Dragonkin -- Rival's War

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==Racial Traits==
+2 Strength, -2 Dexterity, +2 Charisma (0): They are powerful and dominating but not very dexterous. 
Draconic (0): Humanoids with the draconic subtype. 
Medium (0): Medium creatures receive no bonuses or penalties due to their size. 
Normal Speed (0): Base speed of 30 ft. 
Darkvision (2): Can see in the dark up to 60 ft. 
Armor (3): +2 natural armor bonus. 
Energy Resistance (2): Choose acid, cold, fire, or electricity. Gain 5 resistance to the chosen element; this cannot be changed. 
Draconic Resilience (1): +2 bonus to saves against magical sleep effects and against paralysis. 
Breath Weapon (4): Twice per day, as a standard action, can use a 2d6 damage breath weapon that matches its energy resistance: acid – 20-ft line, cold – 15-ft cone, fire – 15-ft cone, or electricity – 20-ft line. All creatures within the affected area must succeed at a Reflex saving throw or take half damage. The save DC against this breath weapon is 10 + 1/2 the user's character level + the user's Constitution modifier. Those who succeed at the save take no damage from the attack. 
Bite (2): 1d4 damage. Secondary attack if wielding manufactured weapons. 
Claws (2): Two primary natural claw attacks for 1d4 damage each. 
Greed (1): +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. 
Skill Training (1): Intimidate and Appraise are always considered class skills. 
Elemental Vulnerability (-2): Vulnerable to the element opposite of their resistance: acid – electricity, cold – fire, fire – cold, and electricity – acid. 
Languages (0): Begin play speaking Draconic only. Dragonkin with high Intelligence scores can choose from four other languages appropriate to the peoples of their region.
==Section heading==
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Category:Main Game - The Rival's War