Dragonborn

Dragonborn are a unique race in Mythgate, in that they were created very recently. They are a forced evolution of Half-Dragons, becoming what is now called 'Dragonborn'.

## History

Dragonborn were first discovered in the **Rimalharu Desert**, but over time, they have been found virtually anywhere dragons could be found, seemingly as a result of Draconic meddling with various Humanoids. The bulk of Dragonborn can be found in **Ashsuru** and the **Khaldun Dynasty**, where they are well enough respected for their strength, but other's have been found in other places.

## Physical Description

Dragonborn are powerfully built creatures typically, although many tend to resemble their Draconic counterpart, depending upon the color of their scales - for example, red dragons will usually be more physically built, whilst Bronze Dragons will be more sleek and lean. However, mostly all Dragonborn have wings, with the exception of some Wingless that are born that lack them.

## Society

Many Dragonborn societies entirely depend upon the color of their scales, or whoever is leading them - typically both. Golden Dragonborn societies are often more open and good natured, but can sometimes be strict and disciplined in their reinforcement of good, whilst Red Dragonborn societies are typically chaotic and evil in nature. Although all Dragonborn tend to congregate with Dragonborn of their own kind, particularly charismatic - or malevolent - Dragonborn can gather Dragonborn of all colors under their banner.

## Relations

Dragonborn have no particular relations with most races.

However, Dragonborn respect Dragons to the utmost and Dragons likewise, have taught Dragonborn a great many things - many Dragonborn have passed this on to their children as well, inadvertently creating a distinct gap in relations between dragonborn of metallic colors versus dragonborns of chromatic colors, which is unsurprising to most scholars.

## Adventurers

Dragonborn Adventurers are often those who have left their home in search of better options, or more commonly, Dragonborn who have decided to break free of the tyrannical rule of their patron dragon.

## Racial Traits

* **Type:** Dragonborn are humanoid (reptilian).
* **Dragon Blood:** Dragonborn count as dragons for any effect relating to race.
* **Size:** Dragonborn are medium creatures.
* **Base Speed:** Dragonborn have a base land speed of 30 feet.
* **Languages:** Dragonborn begin play speaking Common & Draconic. Dragonborn with high Intelligence scores can choose from the following: Dwarven, Elven, Ignan, Terran, Aquan, Auran, Infernal
* **Darkvision:** Dragonborn can see in the dark up to 60 feet.
* **Draconic Skills:** Dragonborn gain a +2 racial bonus on two skills based on their heritage. See the table below for more details.
* **Keen Senses:** Dragonborn gains +2 racial bonus to Perception checks.
* **Draconic Sorcery:** A Dragonborn sorcerer with the draconic bloodline treats their Charisma score as 2 higher for all sorcerer class abilities

### Offensive Racial traits

* **Claws of the Dragon:** The dragonborn has claws that act as 2 primary natural weapons. They cause 1d6 points of damage + the dragonborn’s Strength modifier

### **Defense Racial Traits**

* **Elemental Nature:** The dragonborn has a link deep in their heart to an elemental core deep within their very being. They choose one of the Heritages below granting them resistance 5 to the associated element.
* **Natural Armor:** Dragonborn have a natural armor bonus of +1.
* **Draconic Resistances:** Dragonborn gain +2 on saving throws against to sleep and paralysis effects
* **Draconic Heritages:** Dragonborn tend to exemplify their draconic ancestors in one way or another. Choose one of the following colors upon character creation. Once this choice is made it cannot be changed.

### Alternate Racial Traits

**Breath Weapon (Su):** Once per day, the dragonborn can use a breath weapon that causes energy damage matching the element they gain from elemental nature. Line breath weapons are 30ft long. Cone breath weapons are 15ft long. This breath weapon causes 1d6 points of damage per level of the dragonborn. Creatures in the area of effect are allowed to make a Reflex Saving Throw for half damage with a DC of 10 + ½ the dragonborn’s hit dice + the dragonborn’s Constitution modifier. At 5th level, the dragonborn can use his breath weapon twice per day. At 10th level, the dragonborn can use his breath weapon 3 times per day. A dragonborn must wait 1d4 rounds between uses of his breath weapon.

If Elemental Nature is replaced, they may still gain a breath weapon with this trait that matches the energy resistance they normally would have gained from Elemental Nature\*

*This replaces Draconic Claws, and Draconic Sorcery*

**Elemental Sorcery:** A Dragonborn’s unique connection to the elemental energies coursing through them allows them to reach greater heights than before. They gain a +1 to their caster level when casting a magical spheres effect or spell with a descriptor that matches their elemental nature.

*This replaces Draconic Claws, and Draconic Sorcery*

**Horns:** Some Dragonborn grow impressive, curved horns. These can be used as a Gore attack, dealing 1d6 damage + the Dragonborn’s Strength modifier.

*This replaces Draconic Claws*

**Dragon Tail (Ex):** The dragonborn has a long powerful tail. This grants him a +4 racial bonus on Acrobatics and Swim skill checks. He also gains a secondary natural attack that does 1d6 + 1 ½ his Strength modifier of bludgeoning damage.

*This replaces Draconic Claws*

**Wings of the Dragon (Ex):** A dragonborn can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Dragonborn glides at a speed of 40 feet (average maneuverability). Even if a dragonborn’s maneuverability improves, she can’t hover while gliding. A dragonborn can’t glide while carrying a medium or heavy load. If a dragonborn becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The dragonborn descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.

When a dragonborn reaches 5 Hit Dice, she becomes able to fly at a speed of 60 feet (average maneuverability).

*This replaces Elemental Nature*

**Soul of the Dragon**: The dragonborn is immune to paralysis and sleep effects.

*This replaces Draconic Resistances and Natural Armor*

**Crusher:** They gain a +1 racial bonus on Combat maneuver checks made to Bull Rush, Overrun, Sunder

*This replaces Draconic Sorcery and Natural Armor*

**Speed of the Dragon (Ex):** The dragonborn enhances or gains a movement type based on their draconic heritage as seen above

*This replaces Natural Armor*

**Inured To The Elements:** Increase the Dragonborn’s racial energy resistance to 10.

*This replaces Natural Armour*

**Eyes of the Dragon (Ex):** The dragonborn with this trait has superior darkvision compared to most creatures, their existing darkvision increases to 120ft and they gain low light vision.

*This replaces Darkvision and Keen senses*

**Frightful Presence (Ex):** Once per day whenever the dragonborn attacks or charges, they may make an Intimidate check against all creatures within 30 feet as a free action. This is a mind affecting effect.

*This replaces Draconic Skills*

## Racial Feats

### Dragonsight

Prerequisites: 5 HD, Eyes of the Dragon

Benefit: The dragonborn gains blindsense with a range of 30 feet. At 10 HD, the dragonborn’s blindsense increases to 60 feet.

### Thrashing Wings

Prerequisites: 5 HD, Wings of the Dragon

Benefit: You gain 2 wing attacks. These are secondary natural attacks that deal 1d4 points of bludgeoning damage

### Elemental Bastion

Prerequisites: 4 HD, Elemental Nature

Benefits: Increase the racial energy resistance from Elemental Nature by 5. Every 4 HD after, the dragonborn’s energy resistance increases by an additional 5.

## Favored Class Options:

If a class is not represented here, use the Human FCB option for that class.

Alchemist: +1 per level to bomb damage when the bombs cause energy damage that is the same as the dragonborn’s elemental nature.

Barbarian: +1 to the energy damage and energy resistance of the following rage powers: Elemental Rage, Greater Elemental Rage, Lesser Elemental Rage, Energy Absorption, Energy Eruption, Energy Resistance, and Greater Energy Resistance, but only when the energy damage is the same kind as the dragonborn’s elemental nature’s energy type.

Bard: +½ to the damage caused by the bard’s Inspire Courage ability. This additional damage is the same kind as the dragonborn’s elemental nature’s energy type.

Cavalier: +1 point of damage when using his Challenge. This additional damage is the same kind as the dragonborn’s elemental nature’s energy type.

Cleric: +1 point of damage when using Channel energy to harm opponents. This additional damage is the same kind as the dragonborn’s elemental nature’s energy type.

Oracle: +¼ to the Difficulty Class of spells that have the same energy type as the dragonborn’s elemental nature energy type.

Paladin: +1 point of damage when using Smite Evil. This additional damage is the same kind as the dragonborn’s elemental nature’s energy type.

Rogue: +1 point of damage when using sneak attack. This additional damage is the same kind as the dragonborn’s elemental nature’s energy type.

Sorcerer: +¼ to the Difficulty Class of spells that have the same energy type as the dragonborn’s elemental nature energy type.

Summoner: The dragonborn’s eidolon gains energy resistance 2 per level of the summoner. This energy resistance is the same kind as the dragonborn’s elemental nature’s energy type.