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TypeHumanoid (Reptilian)0
Base SpeedFast1
Ability Score ModifiersStandard (+2 Str, +2 Wis, -2 Int)0
DefenseNatural Armor2
Feat and SkillSkill Bonus (Perception)2
SensesLesser Blindsight4

Dracobaltians have humanoid faces without eyes, perhaps as a result of having lived in dark caverns for so long the need to sense sunlight was no longer needed. They move on all-fours with lizard-like legs complete with claws. They have a spotted leathery skin and some matted hair on their heads. They have scaly skin and fins like a lizard or a fish. They have claw-like hands and feet. Dracobaltians do not wear clothes, but adorn themselves with ornate and colorful jewelry. They are of similar stature to humans, but hunch over and tend to crawl on all fours.

Standard Racial Traits

  • Ability Score Racial Traits: Dracobaltian possesses formidable strength and a natural insight, but are not too bright. They gain +2 Strength, +2 Wisdom, and -2 Intelligence.
  • Size: Dracobaltians are Medium creatures, and have no bonuses or penalties due to their size.
  • Type: Dracobaltians are Humanoid creatures with the reptilian subtype.
  • Base Speed: Dracobaltian have a base speed of 40 feet on land.
  • Languages: Dracobaltian begin play speaking Common and Draconese. Dracobaltian with high Intelligence can choose bonus languages from the following: Draconic, Giant, Ignan, Numish, Seeq, Terran.

Defense Racial Traits

  • Stability: Dracobaltians receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
  • Leathery-skinned: A dracobaltian’s leathery hide grants a +1 bonus to natural armor.

Feat and Skill Racial Traits

  • Keen Senses: Dracobaltians receive a +2 racial bonus on Perception checks.

Offense Racial Traits

  • Claws: Dracobaltians gain a natural set of claw attacks, dealing 1d4 points of damage. The claws are a primary attack, or a secondary attack if the dracobaltian is wielding manufactured weapons.

Senses Racial Traits

  • Lesser Blindsight: Dracobaltians are naturally blind, but they have blindsight out to 30 feet. A dracobaltian’s blindsight relies on its ability to hear and smell. This ability works as per blindsight, but the creature still needs to make Perception checks in order to notice creatures within the range of its lesser blindsight ability.
  • Scent: Dracobaltians have an enhanced sense of smell and gain the scent special ability.

Weakness Racial Traits

  • Unsocialable: Dracobaltians tend to be aggressive to other races than themselves, they suffer a -4 penalty on Diplomacy checks when dealing with other races.

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.

  • Skulk: Some dracobaltians can blend easily into their environments, and move with surprising grace. Dracobaltians gain a +2 racial bonus on Stealth checks, and take only a –5 penalty on Stealth checks made to hide from creatures they have distracted with a Bluff check (rather than the normal –10 penalty). This racial trait replaces keen senses.
  • Stalker: The lands from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Dracobaltians with this racial trait may move through difficult terrain without penalty while underground. This racial trait replaces stability.
  • Voice in the Darkness: Dracobaltians who practice coercion and intimidation in the underworld learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, dracobaltians with this trait gain a +2 bonus on Intimidate and Stealth checks. This racial trait replaces keen senses.

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.

  • Beastmaster: Add +1/2 on critical hit confirmation rolls for attacks made with unarmed strikes or natural weapons (maximum bonus of +4). This bonus does not stack with Critical Focus.
  • Berserker: Add +1/2 on critical hit confirmation rolls for attacks made with unarmed strikes or natural weapons (maximum bonus of +4). This bonus does not stack with Critical Focus.
  • Black Belt: Add +1/6 to gain a new martial art talent.
  • Fighter: Add +1/2 to damage rolls the fighter makes with weapon attacks against an opponent she is flanking or an opponent that is denied its dexterity bonus to AC.