonkin with this trait gain a natural bite attack, dealing damage equivalent to that of a creature one size categories lower than normal for their size (1d3 for Small races, 1d4 for Medium, 1d6 for Large). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
-        Claws (2 RP): Dragonkin with this trait gain receive two claw attacks. These are primary natural attacks. The damage is based on the creature's size (1d3 for Small races, 1d4 for Medium, 1d6 for Large).
-        Dragon Scales (3 RP): Dragonkin with this trait gain a +2 natural armor bonus. This bonus stacks with other sources of natural armor.
-        Gliding Wings (3 RP): Dragonkin with this trait take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, the dragonkin can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A dragonkin with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
-        Powerful Build (4 RP): The physical stature of dragonkin with this trait lets them still function in many ways as if they were one size category larger. You cannot have both the Large size and powerful build traits.
§  Whenever a dragonkin is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the dragonkin is treated as one size category larger if doing so is advantageous to him.
§  The dragonkin is also considered to be one size category larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him.
§  The dragonkin can use weapons designed for a creature one size category larger without penalty. However, his space and reach remain those of a creature of his size.
§  The benefits of this racial trait stack with the effects of abilities and spells that change the subject’s size category.
-        Slapping Tail (2 RP): Dragonkin with this trait have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d4 points of damage plus the user's Strength modifier if Small, 1d6 points of damage plus the user's Strength modifier if Medium, or 1d8 points of damage plus 1-1/2 times the user's Strength modifier if Large.
-        Spell Resistance (2 RP): Dragonkin with this trait gain spell resistance equal to 6 + their character level.
-        Tripping Tail (3 RP): When a dragonkin with this trait hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity. You must have the slapping tail trait to take this trait.
-        Vestigial Wings (1 RP): Dragonkin with this trait have wings that do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly checks.

Bloodline Traits
These dragonkin traits are tied to a specific draconic bloodline found in brackets next to the trait name. When you choose the first of these traits you must also choose a bloodline. After you choose a bloodline you are bound to that bloodline and any other bloodline traits you take must be of the same bloodline. If you are a sorcerer with the draconic bloodline (or later gain levels as a sorcerer with the draconic bloodline) you must use the same bloodline.
-        Acid in the Blood [black, copper, green] (3 RP): Dragonkin with this trait gain fast healing 2 for 1 round anytime they take acid damage (whether or not this acid damage overcomes their acid resistance, if any). A member of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
-        Acid Resistance [black, copper, green, or silver] (1 RP): Dragonkin with this trait gain acid resistance 5.
-        Burning Blast [gold or red] (3 RP): Once per day, as a standard action, dragonkin with this trait can make a supernatural breath weapon attack that deals 1d6 points of fire damage in a 30 foot cone. 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 dragonkin's character level + the dragonkin's Constitution modifier. Those who succeed at the save take half damage from the attack.
-        Change Shape [bronze, gold, silver] (3 RP): Dragonkin with this trait can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the dragonkin whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.
-        Cold Resistance [silver or white] (1 RP): Dragonkin with this trait gain cold resistance 5.
-        Corroding Torrent [black or copper] (3 RP): Once per day, as a standard action, dragonkin with this trait can make a supernatural breath weapon attack that deals 1d6 points of acid damage in a 60 foot line. 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 dragonkin's character level + the dragonkin's Constitution modifier. Those who succeed at the save take half damage from the attack.
-        Detect Evil [gold or silver] (3 RP): Dragonkin with this trait can use detect evil as a constant spell-like ability. The caster level for this ability equals the dragonkin's class level.
-        Draconic Breath [any] (3 RP): The breath weapon energy damage of a dragonkin with this trait increases to 1d6 per two character levels.
-        Electrical Resistance [blue or bronze] (1 RP): Dragonkin with this trait gain electrical resistance 5.
-        Electrifying Torrent [blue or bronze] (3 RP): Once per day, as a standard action, dragonkin with this trait can make a supernatural breath weapon attack that deals 1d6 points of electrical damage in a 60 foot line. 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 dragonkin's character level + the dragonkin's Constitution modifier. Those who succeed at the save take half damage from the attack.
-        Fire in the Blood [brass, gold, or red] (3 RP): Dragonkin with this trait gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage overcomes their fire resistance, if any). Dragonkin with this trait can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
-        Fire Resistance [brass, gold, or red] (1 RP): Dragonkin with this trait gain fire resistance 5.
-        Fog Cloud [silver or white] (2 RP): Dragonkin with this trait can use fog cloud once per day as a spell-like ability, but it only affects sand. The caster level for this ability equals the dragonkin's class level.
-        Ice in the Blood [silver or white] (3 RP): Dragonkin with this trait gain fast healing 2 for 1 round anytime they take cold damage (whether or not this cold damage overcomes their acid resistance, if any). A member of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
-        Icy Blast [silver or white] (3 RP): Once per day, as a standard action, dragonkin with this trait can make a supernatural breath weapon attack that deals 1d6 points of cold damage in a 30 foot cone. 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 dragonkin's character level + the dragonkin's Constitution modifier. Those who succeed at the save take half damage from the attack.
-        Speak with Animals [brass or bronze] (2 RP): Dragonkin with this trait have the ability to converse with animals as if subject to a continual speak with animals spell.
-        Storm in the Blood [blue or bronze] (3 RP): Dragonkin with this trait gain fast healing 2 for 1 round anytime they take electricity damage (whether or not this electricity damage overcomes their electricity resistance, if any). A member of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
-        Suggestion [brass, green, or red] (3 RP): Dragonkin with this trait can use suggestion once per day as a spell-like ability. The caster level for this ability equals the dragonkin's class level.
-        Water Breathing [black, bronze, or green] (2 RP): Dragonkin with this trait can breathe underwater indefinitely and can freely use their breath weapon, spells, and other abilities while submerged.

Black-Only Bloodline Traits
-        Corrupt Water [black] (1 RP): Once per day a dragonkin with this trait can stagnate 10 cubic feet of still water, making it foul and unable to support water-breathing life. The ability spoils liquids containing water. Liquid-based magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 10 + the 1/2 dragonkin's character level + the dragonkin's Charisma modifier) or become ruined. This is a spell-like ability with a range of 30 feet.
-        Darkness [black] (2 RP): Dragonkin with this trait can use darkness once per day as a spell-like ability. The caster level for this ability equals the dragonkin's class level.
-        Speak with Reptiles [black] (1 RP): Dragonkin with this trait have the ability to converse with animals as if subject to a continual speak with animals spell, but only with reptilian animals.
-        Swamp Stride [black] (1 RP): Dragonkin with this trait can move through natural difficult terrain at their normal speed while within swamps.

Blue-Only Bloodline Traits
-        Desert Thirst [blue] (3 RP): Dragonkin with this trait can cast create water as an at-will spell-like ability. Alternatively, it can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 10 + the 1/2 dragonkin's character level + the dragonkin's Charisma modifier) or be destroyed. The caster level for this ability equals the dragonkin's class level.
-        Ghost Sound [blue] (1 RP): Dragonkin with this trait can use ghost sound once per day as a spell-like ability. The caster level for this ability equals the dragonkin's class level.
-        Minor Image [blue] (2 RP): Dragonkin with this trait can use minor image once per day as a spell-like ability. The caster level for this ability equals the dragonkin's class level.
-        Sound Imitation [blue] (2 RP): Dragonkin with this trait can mimic any voice or sound it has heard by making a successful Bluff check against a listener's Sense Motive check.
-        Ventriloquism [blue] (1 RP): Dragonkin with this trait can use ventriloquism once per day as a spell-like ability. The caster level for this ability equals the dragonkin's class level.

Brass-Only Bloodline Traits
-        Desert Wind [brass] (3 RP): Dragonkin with this trait can use gust of wind once per day as a spell-like ability, but any creature in its path must make a Fortitude save or be blinded for 1d4 rounds by the sand. The caster level for this ability equals the dragonkin's class level.
-        Endure Elements [brass] (1 RP): Dragonkin with this trait can use endure elements once per day as a spell-like ability. The caster level for this ability equals the dragonkin's class level.
-        Fiery Torrent [brass] (3 RP): Once per day, as a standard action, dragonkin with this trait can make a supernatural breath weapon attack that deals 1d6 points of fire damage in a 60 foot line. 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 dragonkin's character level + the dragonkin's Constitution modifier. Those who succeed at the save take half damage from the attack.
-        Move Sand [brass] (5 RP): Dragonkin with this trait can use move earth once per day as a spell-like ability, but it only affects sand. The caster level for this ability equals the dragonkin's class level.
-        Sleep Breath [brass] (2 RP): Once per day, as a standard action, dragonkin with this trait can breathe sleep gas in a 30 foot cone. All creatures within the affected area must make a Will saving throw to avoid falling asleep for 1d6 rounds. The save DC against this breath weapon is 10 + 1/2 the dragonkin's character level + the dragonkin's Constitution modifier.

Bronze-Only Bloodline Traits
-        Create Food and Water [bronze] (3 RP): Dragonkin with this trait can use create food and water once per day as a spell-like ability. The caster level for this ability equals the dragonkin's class level.
-        Create Food and Water [bronze] (2 RP): Dragonkin with this trait can use fog cloud once per day as a spell-like ability. The caster level for this ability equals the dragonkin's class level.
-        Repulsion Breath [brass] (2 RP): Once per day, as a standard action, dragonkin with this trait can breathe repulsion gas in a 30 foot cone. All creatures within the affected area must make a Will saving throw to avoid doing nothing but moving away from the dragonkin for 1d6 rounds. The save DC against this breath weapon is 10 + 1/2 the dragonkin's character level + the dragonkin's Constitution modifier.

Copper-Only Bloodline Traits
-        Climb [copper] (2 RP): Dragonkin with this trait gain a climb speed of 20 feet, and gains the +8 racial bonus on Climb checks that a climb speed normally grants.
-        Climb Stone [copper] (2 RP): Dragonkin with this trait can climb on stone surfaces as long as the surface has hand- and footholds. In effect, dragonkin with this trait are treated as being constantly under the effects of a nonmagical spider climb spell, save that they cannot cling to smooth surfaces. You must have the climb trait to take this trait.
-        Grease [copper] (1 RP): Dragonkin with this trait can use grease once per day as a spell-like ability. The caster level for this ability equals the dragonkin's class level.
-        Hideous Laughter [copper] (2 RP): Dragonkin with this trait can use hideous laughter once per day as a spell-like ability. The caster level for this ability equals the dragonkin's class level.
-        Slow Breath [copper] (2 RP): Once per day, as a standard action, dragonkin with this trait can breathe slowing gas in a 30 foot cone. All creatures within the affected area must make a Fortitude saving throw to avoid being slowed (as per the slow spell) for 1d6 rounds. The save DC against this breath weapon is 10 + 1/2 the dragonkin's character level + the dragonkin's Constitution modifier.
-        Stone Shape [copper] (4 RP): Dragonkin with this trait can use stone shape once per day as a spell-like ability, but it only affects sand. The caster level for this ability equals the dragonkin's class level.
-        Trap Master [copper] (2 RP): Dragonkin with this trait gain a +2 racial bonus on Craft (traps) and Perception checks made to locate a trap. Craft (traps) is always considered class skills for dragonkin with this trait.

Gold-Only Bloodline Traits
-        Bless [gold] (1 RP): Dragonkin with this trait can use bless once per day as a spell-like ability, but it only affects sand. The caster level for this ability equals the dragonkin's class level.
-        Detect Gems [gold] (2 RP): Dragonkin with this trait can detect gems three times per day. This functions as locate object, but can only be used to locate gemstones.
-        Daylight [gold] (3 RP): Dragonkin with this trait can use daylight once per day as a spell-like ability, but it only affects sand. The caster level for this ability equals the dragonkin's class level.
-        Luck [gold] (2 RP): Once per day, as a standard action, dragonkin with this trait can grant itself and every good creature within a 10-foot radius of it a +1 luck bonus on all saving throws. The effect lasts 1d3 hours.
-        Weakening Breath [gold] (2 RP): Once per day, as a standard action, dragonkin with this trait can breathe weakening gas in a 30 foot cone. All creatures within the affected area must make a Fortitude saving throw to avoid 1 point of Strength damage. The save DC against this breath weapon is 10 + 1/2 the dragonkin's character level + the dragonkin's Constitution modifier.

Green-Only Bloodline Traits
-        Caustic Blast [green] (3 RP): Once per day, as a standard action, dragonkin with this trait can make a supernatural breath weapon attack that deals 1d6 points of acid damage in a 30 foot cone. 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 dragonkin's character level + the dragonkin's Constitution modifier. Those who succeed at the save take half damage from the attack.
-        Charm Person [green] (1 RP): Dragonkin with this trait can use charm person once per day as a spell-like ability, but it only affects sand. The caster level for this ability equals the dragonkin's class level.
-        Entangle [green] (1 RP): Dragonkin with this trait can use entangle once per day as a spell-like ability, but it only affects sand. The caster level for this ability equals the dragonkin's class level.
-        Woodland Stride [green] (4 RP): Dragonkin with this trait can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally.

Red-Only Bloodline Traits
-        Detect Magic [red] (3 RP): Dragonkin with this trait can use detect magic as a constant spell-like ability. The caster level for this ability equals the dragonkin's class level.
-        Pyrotechnics [red] (2 RP): Dragonkin with this trait can use pyrotechnics once per day as a spell-like ability, but it only affects sand. The caster level for this ability equals the dragonkin's class level.
-        Smoke Vision [red] (2 RP): Dragonkin with this trait can see perfectly in smoky conditions (such as those created by pyrotechnics).

Silver-Only Bloodline Traits
-        Feather Fall [silver] (1 RP): Dragonkin with this trait can use feather fall once per day as a spell-like ability, but it only affects sand. The caster level for this ability equals the dragonkin's class level.
-        Fog Vision [silver] (2 RP): Dragonkin with this trait can see perfectly well in fog and clouds.
-        Paralyzing Breath [silver] (3 RP): Once per day, as a standard action, dragonkin with this trait can breathe weakening gas in a 30 foot cone. All creatures within the affected area must make a Fortitude saving throw to avoid becoming paralyzed for 1d6 rounds. The save DC against this breath weapon is 10 + 1/2 the dragonkin's character level + the dragonkin's Constitution modifier.

White-Only Bloodline Traits
-        Gust of Wind [white] (2 RP): Dragonkin with this trait can use gust of wind once per day as a spell-like ability. The caster level for this ability equals the dragonkin's class level.
-        Ice Shape [white] (4 RP): Dragonkin with this trait can use stone shape once per day as a spell-like ability, but it only affects ice and snow. The caster level for this ability equals the dragonkin's class level.
-        Icewalking [white] (2 RP): This ability works like a nonmagical spider climb spell, but the surfaces the dragonkin climbs must be icy. The dragonkin can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
-        Snow Vision [white] (2 RP): Dragonkin with this trait can see perfectly well in snowy conditions.

Dragons
Unlike the true dragons found in the Bestiary, the drachen race below does not change size or gain new abilities as it grows older. Just like dragonkin, a drachen character can only have one bloodline. In addition to the expanded and bloodline traits below, a drachen character may choose from any of the expanded and bloodline traits of dragonkin (see above). Hybrid races including the drachen base race follow the normal rules of the type hierarchy described in Part 2.

Drachen (standard ability scores: +2 Constitution, +2 Charisma, –2 Dexterity)
Drachen are a race of Medium sized dragons with their own history and lineage. However, as true dragons interbred with drachen over the years, true dragon bloodlines eventually got mixed in with the genetic makeup of the drachen race and began showing up frequently. Nowadays, most drachen hatch with the distinct markings of a true dragon race, though not always the same bloodlines as their parents. Drachen born with a bloodline generally look like a Medium sized version of the associated true dragon (though often wingless). Drachen born without a bloodline generally have brown scales.

Essential Traits (8 RP)
-        Dragon (1 RP)
-        Medium: Drachen are Medium creatures and have no bonuses or penalties due to their size.
-        Normal Speed: Drachen have a base speed of 30 feet.
-        Darkvision (2 RP): Drachen can see in the dark up to 60 feet.
-        Low-Light Vision (1 RP): Drachen can see twice as far as humans in dim light.
-        Dragon Immunities (4 RP): Drachen are immune to magical sleep effects and paralysis effects.
-        Languages: Drachen begin play speaking Draconic. Drachen with high Intelligence scores can choose from the following: Common, Dwarven, Elven, Giant, Gnome, Sylvan, and Undercommon.

Expanded Traits
-        Blindsense 30 Feet (4 RP): Using nonvisual senses such as acute smell or hearing, drachen with this trait notice things they cannot see. Drachen with this trait usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that drachen with this trait cannot see still has total concealment against individuals with blindsense, and drachen with this trait still have the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of drachen with this trait. Drachen with this trait are still denied their Dexterity bonus to AC against attacks from creatures they cannot see.
-        Damage Reduction (4 RP): Drachen with this trait gain DR 5/magic.
-        Flight (3 RP): Drachen with this trait have wings that give them a fly speed of 20 feet with clumsy maneuverability (–8 penalty on Fly checks).
-        Frightful Gaze (6 RP): Drachen with this trait gain the following supernatural ability: Creatures within 30 feet of the drachen that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 drachen's character level + the drachen's Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the drachen's frightful gaze for 24 hours.
-        Improved Flight (3 RP): The fly speed of a drachen with this trait increases to 40 feet with poor maneuverability (–4 penalty on Fly checks). You must have the flight trait to take this trait.
-        Large (7 RP): Drachen with this trait are Large creatures and gain a +2 size bonus to Strength and a –2 size penalty to Dexterity (in addition to their standard ability scores above). They take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A drachen with this trait takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. This replaces the Medium size trait.
-        Reach (1 RP): Drachen with this trait have a reach of 10 feet. You must be large size to take this trait.
-        Superior Darkvision (1 RP): Drachen with this trait can see in the dark up to 120 feet.
-        Superior Flight (3 RP): The fly speed of a drachen with this trait increases to 60 feet with average maneuverability (+0 bonus on Fly checks). You must have the improved flight trait to take this trait.
-        Superior Low-Light Vision (1 RP): Drachen with this trait can see four times as far as humans in dim light.
-        Superior Spell Resistance (3 RP): Drachen with this trait gain spell resistance equal to 11 + their character level.

Bloodline Traits
These drachen traits follow the same rules as the dragonkin bloodline traits above.
-        Acid Immunity [black, copper, green, or silver] (4 RP): Drachen with this trait gain immunity to acid damage.
-        At-Will Spell-Like Ability [any] (Variable, see Special): Choose a once-per-day spell-like ability associated with your bloodline that costs 3 RP or less (see dragonkin bloodline traits above). Drachen with this trait may use that spell as an at-will spell-like ability. The caster level of the spell is equal to the drachen’s character level. Special: This trait costs as twice as many RP as the cost of the original spell-like ability. Up to five spell-like abilities can be chosen when you take this trait. Each time you take an additional spell-like ability, adjust the RP cost of this trait appropriately.
-        Burrow [blue, brass, and white] (3 RP): Drachen with this trait gain a burrow speed of 20 feet.
-        Cold Immunity [silver or white] (4 RP): Drachen with this trait gain immunity to cold damage.
-        Electrical Immunity [blue or bronze] (4 RP): Drachen with this trait gain immunity electrical cold damage.
-        Fire Immunity [brass, gold, or red] (4 RP): Drachen with this trait gain immunity electrical fire damage.
-        Frequent Breath [any] (3 RP): Drachen with this trait can use their breath weapon once every 1d4 rounds, up to a total number of times per a day equal to one half their character level. If they have multiple breath weapons, the combined total number of times per day they can use their breath weapons is still one half their character level (for example, a gold bloodline drachen with both the burning blast and weakening breath weapons with six character levels could use burning blast twice and weakening breath once, or any other combination wherein the total uses of breath weapons per a day was three).
-        Swim [black, bronze, gold, green, and white] (2 RP): Drachen with this trait have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
-        Vulnerability to Cold [brass, gold, or red] (­–2 RP): Drachen with this trait take half again as much damage (+50%) from cold damage, regardless of whether a saving throw is allowed or if the save is a success or failure. If a drachen has vulnerability to cold and fire immunity, it gains the fire subtype.
-        Vulnerability to Fire [silver or white] (­–2 RP): Drachen with this trait take half again as much damage (+50%) from fire damage, regardless of whether a saving throw is allowed or if the save is a success or failure. If a drachen has vulnerability to fire and cold immunity, it gains the cold subtype.

Example Races
Here are a few examples made using these new rules, as well as the rules found in Part 1, Part 2, and Part 3.

Aquatic Troglodyte
TYPE
Humanoid (aquatic, reptilian)
2 RP
SIZE
Medium
— RP
BASE SPEED
Normal
— RP
ABILITY SCORE MODIFIERS
Standard (+2 to One Ability Score)
— RP
LANGUAGES
Standard
— RP
RACIAL TRAITS
Defense Racial Traits
Scales
2 RP
Offense Racial Traits
Slapping Tail
2 RP
Stench Aura
4 RP
Senses Racial Traits
Darkvision
2 RP
TOTAL 12 RP


Drachen (White Bloodline)
TYPE
Dragon (cold)
1 RP
SIZE
Medium
— RP
BASE SPEED
Normal
— RP
ABILITY SCORE MODIFIERS
Standard
— RP
LANGUAGES
Standard
— RP
RACIAL TRAITS
Defense Racial Traits
Dragon Immunities
4 RP
Cold Immunity
4 RP
Movement Racial Traits
Icewalking
2 RP
Senses Racial Traits
Darkvision
2 RP
Low-Light Vision
1 RP
Weakness Racial Traits
Vulnerability to Fire
–2 RP
TOTAL 12 RP


Hobgoblin/Dragonkin (Blue Bloodline) Hybrid
TYPE
Humanoid (dragonkin, goblinoid) [hybrid]
1 RP
SIZE
Medium
— RP
BASE SPEED
Normal
— RP
ABILITY SCORE MODIFIERS
Standard (+2 to One Ability Score)
— RP
LANGUAGES
Standard
— RP
RACIAL TRAITS
Defense Racial Traits
Electrical Resistance
1 RP
Spell Resistance
2 RP
Feat and Skill Racial Traits
Furtive
— RP
Magic Racial Traits
Desert Thirst
3 RP
Other Racial Traits
Dragonkin essential traits
5 RP
(includes Darkvision and Low-Light Vision)
TOTAL 12 RP


Kobold/Oread Hybrid
TYPE
Outsider (native, reptilian) [hybrid]
2 RP
SIZE
Medium
— RP
BASE SPEED
Normal
— RP
ABILITY SCORE MODIFIERS
Standard
–3 RP
(+2 Dexterity, –4 Strength, –2 Constitution)
LANGUAGES
Standard
— RP
RACIAL TRAITS
Defense Racial Traits
Acid Resistance
1 RP
Scales
2 RP
Stone in the Blood
3 RP
Offense Racial Traits
Claws
2 RP
Senses Racial Traits
Darkvision
2 RP
Other Racial Traits
Slight Build
4 RP
Weakness Racial Traits
Light Sensitivity
–1 RP
TOTAL 12 RP