Dragon-kin are large, scaled reptilian humanoids. They resemble dragons standing upright like other humanoids, with scaly hides and dragon-like head features (brows, snouts, and sometimes horns). Dragon-kin have no tails or wings, but they retain vicious natural defense mechanisms (claws and teeth). Their eyes are metallic hues of blue, green, red, and yellow, and even silver or gold. Skin (scale) colors are usually brown, bronze, ocher, or rust. Rarely do dragon-kin exhibit metallic or chromatic scales; a feature which separates them from the mighty dragons inhabiting the world. Dragon-kin live to about 70 to 80 years (about as long as humans, maturing at about 20 years).
Dragon-kin live in a tribal, warrior society that relies on nature and primal hunting techniques for survival. Villages made by these folk are of hand-made mud, brick, or straw. Some strongholds or shrines devoted to their gods are made of carved or chiseled stone.
Dragon-kin are feared by other humanoid races because they are so rarely seen outside their territories of The Emerald Plains. They are strong and imposing creatures that seldom involve themselves in the affairs of humans and other races, while protecting their homelands from settlers and invaders alike.
Dragon-Kin Racial Traits
+2 Constitution, +2 Charisma, -2 Dexterity: Dragon-Kin are tough and proud, but lacking in grace.
Medium: As medium-size creatures, Dragon-Kin have no special bonuses or penalties due to their size.
Normal Speed: Dragon-Kin base land speed is 30 feet.
Low-Light Vision: A Dragon-Kin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
Scaly Skin: Natural armor +2.
Dragon Teeth and Claws: Dragon-Kin have sharp claws and teeth, receiving a +2 bonus to damage when fighting with bare hands and/or teeth.
Frightful Presence (Su): The save DC is 10+1/2HD+ the dragon-kin’s CHA modifier.
Dragon-Kin Heritage: Dragon-Kin receive a +2 racial bonus to Intimidate and Knowledge (History) checks. They are skilled at making themselves fearsome, and are also deeply rooted in the glorious stories of days long past.
Dragon-Kin Fury (Ex): When a Dragon-Kin takes damage that would make them bloodied (50% or less hit points), they enter a rage that gives them a temporary +2 insight bonus to Strength until they are no longer bloodied or have not fought for at least 1 hour. He or she cannot use skills or abilities that require patience or concentration (such as moving silently or casting a spell) while in this fury.
Dragon Breath (Su): When creating a Dragonborn, choose 1 energy type (acid, cold, electricity, fire, or sonic) and 1 type of breath weapon (15 ft. cone or 30 ft. Line ) as your breath weapon. These selections cannot be changed after they have been chosen. Once per encounter, as a standard action, a Dragonborn can use their breath weapon to deal 1d4 damage to all within the area of the breath (Reflex save for half: DC 10+1/2 Dragonborn HD+Constitution modifier). At 5th level the damage increases to 2d4, and increases by 1d4 every five levels thereafter.
Languages: Common and Draconic. Dragon-Kin with high Intelligence scores can choose from the following: Abyssal, Auran, Celestial, Goblin, Ignan, Orc.