SILVERBROW HUMANS
Silver dragons relish humanoid form and enjoy many of the
same daily pleasures as humans. Long ago, communities of
humans welcomed disguised silver dragons into their villages,
not knowing the truth about their new neighbors. In
these communities, which were often secluded and small,
half-dragon children became common as the dragon visitors
married their human friends. The silver progenitors went
to great lengths to hide their children from the rest of the
world, citing "curses" or "deformities" as an excuse for their
physical differences. Despite the occasional discovery, they
managed to hide their half-breed offspring long enough to
teach them to take humanoid form magically. These children
in turn became members of the community, and thus followed
generation after generation with the mixed blood of
humans and silver dragons.
Over time, the overt draconic physical characteristics
faded, leaving human-looking children with silver dragon
bloodlines. Eventually, the dragons themselves departed
these communities, leaving behind a strong draconic heritage
in mostly human descendants. Because they exhibit one of
the more common physical signs of draconic heritage - a
silver streak or highlights in the hair - they came to be
known as silverbrow humans.
Otherwise, silverbrow humans are identical to humans, except as noted below.
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Dragonblood Subtype: Silverbrow humans are of the
dragonblood subtype.
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Feather Fall (Sp): A silverbrow human can
use feather fall once per day, plus one
additional time per day for every 5
Hit Dice he has.
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No Bonus Skill Points: Silverbrow humans don't have
the aptitude for learning that standard humans have.
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Disguise Aptitude: Silverbrow humans have a +2 racial
bonus on Disguise checks, and Disguise is always considered
a class skill. Their ancestors' need to guard their identities
against those who feared or hated them has become second
nature to silverbrow humans.
FIREBLOOD DWARVES
All dwarves bore into the earth to make their homes, but
few dig as deep as the ancient Fireblood clan. Particularly
fond of using dormant volcanoes as the entrances to their
homes, these dwarves followed volcanic trails and tunnels in
search of greater access to the world's depths. Unfortunately,
this led to a horrific encounter with a nest of red dragons.
Outraged at the intrusion, the greedy dragons enslaved the
entire clan of dwarves. Instead of mining gold and gems for
the love of beauty and creation, the dwarves now labored
for the dragons.
Over time, the dwarves of the Fireblood clan began to take
on certain aspects that differentiated them from others of
their kind. No one knows if this was due to interbreeding
with dragons, natural mutation, or a magical effect. The result,
however, is an offshoot of the dwarf race singularly adapted
to high temperatures - and to battling dragonkind.
The Fireblood clan long ago won its freedom, but hatred of
red dragons (and by extension, evil dragons in general) still
burns in their souls. Descendants of these dwarves intermarried
with other dwarf families, spreading the bloodline across
many clans. Thus, a modern fireblood dwarf can be born to
any dwarf parents.
Fireblood dwarves appear much the same as standard dwarves
but have dark, red-brown skin. Most are bald and have only
the faintest of beards; their close proximity to the flames
deep beneath their volcanic homes tends to burn excess hair
away.
Otherwise, fireblood dwarves are identical to dwarves, except as noted below.
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Dragonblood Subtype: Fireblood dwarves are of the
dragonblood subtype.
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Dragon Dodge: Fireblood dwarves gain a +4 dodge
bonus to Armor Class against creatures of the dragon type. In
memory of their ancestors, fireblood dwarves train from an
early age to avoid surprise attacks from treacherous dragons.
Any time a fireblood dwarf loses his Dexterity bonus (if any)
to Armor Class, such as when he is caught flat-footed, he loses
this dodge bonus, too.
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Resistance to Fire 5: Fireblood dwarves have an exceptional
tolerance for heat and fire, inherited from their
enslaved forefathers.
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Fireblood dwarves do not have the standard dwarf +2
racial bonus on saving throws against poison. The environment
of their ancestors was free of such subtle means of
attack, so fireblood dwarves are no more resistant to poison
than other races.
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Fireblood dwarves do not have the standard dwarf's +4
dodge bonus to Armor Class against creatures of the giant
type.
FORESTLORD ELVES AND HALF-ELVES
Like most sylvan races, elves are in tune with the natural
world, and this attunement extends to dragonkind as well.
In ancient times, certain elf tribes made pacts with powerful
green dragons, which in turn used their magic to imbue the
elves with strange new abilities. Though the forestlord elves
did not worship these evil dragons, the two groups crafted
peace accords that remain in force to this day, long after those
who forged the treaties died.
Any descendant of a forestlord elf (including half-elves) can
also be a forestlord elf, even if she never agreed to the ancient
pacts. However, the forestlord traits are unpredictable, and
no one is ever certain if they will manifest in any given elf
or half-elf child.
Forestlord elves are easily distinguishable from standard
elves by their smooth green skin, similar to the color of a
green dragon's scales. Most also have green hair, though
it ranges from brown to white on occasion. Otherwise,
except as noted below, forestlord elves are identical to elves,
and forestlord half-elves are identical to half-elves.
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Dragonblood Subtype: Forestlord elves and half-elves
are of the dragonblood subtype.
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Treewalk (Su): A forestlord elf or half-elf can transport
herself between trees in much the same way that dryads
and druids can. Once per day, a forestlord elf can enter a
tree by touching it as a move action; once inside the tree,
she instantly transports to any other tree within 60 feet. The
forestlord elf appears in a square adjacent to the second tree
at the beginning of her next turn. When a forestlors elf or
half-elf reaches 5 Hit Dice, and for every 5 HD thereafter,
she gains one additional use of this ability per day.
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Class Skills: Hide is a class skill for forestlord elves and
half-elves.
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No bonus on saves against enchantment spells or effects.
A costly part of the ancient pacts required the elves to forgo
their innate resistance to enchantments.
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Forestlord elves do not have proficiency with the longsword,
rapier, longbow, or shortbow. They spend more time
communing with nature and less time practicing with these
traditional weapons.
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Forestlord half-elves have no bonus on Diplomacy or
Gather Information checks. Cooperation comes less naturally
to these characters.
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Forestlord Pact: Any forestlord elf or half-elf who attacks
or otherwise attempts to harm a green dragon loses her treewalk
ability for 24 hours. During that time, the character also
takes a -1 penalty on attack rolls, caster level or manifester
level, and saving throws.
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Favored Class: Sorcerer. A multiclass forestlord elf or
half-elf's sorcerer class does not count when determining
whether she takes an experience point penalty. This class
replaces the standard elf's favored class, wizard.
STONEHUNTER GNOMES
One of the few races considered to be fast companions of any
kind of drake, stonehunter gnomes are the favored people of
copper dragons. Since the coppers' love of pranks, mischief,
riddles, and puzzles fits in well with the gnomes' outlook on
life, it comes as no surprise that the dragons would associate
with the smaller race. The gnomes who return this sentiment
are known as stonehunters, a moniker derived from the fact
that the two races frequently meet to hunt together. In fact,
copper dragons often make their lairs beneath stonehunter
gnome villages. Over generations, the gnomes grow more
dragonlike in appearance, while the dragons become
fonder of the mortals.
Stonehunter gnomes have very dark skin that takes on a
coppery sheen in the sunlight. They build their homes in
rocky hills, close to the favored environment of their dragon
allies, and are renowned for their hunting skills and the
extravagance of their parties and celebrations.
Otherwise, stonehunter gnomes are identical to gnomes,
except as noted below.
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Dragonblood Subtype: Stonehunter gnomes are of the
dragonblood subtype.
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Hunter's Insight: As frequent hunting companions of
great copper dragons, stonehunter gnomes quickly develop
the skills necessary to track down their prey. They have a +2
racial bonus on Climb and Survival checks as a result of their
upbringing.
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Stonehunter gnomes do not have the standard gnome's
+2 saving throw bonus against illusions, nor do they add +1 to
the Difficulty Class of illusion spells they cast. Stonehunter
gnomes care little for illusions and instead spend the majority
of their time honing their hunting skills.
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Favored Class: Ranger. A multiclass stonehunter gnome's
ranger class does not count when determining whether he
takes an experience point penalty. This class replaces the standard gnome's
favored class, bard.
GLIMMERSKIN HALFLINGS
Gold dragons hate injustice and foul play, but few things
aggravate them more than the tyranny of the strong over the
weak - or the small. When a gold dragon's territory includes
or is near a halfling village, the dragon quietly appoints itself
the settlement's protector, guarding it from threats too great
for the halflings to defeat. Seldom do the villagers learn of
the dangers that never come to pass, and even more rarely do
they discover the true identity of their guardian.
The dragon often walks among its charges, appearing as a
traveler, a harmless animal, or a newly arrived halfling seeking
to settle in the village. Though any serious relationships
that result are short-lived (from the dragon's point of view),
the descendants of such couplings bear signs of draconic
heritage for many generations.
Glimmerskin halflings typically have a warm, golden sheen
to their complexion, and their eyes inevitably hold metallic
flecks of gold. They commonly display traits of nobility and
bravery, standing up against threats of any nature.
Otherwise, glimmerskin halflings are identical to halflings,
except as noted below.
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Dragonblood Subtype: Glimmerskin halflings are of
the dragonblood subtype.
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Touch of Luck: Once per day, a glimmerskin halfling
can grant himself or any ally within 30 feet a +2 luck bonus
on a single saving throw. Using this ability is an immediate
action and must be announced before the roll is made.
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Class Skills: Heal is a class skill for glimmerskin
halflings.
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No Move Silently Bonus: Glimmerskin halflings don't
share the standard halfling's penchant for stealth.
VILETOOTH LIZARDFOLK
Many lizardfolk tribes forge alliances with black dragons
because they share similar habitats. Over generations, some
tribes come to worship these dragons, and this close relationship
often results in a mingling of the bloodlines. The
legacy of these dragons still lingers today. In some cases,
entire tribes share this bloodline, while in other cases, it
manifests randomly among standard lizardfolk. Regardless,
these individuals are known as viletooth lizardfolk.
Viletooth lizardfolk are thin or even scrawny compared
to others of their kind. They always have patches of black
scales, and some have hides of pure ebony. Viletooth lizardfolk
have large eyes and frequently grow short, curved horns
resembling those of their draconic ancestors.
Otherwise, viletooth lizardfolk are identical to lizardfolk,
except as noted below.
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+2 Constitution: A viletooth lizardfolk is less muscular
than other lizardfolk but inherits some of a black dragon's
cunning. This ability score modifier replaces the standard
lizardfolk ability score modifiers.
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Dragonblood Subtype: Viletooth lizardfolk are of the
dragonblood subtype.
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Acid Bite (Su): A viletooth lizardfolk's bite attack
deals 1d6 points of acid damage in addition to its normal
damage.
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Water Breathing (Ex): Viletooth lizardfolk can breathe
underwater indefinitely.
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Class Skills: Move Silently is a class skill for viletooth
lizardfolk.
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No Hold Breath Special Quality: Viletooth lizardfolk
don't share the standard lizardfolk's ability to hold its breath
longer than normal.
SUNSCORCH HOBGOBLINS
Hobgoblins often ally with powerful dragons, supplying
the drake with treasure and sometimes a lair in exchange
for assistance in battle. Of all the chromatic dragons, blue
dragons are the most common hobgoblin allies. Their territories
often overlap, with the hobgoblins settling in hilly or
broken lands adjoining deserts controlled by blue dragons,
and both races recognize that alliances are more productive
than rivalries. Mighty blues often "adopt" a nearby tribe of
hobgoblins, while stories tell of tribes that raise wyrmling
blue dragons to adulthood over many generations.
Although physical relationships between the two races
are unusual, the priests of the Sunscorch tribe of hobgoblins
developed divine rituals that allowed them to take on
draconic characteristics. The original tribe has long since
disappeared, but the traits created by these rituals linger in
the hobgoblin race. The birth of a sunscorch hobgoblin is
considered a powerful omen, though whether it bodes great
fortune or ill tidings depends on how threatened the tribe
leaders feel about the new arrival.
Sunscorch hobgoblins appear much like their fellows,
except for their brilliant azure eyes. They display exceptional
cunning and patience, but often share the vanity of blue
dragons. They have a natural love of power; when a sunscorch
hobgoblin isn't leading a warband or tribe, he is likely the
voice of wisdom behind its leader.
Otherwise, sunscorch hobgoblins are identical to hobgoblins,
except as noted below.
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+2 Constitution, +2 Wisdom: Sunscorch hobgoblins
display exceptional insight and share their fellows' toughness,
but they aren't as agile as standard hobgoblins. These ability
score modifiers replace the standard hobgoblin ability score
modifiers.
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Dragonblood Subtype: Sunscorch hobgoblins are of the
dragonblood subtype.
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Sunscorch hobgoblins have a +2 racial bonus on Bluff
checks because of their natural ability to deceive their
enemies.
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Sunscorch hobgoblins are inured to the environmental
hazards of the blue dragons' home. They have a +2 racial bonus
on Fortitude saves to avoid nonlethal damage from heat.
FROSTBLOOD ORCS AND HALF-ORCS
Hailing from the frigid north and among the most savage of
warriors, frostblood orcs trace their origins to barbarian hunters
who both revered and hunted white dragons. In ancient
times, some primitive orc tribes considered white dragons to
be the supreme prey in the brutal frostfell of their homeland,
valued highly due to the scarceness of other bounty. When
scouts spotted a white dragon, the tribes' fiercest warriors
gathered for hunting expeditions that lasted for weeks or
months at a time, after which they would return home with
the dragon carcass - or wouldn't return at all. Victorious
warriors carried out rituals in which they drank the blood
of the white dragon they killed, a process that somehow
altered their race over generations and imbued them with
the essence of the very creatures they hunted. Some half-orcs
also display these traits.
Modern frostblood orcs still hail from the north but have
since joined the rest of civilization, if only as outlanders. They
have pale white skin and catlike eyes, with stringy white or
gray hair that grows quickly.
Otherwise, except as noted below, frostblood orcs are
identical to orcs, and frostblood half-orcs are identical to half-orcs.
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Dragonblood Subtype: Frostblood orcs and half-orcs are
of the dragonblood subtype.
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Resistance to Cold 10: Because their ancestors ingested the
blood of great white dragons, all frostblood orcs and half-orcs
are naturally resistant to damage from cold-based attacks.
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Endurance: Frostblood orcs and half-orcs have Endurance
as a bonus feat. If a frostblood orc or half-orc would later
gain Endurance as a bonus feat, he can select any other feat
for which he qualifies.
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Vulnerability to Fire: Frostblood orcs and half-orcs share
the white dragon's vulnerability to fire-based attacks.
DEEPWYRM DROW AND HALF-DROW OF FAERUN
Deep dragons are among the
most dangerous hunters in the Underdark. Thanks to their
ability to assume humanoid form, they frequently interact
with other denizens of these shadowy tunnels while posing
as drow. In this guise, deep dragons explore dark elf communities
and forge powerful alliances, often without the drow
realizing the truth about their new partners.
In some cases, these relationships produce half-dragon
offspring, and these bloodlines have a way of manifesting
themselves in later generations as deepwyrm drow. Such
drow are typically sinuous in build, with skin that has maroon
or purple highlights.
Otherwise, except as noted below, deepwyrm drow are
identical to drow, and
deepwyrm half-drow are identical to half-drow.
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Dragonblood Subtype: Deepwyrm drow and half-drow
are of the dragonblood subtype.
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Spell-Like Abilities : 3/day - detect magic; 1/day - disguise
self. The caster level for these effects is equal to the character
level of the deepwyrm drow or half-drow.
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Deepwyrm drow lose the power to use faerie fire as a
spell-like ability.
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Deepwyrm drow and half-drow gain a +2 racial
bonus on Bluff checks.
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Deepwyrm half-drow lose the standard +2 racial
bonus on Diplomacy checks.
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Deepwyrm drow and half-drow lose the standard
+2 racial bonus on Will saves against spells and spell-like
abilities.
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