My take on the Dragonborn: Dragonfolk


Homebrew and House Rules


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Munthrekdarastrix, or Dragonfolk

Dragonfolks, or Munthrekdarastrixes in Draconic, meaning "humanoid dragons", are the descendants of dragons and humans. However, their origin is shrouded in mystery. Some scholars say that dragonfolks are descendants of half-dragons which have lost some of their powers over the generations, some say that they are descendants of humanoids with strong Draconic blood, while some others speculate that dragonfolks are actually humans that have been experimented upon by dragons to create a hybrid and that has bred through. Nevertheless, dragonfolks embody the might of their draconic ancestors with pride, without feeling ashamed of and are often prone to defending their ancestry if mocked or questioned. They simply will not tolerate to be insulted or even shunted due to being related to dragons. Then again, since there is a dragonfolk specie for each breed of true dragon, this behavior can vary from one member to another. A golden dragonfolk might try to explain his heritage with calm and civility, while a red dragonfolk might simply fly into a frenzy to get his point across.

Physical Description: Dragonfolks can be described in a simply manner: a human-sized bipedal true dragon. It possesses the same head, scales, scale color, wings, tails and legs as their dragon ancestry. Their entire bodies are covered in scales, like a true dragon is. Their hands are more human-shaped to allow standard manipulation, but their legs are double-jointed, like the rear legs of a true dragon. Their tail is around 4 feet in length on average, and some dragonfolks train to use it as a natural weapon. The same can be said about their claws and wings. Like true dragons, a dragonfolk's mouth is fanged, thus bearing a rather intimidating smile and a dangerous bite. Some dragonfolks also develop a gland, near the heart and lungs, called a draconis fundamentum, which allows the use of a breath weapon, although only the toughest and hardiest of the species can achieve such a growth.

Male dragonfolks stand around 6 feet tall on average, while females stand 3 or 4 inches shorter. There is a slight sexual dimorphism, as female dragonfolks possess pronounced busts and hips and slender waists, almost to an hourglass shape. Dragonfolks are also oviparous like dragons and other reptiles.

Society: Dragonfolk often, if not always, adopt a tribal structure, with the strongest member of the tribe leading the tribe, be male or female. Leaders are decided by voting, ritual or fighting, depending on the dragonfolks' ancestral nature. Dragonfolks can adopt multiple lifestyles depending on the tribe's location and motives. They do have a knack for gemstone and treasure identification, leading to an expertise. Dragonfolks also train their best members as fighters, clerics and sorcerers for the survival of the tribe. In the end, they can fill any role of a tribal society just like humans would. While single dragonfolks have no problem settling in an urban environment, tribes tend to stay away to avoid direct confrontation and allow a more free expansion of their territory. However, many tribes are fiercely territorial, a trait granted by their ancestors due to their will to protect their lairs against intruders.

Relations: Dragonfolks' relationships entirely depend on the tribe's chosen place for settlement and the tribe's nature. While a brass dragonfolk will try to be friendly with the locals, a blue dragonfolk will often try to impose his rule. As such, they either get along very well with the neighboring races or just become their worst nightmare. Their attitude about their ancestry can also bring awe or woe to whoever they meet.

Alignment and Religion: Dragonfolks usually share the same alignment as their true dragon ancestors. However, exceptions do exist, especially from exiled or rogue dragonfolks who can have a change of heart depending on how it was raised in the tribe. Dragonfolks favor the Dragon Gods, such as Apsu and Dahak. Good-aligned dragonfolks have nurtured a deep hatred for Dahak, while evil-aligned dragonfolks have instead nurtured a grudging respect for Apsu. Some cults, although rare, are said to worship Tiamat. Some dragonfolk tribes also worship other non-racial Gods depending on their ancestral nature.

Adventurers: Dragonfolks adventurers are uncommon, but not unheard of. Some leave the tribe to pursue personal goals out of curiosity, some serve as diplomatic emissaries and some get exiled as punishment. While dragonfolks don't force any of their members to stay within the tribe, they do teach the importance of unity. However, many tribes do not harbor guilt or despair if one of their own decides to leave. Many dragonfolks take on a martial class or an arcane spellcasting class. Divine dragonfolk characters are rare, but still a path option of choice for some.

Dragonfolk Racial Traits

+2 Strength, +2 Charisma – 2 RP: Dragonfolks share their ancestors' physique and presence.

Humanoid (Dragonfolk, Reptilian) – 0 RP: Dragonfolks are Humanoids with both the Dragonfolk and Reptilian subtypes.

Medium – 0 RP: Dragonfolks are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed – 0 RP: Dragonfolks have a base speed of 30 feet.

Draconic Ancestry – 1 RP: Dragonfolks descent from a specific breed of true dragons, such as blue or silver. This is chosen at character selection and cannot be changed afterward by standard means. This also affects some of the racial feats below. Dragonfolks also count as creatures of the Dragon type for the purpose of spells, items and other effects that would target dragons, including a ranger's favored enemy bonus.

Darkvision 60 Feet – 2 RP: Dragonfolks can see in the dark up to 60 feet.

Low-Light Vision – 1 RP: Dragonfolks can see twice as far as a race with normal vision in conditions of dim light.

Bite – 2 RP: Dragonfolks have a bite attack, dealing 1d4 points of damage, as a primary attack, or a secondary attack if it is wielding manufactured weapons.

Natural Armor – 3 RP: Dragonfolks gain a +2 natural armor bonus to their Armor Class.

Arcane Focus – 1 RP: Dragonfolks gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Eye of the Hoard – 1 RP: Dragonfolks gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.

Gliding Wings – 3 RP: Dragonfolks take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, dragonfolks can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. Dragonfolks 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.
Note: If the draconic ancestry comes from a wingless dragon, like an Imperial dragon, the dragonfolk still grows wings that would match the actual dragon if it had wings.

Languages – 0 RP: Dragonfolks begin play speaking Common and Draconic. Dragonfolks with high Intelligence scores can choose from the following languages: Auran, Aquan, Giant, Ignan, Sylvan, Terran and Undercommon.

Total: 16 RP

Dragonfolk Racial Feats

Draconic Blood
Your blood has been infused with the might of the dragons.
Prerequisites: Con 13, dragonfolk.
Benefit: You gain a +2 bonus on saving throws against paralysis and sleep effects.

Draconic Claws
Your fingernails have hardened and sharpened to a point.
Prerequisites: Draconic Blood, dragonfolk.
Benefit: You gain 2 claw attacks, each dealing 1d3 points of damage. These may be used as primary or secondary attacks. You may also make one claw attack with your off-hand if you are wielding a weapon in your primary hand

Draconic Tail
Your tail has flexed and hardened to become as deadly as a flail.
Prerequisites: Str 15, Draconic Blood, dragonfolk.
Benefit: You gain a tail slap, each dealing 1d4 points of damage. This may be used as a primary or a secondary attack. You also apply 1-1/2 your Strength modifier on your tail slap, similar to a two-handed weapon.

Draconic Scales
Your scales have become more resilent to elemental assaults.
Prerequisites: Draconic Blood, dragonfolk.
Benefit: You gain energy resistance 5. Every 4 character levels you possess, your resistance increases by 5. The energy resistance depends on your draconic heritage, using the dragon's immunity. In the case of multiple immunities, you gain the most dominant. For instance, a silver dragonfolk gains cold resistance.

Draconic Breath
You gain a breath weapon based on your draconic heritage.
Prerequisites: Con 15, Draconic Blood, Draconic Scales, dragonfolk, character level 9th.
Benefit: You gain a breath weapon, as per the Draconic sorcerer bloodline's power. For purposes of using that power, treat your sorcerer level as equal to your character level, even if you have levels in sorcerer, and you use your Constitution modifier instead of your Charisma modifier. You can use your breath once per day. You gain an additional use every 5 levels you possess above 9th.

Breath of the Wyrm
Your breath weapon becomes an inner part of you.
Prerequisites: Con 19, Draconic Blood, Draconic Scales, Draconic Breath, dragonfolk, character level 19th.
Benefit: You can use your breath weapon at will, once every 1d6 rounds.

Draconic Wings
You have trained your wings long enough so they become usable for actual flight.
Prerequisites: Draconic Blood, dragonfolk, character level 10th.
Benefit: You gain a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class skill for you.

Offensive Wings
Your wings grow hard bony knobs at their joints.
Prerequisites: Draconic Blood, Draconic Scales, Draconic Wings, dragonfolk, character level 11th.
Benefit: You gain two wing attacks. These are secondary natural attacks that deal 1d4 points of bludgeoning damage.

Wings of the Wyrm
Leathery wings sprout from your back.
Prerequisites: Draconic Blood, Draconic Wings, dragonfolk, character level 15th.
Benefit: Your fly speed increases to 60 feet (good maneuverability) if wearing light armor or unencumbered, or 40 feet (average maneuverability) with a medium or heavy load or medium or heavy armor.

Any review or critic would be appreciated.


Who would spend a feat to get a pair of d3 claws, let alone two?


Detect Magic wrote:
Who would spend a feat to get a pair of d3 claws, let alone two?

I thought I had it right, but 1d4 per claws would be more approriate.


Typically, claws are 1d4 for medium-sized creatures.


Detect Magic wrote:
Typically, claws are 1d4 for medium-sized creatures.

True, but they are often one die lower than a bite. Since Bite is 1d4, claws have been set to 1d3.

Then again... minor correction.

Claws, according to the ARG, cost 4 RPs... That's why I made them into a feat.


JiCi wrote:
Detect Magic wrote:
Typically, claws are 1d4 for medium-sized creatures.
True, but they are often one die lower than a bite. Since Bite is 1d4, claws have been set to 1d3.

A Medium creature's bite should be 1d6.

1d4 bite and 1d3 claws are Small creature Natural Attacks.


Orthos wrote:
JiCi wrote:
Detect Magic wrote:
Typically, claws are 1d4 for medium-sized creatures.
True, but they are often one die lower than a bite. Since Bite is 1d4, claws have been set to 1d3.

A Medium creature's bite should be 1d6.

1d4 bite and 1d3 claws are Small creature Natural Attacks.

According to the Race Builder, Bite deals 1d3 points of damage for Medium creatures. Taking the trait a second time (maximum) increases the deal by one size category, thus up to 1d4.


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I would make gliding wings an alternate racial feature, and the same with arcane focus. Bringing the total RP down to 12 which is much more in line with the core races.

Or maybe make gliding wings a feat (like it is for kobolds).


JiCi wrote:
Orthos wrote:
JiCi wrote:
Detect Magic wrote:
Typically, claws are 1d4 for medium-sized creatures.
True, but they are often one die lower than a bite. Since Bite is 1d4, claws have been set to 1d3.

A Medium creature's bite should be 1d6.

1d4 bite and 1d3 claws are Small creature Natural Attacks.

According to the Race Builder, Bite deals 1d3 points of damage for Medium creatures. Taking the trait a second time (maximum) increases the deal by one size category, thus up to 1d4.

The Race Builder is kind of wonky and ... well, off. You have to, by necessity, eyeball everything and hit it with a stick from time to time.

And in this case, it's just flat-out wrong.

It's a good base to play with things conceptually, but there are a lot of problems with it.


Kolokotroni wrote:

I would make gliding wings an alternate racial feature, and the same with arcane focus. Bringing the total RP down to 12 which is much more in line with the core races.

Or maybe make gliding wings a feat (like it is for kobolds).

I've based myself on the aasimar, which has 15 RP. I could remove Arcane Focus to make it the same though.


JiCi wrote:
Kolokotroni wrote:

I would make gliding wings an alternate racial feature, and the same with arcane focus. Bringing the total RP down to 12 which is much more in line with the core races.

Or maybe make gliding wings a feat (like it is for kobolds).

I've based myself on the aasimar, which has 15 RP. I could remove Arcane Focus to make it the same though.

If thats what you are going for thats fine, but the aasimar is not in line with the normal races either. If your objective is to make a race that stands along side elves gnomes etc without issue, then you need to scale it down a bit. I agree that all that should be in there. But there is a reason most races in the ARG have several alternal racial features. Its so that all those flavorful options are in there, but they dont overload the race and make it unbalanced.


Claws feat unnecessarily messes with natural attack rules. As it was mentioned before it should give two 1d4 claw attacks (1d3 for Small creatures) like Aspect of The Beast feat to be worthwhile.


You could adapt the Kobold's Draconic Aspect Feats in the Advanced Race Guide for the Dragonfolk here.

Draconic Aspect- Energy Resistance 5

Draconic Breath- +2 bonus against sleep and paralysis effects. 2d6 breath weapon useable once per day. There is a special feature to this feat where if you are a sorcerer, you can use your Charisma modifier instead of their Constitution to determine the number of times per day they can use this breath weapon and the DC of this breath weapon. Prerequisite: Draconic Aspect

Draconic Glide- +2 bonus against sleep and paralysis effects. Glide ability. Prerequisite: Draconic Aspect.

Draconic Paragon- +2 bonus against sleep and paralysis effects. You can use your breath weapon twice per day and it's damage increases to 4d6. Gain the Flight ability. Prerequisites: Draconic Aspect, either Draconic Breath or Draconic Glide, character level 10.

You could also create a Draconic version of the Tengu racial feat- Tengu Wings from the Advanced Race Guide.

Anyway, you did a nice job writing up their background.


@Kolokotroni

I was aiming for a race superior to humans, elves and warves, and on par to aasimars and tieflings. And no, I didn't make the race while thinking of alternate racial traits in mind when I wrote it down. I could have, but I went for a more direct approach. I could add racial traits later though.

@Courrain

I actually based the feats on the aasimar's racial feats from the ARG... all of the them XD. I did check the kobolds' feats and they just don't do my race justice. I can get the breath weapon Draconic sorcerer power in its full force with 2 feats (Eldritch Heritage) and it will deal damage equal to my character level - 2... or - 0 for my version. I'm honestly getting bored with damage-dealing daily abilities that don't hit like as hard as a spell cast by a wizard or cleric at the same level.


Revised version: v2

Dragonfolk Racial Traits

+2 Strength, -2 Dexterity, +2 Charisma – 0 RP: Dragonfolks share their ancestors' physique and presence, but their bulk makes them a bit sluggish to quickly maneuver.

Added a penalty to Dexterity

Humanoid (Dragonfolk, Reptilian) – 0 RP: Dragonfolks are Humanoids with both the Dragonfolk and Reptilian subtypes.

Medium – 0 RP: Dragonfolks are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed – 0 RP: Dragonfolks have a base speed of 30 feet.

Draconic Ancestry – 0 RP: Dragonfolks descent from a specific breed of true dragons, such as blue or silver. This is chosen at character selection and cannot be changed afterward by standard means. This also affects some of the racial feats below. Dragonfolks also count as creatures of the Dragon type for the purpose of spells, items and other effects that would target dragons, including a ranger's favored enemy bonus.

I really don't know how much does such an ability cost, but I'm trying to get the equivalent of the Dragonblooded subtype from 3.5, like Dragonborns, Spellscales and Kobolds got.

Darkvision 60 Feet – 2 RP: Dragonfolks can see in the dark up to 60 feet.

Low-Light Vision – 1 RP: Dragonfolks can see twice as far as a race with normal vision in conditions of dim light.

Bite – 2 RP: Dragonfolks have a bite attack, dealing 1d6 points of damage, as a primary attack, or a secondary attack if it is wielding manufactured weapons.

Increased the damage to Medium

Claws – 2 RP: Dragonfolks have 2 claw attacks, dealing 1d4 points of damage each, as a primary attack, or a secondary attack if it is wielding manufactured weapons.

New ability, adjusted to Medium, and thus making the feat bogus

Natural Armor – 3 RP: Dragonfolks gain a +2 natural armor bonus to their Armor Class.

Arcane Focus – 1 RP: Dragonfolks gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Eye of the Hoard – 1 RP: Dragonfolks gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.

Gliding Wings – 3 RP: Dragonfolks take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, dragonfolks can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. Dragonfolks 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.
Note: If the draconic ancestry comes from a wingless dragon, like an Imperial dragon, the dragonfolk still grows wings that would match the actual dragon if it had wings.

Languages – 0 RP: Dragonfolks begin play speaking Common and Draconic. Dragonfolks with high Intelligence scores can choose from the following languages: Auran, Aquan, Giant, Ignan, Sylvan, Terran and Undercommon.

Total: 15 RP

P.S. I'd like to get straight the initial traits before going with alternate traits.

Liberty's Edge

You really should give Advanced Races #4: Dragonkin from Kobold Press (and written by Amanda Hamon no less!) a serious look.

All of the mechanical / crunch is already done for you and there is also a wealth of additional material:

  • Fully detailed dragonkin PC race
  • 8 new alternate racial traits, and 7 new dragonkin feats
  • 5 new archetypes including Edjet Warrior, Dragonkin Elementalist and
  • World Serpent's Chosen
  • New spells, new armor and weapon abilities

If you are a fan of draconic PC races, it's worth checking out :)


@Marc Radle

I'll take a look sure, but you're not saying that my race isn't good or anything... right?


I wonder how they'd relate to Wyvaran (the Kobold + Dragon hybrid from ARG) and other scaly races.


@Marc Radle

I bought the Advanced Races #4: Dragonkin PDF sometime ago, and wasn't terribly impressed with the crunch it had to offer. I think JiCi's work on his Dragonfolk is a lot better than what Kobold Press put out for the Dragonkin.

@Jici

To create something similar to the Dragonblood subtype in 3.5, an adaptation of this racial trait could work:

Constructed (2 RP): For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.

This trait is for the Android Race in Pathfinder's Inner Sea Bestiary. For your Dragonfolk race, it could be rewritten like this:

Dragonblood (2 RP): For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), dragonfolk count as both humanoids and dragons...

Hope this helps. ;)


@Icyshadow

I didn't go THAT far, but I could, for the wyvarans, lizardfolks, kobolds, troglodytes, actual half-dragons and so on. I feel like I need to priorize getting the racial traits right before going for adding details for their description.

@Courrain

Oh, thanks a bunch ^_^

BTW, the reason why I didn't do for the Dragon type is because of the whooping 10 RP cost... which I'm sure that it's related to the immunity, not resistance, to paralysis and sleep effects. I'll need to scrap another feat, since they would get a +4 racial resistance bonus to paralysis and sleep.

Liberty's Edge

@Courrain
Fair enough! Different people like or dislike things for different reasons :)

Advanced Races #4: Dragonkin is currently #3 on Paizo's Top Downloads From Other Companies, however, so it would seem lots of folks *do* like it :)

@JiCi
Not at all!!! I like what you've come up with quite a lot - I just figured someone who obviously enjoys draconic PC races such as yourself might want to check it out :


@Marc Radle

Alrighty, thanks a bunch for the input ^_^

Yeah, kinda hard to express and understand any kind of emotions when you're just typing XD


Revised version: v3

+2 Strength, -2 Dexterity, +2 Charisma – 0 RP: Dragonfolks share their ancestors' physique and presence, but their bulk makes them a bit sluggish to quickly maneuver.

Humanoid (Dragonfolk) – 0 RP: Dragonfolks are Humanoids with the Dragonfolk subtype.

I removed the Reptilian subtype.

Medium – 0 RP: Dragonfolks are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed – 0 RP: Dragonfolks have a base speed of 30 feet.

Draconic Ancestry – 1 RP: Dragonfolks descent from a specific breed of true dragons, such as blue or silver. This is chosen at character selection and cannot be changed afterward by standard means. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), dragonfolks count as both humanoids and dragons. Dragonfolks gain a +4 racial bonus on all saving throws against paralysis and sleep effects.

I based myself on the android's Constructed trait. However, I feel like it costs only 1 RP in my case because they don't get the resistance for that many effects nor do they get immunities and weaknesses.

Darkvision 60 Feet – 2 RP: Dragonfolks can see in the dark up to 60 feet.

Low-Light Vision – 1 RP: Dragonfolks can see twice as far as a race with normal vision in conditions of dim light.

Natural Armor – 3 RP: Dragonfolks gain a +2 natural armor bonus to their Armor Class.

Arcane Focus – 1 RP: Dragonfolks gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Eye of the Hoard – 1 RP: Dragonfolks gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.

Gliding Wings – 3 RP: Dragonfolks take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, dragonfolks can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. Dragonfolks 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.
Note: If the draconic ancestry comes from a wingless dragon, like an Imperial dragon, the dragonfolk still grows wings that would match the actual dragon if it had wings.

Languages – 0 RP: Dragonfolks begin play speaking Common and Draconic. Dragonfolks with high Intelligence scores can choose from the following languages: Auran, Aquan, Giant, Ignan, Sylvan, Terran and Undercommon.

Total: 12 RP

I removed the claws and bite. See below why.

Claws of the Wyrm
You have wicked claws with which you can attack.
Prerequisites: Dragonfolk
Benefit: You gain claws as a natural attack. They do 1d4 damage (critical x2). You are considered proficient with this attack.

Fangs of the Wyrm
You have a vicious bite that you can use as an offhand attack.
Prerequisite:Dragonfolk
Benefit: You gain a bite as a natural attack. The bite does 1d6 damage (critical x2). You are considered proficient with this attack.

I have based myself on Alluria's Anumus race, which had feats to gain natural weapons.


should they have an alt racial trait that allows them a higher a higher effective charisma bonus while using the dragon bloodline ala blood of fiends?
edit: I mean fiendish sorcery


Mythic +10 Artifact Toaster wrote:

should they have an alt racial trait that allows them a higher effective charisma bonus while using the dragon bloodline ala blood of fiends?

edit: I mean fiendish sorcery

Good idea ^_^


Revised version: v4

Dragonfolk Racial Traits

+2 Strength, -2 Dexterity, +2 Charisma – 0 RP: Dragonfolks share their ancestors' physique and presence, but their bulk makes them a bit sluggish to quickly maneuver.

Humanoid (Dragonfolk) – 0 RP: Dragonfolks are Humanoids with the Dragonfolk subtype.

Medium – 0 RP: Dragonfolks are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed – 0 RP: Dragonfolks have a base speed of 30 feet.

Draconic Ancestry – 1 RP: Dragonfolks descent from a specific breed of true dragons, such as blue or silver. This is chosen at character selection and cannot be changed afterward by standard means. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), dragonfolks count as both humanoids and dragons. Dragonfolks gain a +4 racial bonus on all saving throws against paralysis and sleep effects.

Darkvision 60 Feet – 2 RP: Dragonfolks can see in the dark up to 60 feet.

Low-Light Vision – 1 RP: Dragonfolks can see twice as far as a race with normal vision in conditions of dim light.

Natural Armor – 3 RP: Dragonfolks gain a +2 natural armor bonus to their Armor Class.

Draconic Sorcery – 1 RP: Dragonfolk sorcerers with the Draconic bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.

Eye of the Hoard – 1 RP: Dragonfolks gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.

Gliding Wings – 3 RP: Dragonfolks take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, dragonfolks can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. Dragonfolks 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.
Note: If the draconic ancestry comes from a wingless dragon, like an Imperial dragon, the dragonfolk still grows wings that would match the actual dragon if it had wings.

Languages – 0 RP: Dragonfolks begin play speaking Common and Draconic. Dragonfolks with high Intelligence scores can choose from the following languages: Auran, Aquan, Giant, Ignan, Sylvan, Terran and Undercommon.

Total: 12 RP

Dragonfolk Racial Feats

Claws of the Wyrm
You have sharpened and hardened your claws to a point.
Prerequisites: Dragonfolk
Benefit: You gain claws as a natural attack. They do 1d4 damage (critical x2). You are considered proficient with this attack.
Special: If you gain claws via another source, such the Draconic Bloodline's power or a template, the claws' damage increases by one size category, be permanent or for the duration of the ability.

Fangs of the Wyrm
You have grown your fangs to be as sharp as daggers.
Prerequisite: Dragonfolk
Benefit: You gain a bite as a natural attack. The bite does 1d6 damage (critical x2). You are
considered proficient with this attack.
Special: If you gain a bite via another source, such the Dragon Disciple's feature or a template, the bite' damage increases by one size category, be permanent or for the duration of the ability.

Draconic Blood
Your blood is boiling with the power of your ancestors.
Prerequisites: Con 13, dragonfolk.
Benefit: You gain an additional +2 bonus on saving throws against paralysis and sleep effects.

Draconic Tail
Your tail has flexed and hardened to become as deadly as a flail.
Prerequisites: Str 15, dragonfolk.
Benefit: You gain a tail slap, each dealing 1d4 points of damage. This may be used as a primary or a secondary attack. You also apply 1-1/2 your Strength modifier on your tail slap, similar to a two-handed weapon.
Special: If you gain a tail slap via another source, the slap' damage increases by one size category, be permanent or for the duration of the ability.

Draconic Scales
Your skin have grown more solid and can withstand pure energy.
Prerequisites: Con 13, Draconic Blood, dragonfolk.
Benefit: You gain an energy resistance equal to 5 + your character level. The resistance depends on your draconic heritage, using the dragon's immunity. In the case of multiple immunities, you gain the most dominant. For instance, a silver dragonfolk gains cold resistance.

Draconic Breath
You have grown a draconis fundamentum to gain a breath weapon based on your draconic heritage.
Prerequisites: Con 15, Draconic Blood, Draconic Scales, dragonfolk, character level 9th.
Benefit: You gain a breath weapon, as per the Draconic sorcerer bloodline's power. For purposes of using that power, treat your sorcerer level as equal to your character level, even if you have levels in sorcerer, and you use your Constitution modifier instead of your Charisma modifier. You can use your breath once per day. You gain an additional use every 5 levels you possess above 9th (14th, 19th and so on).
Special: If you already possess this power via the Draconic Bloodline or the Dragon Disciple prestige class, you may use your character level or sorcerer level, whichever is higher, for purposes of using that power, the damage increases to 1d8 points of damage of your energy type per level and you may choose between using your Constitution or Charisma modifier for the saving throw, whichever is higher.

Breath of the Wyrm
Your breath weapon becomes an inner part of you.
Prerequisites: Con 19, Draconic Blood, Draconic Scales, Draconic Breath, dragonfolk, character level 19th.
Benefit: You can use your breath weapon at will, once every 1d6 rounds.

Draconic Wings
You have trained your wings long enough so they become usable for actual flight.
Prerequisites: Con 13, Draconic Blood, dragonfolk, character level 10th.
Benefit: You gain a pair of leathery wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class skill for you.
Special: If you gain a fly speed via another source, such the Draconic Bloodline's power or a template, the speed increases by 30 feet, or 20 feet with a medium or heavy load or medium or heavy armor.

Offensive Wings
Your wings have grown hard bony knobs at their articulations.
Prerequisites: Con 13, Draconic Blood, Draconic Scales, Draconic Wings, dragonfolk, character level 11th.
Benefit: You gain two wing attacks. These are secondary natural attacks that deal 1d4 points of bludgeoning damage.

Wings of the Wyrm
You have trained your wings beyond their limits to achieve better lift and speed.
Prerequisites: Con 15, Draconic Blood, Draconic Wings, dragonfolk, character level 15th.
Benefit: Your fly speed increases to 60 feet (good maneuverability) if wearing light armor or unencumbered, or 40 feet (average maneuverability) with a medium or heavy load or medium or heavy armor.
Special: If you gain a fly speed via another source, such the Draconic Bloodline's power or a template, the speed increases by 30 feet, or 20 feet with a medium or heavy load or medium or heavy armor. This does not stack with the possible increase granted by the Draconic Wings feat; you only gain the increased speed once.

Cleared a few things here and there, what do you think?


After looking at the long list of Dragonfolk feats here, I have to wonder what really separates a racial feat from an alternate racial trait. Especially since a feat of any kind can become a Static Bonus Feat trait for a race. Some of the above feats could be treated as alternate racial traits.

Anyway I did come across two alternate racial traits that could be used in place of Claws of the Wyrm and Fangs of the Wyrm.

Cat's Claws Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.

Change Catfolk to Dragonfolk, and this alternate racial trait would read:

Dragon Claws: Some dragonfolk have stronger and more developed claws than other members of their race and can use them to make attacks. Dragonfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage.

Cat's Claws cost about 6 RP. But I am thinking that this trait might cost less here for the Dragonfolk.

Dragonmaw Your draconic heritage makes you smile- not just because it makes you happy, but also because your powerful teeth and jaws are proof of your kinship with a chromatic dragon. You gain a bite attack that deals 1d4 points of damage. Once per day, you can deal 1d6 points of additional energy damage with your bite attack. The damage type depends on your scale color: acid for black or green; electricity for blue; fire for red; cold for white. If you have a different scale color, you still gain a bite attack, but cannot deal the additional energy damage. This racial traits replaces the armor racial trait.

So not only could a Dragonfolk bite someone, they could do an additional amount of energy damage once per day. And this alternate racial trait just costs 2 RP.

Just out of curiosity, but have ever you thought of equipping the Dragonfolk with the spell Dragon Breath (Advanced Player's Guide) as a spell-like ability? I know the Advanced Race Guide says you can't pick a damage-dealing spell as spell-like ability. But whoever came up with this rule forgot that the spell-like abilities for the Ifrits, Oreads and Undines do damage. :-p Dragon Breath is a 4th-level spell, so it would be a Greater Spell-like ability for 4 RP. It does 1d6 points per character level (maximum 12d6) once per day. There is a feat back 3.5
that would allow for greater use of a spell-like ability.

Hope this helps. I also hope Paizo takes notice of the Dragonfolk and makes them official. :)


Courrain wrote:
After looking at the long list of Dragonfolk feats here, I have to wonder what really separates a racial feat from an alternate racial trait. Especially since a feat of any kind can become a Static Bonus Feat trait for a race. Some of the above feats could be treated as alternate racial traits.

I actually wanted to go with traits that would reflect a personal training more than an uncontrollable genetic feature. Like I said, I based them on the animus, right here.

Courrain wrote:
Just out of curiosity, but have ever you thought of equipping the Dragonfolk with the spell Dragon Breath (Advanced Player's Guide) as a spell-like ability? I know the Advanced Race Guide says you can't pick a damage-dealing spell as spell-like ability. But whoever came up with this rule forgot that the spell-like abilities for the Ifrits, Oreads and Undines do damage. :-p Dragon Breath is a 4th-level spell, so it would be a Greater Spell-like ability for 4 RP. It does 1d6 points per character level (maximum 12d6) once per day. There is a feat back 3.5 that would allow for greater use of a spell-like ability.

I haven't thought about a spell-like ability, because I was already set on having something akin to the Eldritch Heritage feats, which allow you to pick srocerer bloodline powers like the breath weapon. SLA often have a level cap as well.

Courrain wrote:
Hope this helps. I also hope Paizo takes notice of the Dragonfolk and makes them official. :)

I hope so too, that would be awesome ^_^


Ah, okay. When it comes to breath weapons and player character races such as your Dragonfolk, I tend to like the idea of them being able to use it at a lower level and more frequently. If your Dragonfolk were able to use their breath weapon more frequently, they could then qualify for the Metabreath feats in the 3.5 Draconomicon. Just imagine a Bronze Dragonfolk using Substitute Breath to change the energy type of his breath weapon from electricity to acid or fire. Or to add another energy type to his electrical breath weapon attack.

I think this race would love the Magus class. ;)


Courrain wrote:

Ah, okay. When it comes to breath weapons and player character races such as your Dragonfolk, I tend to like the idea of them being able to use it at a lower level and more frequently. If your Dragonfolk were able to use their breath weapon more frequently, they could then qualify for the Metabreath feats in the 3.5 Draconomicon. Just imagine a Bronze Dragonfolk using Substitute Breath to change the energy type of his breath weapon from electricity to acid or fire. Or to add another energy type to his electrical breath weapon attack.

I think this race would love the Magus class. ;)

The problem I see is that getting such an ability at lower levels and to use it more frequently often leads to a broken and unbalanced ability, and to balance it, you almost need to make worthless at higher levels.

Like I said, my best comparison is the Eldritch Heritage feats, because they grant you access to some powerful abilities, while keeping them in check. Some are broken though, like the Water's Fury from the Marid bloodline, which is basically a water cannon usable at will.


Ok, how about some ideas for favored class bonuses?


Favored Class Options

The following options are available to all dragonfolks who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Alchemist: Add +1/4 to the alchemist's ranged attack bonus when throwing a bomb that deals the same energy damage as your dragon heritage.

Barbarian: Add +1/4 to the number of rounds for the duration of the barbarian’s rage.

Bard: Add +1/3 to the bard’s inspire courage bonus.

Fighter: Add +1/4 to the fighter’s bravery bonus.

Inquisitor: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.

Magus: Add +1/4 to the magus's attack bonus when using a spell with the range of touch.

Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.

Ranger: Add +1/4 to the one of the ranger’s favored enemy bonuses.

Sorcerer: Choose a bloodline power from the draconic bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/2 higher (to a maximum of +4) when determining the effects of that power.

Ok, this one was slightly harder than the rest, because it's rather new. Here's my reasoning: sorcerers are the primary arcane spellcasters for a dragonfolk tribe, oracles are the primary divine spellcasters, barbarians are the primary soldiers, bards are the typical horn-blowing or drum-rolling callers as well as storytellers and such, fighters are specialized warriors, magi are specialized soldiers with arcane magic similar to a mix of the barbarian and sorcerer, rangers are the typical hunters, inquisitors are the emissaries of the tribe's oracles and alchemists are specialized sorcerers who experience on their own draconic bodies.


I can imagine trying to come up with some distinct favored class bonuses was the hardest part in the building of this race. I don't think I could have come up with anything better. These ones look pretty good to me. :)

So what do you have in mind with the other classes besides these ones? *curious*


Courrain wrote:
So what do you have in mind with the other classes besides these ones? *curious*

I... kinda ran out of ideas, like "I don't have a clue how to make unique to them."

Maybe when that upcoming Advanced Class Guide come out, I'll be able to have extra options from them.


One possible way to make Dragonfolk Clerics unique would be for them to use the Alternate Channeling rules in Ultimate Magic. None of the races in the Advanced Race Guide who get a Favored Class bonus for being a cleric deals with alternate channeling.

As for what a Dragonfolk could channel alternately, I am not really sure. I was thinking that they could help or harm using the four elements. In the Midgard setting, the Dragonkin worship four elemental deities. Aside from Apsu, Dahak and Tiamat, Dragonfolk Clerics could pay their respects to the elements.

What do you think? *curious*


Would you like me to tackle any race archetypes for you?


Courrain wrote:

One possible way to make Dragonfolk Clerics unique would be for them to use the Alternate Channeling rules in Ultimate Magic. None of the races in the Advanced Race Guide who get a Favored Class bonus for being a cleric deals with alternate channeling.

As for what a Dragonfolk could channel alternately, I am not really sure. I was thinking that they could help or harm using the four elements. In the Midgard setting, the Dragonkin worship four elemental deities. Aside from Apsu, Dahak and Tiamat, Dragonfolk Clerics could pay their respects to the elements.

What do you think? *curious*

One major issue is that it relies on alternate rules and sometimes archetypes, both of which that might not be used in certain games depending on the DM. So, for class archetypes, the best way would be to just use the class's standard features.

christos gurd wrote:
Would you like me to tackle any race archetypes for you?

Sure, knock yourself out ^_^


any in particular you would like to see?


christos gurd wrote:
any in particular you would like to see?

Nah, not really XD

Just pick a bunch of classes and go for archetypes ^_^


Looks like the Bloodrager and the Skald might be interesting for the Dragonfolks ^_^


Since Pathfinder is backwards compatible with 3.5 Dungeons and Dragons, does this mean that we could be seeing a Dragonfolk representative of every true dragon made by the two role-playing game companies? Or will they be limited to just the true dragons found in Pathfinder's four Bestiaries (Chromatic, Metallic, Primal, Imperial and Outer)?

Currently Pathfinder has 25 True Dragons in it's Bestiaries:
Chromatic- Black, Blue, Green, Red and White

Metallic- Brass, Bronze, Copper, Gold and Silver

Primal- Brine, Cloud, Crystal, Magma and Umbral

Imperial- Forest, Sea, Sky, Sovereign and Underworld

Outer- Lunar, Solar, Time, Void and Vortex

3.5 Dungeons and Dragons had many more species of True Dragons besides the Chromatic and Metallic Dragons. There were the psionic Gem dragons. Dragon Magazine had the Ferrous Dragons and Planar Dragons (one for each of the Outer Planes in the Great Wheel plus the Ethereal and Astral planes).

So many Dragonfolk, so many possibilities. ;)


Courrain wrote:
So many Dragonfolk, so many possibilities. ;)

Well, I made it so any True dragon could be represented with it, so...


.


Kolokotroni wrote:

I would make gliding wings an alternate racial feature, and the same with arcane focus. Bringing the total RP down to 12 which is much more in line with the core races.

It's like you read my mind before I read this thread.


Ciaran Barnes wrote:
Kolokotroni wrote:

I would make gliding wings an alternate racial feature, and the same with arcane focus. Bringing the total RP down to 12 which is much more in line with the core races.

It's like you read my mind before I read this thread.

Well, that's kinda unnecessary now that I have reworked the race to 12 RP.


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Dragonfolk= Pathfinder Player Companion: Blood of Dragons? ;)

Ever since Paizo came out with Blood of Fiends and Blood of Angels, I wondered if there would ever be a draconic race that could be used for a possible Blood of Dragons. ;)


Courrain wrote:

Dragonfolk= Pathfinder Player Companion: Blood of Dragons? ;)

Ever since Paizo came out with Blood of Fiends and Blood of Angels, I wondered if there would ever be a draconic race that could be used for a possible Blood of Dragons. ;)

Oh God, I would totally love this ^_^

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