Race Critique: Solarborn, Spawn of Solar Dragons


Homebrew and House Rules

Shadow Lodge

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For a homebrew setting I've been working on with a few friends, I wanted some feedback that didn't come from our little echo chamber.

Solarborn

The solarborn are a diurnal species not native to Coria. Despite their monstrous appearance, they get along well with others, and have an eye for spotting talent, utilizing it to cover their weaknesses.

Physical Description: Solarborn are a tall draconic race, on average reaching heights of seven feet. They have pointed snouts, tails, digitigrade legs, wing fins on their forearms, and their hide is hewed from red to orange. They have small spines that run the length of their back, with the longest at their heads. They tend to wear only as much clothing is strictly necessary, both for utility and to show off their bodies. They age similarly to half-elves, reaching ages of 150 years on average. However, solarborn remain fertile until venerable age.

Society and Relations: The Solarborn currently on Coria are the descendants of half of the crew of a vast Terra-ship, a spacecraft designed with technology and magic to resemble a small planet; the Solarborn populated the surface, while their Noctite partners inhabited the inside of the ship. When the Barrier went up, the ship crashed on Coria. They number relatively few and having somewhat forgotten their ancestors, they wander the surface looking for something to sate their desires. They are tolerated by most races, but have friendly relations with Noctites when the races meet, having been partners. Since the habitation of the two races is in itself incompatible, they have never disagreed on territory, and thus work well together. Their aging and fertility leads young solarborn to not worry about settling down until they start to feel age clawing at them; still, solarborn family groups are a rare thing, not often exceeding four to five members. For names, they have an unusual tradition of having a given name, and then earning their ‘title’ themselves. For example, Kaoros, One Who Rides Griffons.

Alignment: Because they see themselves as descendants of Solar Dragons, they tend to veer towards Chaotic, taking what they want, or else pursuing other passions. Solarborn are almost always passionate, and tend to eschew Neutral alignments. Some hardliners hold themselves more orderly than others, imitating their Solar Dragon forbears, and are Lawful Neutral. Those few solarborn that hold themselves to a higher code, taking the custody and sanctity of all life into account, tend to be greatly respected by other solarborn, even if they do not agree with them.

Adventuring: Most Solarborn have been an adventurer at some point in their past, and tend to gravitate towards classes that benefit them. This means there are few scholarly Solarborn, but quite many bloodragers, fighters, bards, skalds, and sorcerers. They in particular have an affinity towards a variation of the Draconic bloodline. Many solarborn seek out adventuring to earn a better name-title.

Male Names: Kriishnavos, Kaoros, Norriban, Sorroon
Female Names: Haphizara, Malii, Kaori, Zepheema

Solarborn Characters

Ability Score Racial Traits: Solarborn are physically gifted and quite charismatic, but rely heavily on the advancements of others. Solarborn characters have +2 Strength, +2 Charisma, and -2 Intelligence.

Type: Solarborn are Monstrous Humanoids, and thus have darvision out to 60 feet.

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

Base Speed: Solarborn have a base speed of 30ft.

Fire Resistance: Solarborn possess fire resistance 5 as a result of their ties to the sun.

Breath Weapon: Solarborn are capable of a powerful breath weapon. Once per day as a standard action Solarborn can make a supernatural breath attack that deals 2d6 fire damage in a 20-foot line. The DC for this ability is 10 + ½ the Solarborn’s level + the Solarborn’s Constitution modifier. A successful reflex save negates the damage.

Vestigial Wings: Solarborn possess fins similar to wings on their arms, granting them a +4 racial bonus to flight as these aid the character.

Prehensile Tail: Solarborn’s tails are flexible enough to carry objects, and can retrieve small, stowed objects carried on their person as a swift action.

Solar Healing: As a swift action, a solarborn can call upon its solar dragon heritage, gaining fast healing 1 for 1 minute. This fast healing only works in bright light, such as sunlight. This ability can be used a number of times per day equal to ½ the solarborn’s character level (minumum 1).

Light Dependant: Solarborn take 1d4 points of Constitution damage each day they go without exposure to sunlight.

Dragonic Scion: Solarborn retain a modicum of their creators’ essence. For effects related to race they count as both monstrous humanoids and dragons for effects related to race (with the exception of the draconic disciple prestige class). They also gain a +1 bonus on charisma checks when communicating in Draconic. This bonus does not apply against other Solarborn.

Languages: Solarborn start with Common and Draconic, and Solarborn with high Intelligence may learn any languages they want (with the exception of secret languages).

Alternate Racial Traits

Eye for Talent: Solarborn have great intuition for hidden potential, and some are very adept at judging other's potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This trait replaces Prehensile Tail and Vestigial Wings.

Solar Blood: These Solarborn are more in touch with their raconic heritage. Solarborn Sorcerers and Bloodragers with the Draconic Bloodline count their Charisma as 2 points higher for all Sorcerer and Bloodrager class abilities. They may also use Solar Dragons as options for their Draconic Bloodline (Type: Solar, Energy type Fire, Breath Shape 60ft Line) and in the Form of the Dragon spell (60ft line of fire, Resist Fire 20, No Breath). This trait replaces Fire Resistance and Breath Weapon.

Lunarborn: Not getting enough warm light of the sun in their eggs has done strange things to these solarborn, beginning with hatching during nocturnal hours. Lunarborn crawl out of their egg with silvery-white scales, as opposed to solarborn’s standard golden-orange. They lack their kin’s dependence on sunlight, their ability to rapidly heal wounds, and several of their draconic abilities, but they gain strange new abilities, and their minds are much colder, more calculating than normal Solarborn. Their ability score modifiers are +2 Str, +2 Int, -2 Cha. Their fire resistance changes to cold resistance. In addition, they gain Psychic Magic: 5 PE- detect psychic significance (0 PE), mind thrust I (1 PE), mindlink (1 PE), mental barrier I (2 PE). This modifies the solarborn’s ability score modifiers and Fire Resistance, and replaces Solar Healing, Breath Weapon, and Light Dependant.

Edit: cleaned up the formatting


in my mind at first glance it looks a bit too powerful and then you look at light dependant which is a good drawback.

Does Draconic scion mean they are not effected by sleep or paralysis?

Breathe weapons good early on, will teeter out later.

Solar healing is nice, good job limiting it.

Overall it look a bit powerful but no more that an aasimar and the wheel of cheese they possess. i'd suggest having some of the fluff up with them, the most important part of judging a race is judging the fluff that goes with them as that determines how they fit into the world.

Shadow Lodge

Thanks! I just updated it. Draconic Scion is supposed to just make them vulnerable to dragon-related effects, such as favored enemy and bane weapons. I'd also stretch it to allow them to be identified with Knowledge (Arcana) and be hit in the same way aligned dragons are by anti/paladins. I also made some feats for them, several based off the kobold dragon feats, and one kinda patching a hole I noticed in the world:

Draconic Aspect (Solarborn)
You possess some of the qualities of your solar dragon ancestors.
Prerequisites: Solarborn
Benefit: Your Fire Resistance increases to Fire Resistance 10, and you gain a +1 natural armor bonus.

Draconic Breath (Solarborn)
You possess draconic defenses and a draconic breath weapon.
Prerequisites: Draconic Aspect, Solarborn
Benefit: You gain a +2 bonus against sleep and paralysis effects. You can use your breath weapon an additional time per day, and the breath weapon inflicts half damage on a successful save.
Special: Solarborn sorcerers or bloodragers with either the Draconic bloodline may use their Charisma modifier instead of their Constitution to determine the DC of this breath weapon.

Draconic Glide (Solarborn)
You possess draconic defenses and wings that allow you to glide.
Prerequisites: Draconic Aspect, Solarborn
Benefit: You gain a +2 bonus against sleep and paralysis effects. You grow a pair of wings that you can use to fall and glide at a safe pace. You 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, you may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet you fall.

Draconic Paragon (Solarborn)
You can shrug off sleep and paralysis effects as well as any dragon, and your draconic aspects improve.
Prerequisites: Draconic Aspect, Draconic Breath, Draconic Glide, character level 10th, Solarborn
Benefit: You gain an additional +2 bonus against sleep and paralysis effects. If you possess the Draconic Breath feat, you can use your breath weapon three times per day and your breath weapon damage increases to 4d6 points of fire damage damage. Your wings from the Draconic Glide feat grow stronger, granting you a fly speed of 30 feet (Poor maneuverability).

Lunar Affinity
You do not share your kin’s affinity for the sun, instead seeing more akin to the moon.
Prerequisites: Solarborn with the Lunarborn racial trait, or lycanthrope (see special)
Benefit: You gain DR/silver equal to half your character level.
Special: If you ever contract lycanthropy, you instead do not take a charisma penalty from being a lycanthrope, and you retain your DR from this feat while in humanoid form. Lycanthropes can take this feat without needing to be a Solarborn; they gain DR/silver equal to half their character level when in humanoid form, and do not take the charisma penalty from the lycanthrope template.

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