DRACONIC ASPECT (Kobold)
You possess some of the qualities of your dragon ancestors. Prerequisites: Kobold.
Benefit: Your scales take on the color and some of the resistances of one of the chromatic dragons. Choose one of the following chromatic dragon types: black (acid), blue (electricity), green (acid), red (fire), 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.
DRACONIC BREATH (Kobold) {30'-line, 2d6 electricity, DC 16} You possess draconic defenses and a draconic breath weapon. Prerequisites: Draconic Aspect, kobold.
Benefit: You gain a +2 bonus against sleep and paralysis effects. You gain a breath weapon that is determined by your scale coloration by either the Draconic Aspect feat or the dragon-scaled racial trait. Using a breath weapon is a standard action that does not provoke attacks of opportunity. You can use your breath weapon once per day. Creatures within the area of your breath weapon who succeed at a Reflex saving throw (DC 10 + your character level + your Constitution modifier) take only half damage.
Blue (Su): You breathe a 30-foot line of electricity that deals 2d6 points of electricity damage.
Special: Kobold sorcerers with either the Draconic or Kobold bloodline can use their 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.
Mythic feat descriptions:
MYTHIC PARAGON Your mythic power is even more potent than that of most other mythic beings. Benefit: Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn't grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.
Trait descriptions:
FIEND BLOOD (race)
The blood of fiends taints your line, manifesting physically, though it may be barely noticeable. Choose one of the following skills: Bluff, Intimidate, or Knowledge (planes). You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
IMPOSING SCION (social)
The reputation of your bloodline grants you a degree of fearful respect. You gain a +1 trait bonus on Intimidate checks. If your bloodline is keyed to a specific creature type, your trait bonus increases to +2 when interacting with creatures of that type.
OUTCAST (campaign)
Because of your scale color, your conduct or a notable action you did in your past you was exiled from the tribe. Now in this time of war, even your help is needed, and Chief Sootscale have found you and asked for your help. Because of the tribal imprinting you moved back to help your family but the rest of the tribe still doesn’t completely trust you. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of the Sootscale Tribe, but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself again as a true member of the tribe.)
Drawback: PRIDE You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Class Abilities:
Favored Class (Sorcerer): Add +1/2 point of damage to spells that deal the electricity damage cast by the sorcerer.
BLOODLINE ARCANA Draconic: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Stormborn: Whenever you cast a spell with the [electricity] or [sonic] descriptor, increase the save DC by 1.
BLOODLINE POWERS Claws (Su) {1d3, 6 rounds}: Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex) {electricity resistance 5, NA bonus +1}: At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Mythic Abilities:
BONUS HIT POINTS
Whenever you gain an archmage tier, you gain 3 bonus hit points. These hit points stack with themselves, and don't affect your overall Hit Dice or other statistics.
HARD TO KILL (Ex)
Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
MYTHIC POWER (Su) (5/d)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
SURGE (Su) (1d6)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
WILD ARCANA (Su)
As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
ARCHMAGE PATH ABILITIES
At 1st tier and every tier thereafter, select one new path ability from the archmage path abilities lists or from the universal path abilities lists. Once you select an ability, it can't be changed. Unless otherwise noted, each ability can be selected only once.
Some abilities have requirements, such as a class ability or minimum mythic tier, that you must meet before you select those abilities.
Enduring Armor (6)
You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier {+2 mythic paragon}. This ability is an abjuration effect with a spell level equal to your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action.
Race Abilities:
DARKVISION
Kobolds can see in the dark up to 60 feet.
FRIGHTENER Like the great dragons, you can strike fear in the hearts of your foes with your majestic presence. Few enemies suspect that you make yourself look more dangerous with simple tricks you learned back when you were newly hatched. You gain a +1 racial bonus to the DC of saving throws against spells you cast with the fear descriptor. This racial trait replaces the armor racial trait.
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 their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
WYRMCRONED Your horns have grown to the extent that they appear similar to those of a dragon who shares your scale color, lending a draconic power or menace to your dealings with others. Choose either Diplomacy or Intimidate. You gain a +2 racial bonus on checks with that skill, and it is always a class skill for you. This racial trait replaces crafty.
Weakness: LIGHT SENSITIVITY
Kobolds are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Background:
Even when he hatched, there was something almost... regal about Ryzztyl and his shining blue scales that even the soot-like tint about them could not mar. The tint, did however mark him enough to allow him be a part of the tribe, and their new Chief Sootscale.
At the time, the Sootscale clan didn't have a true patron diety, so the kobolds tended to worship the various kobold gods. Ryzztyl, however, latched onto the idea of Dahak. Something drew him to worship the father of dragons, the Endless Destruction. Perhaps it was the emerging draconic nature of his bloodline that drew him rather than the destructive aspect of the god.
As Ryzztyl grew, his near-draconic presence and cunning nature seemed to allow him to gain influence among the clan. The respect gained from his draconic horns crowning him, the fear generated from his draconic presence (although merely a mixture of dyes applied in such a fashion to make him seem more fearsome) and the reputation having such a bloodline all together with his wordcraft could very well become a thorn in Chief Sootscale's comfortable rule.
Unfortunately for the chief, he could find no reason sufficient enough to remove this potential upstart without taking a hit to his own reputation. Ryzztyl was not vying for leadership, not disrespecting the Chief in any way. No rules were broken. At least not until the tribe joined the cult of Old Sharptooth.
The purple kobold Tartuk came into the clan with word of a mighty winged kobold, Old Sharptooth, that deserved their worship. The other kobolds, not particularly beholden to any of the other kobold gods took to this new cult swiftly, particularly after Chief Sootscale himself embraced it, making Old Sharptooth the tribal god.
It took a few days for the realization to hit Chief Sootscale, but he had just received a blessing in disguise. With the tribe now associated with one sole god, all other worship was be outlawed. Ryzztyl was well known to be an ardent follower of Dahak and the worship of dragons, it was unlikely he would switch his allegiance to Old Sharptooth. The Chief's suppositions were correct, and with righteous furor, Ryzztyl was exiled from the Clan.
The exile was not to last, however, now that a holy war against the mites had been declared. The tribe needed as much help as possible in the upcoming battles. Thus Ryzztyl, who hadn't been too far, his connection with the tribe too strong for him to leave it behind entirely, was brought back into the fold.
Still, Chief Sootscale would do his best to limit Ryzztyl's influence. Sending him out on border patrol missions should limit his exposue to the clan, and if he dies in the process, well, that would merely be the will of Old Sharptooth. On the off chance he doesn't die, however, the others assigned to the patrol may bear watching.