Races/Scalekin

Description
Physical Description: Scalekin are a race of reptilian humanoids. They have various traits which can be wildly different depending on their heritage and tribe or clan, but a common thread that runs through all scalekin is that they all proudly claim to be true descendants of dragons.

Society: Scalekin society is strongly familial and usually matriarchal. Scalekin have strong ties to tradition and, although many of the younger generation are hot-headed and brash, they pay deference and respect to the wiser elders. Although scalekin usually focus on their role and their task, the close-knit structure of scalekin societies encourages them to rely on each other as part of one large family.

Relations: Scalekin tend to form close-knit communities even within other societies. As such, scalekin are often looked at with suspicion by other races for being secretive and reclusive. Because of this, earning the trust of a scalekin is often difficult for other races but once it is they are welcomed as family with all the privileges, and responsibilities, that entails.

Type: Humanoid(Scalekin)

Lizardfolk
Description: Lizardfolk are hulking humanoids with sturdy bodies and tough hides. They have widely varying appearances, from the color and pattern of their scales to the ridges and frills that adorn their bodies, and their personalities are just as varied. Some lizardfolk are entirely hairless, sporting spines and horns which accentuate their features, while others may have tufts of colorful hair or plumage that boldly stands out from a crowd. Most lizardfolk have clawed fingers and forked tongues, but not all, and all have tails of some type. Lizardfolk are hard workers and tend to integrate well into most societies, but their strong reliance on tradition can cause tension when they are expected to follow another culture’s values.

Ability Score Modifiers: Lizardfolk have a +2 racial bonus to Strength and Constitution, and a -2 penalty to Intelligence

Size: Medium

Base Speed: 30 feet

Starting Languages: Common, Draconic

Special Vision Types: Low-Light Vision

Trait: Lizardfolk may select one extra feat at 1st level.

Serpentfolk
Description: Serpentfolk possess the upper body of a humanoid and the lower body of a serpent, with bodies 15 to 20 feet long when fully stretched out but usually only 5 to 7 feet tall when the humanoid portion is upright. Their long, muscular bodies can weigh well over a thousand pounds, although their humanoid torso is not much different from that of a human or lizardfolk. Some may have scale-covered torsos and reptilian features, while others may have smooth skin and more closely resemble humans or elves. Serpentfolk are seen by other races as sly and manipulative, but possess an indulgent nature that often places immediate gratification ahead of long-term planning.

Ability Score Modifiers: Serpentfolk have a +2 racial bonus to Strength and Charisma, and a -2 penalty to Wisdom

Size: Large (-1 size penalty to attack rolls and AC, +1 size bonus to CMB/CMD, -2 penalty to Fly, -4 penalty to Stealth)

Base Speed: 25 feet

Starting Languages: Common, Draconic

Special Vision Types: Low-Light Vision

Type: Monstrous Humanoid(Scalekin, Serpentfolk)

Trait: Serpentfolk gain the Undersized Weapons(short) universal ability, a +4 racial bonus to  CMD against Reposition attempts, and ignore any penalties from being prone (including provoking attacks of opportunity for standing); but lose their 1st level race feat. Because serpentfolk have no legs, they do not have a feet slot for magic items.

Kobold
Description: Kobolds are small, jittery humanoids that are often looked down on by other races both because of their stature but also because of their excitable and flightish behavior. Kobolds have rather large heads for their size, with even larger eyes, and stand slightly hunched over to counterbalance the weight of their tail. Kobolds take great pride in their colorful and lustrous scales, believing that they are proof of their illustrious ancestry in powerful and ancient dragons. Usually, kobolds make their homes in expansive underground colonies but occasionally will venture into the settlements of other races as traders, mercenaries, or spies. Kobolds are observant and calculating, and while other races may call them cowardly for avoiding dangerous situations they never hesitate to take advantage of an opportunity as soon as the odds favor them.

Ability Score Modifiers: Kobolds have a +2 racial bonus to Dexterity and Intelligence, and a -2 penalty to Strength.

Size: Small (+1 Size Bonus to AC and Attack Rolls; -1 Penalty to CMB and CMD; and a +4 size bonus on stealth and fly checks).

Base Speed: 30 feet

Starting Languages: Common or Draconic

Special Vision Types: Darkvision (60 feet)

Trait: Kobolds gain the Light Blindness universal ability, a +4 racial bonus on Survival checks when underground, and reduce the penalty by half when using Stealth to attempt to hide behind another creature or when sniping.

Aquatic (Race)
Prerequisite: Scalekin (Lizardfolk or Serpentfolk)

Benefit: Gain a swim speed equal to your base land speed (along with the +8 racial bonus on Swim checks a swim speed grants).

Amphibious (Race)
Prerequisite: Scalekin (Lizardfolk or Serpentfolk); Aquatic or a swim speed

Benefit: Gain the Water Breathing universal ability.

Imposing Frill (Race)
Your features are both majestic and imposing, causing others to shrink in your presence.

Prerequisite: Scalekin (Lizardfolk)

Benefit: Gain a +2 racial bonus on Diplomacy and Intimidate checks. If you act during a surprise round, you may flare your frills once per round as a reaction on your turn to make an Intimidate check to demoralize one opponent.

Venom Gland (Race)
Prerequisite: Scalekin (Lizardfolk or Serpentfolk)

Benefit: As a standard action, you may spit numbing venom up to 15 feet. On successful ranged touch and Fortitude save (1d20 + ½ HD + Con) attacks, the target is poisoned (injury; Fortitude; onset effect 1d4 nature damage; frequency 1/round for 4 rounds; effect 1d3 Dex damage; cure 2 saves). Alternatively, you may apply this venom to a weapon as a move action with no chance of poisoning yourself; the venom must be used within 1 hour to remain potent.

Special: If you possess a bite attack, you may deliver this venom on a successful bite attack with no additional action.

Aquatic (Race)
Prerequisite: Scalekin (Lizardfolk or Serpentfolk)

Benefit: Gain a swim speed equal to your base land speed (along with the +8 racial bonus on Swim checks a swim speed grants).

Amphibious (Race)
Prerequisite: Scalekin (Lizardfolk or Serpentfolk); Aquatic or a swim speed

Benefit: Gain the Water Breathing universal ability.

Lashing Strikes (Race)
Prerequisite: Scalekin (Serpentfolk)

Benefit: Gain the Undersized Weapons(long) universal ability when not prone.

Constrictor (Race)
Prerequisite: Scalekin (Serpentfolk)

Benefit: Gain the constrict universal ability (1d8 Large, 1d6 Medium). You gain a +4 bonus on checks made to maintain a grapple, and when in control of a grapple you may perform actions that require two hands and take only half the normal penalties from the grappled condition.

Bearer (Race)
Prerequisite: Scalekin (Serpentfolk)

Benefit: Gain the quadruped(2) universal ability for the purpose of determining your carrying capacity.

Special: This feat may be taken a second time, granting the quadruped(3) universal ability.

Venom Gland (Race)
Prerequisite: Scalekin (Lizardfolk or Serpentfolk)

Benefit: As a standard action, you may spit numbing venom up to 15 feet. On successful ranged touch and Fortitude save (1d20 + ½ HD + Con) attacks, the target is poisoned (injury; Fortitude; onset effect 1d4 nature damage; frequency 1/round for 4 rounds; effect 1d3 Dex damage; cure 2 saves). Alternatively, you may apply this venom to a weapon as a move action with no chance of poisoning yourself; the venom must be used within 1 hour to remain potent.

Special: If you possess a bite attack, you may deliver this venom on a successful bite attack with no additional action.

Scrambler (Race)
Prerequisite: Scalekin (Kobold)

Benefit: Gain a climb speed equal to your base land speed (along with the +8 racial bonus on Climb checks a climb speed grants).

Tunnelsight (Race)
Prerequisite: Scalekin (Kobold)

Benefit: The range of your darkvision increases to 120 feet.

Unfair Fighting (Race)
Prerequisite: Scalekin (Kobold)

Benefit: Gain an additional +2 bonus on attack rolls when flanking. When attacking an opponent that is denied its Dexterity bonus, deal additional precision damage equal to half your Base Attack Bonus.

The Bigger They Are (Race)
Prerequisite: Scalekin (Kobold)

Benefit: When attempting a Trip combat maneuver against a larger foe that cannot see you (such as from a successful Stealth check), treat your size penalty to CMB as a size bonus, and treat the opponent’s size bonus to CMD as a size penalty.

Slip Away (Race)
Prerequisite: Scalekin (Kobold)

Benefit: When you succeed at an Escape Artist or CMB check to escape a grapple, you may make a Stealth check as a free action; on a success, you are treated as having total concealment against the creature you just escaped from as long as you remain adjacent to it. This concealment ends if you make an attack roll against that creature.

Ambush Training (Race)
Prerequisite: Scalekin (Kobold)

Benefit: Gain a +2 circumstance bonus on any opposed d20 roll made as part of a readied action.

Small Reputation (Race)
Prerequisite: Scalekin (Kobold)

Benefit: Once per round when you succeed on a Will save against a Demoralize attempt, you may make a Bluff check to attempt a Feint as an reaction against the creature which failed the attempt. If you succeed, the creature believes that its Demoralize was successful. For each degree of success on your Will save, you gain a +2 circumstance bonus on this check.

Cold Blooded (Race)
Prerequisite: Scalekin (Any)

Benefit: When you take fire damage which exceeds your Resist, you gain a +1 circumstance bonus on attack rolls and reflex saving throws, and a +1 dodge bonus on AC for a number of rounds equal to your Constitution modifier (minimum 1). This bonus increases by 1 at 5 hit dice, and every 5 hit dice thereafter. When you take cold damage which exceeds your Resist, you take a -1 penalty on attack rolls, reflex saving throws, and AC until the end of your next turn (this penalty can stack with itself, and additional applications refresh the duration).

Special: Receiving the bonus from this feat ends any penalty, and receiving the penalty from this feat ends any bonus.

Hardened Scales (Race)
Prerequisite: Scalekin (Any)

Benefit: Gain a +1 racial bonus to natural armor or increase your racial bonus by 1.

Special: You may take this feat more than once, but not more than once per 5 hit dice.

Primal (Race)
Prerequisite: Scalekin (Any)

Benefit: You gain one of the following benefits if you do not already possess it:


 * Scent
 * A pair of claws (1d4 medium, 1d6 large, 1d3 small)
 * A bite (1d6 medium, 1d8 large, 1d4 small)
 * A tail slap (1d6 medium, 1d8 large, 1d4 small)

Special: You may select this feat more than once, each time gaining a different ability from the list you do not already possess. A serpentfolk’s tail slap is not affected by the Undersized Weapons universal ability.

Colorful Scales (Race)
Prerequisite: Scalekin (Any)

Benefit: Gain Resist 1 to a single type of elemental damage. For every 10 HD, increase this Resist by 1.

Special: You may take this feat more than once, selecting a different element each time.

Dragonsnap (Race)
Prerequisite: Scalekin (Any); Colorful Scales, bite attack

Benefit: Your bite attack deals additional elemental damage equal to ½ your HD; this damage is the same type as the Resist granted by the Colorful Scales feat.

Special: If you have taken the Colorful Scales feat multiple times, you may only select a single type of elemental damage to apply each time you make a bite attack.

Dragonspit (Race)
Prerequisite: Scalekin (Any); Colorful Scales

Benefit: You gain a breath weapon, which is a 20 ft. line or a 10 ft. cone, and deals elemental damage of the same type as the Resist granted by the Colorful Scales feat. The breath weapon deals 1d4 damage per 2 HD, and allows a Reflex save for half damage (against 1d20 + ½ HD + Con). After using this breath weapon, you must wait 1d4 rounds before it can be used again.

Special: If you have taken the Colorful Scales feat multiple times, you may only select a single type of elemental damage to apply each time you use this breath attack. You may take this feat a second time to improve the breath weapon to a 60 ft. line or a 30 ft. cone and 1d8 damage.

Dragonwing (Race)
Prerequisite: Scalekin (Any); must be taken at 1st level

Benefit: You gain a pair of wings and a 10 ft. glide speed.

Dragonflight (Race)
Prerequisite: Scalekin (Any); Dragonwing, 5 HD

Benefit: The wings granted by the Dragonwing feat now grant you a 30 ft. fly speed (average).