Dragonfolk

The dragonfolk are an odd bunch among the scalykind. Their appearance lies somewhere between true dragons and draconians and they are generally not very respected among either of these two groups. However, like all things related to dragons, the dragonfolk are a rare sight and perhaps even lesser-known than their aforementioned cousins. There are no known recordings of dragonfolk in the history of the southern kingdoms which is odd when one considers past events such as the Draconian Wars. Nevertheless, the dragonfolk carry the same kind of pride as other draconic beings. Their origins are unknown and the rare few dragonfolk that have come into contact with the south have been quite reluctant on opening up about their past. Some have told that they began traveling after their tribe met a great disaster, others claim that they are outcasts from a large kingdom somewhere far north, beyond the lands of Khemredet. People have theorized that dragonfolk are some kind of missing link between dragons and draconians and that the surviving draconians have used them as slaves. It is true that many of them have come from the Shattered Kingdoms in the eastern sea, a place that has been reported to have draconian activity in recent years. Still, those that have been able to study the few dragonfolk they have met have not been able to find out what their true purpose or origins are.

Dragonfolk are not as hostile or arrogant as the draconians and humanoids that gain their trust can usually form strong relationships with them. Dragonfolk can be prideful but not in the same manner as dragons and draconians. Dragons have been known to feel disgust when encountering dragonfolk that share the same coloration as them, seeing them as a mockery and disgraceful display of their own form. Draconians on the other hand like to show their superiority over dragonfolk as even though the dragonfolk are larger than them, the draconians can best them in physical feats and mental capacity. Dragonfolk certainly have it tough but many civilized humanoids have been interested in them since their recent appearances. They have shown to be quite reasonable and pleasant when befriended and the only thing that remains is for them to open up about their past. However, perhaps even the dragonfolk themselves do not truly know where they come from or what their role is. Most of them seem to be wanting to start a new life, opting to rid themselves of these thoughts.

## Physical description

Dragonfolk are large creatures and they tower over many humanoid creatures of the south, including the draconians. Their height tends be somewhere between 400 to 440 centimeters and they usually weigh around 500 to 600 kilograms, with room for some variation. It is also common for females to be larger than males. Most their weight comes from their torsos, large heads and thick necks. Their limbs are thin and lengthy and they can grasp things with their "arms". However, dragonfolk are not particularly strong for their size. They are able to stand upright just fine, but usually walk with a noticeable hunch. Males and females are nearly identical in their looks but they are easily distinguishable by the sound of their voice. Dragonfolk share their coloration and generic appearance with both chromatic and metallic dragons and the colorations that have currently been met the most have been red, blue, copper and gold. Black and white dragonfolk have also been occasionally seen but interactions with them have been far fewer when compared to the rest. The coloration of a specific dragonfolk does not seem to be as closely tied to its personality, unlike true dragons. Many dragonfolk who have arrived south have been known to have lost their ability to fly which might explain why they have been exiled from their own communities. Dragonfolk do to not wear much clothing or armor, perhaps because both of these things are harder and more expensive to design for a dragonfolk. Some kind of rough loincloths or kilts are what they are seen wearing the most.

Dragonfolk seemingly mate for life and lay only a single egg at a time. Females lay an egg every 25 to 50 years and both parents take great care in guarding this egg and raising their hatchling. Dragonfolk whelps are quite helpless during their first year but start growing rapidly after that, becoming fledglings at the age of 10. From that point on, their growth slows down for a bit. They still stick with their parents in order to learn crucial skills from them. Dragonfolk reach their full size at around 20 years of age and the age of maturity for a dragonfolk is 25 years. The maximum age of a dragonfolk is suspected to be around 600 years. True dragons are known to increase in size and power as they age and while dragonfolk do not grow in size in a noticeable way, their powers do somewhat expand.

## Society

As dragonfolk have not been very open about their past, not much if anything is known about their own nations and societies. People suspect that dragonfolk communities are highly competitive and these few dragonfolk that now live in the south have failed their kin in some way. This has lead to them becoming honorable exiles that feel no ill will against their own kind but instead want to possibly prove themselves in order to one day return to their homes. However, this is just a theory and only the dragonfolk themselves know why they came south. Many of them have been able to find residence in Isqarioth's Bastion and even though they faced much prejudice in the beginning, a number of them have now been able to gain the trust of the people living there. Dragonfolk have shown to be eager and willing to help in defending the city and their deeds in the Wildlands of Angmar have proven them to be loyal and courageous. Those that have been able to rediscover the use of their wings have even formed special bonds with some of the defenders, allowing them to ride these dragonfolk and soar the skies with them. Still, some humanoid groups find lone dragonfolk in the wild easy targets and their scales are often passed off as valuable scales of a true dragon. Dragonfolk do not have much of a chance alone the wilderness but those that have been able to form alliances with southern communities have done very well for themselves. They have been given the chance to rediscover their own powers and even if some people talk ill of them, dragonfolk let their actions speak when fiercely defending those that have granted them a new home.

## Rules

* **Ability Score Modifiers:** Dragonfolk are tough and reasonably strong as well as socially captivating, but not very agile in their movements. They gain +2 Strength, +4 Constitution, +2 Charisma and -2 Dexterity.
* **Size:** Large, tall (Dragonfolk gain a -1 penalty to their AC, a -1 penalty on attack rolls, a +1 size bonus to their CMB and CMD, a -4 penalty on Stealth checks and a -2 penalty on Fly checks.)
* **Type:** Dragon, dragonfolk
* **Base speed:** 30 feet, fly 15 feet (clumsy)
* **Languages:** Dragonfolk begin play speaking Common and Draconic. Dragonfolk with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic and Drow Sign Language).

* **Dragonscales:** Dragonfolk gain a +2 natural armor bonus to their AC.
* **Difficult Physique:** Dragonfolk are restricted to the following magic item slots: belt, chest, saddle, eyes, head, headband, neck, ring, shoulders, wrist. As such, they cannot normally wear magic items in their body, feet, and hands slots. In addition, dragonfolk increase the armor check penalty of any armor they wear by 2 and suffer a -2 penalty on attack rolls while wearing medium or heavy armor, even if they are proficient with it. Dragonfolk also reduce their maneuverability rating when flying by one step while wearing medium armor, or by two steps while wearing heavy armor. These penalties apply regardless of any armor proficiencies they might have. As dragonfolk are considered to be large non-humanoid creatures, mundane armor made for them costs four times as much and weighs twice as much.
* **Breath Attack (Su):** Dragonfolk gain the ability to breathe an element of their choice; acid, fire or electricity. This choice is made at character creation, and once made it cannot be changed. This choice also determines the coloration of the dragonfolk; copper dragonfolk breathe acid, gold and red dragonfolk breathe fire and blue dragonfolk breathe electricity.

As a standard action, a dragonfolk may breathe his chosen element in either a damaging 15 ft. cone or a 20 ft. line (fire is used in a cone, acid and electricity are used in a line) All creatures in the affected area must roll a Reflex save to avoid some of the damage and the difficulty class of this save is equal to 10 + half the character level of the dragonfolk + their Constitution modifier. This attack deals 2d6 damage and successful saving throws reduce this damage to half of its original value.
The damage of this ability increases by 1d6 for every three character levels you have, up to a maximum of 8d6 at 18th level. Dragonfolk can use their breath weapon up to a number of times per a day equal to half their character level (minimum 1) or their Constitution modifier, whichever is lower.
* **Natural Attacks:** Dragonfolk gain two natural claw attacks that deal 1d6 points of slashing damage as primary attacks (or secondary attacks, if the dragonfolk uses a weapon).

Dragonfolk also gain a natural bite attack that deals 1d8 points of bludgeoning, piercing and slashing damage as a primary attack (or secondary attack, if the dragonfolk uses a weapon).
* **Draconic Immunities:** Dragonfolk are immune to magical sleep effects, paralysis effects and the energy type of their Breath Attack ability.
* **Dragonscourged:**  Dragonfolk gain a +1 bonus on attack rolls against dragons and a +1 bonus on saving throws against the extraordinary, supernatural, and spell-like abilities of dragons. In addition, they gain a +2 racial bonus on Knowledge (arcana) checks made to identify dragons and can make such checks untrained.
* **Weapon Familiarity:** Dragonfolk are proficient with glaives and halberds.
* **Darkvision:** Dragonfolk see perfectly in the dark up to 60 feet.
* **Low-Light Vision:** In addition to their ability to see perfectly in the dark up to 60 ft, dragonfolk have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

### Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any new options.

* **Breath Weapon Specialist:** A few dragonfolk have embraced their breath as their greatest weapon and have sacrificed some of their survivability in order to strengthen it. Dragonfolk with this racial trait increase the damage of their Breath Attack ability by 1d6 for every two levels they have instead of three, up to a maximum of 12d6 at 20th level. However, they are no longer immune to the energy type of their Breath Attack and merely gain resistance 10 against it. This racial trait alters Breath Attack and Draconic Immunities.

## Dragonfolk Racial Feats

* **Dragonfolk Medium Armor Training**

*Your practices with various medium armors have made them easier to wear.*

**Prerequisites:** Dragonfolk, proficient with medium armor.

**Benefit:** The attack roll penalty from Difficult Physique is removed while you are wearing medium armor, and the armor check penalty of any armor you wear is increased by 1 instead of 2. You no longer reduce your maneuverability rating when wearing medium armor.

* **Dragonfolk Heavy Armor Training**

*You've learned how to use the strongest armors without straining yourself.*

**Prerequisites:** Dragonfolk, Dragonfolk Medium Armor Training, proficient with heavy armor.

**Benefit:** The attack roll penalty from Difficult Physique is removed while you are wearing heavy armor, and you no longer increase the armor check penalty of any armor you wear. You no longer reduce your maneuverability rating when wearing heavy armor.

* **Lesser Flight of the Dragonfolk**

*The wings on your back were meant for flying and you've made a good attempt in reviving them.*

**Prerequisites:** Dragonfolk, Dex 13, Fly 1 rank.

**Benefit:** You increase your fly speed to 30 feet and improve your maneuverability rating to poor.

* **Flight of the Dragonfolk**

*You've been able to gain some speed with your wings and are starting to fly well.*

**Prerequisites:** Dragonfolk, Dex 15, Lesser Flight of the Dragonfolk, Fly 5 ranks, character level 5th.

**Benefit:** You increase your fly speed to 60 feet and improve your maneuverability rating to average.

* **Improved Flight of the Dragonfolk**

*You have become a truly fast flier and find your wings rather easy to use.*

**Prerequisites:** Dragonfolk, Dex 17, Lesser Flight of the Dragonfolk, Flight of the Dragonfolk, Fly 10 ranks, character level 10th.

**Benefit:** You increase your fly speed to 120 feet and improve your maneuverability rating to good. In addition, while fighting in the air, you gain a +1 circumstance bonus to your attack and damage rolls.

* **Greater Flight of the Dragonfolk**

*You are among the fastest fliers of your kind and can even go toe to toe with true dragons.*

**Prerequisites:** Dragonfolk, Dex 19, Lesser Flight of the Dragonfolk, Flight of the Dragonfolk, Improved Flight of the Dragonfolk, Fly 15 ranks, character level 15th.

**Benefit:** You increase your fly speed to 240 feet and improve your maneuverability rating to perfect. In addition, while fighting in the air, you gain damage reduction 5/-.

* **Rider Bond (Teamwork)**

*After forming a close bond with a suitable humanoid, you can now conquer the skies together.*

**Prerequisites:** Dragonfolk, Cha 13, Lesser Flight of the Dragonfolk, Flight of the Dragonfolk, character level 5th.

**Benefit:** You can form a magical bond with a rider that lasts until death. Forming this bond requires a special ritual that takes 1 hour. Once a dragonfolk forms this bond, they can’t form another rider bond until their current rider dies. Your rider must be a humanoid capable of riding a creature of your size and you must share the same alignment or the ritual automatically fails.

A dragonfolk and their bonded rider can communicate with each other as if they both had telepathy with a range of 100 feet. When a rider is mounted on their dragonfolk at the start of combat, both of them roll initiative separately and treat the highest result as their single result. Any teamwork feats either of you possesses will be automatically shared by the other.

* **Big Breath**

*The capacity of your lungs is greater than the rest of your kin, and it clearly shows.*

**Prerequisites:** Dragonfolk, Con 15, character level 4th.

**Benefit:** The range of your Breath Attack ability increases to 30 feet if it's a line or 20 feet if it's a cone. In addition, its damage is increased by 1d6.

* **Ultimate Breath**

*Your inner fortitude allows to unleash a breath attack unlike any other.*

**Prerequisites:** Dragonfolk, Con 17, character level 7th.

**Benefit:** When using Breath Attack, you can expend additional daily uses of it in order to enhance its damage. Each additional daily use that you expend increases its damage by 1d6. In addition, you gain one more daily use on it.

If you expend more than five daily uses by using this feat, you must succeed at a Fortitude save with a DC equal to 10 + half your character level + the total number of daily uses of Breath Attack used during this action. On a failed save, you become fatigued.

* **Deflective Wings**

*You've learned how to use your hardened wings to deflect attacks.*

**Prerequisites:** Dragonfolk, Con 15, Lesser Flight of the Dragonfolk, base attack bonus +4.

**Benefit:** Your wings grant you a +1 shield bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

* **Weaponized Wings**

*Training your wings has given them greater strength and offensive power.*

**Prerequisites:** Dragonfolk, Str 15, Dex 15, Lesser Flight of the Dragonfolk, base attack bonus +6.

**Benefit:** You gain two wing attacks. These are secondary natural attacks that each deal 1d6 bludgeoning damage. You are also considered one size category larger for the purposes of any feats or abilities related to your wings, such as the *Hover* feat.

* **Tail Slapper**

*Your tail has proven to be a good weapon for bashing your opponents.*

**Prerequisites:** Dragonfolk, Str 15, Grasping Tail, base attack bonus +7.

**Benefit:** You gain a tail slap attack. This is a secondary natural attack that deals 1d8 bludgeoning damage.

## Dragonfolk Racial Archetypes

### Bonded Skyrider

**Note:** This archetype is largely unfinished. Many of its abilities are placeholders and rough ideas and they are subject to change.

The bonded skyrider is an archetype of the fighter class, available to dragonfolk fighters.

*Bonded skyriders are dragonfolk that rely on teamwork and strong bonds between humanoid allies. Working with their riders in unison, bonded skyriders make brutal frontal assaults by utilizing their martial skills. Together, they make for a devastating force, bound by ancient dragonfolk rituals.*

* **Class Skills**

A bonded skyrider gains Fly as a class skill, but loses Ride as a class skill.

This alters the fighter’s skills.

* **Weapon and Armor Proficiency**

A bonded skyrider is proficient with all simple and martial weapons (except bows) and with light armor, medium armor, and shields (except tower shields).

This alters the fighter’s weapon and armor proficiency.

* **Wing Spreader**

At 1st level, a bonded skyrider gains Lesser Flight of the Dragonfolk as a bonus feat even if they do not meet the requirements. At 4th level, they must choose Rider Bond as their fighter bonus feat even if they do not meet the requirements.

In addition, a bonded skyrider can choose any dragonfolk racial feat that lists Lesser Flight of the Dragonfolk as a prerequisite as their fighter bonus feat.

This alters the fighter's bonus feats.

* **Masterful Riding (Ex)**

At 2nd level, a bonded skyrider gains a +2 bonus on Fly checks. In addition, anyone riding them gains a +2 bonus on Ride checks. At 6th level and every 4 levels thereafter, these bonuses increase by 2, to a maximum of +10 at 18th level.

This replaces bravery.

* **Skyrider Tactics**

At 3rd level, a bonded skyrider gains a Teamwork feat as a bonus feat. At 7th level and every 4 levels thereafter (7th, 11th, and 15th), they receive an additional Teamwork feat.

This replaces armor training.

* **Shared Immunities (Su)**

At 19th level, while being ridden by their bonded rider, a bonded skyrider and their bonded rider both gain immunity to paralysis, and the bonded skyrider gains immunity to blindness.

This replaces armor mastery.