Dragonborn


Conversions


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although not a DM myself I have played with the idea of the dragonborn being in pathfinder quite alot. here is what I believe to be a good starting point. this was passed on to me by a friend about two weeks ago. props to the original author for doing such a great job.

thoughts on fleshing this out more at bottom.

DRAGONBORN

Dragonborn are draconic humanoids with the heads and souls of dragons. Dragonborn are very passionate, and are rarely neutral in alignment.

+2 Constitution, +2 Charisma, -2 Dexterity. Dragonborn are tough and proud, but lacking in grace.

Medium: Dragonborn are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Dragonborn have a base speed of 30 feet.

Darkvision: Dragonborn can see in the dark up to 60 feet.

Draconic Heritage: Dragonborn have a varied nature. They may select one of the following racial features at character creation; once it has been selected, it cannot be changed.

Breath Weapon (Su): Once per day, the dragonborn can use a breath weapon that causes energy damage as determined by their elemental nature. Acid and electricity breath weapons are 30 foot long lines. Cold and fire breath weapons are 15 foot long cones. This breath weapon causes 1d6 points of damage per level of the dragonborn. Creatures in the area of effect are allowed to make a Reflex Saving Throw for half damage with a DC of 10 + ½ the dragonborn’s hit dice + the dragonborn’s Constitution modifier. At 5th level, the dragonborn can use his breath weapon twice per day. At 10th level, the dragonborn can use his breath weapon 3 times per day. A dragonborn must wait 1d4 rounds between uses of his breath weapon.

Claws of the Dragon (Ex): The dragonborn has claws that act as 2 primary natural weapons. They cause 1d6 points of damage + the dragonborn’s Strength modifier. At 5th level, they cause 1d8 points of damage. At 10th level, they cause an additional +1d6 points of damage; this additional damage is the same energy type as his elemental nature’s.

Dragon Tail (Ex): The dragonborn has a long powerful tail. This grants him a +4 racial bonus on Acrobatics and Swim skill checks. He also gains a secondary natural attack that does 1d6 + 1 ½ his Strength modifier of bludgeoning damage.

Eye of the Dragon (Ex): The dragonborn has superior lowlight vision, and can see triple the distance of creatures that lack lowlight vision. At 5th level, the dragonborn gains blindsense with a range of 30 feet. At 10th level, the dragonborn’s blindsense increases to 60 feet.

Frightful Presence (Ex): Whenever the dragonborn attacks or charges, all opponents within a radius of 30 feet who have fewer levels or Hit Dice than the dragonborn become shaken for a number of rounds equal to 1d6 + the dragonborn’s Charisma modifier. The effect is negated by a Will save (DC 10 + 1/2 the dragonborn’s level + her Cha modifier). A successful save indicates that the opponent is immune to the dragonborn’s frightful presence for 24 hours. This ability can’t affect creatures with an Intelligence of 3 or lower, nor does it have any effect on dragons.

Scales of the Dragon (Ex): The dragonborn gains DR 1/magic. This increases to DR 2/magic at 5th level, DR 3/magic at 10th level, DR 4/magic at 15th level, and DR 5/magic at 20th level.

Soul of the Dragon (Ex): The dragonborn is immune to paralysis and sleep effects.

Wings of the Dragon (Ex): A dragonborn can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Dragonborn glide at a speed of 40 feet (average maneuverability). Even if a dragonborn’s maneuverability improves, she can’t hover while gliding. A dragonborn can’t glide while carrying a medium or heavy load. If a dragonborn becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The dragonborn descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.

When a dragonborn reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A dragonborn can’t fly while carrying a medium or heavy load or while fatigued or exhausted. Dragonborns can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Dragonborns are likewise fatigued after spending a total of more than 10 minutes per day flying. Because dragonborns can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).

When they reach 10 Hit Dice, dragonborns have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A dragonborn with flight can make a dive attack. A dive attack works like a charge, but the dragonborn must move a minimum of 30 feet and descend at least 10 feet. A dragonborn can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A dragonborn with flight can use the run action while flying, provided she flies in a straight line.

Draconic Skills: Dragonborn have a +2 racial bonus on Fly and Intimidate skill checks.

Dragon Blood: Dragonborn count as dragons and humanoid (reptilian) for any effect related to race.

Elemental Nature: Dragonborn choose one of the following energy types: acid, cold, electricity, or fire; once it has been selected, it cannot be changed. They gain energy resistance 5 against the selected energy type, but gain vulnerability to the energy type that opposes it. Acid and electricity oppose each other, and cold and fire oppose each other. At 4th level, and every 4 levels thereafter, the dragonborn’s energy resistance increases by 5.

Keen Senses: +2 to Perception skill checks.

Natural Armor: Dragonborn have a natural armor bonus of +1.

Languages: Dragonborn begin play speaking Common and Draconic. Dragonborn with high Intelligence scores can choose from the following: Aquan, Auran, Giant, Ignan, Terran, Undercommon..

FAVORED CLASS OPTIONS:

Alchemist: +1 per level to bomb damage when the bombs cause energy damage that is the same as the dragonborn’s elemental nature.

Barbarian: +1 to the energy damage and energy resistance of the following rage powers: Elemental Rage, Greater Elemental Rage, Lesser Elemental Rage, Energy Absorption, Energy Eruption, Energy Resistance, and Greater Energy Resistance, but only when the energy damage is the same kind as the dragonborn’s elemental nature’s energy type.

Bard: +½ to the damage caused by the bard’s Inspire Courage ability. This additional damage is the same kind as the dragonborn’s elemental nature’s energy type.

Cavalier: +1 point of damage when using his Challenge. This additional damage is the same kind as the dragonborn’s elemental nature’s energy type.

Cleric: +1 point of damage when using Channel energy to harm opponents. This additional damage is the same kind as the dragonborn’s elemental nature’s energy type.

Oracle: +¼ to the Difficulty Class of spells that have the same energy type as the dragonborn’s elemental nature energy type.

Paladin: +1 point of damage when using Smite Evil. This additional damage is the same kind as the dragonborn’s elemental nature’s energy type.

Rogue: +1 point of damage when using sneak attack. This additional damage is the same kind as the dragonborn’s elemental nature’s energy type.

Sorcerer: +¼ to the Difficulty Class of spells that have the same energy type as the dragonborn’s elemental nature energy type.

Summoner: The dragonborn’s eidolon gains energy resistance 2 per level of the summoner. This energy resistance is the same kind as the dragonborn’s elemental nature’s energy type.

RACIAL TRAITS

Draconic Bite: The dragonborn gains a secondary bite attack that causes 1d4 points of damage + his ½ Strength modifier.

Draconic Focus: The Save DC of the dragonborn’s bonus sorcerer spells known from his draconic bloodline increases by +1.

Draconic Flight: The dragonborn’s flight maneuverability improves by one step. The dragonborn gains a +1 trait bonus to Fly skill checks, and Fly is always a class skill for the dragonborn.

Draconic Invulnerability: The dragonborn gains a +1 bonus on saving throws against the energy type it is vulnerable to due to his elemental nature.

Draconic Mien: The Save DC of the dragonborn’s frightful presence increases by +1. The dragonborn gains a +1 trait bonus to Intimidate skill checks, and Intimidate is always a class skill for the dragonborn.

Draconic Potency: The Save DC of the dragonborn’s breath weapon increases by +1.

Draconic Resolve: The dragonborn gains a +2 bonus on saving throws against sleep and paralysis effects.

Draconic Reverence: The dragonborn sorcerer selects one 0 or 1st level spell from the cleric or druid spell list. He adds this spell to the list of sorcerer/wizard spells he may choose to know. He does not know this spell until he chooses to add it to the list of spells he knows.

Draconic Will: The dragonborn gains a +2 to bonus to Saving Throws against compulsion effects.

DRACONIC FEATS

Extra Breath Weapon
You can use your breath weapon more often.
Requirements: Dragonborn, Constitution +15, Breath Weapon racial feature.
Benefit: You can use your breath weapon 2 additional times per day.
Special: You may select this feat more than once. Its effects stacks.

Extra Draconic Heritage
Your draconic heritage is strong
Requirements: Dragonborn, Constitution 13+, Charisma 13+
Benefit: You gain 1 additional Draconic Heritage racial feature.
Special: You may select this feat multiple times. Each time you do, the minimum Constitution and Charisma scores increase by 2. Each time you select this feat, you may select a different Draconic Heritage racial feature.

Extra Draconic Traits
You gain 2 additional draconic traits.
Requirements: Dragonborn, Charisma 11+
Benefit: You gain 2 additional draconic traits.
Special: You may select this feat multiple times. Each time you do, you may select 2 additional draconic traits.

Greater Claws of the Dragon
Your claws cause more energy damage.
Requirements: Dragonborn, BAB +11, Strength 15+, Claws of the Dragon racial feature, Improved Claws of the Dragon.
Benefit: The energy damage of your claws increases to 2d6.

Greater Dragon Tail
You can sweep your tail and strike multiple adjacent opponents.
Requirements: Dragonborn, BAB +7, Strength 15+, Dragon Tail racial feature, Improved Dragon Tail.
Benefit: As a swift action, you may make a number of tail attacks equal to your Strength bonus. Each target of your tail attack must be adjacent to you and at least one other target of your tail attack.

Greater Eye of the Dragon
You can see the truth in all things
Requirements: dragonborn, Wisdom 19+, Eye of the Dragon racial feature, 19 ranks in Perception, Improved Eye of the Dragon.
Benefit: You can use true seeing at will.

Greater Soul of the Dragon
You are extremely resistant to magic
Requirements: Dragonborn, Base Fortitude Save +4, Base Reflex Save +4, Base Will Save +4, Soul of the Dragon racial feature, Improved Soul of the Dragon.
Benefit: You gain spell resistance 11 + your Hit Dice.

Improved Breath Weapon
Your breath weapon is bigger than normal.
Requirements: Dragonborn, Constitution 15+, Breath Weapon racial feature.
Benefit: The size of your breath weapon doubles.

Improved Claws of the Dragon
Your claws cause more damage.
Requirements: Dragonborn, BAB +5, Strength 13+, Claws of the Dragon racial feature.
Benefit: Your base claw damage increases to 2d6.

Improved Draconic Bite
Your bite is more vicious.
Requirements: Dragonborn, BAB +1, Strength 11+, Draconic Bite trait.
Benefits: Your bite attack is a primary natural weapon attack that does 1d6 points of damage + your Strength modifier.

Improved Draconic Reverence
You can cast clerical spells as sorcerer spells.
Requirements: Dragonborn, Sorcerer caster level 3, Charisma 13+, Draconic Reverence trait.
Benefit: Choose a number of spells equal to your Charisma bonus from the cleric list of spells. You must have a Charisma score of 10 + spell level selected. You add the chosen spells to the list of sorcerer spells you may choose to learn. You must still add the selected spells as normal to your list of known spells.

Improved Dragon Tail
You can grapple opponents with your tail.
Requirements: Dragonborn, BAB +3, Strength 13+, Dragon Tail racial feature.
Benefit: When you hit an opponent with your tail attack, you may make a grapple check as a free action. If you succeed, your opponent is grappled. You do not gain the grappled condition when grappling an opponent with your tail. Against an opponent grappled by your tail, once per round as a swift action, you can make a grapple check to constrict your opponent for 1d8 points of damage + 1 ½ your Strength bonus.

Improved Eye of the Dragon
Your draconic senses allow you to see the unseen.
Requirements: dragonborn, Wisdom 13+, Eye of the Dragon racial feature, 15 ranks in Perception.
Benefit: You gain blindsight with a range of 60 feet.

Improved Scales of the Dragon.
You are more durable than the toughest dragonborn.
Requirements: Dragonborn, Constitution 15+, Scales of the Dragon racial feature.
Benefit: Your Scales of the Dragon damage reduction improves. It changes from DR/magic to DR/-.

Improved Soul of the Dragon
You are resistant to magic
Requirements: Dragonborn, Base Fortitude Save +2, Base Reflex Save +2, Base Will Save +2, Soul of the Dragon racial feature.
Benefit: You gain spell resistance 5 + your Hit Dice.

Improved Wings of the Dragon
You fly faster.
Requirements: Dragonborn, Dexterity 11+, Wings of the Dragon racial feature, Fly 11 ranks.
Benefit: Your fly speed increases to 60 feet with good maneuverability.

to me this seems a tad on the strong side and limiting for those wanting a full dragon experience. seems to me that giving the dragon born all the basics in the beginning would make more sense. such as having the tail and wings and claws as well as natural armor but having them all be less powerful except one trait which you choose to focus on. now of course you would still get to enhance the rest of your dragon like abilities down the road but would make for more interesting role-playing and combat right from the get go. also what are your thoughts on trading the +2 con to +2 str or giving you then option of chooseing.


also thoughts on favored class being defined by which of the metallic or chromatic dragons you share lineage. example being that if your shared lineage was with a golden dragon you may lean towards being a druid or monk.


Lundi_Arison wrote:
Breath Weapon (Su): Once per day, the dragonborn can use a breath weapon that causes energy damage as determined by their elemental nature. Acid and electricity breath weapons are 30 foot long lines. Cold and fire breath weapons are 15 foot long cones. This breath weapon causes 1d6 points of damage per level of the dragonborn. Creatures in the area of effect are allowed to make a Reflex Saving Throw for half damage with a DC of 10 + ½ the dragonborn’s hit dice + the dragonborn’s Constitution modifier. At 5th level, the dragonborn can use his breath weapon twice per day. At 10th level, the dragonborn can use his breath weapon 3 times per day. A dragonborn must wait 1d4 rounds between uses of his breath weapon.

Emphasis mine; how about going for this instead ?

"At 5th level and every five levels, the dragonborn can use his breath weapon one additional time per day. At 20th level, the dragonborn can use his breath weapon at will."


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I thought of a different Dragonborn...

(Too much video games)


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""Emphasis mine; how about going for this instead ?

"At 5th level and every five levels, the dragonborn can use his breath weapon one additional time per day. At 20th level, the dragonborn can use his breath weapon at will.""

sounds great. makes it simpler and a little less powerful.


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I like it, but then it is clearly based on the 3.5 version of dragonborn (a.k.a. the GOOD version) and they were my all time favourite race.

Nothing about it screams OP, but i would say that part of the Draconic flight trait should be reworded, since increasing your maneuverability gives you a +4 bonus to Fly checks anyway, plus any creature with a fly speed always treats Fly as a class skill. So it COULD just say:

"Draconic Flight: Increase your Maneuverability by one step."

Coz honestly, having a +1 trait bonus on top of the +4 isn't needed :)


This looks pretty good to me, although I would agree with changing how often the Breath Weapon can be used.

I may adopt this write up for my Pathfinder Dark Sun campaign; I've been looking at the 4th Edition version and I like the inclusion of Dragonborn (Drey), and this covers that race.


Interesting, but way more powerful than... basically any other race out there.

Worth noting that there are very few racial abilities that actually scale. Scaling and scaling well is a huge edge in the Dragonborn's favor that would probably make it the go-to for the majority of classes.


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Kobolds bite back bitter tears of jealousy and shake their tightly clenched fists.


So here are a list of changes.

Note on racial traits; they are optional alt's for the dragonborns breath weapon.

Also changing the draconic flight as recommended to read as simply "Draconic Flight: Increase your Maneuverability by one step."

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