Dracha
The saurian race of the dracha are full of
passion their blood running as hot as the fire of their ancestors. They are
commonly seen in areas where a fight is likely. Some say that their love of
combat gives them a preternatural edge to knowing when and where a fight will
start, others say that they will do almost anything to start a fight. As such
the dracha are feared and often avoided. The occasional dracha who is not
militant may become a healer so as to mend the wounds caused by battles,
allowing the soldiers to fight on.
Physical Description: These dragon-like
humanoids average six feet tall with a stocky build. Their scales range in
colors to match those of the chromatic dragons that are their ancestors. They
have large wings on their backs, but are only capable of a sustained glide. The
dracha will often wear lightweight armors rather than everyday clothing as they
are so often expecting (others might say instigating) a fight.
Society: Dracha society is
made up of loosely formed gangs. They will wander, sometimes from city to city,
other times from province to province, and on rarer occasions from kingdom to
kingdom stirring up chaos where they go. These gangs will merge and split as
needed. A gang that has forty dracha one day may find itself in four gangs of
ten if a member says the wrong thing. While they are fiercely passionate they
are no not a very territorial people. As such they tend to wander a lot and
enjoy doing so. When a gang of dracha enters a town an air of distrust and
violence can often grow.
Relations: Most dracha are
untrusted by the world at large as they are known to have a propensity for violence.
Those who prove themselves amongst the rest of society though are highly
respected for their prowess and, cunning. The dracha who do find themselves
among “civilized” society tend to work very hard and often become masters at
what they do as they have focused their passionate natures.
They tend to get
along least well with the mojh, their cousin race. The mojh see them as
brutish, stupid, and easily controlled by their own feelings. The dracha see
the mojh as lazy, fragile and too slow to act. This causes problems almost
constantly. While a dracha will be willing to fight at any time, they are
doubly so willing to make an example of a mojh or two. These two races are
vitriolic to each other and interactions often result in conflict.
Alignment and Religion: These draconian
peoples are almost always chaotic as their passion fuels their emotions and
they will commonly ride those feelings. Dracha translate their passion into
their beliefs too. They will often follow nomadic gods or gods of war. Each
gang will generally worship one or two different gods and sometimes the desire
to include a new god or remove an old from the worship of a gang will be cause
to split, though dracha with similar beliefs will form a bigger or new gang as
well.
Adventurers: Dracha adventurers
commonly lean towards the more brutal classes. Fighters, favoring large weapons
and close combat, and barbarians flying into passion filled rages. When leaning
more towards spellcasting they will often follow the path of the bard or skald.
These reptilians as often make great allies as they do powerful foes, while
their loyalties may shift with the winds, if you can keep a dracha happy, you
will have a terrifying fighting force engaging in combat just for the thrill of
battle.
Male
Names:
Astarot, Chua, Dracul, Fafnir, Livyathan, Ormarr, Samael
Female
Names:
Apalala, Askook, Ehecatl, Longwei, Orochi, Shesha, Vasuki
Dracha
Racial Traits (11 RP)
+2 Strength, +2
Constitution, –2 Charisma (1 RP): Dracha
are strong and resilient.
Humanoid
(reptilian): Dracha are humanoids with the reptilian subtype.
Medium: Dracha are Medium creatures and receive no bonuses or
penalties due to their size.
Normal
Speed:
Dracha have a base speed of 30 feet.
Darkvision
(2 RP): Dracha can see in the dark up to 60
feet.
Gliding
Wings (3 RP):
Dracha take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in
midair, dracha can move up to 5 feet in any horizontal direction for every 1
foot they fall, at a speed of 60 feet per round. Dracha cannot gain height with
these wings alone; they merely coast in other directions as they fall. If
subjected to a strong wind or any other effect that causes the dracha to rise,
they can take advantage of the updraft to increase the distance they can glide.
Natural
Armor (3 RP):
Dracha receive a +2 natural armor bonus.
Weapon Familiarity (1
RP):
Dracha are proficient with battleaxes and greataxes.
Languages (1 RP): Dracha begin play
speaking Common and Draconic. Dracha with high Intelligence scores can choose
any languages they want (except secret languages, such as Druidic and Verrik).
Alternate Dracha Racial Traits
The following racial traits may be selected
instead of existing dracha racial traits. Consult your GM before selecting any
of these new options.
Breath
Weapon:
A dracha with this trait has a 5-foot
cone breath weapon usable once per day. The breath weapon deals 1d8 points of
acid, cold, electricity, or fire damage (chosen at character creation) per two
character levels (maximum 5d8). A Reflex saving throw (DC 10 + 1/2 the dracha's
level + the dracha's Constitution modifier) halves the damage. This trait
replaces a dracha’s weapon familiarity. Dracha with this trait and the
dragon-scaled trait deal the same type of damage as the elemental resistance
gained from that trait.
Enclave Protector: Dracha add +1 to the caster level of any abjuration spells they cast.
Dracha with a Intelligence score of 11 or higher 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 dracha's character
level. The DC for these spell-like abilities is equal to 10 + the spell's level
+ the dracha's Intelligence modifier. Dracha with this trait with high
Intelligence scores can choose a bonus language from the following: Elven,
Faen, Gnome, Halfling, and Litorian. This trait replaces the dracha’s weapon
familiarity trait and alters the dracha’s bonus languages.
Dragon-Scaled: Some dracha are hatched
with scales of such vivid color that their connection to a particular sort of
dragon seems undeniable. These dracha gain a resistance that makes them
especially suited to work alongside dragons matching the color of the dracha's
scales. Black-scaled, copper-scaled, and green-scaled dracha with this racial
trait gain acid resistance 5. Blue-scaled and bronze-scaled dracha with this
racial trait gain electricity resistance 5. Gold-scaled and red-scaled dracha
with this racial trait gain fire resistance 5. Silver-scaled and white-scaled
dracha with this racial trait gain cold resistance 5. Dracha with this trait
only receive a +1 natural armor bonus.
Dragon
Flight:
Some rare dracha are born with fully functional wings. However, such dracha do
not have the tough hides of their brothers and sisters. Dracha with this trait
have a fly speed of 30 feet with average (+0 on Fly checks) maneuverability.
This trait replaces the gliding wings and natural armor traits.
Dragon
Tail:
Dracha 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 1d8 points of
damage + the dracha’s Strength modifier. This trait replaces the natural armor
trait.
Favored
Class Options
The following options are available to all dracha
who have the listed favored class, and unless otherwise stated, the bonus applies
each time you select the favored class reward.
Barbarian: Add +1 to the barbarian's total number of rage
rounds per day.
Bard: Add a +1/2 bonus on Diplomacy checks
and Knowledge checks to identify creatures.
Fighter: Add +1 to the fighter's CMD when resisting two combat maneuvers of the
character's choice.
Inquisitor: Add a +1/2 bonus on Diplomacy checks
and Knowledge checks to identify creatures.
Ranger: Choose a weapon from the following list: battleaxes and
greataxes. Add +1/2 on critical hit
confirmation rolls made while using that weapon (maximum bonus of +4). This
bonus does not stack with Critical Focus.
Slayer: Increase the studied target bonus
on Perception and Survival checks by 1/4. When the slayer
gains the stalker class feature, he also gains this increase to the studied
target bonus on Stealth checks.
Swashbuckler: Gain a +1/3 bonus on all critical hit confirmation rolls made
while using the precise strike deed (maximum bonus of +5). This bonus doesn't
stack with those gained through Critical Focus and similar
effects.
Racial
Class Options
The following racial bloodrager ACG bloodline
is available to dracha.
Dracha Bloodrager Bloodline
While many dracha bloodragers develop
abilities from the draconic bloodline, some have learned to tap into abilities
powered by their unique natures.
Bonus Feats: Blind-Fight, Blindsight, 5-Ft. Radius,
Draconic Aspect*, Draconic Flight*, Draconic Tail*, Raging Hurler UC, Throw Anything.
Bonus Spells: magic weapon (7th), honed
limb* (10th), versatile weapon APG (13th), wreath of blades UC
(16th).
Bloodline Powers: Like all dracha, you have a natural talent for combat. As your power
increases, you discover new ways to perfect your damage in combat.
Prehensile Tail (Ex): At 1st level, your tail elongates
while bloodraging. This
is a secondary natural attack that deals 1d6 points of bludgeoning
damage. If you have the dragon tail racial trait or Draconic Tail* feat, once
per round you can use your tail to make a free disarm, grapple, or trip combat maneuver instead of
attacking with it.
Raging Flyer (Ex): At 4th level, your wings
become more powerful while bloodraging. You gain a fly speed of 30 feet
with average (+0 on Fly checks) maneuverability. If you have the dragon flight racial
trait or Draconic Flight* feat your fly
speed becomes 40 feet with good (+4 on fly checks) maneuverability.
Combat Hurler (Ex): At 8th level, you gain access
the lesser hurling and hurling charge barbarian rage
powers while bloodraging. Your bloodrager level counts as your barbarian level
when determining the effects of those rage powers.
Flyby Attack (Ex): At 12th level, you gain
access the Flyby Attack feat while
bloodraging. In addition you can make a free bull rush, disarm, sunder, or trip
combat maneuver if your flyby
attack is successful.
Demoralizing Roar (Ex): At 16th level, you
gain access to the intimating glare and terrifying howl barbarian rage
powers. Your bloodrager level counts as your barbarian level when determining
the effects of those rage powers.
Draconic Immunities (Ex): At 20th level,
you are immune to fear, sleep, and paralysis. You have this
benefit constantly, even while not bloodraging.
New
Racial Rules
The following options are available to dracha.
At the GM's discretion, other appropriate races may also make use of some of these.
Dracha Feats
Dracha have access to the following feats.
Draconic Aspect
You possess some of the qualities of your
dragon ancestors.
Prerequisite: Dracha, mojh, or
kobold.
Benefit: Your scales take on
the color and some of the resistances of one type of dragon. Choose one of the
following dragon types: black, copper, or green (acid); blue or bronze (electricity);
gold or red (fire); silver or white (cold). Your scales take on the color of
that dragon and you gain resistance 5 to the dragon color's corresponding
energy type.
Special: If you have the
dragon-scaled racial trait, your scale color does not change and you gain a +1
natural armor bonus instead. This feat alters the Draconic Aspect ARG
feat.
Draconic Emissary
Your training as a representative of the
re-emerging dragons provides you with diplomatic insight.
Prerequisite: Dracha.
Benefit: You gain a +4 bonus
on Diplomacy checks to gather information. In addition, once per day,
you can roll twice when making a Bluff or Diplomacy check and take the better
roll.
Draconic Flight
Your draconic wings allow you to fly.
Prerequisite: Draconic Aspect, character
level 3rd, dracha.
Benefit: You gain a fly
speed of 30 feet with average (+0 on Fly checks) maneuverability.
Draconic Tail
Your tail is strong enough to make attacks
with.
Prerequisite: Draconic Aspect,
dracha.
Benefit: You can make a tail
slap attack with your tail. This is a secondary natural attack that deals 1d6
points of bludgeoning damage.
Dracha Spells
Dracha have access to the following spell.
HONED
LIMB
|
School
transmutation;
Level bard 2, bloodrager 2, magus 2, sorcerer/wizard 3, summoner 2, witch
3
Casting
Time
1 standard action
Components V, S
Range personal
Target you
Duration 10 min/level
Saving
Throw
Will negates (harmless); Spell Resistance yes (harmless)
You transform your
own hand or other limb of your choosing into a sharp, pointed object of
metallic hardness and appearance. You may attack with this weapon with no
nonproficiency penalty and a +1 magical enhancement bonus (both for attack
rolls and for overcoming damage reduction). The pointed weapon inflicts 1d8 + 1
points of piercing damage, plus your Strength modifier.
Age,
Height, & Weight
Random Starting Age
Race
|
Adulthood
|
Intuitive1
|
Self-Taught2
|
Trained3
|
Dracha
|
15 years
|
+1d4
|
+1d6
|
+2d6
|
1 This category includes barbarians, oracles, rogues,
and sorcerers.
2 This category includes bards, cavaliers, fighters,
gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids,
inquisitors, magi, monks, and wizards.
Aging Effects
Race
|
Middle Age1
|
Old2
|
Venerable3
|
Maximum Age
|
Dracha
|
35 years
|
55 years
|
75 years
|
75 +2d10 years
|
1 At middle age, –1 to Str, Dex, and Con and +1
to Int, Wis, and Cha.
2 At old age, –2 to Str, Dex, and Con and +1 to
Int, Wis, and Cha.
3 At venerable age, –3 to Str, Dex, and Con and
+1 to Int, Wis, and Cha.
Random Height & Weight
Race
|
Base Height
|
Base Weight
|
Modifier
|
Weight Modifier
|
Dracha, male
|
5 ft. 8 in.
|
160 lbs.
|
2d4
|
×7 lbs.
|
Dracha, female
|
5 ft. 8 in.
|
160 lbs.
|
2d4
|
×7 lbs.
|
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