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Drakken

Random Drakken Starting Ages

Adulthood Intuitive1 Self-Taught2 Trained3
30 years +5d6 years
(35 - 60 years)
+6d8 years
(36 - 78 years)
+8d10 years
(38 - 110 years)

1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Random Drakken Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +3d8 in.
(5 ft. 1 in. - 6 ft. 10 in.)
140 lbs. +(3d6×9 lbs.)
(167 - 302 lbs.)
Female 4 ft. 7 in. +3d8 in.
(4 ft. 10 in. - 6 ft. 7 in.)
120 lbs. +(3d6×9 lbs.)
(147 - 282 lbs.)

Drakken are humanoids with dragon blood, not so strongly to be considered Half-Dragons, but strong enough to still be obviously descended from the powerful creatures. On the world Drakontos, they are invariably nobility due to the role of Dragons in society.

Physical Description: Drakken size varies greatly depending on their non-dragon heritage, but typical drakken stand around 5 1/2 feet. Drakken are covered in soft scales that match the color of their draconic heritage, with long hands and feet, small horns atop their head, long, thin tails, and small wings on their backs.

Society: Drakken serve as middle-nobility on the world Drakontos, with true dragons above them and full humanoid nobles below them; though technically considered slightly "above" them, Half-Dragons can still have their positions taken over or superceded by more politically powerful drakken. Humanoid races tend to treat them with either the fear or respect that their full-blooded parents would expect, albeit to a somewhat lesser degree.

Relations: Drakken have a tendency to see themselves as "above" the humanoid races (whether they see them as creatures to be ruled or that need protecting), and like cousins to half- and true dragons. Due to their position as nobility, they tend to take charge in all their relations.

Alignment and Religion: Drakken tend towards the natural alignment of their patron dragon, though they can be any alignment regardless of their heritage. Likewise, good drakken tend to worship Bahamut, while evil drakken usually worship Tiamat.

Adventurers: Not many drakken give up the comfortable life of a noble to go digging around in tombs, but some become adventurers regardless. Those that do often make a name for themselves, as their natural abilities help them greatly in dangerous situations.

Male Names

Female Names

Standard Racial Traits

  • Ability Score Racial Traits: Drakken are strong and hardy with a strong force of personality, but can be a bit clumsy. They gain +2 Strength, +2 Constitution, +2 Charisma, and –2 Dexterity.
  • Size: Drakken are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Drakken are dragons with an elemental subtype based on their draconic heritage (see below).
  • Base Speed: Drakken have a base speed of 30 feet.
  • Languages: Drakken begin play speaking Common and Draconic. Drakken with high Intelligece scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Ignan, Orc, and Terran. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Dragon ImmunitiesDrakken are immune to magical sleep effects and paralysis effects.
  • Energy Resistance: Drakken have resistance 5 to the energy type corresponding to their draconic heritage (see below).
  • Natural Armor: Drakken gain a +1 natural armor bonus to their Armor Class.

Magical Racial Traits

  • Change Shape: A drakken can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The drakken gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This otherwise functions as alter self, save that the drakken does not adjust its ability scores.
  • Spell-Like Ability: Drakken can use a 1st-level spell as a spell-like ability once per day. The spell the drakken can use is determined by its draconic heritage (see below). The caster level of the spell is equal to the drakken's character level.

Movement Racial Traits

  • Vestigial Wings: Drakken have wings that do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly checks.

Offense Racial Traits

    • Breath Weapon: Once per day, as a standard action, drakken can make a supernatural breath weapon attack that deals 1d6 points of damage. The type of damage and area of effect are determined by the drakken's draconic heritage (see below). All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the drakken's character level + the drakken's Constitution modifier. Those who succeed at the save take no damage from the attack.

    Senses Racial Traits

    • Darkvision: Drakken can see perfectly in the dark up to 60 feet.
    • Low-Light Vision: Drakken can see twice as far as a race with normal vision in conditions of dim light.

    Other Racial Traits

    • Draconic Affinity: Drakken sorcerers with the draconic bloodline must choose the same dragon type for their bloodline as they do their draconic heritage; they treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Drakken spellcasters with the Scalykind (Dragon) domain use their domain powers and spells at +1 caster level. This does not give drakken early access to level-based powers; it only affects powers that they could already use without this trait.
    • Draconic Heritage: All drakken have the blood of one type of dragon flowing through their veins. The drakken's energy resistance, breath weapon, and spell-like ability are dependent on the type of dragon the drakken takes after, as the table below:
    Dragon Variety Energy Type Spell-Like AbilityBreath Weapon
     Black Acid obscuring mist20-foot line of acid
     Blue Electricity silent image20-foot line of electricity
     Green Acid charm person15-foot cone of acid
     Red Fire flare burst15-foot cone of fire
     White Cold alter winds15-foot cone of cold
     Brass Fire endure elements20-foot line of fire
     Bronze Electricity hydraulic push 20-foot line of electricity
     Copper Acid hideous laughter 20-foot line of acid
     Gold Fire divine favor 15-foot cone of fire
     Silver Cold feather fall 15-foot cone of cold


    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 of these new options.

    • Bestial: Some drakken take after their draconic parentage more physically than magically. Drakken with this trait are Large size (gaining a -1 size penalty to AC and attacks, a +1 size bonus to CMB and CMD, and a -4 size penalty to stealth checks) and have a natural 10-ft reach. This racial trait replaces change shape and spell-like ability. 
    • Dexterous TailDrakken with this trait have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces spell-like ability.
    • Glide: Some drakken's wings are stronger than others. Drakken with this trait take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, drakken can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. Drakken with glide cannot gain height with these wings alone; they merely coasts in other directions as they fall. If subjected to a strong wind or any other effect that causes a drakken with glide to rise, they can take advantage of the updraft to increase the distance they can glide. This racial trait replaces natural armor.
    • Humanoid Heritage: Some drakken take after their draconic heritage less than their humanoid blood, and have more of the natural traits of the humanoid race they take after. Choose one of the following types of humanoid from the list below; the drakken gains that humanoid type and subtype (in addition to the dragon type). Drakken with this trait are of the listed size, have the listed base speed, and possess the listed racial traits of their chosen humanoid subtype. This racial trait replaces energy resistance, breath weapon, change shape, and draconic heritage. (Drakken with the humanoid heritage and spell-like ability racial traits may choose any one spell-like ability from the draconic heritage table above.)
    Humanoid Subtype Size Base SpeedRacial Traits
     Dwarf Medium 20 ft.Hardy, stonecunning, slow and steady, weapon familiarity (dwarf)
     Elf Medium 30 ft.Keen senses, elven magic, weapon familiarity (elf)
     Gnome Small 20 ft.Obsessive, gnome magic, weapon familiarity (gnome)
     Halfling Small 20 ft.Halfling luck, fearless, weapon familiarity (halfling)
     Human Medium 30 ft.Bonus feat -OR- skilled (player's choice)
     Orc Medium 30 ft.Orc ferocity, intimidating (as half-orc), weapon familiarity (orc)
    • Improved Resistance: Drakken with this racial trait increase the benefit of their energy resistance trait to 10, but also gain vulnerability to their opposing energy type (fire opposes cold, acid opposes electricity, and vice-versa). 
    • Natural Weapons: Drakken with this trait receive two claw attacks. These are primary natural attacks that deal 1d4 damage (1d6 if large size). This racial trait replaces breath weapon.

    Racial Subtypes

    You can combine various alternate racial traits above to create subraces or variant races, such as the following:

    • Agile Beast: Some drakken are lithe and agile, unlike their draconic ancestors, and have the dexterous tail, glide, and natural weapons racial traits.
    • Hulking Drakken: Drakken who are built for dominating physical combat usually have the bestial and natural weapons racial traits.
    • Myrmidon: Some drakken who take after their humanoid blood have traits similar to draconic warriors of old, and usually have the dexterous tail, glide, and humanoid heritage racial traits. 

    Favored Class Options

    The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

    • Alchemist: Add +1/4 to the alchemist's natural armor bonus when using his mutagen.
    • Antipaladin: Add 1/4 to the number of times the antipaladin can use his touch of corruption ability per day.
    • Barbarian: The barbarian gains 1/6 of a new rage power.
    • BardAdd one spell known from the wizard’s air, earth, fire, or water elemental school spell list (the element must match the drakken's draconic heritage element). This spell must be at least one level below the highest spell level the bard can cast. The spell is treated as being one level higher, unless it is also on the bard spell list.
    • Cavalier: Add +1/3 to the cavalier's bonus to damage against targets of his challenge.
    • ClericAdd +1/2 to the cleric's channeled energy total when healing creatures that share the drakken's elemental subtype or when damaging creatures with an opposing elemental subtype.
    • DruidAdd +1/3 to the druid's natural armor bonus when using wild shape.
    • Fighter: Add +1 to the Fighter's CMD when resisting a bull rush or overrun.
    • Gunslinger: Reduce the misfire chance for one type of firearm by 1/4. You cannot reduce the misfire chance of a firearm below 1.
    • InquisitorAdd one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
    • MagusAdd +1/4 point to the magus' arcane pool.
    • MonkAdd +1/4 to the monk's ki pool.
    • OracleTreat the drakken’s level as +1/2 higher for the purpose of determining the effects of the oracle’s curse ability.
    • Paladin: Add a +1 bonus on concentration checks when casting paladin spells.
    • RangerAdd DR 1/magic to the ranger's animal companion. Each additional time the ranger selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/magic). If the ranger ever replaces his animal companion, the new companion gains this DR.
    • Rogue: Add a +1/2 bonus on Disable Device checks and trap sense regarding magical traps.
    • SorcererGain the ability to add metamagic to spells without increasing their casting time 1/3 times per day. (One use of this ability per day for every three times you select this option.)
    • SummonerAdd +1/4 to the eidolon’s evolution pool.
    • Witch: The witch gains 1/6 of a new hex (or major hex, starting at level 10).
    • Wizard: Gain 1/6 of a new arcane discovery.

    Racial Archetypes

    The following racial archetypes are available to drakken:

    **Coming Soon!**

    Racial Feats

    The following feats are available to a drakken character who meets the prerequisites.

    *Drakken with the prehensile tail racial trait qualify for this feat. The tail slap deals 1d6 damage (1d4 for small drakken, 1d8 for large drakken).