Dragon (10 RP)
A dragon is a reptilian creature with magical or unusual abilities.

A dragon race has the following features:

  • Dragons have the darkvision 60 feet racial trait.
  • Dragons have the low-light vision racial trait.
  • Dragons are immune to magical sleep effects and paralysis effects.
  • Dragons breathe, eat, and sleep.

Medium (0 RP)
Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.

Normal Speed (0 RP)
The race has a base speed of 30 feet.

Flexible (2 RP)
Modifiers: Members of this race gain a +2 bonus to any two ability scores.
(Str & Int)

Standard (0 RP)
Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.

Fearless (1 RP)
Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects.
Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait.

Natural Armor (2 RP)
Prerequisites: None.
Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.

Skill Bonus (2 RP)
Prerequisites: None.
Benefits: Pick a single skill. Members of this race gain a + 2 racial bonus on skill checks made with this skill. Alternatively, pick two related skills—each member of this race gains a + 1 racial bonus on these skills during character creation.
Special: This trait can be taken up to three times. Each time it is taken, choose a different skill (+ 2 bonus) or two different skills (+ 1 bonus on one of character’s choice).
(+2 Intimidate)

Breath Weapon (1 RP)
Prerequisites: Aberration, construct, dragon, humanoid (reptilian), monstrous humanoid, or outsider (native) with ties to an elemental plane.
Benefit: Choose one of the following energy types: acid, cold, electricity, or fire. If the creature is an outsider (native), it must have ties to an elemental plane, and it must pick an energy that corresponds to the plane it has ties to (acid [earth], cold [water], electricity [air], or fire [fire]). Then pick either a 15-foot cone or a 20-foot line. Once per day, as a standard action, members of this race can make a supernatural breath weapon attack that deals 1d6 points of the damage type chosen in the area chosen. 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 user’s character level + the user’s Constitution modifier. Those who succeed at the save take no damage from the attack.
Special: You can take this trait more than once. Each time you do so, the cost of this trait increases by 1 RP. When do, you can augment the breath weapon in the following ways (augmentations marked with an asterisk [*] can be taken more than once).

  • Extra Breath*: The member of this race can use its breath weapon an additional time per day.
  • Increased Area: Increase the cone’s size to 30 feet or the line to 50 feet.
  • Increased Damage*: Increase the damage by an additional d6.
  • Powerful Breath: The breath weapon deals half damage on a failed saving throw.


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