Drakkin

Drakkel (singular drakkin) live just below the surface of regions ruled by dragons. Indeed, drakkel can claim closer kinship to dragons than kobolds, though they aren't as interested in flaunting their draconic superiority and are more focused on managing their internal squabbles.

Physical Description: The red dragon heritage of the drakkel is obvious: a drakkin is a humanoid dragon with red scales and a crown of horns. They also possess draconic wings, though drakkel are typically too bulky and their wings too small for actual flight.

Society: Drakkel live underground, very close to the surface. Their cities and citadels are surprisingly large, often holding hundreds of drakkel families within their walls. Every drakkin is taught from birth a specific racial maxim: So long as there is something in the room, you have a weapon. Thus, they train themselves to use anything as a weapon, and every drakkin is expected to fight in defense of the home. Many invaders have learned too late that even the weakest drakkin farmer's broomstick has an uncanny knack for hitting harder than actual weaponry.

Relations: Drakkel are swift to make friends and slow to lose them, and they get along with a number of underground races. Dwarves tend to bore drakkel, though the stout folk's love of strong drink earns them a space in the dragons' good books. They are somewhat embarassed and flattered by kobolds, who see the larger creatures as living idols of red dragons, though drakkel tend to find the reptilians' culture claustrophobic and restrictive.

Alignment and Religion: Drakkel inherit their red dragon ancestors' free spirits, but not their proclivity for savagery and cruelty. The boisterous and good-natured drakkel are typically chaotic good, though more selfish individuals lean toward chaotic neutral. They tend to worship the same gods as dragons.

Adventurers: Drakkel are easily bored, and love company. Adventuring comes easily to them, and they tend to favor classes that make use of their great strength and draconic charisma. A great number become fighters, surprising every foe they meet with their willingness to use anything as a weapon.

Racial traits (18 RP)

+2 Str, +2 Cha, -2 Wis: Drakkel are brawny and personable, but very headstrong.

Dragon (10 RP): Drakkel are dragons with the fire subtype. Instead of fire immunity, they gain resistance to fire equal to their character level.

Medium: Drakkel are Medium creatures and take no penalties or bonuses based on size.

Improvisational (5 RP): Drakkel have an uncanny knack for turning the strangest objects into deadly weapons. They gain Throw Anything and Catch Off-Guard as bonus feats, and a +2 to damage rolls using improvised weapons.

Natural Armor (2 RP): Drakkel gain a +1 natural armor bonus.

Gliding Wings (3 RP)

Vulnerable to Cold (-2 RP): As creatures with the fire subtype, drakkel are vulnerable to cold damage and take 50% additional damage from it.

Languages: Drakkel begin play speaking Common and Draconic.

Alternate racial traits

Draconic Scion: Some drakkel aren't as skilled with improvised weapons as their kin, but inherit a larger measure of the red dragons' power. A drakkin with this trait gains a breath weapon usable a number of times per day equal to their Constitution modifier. It creates a 30-ft cone, and deals 1d6 fire damage for every 2 levels the drakkin possesses (minimum 1d6, maximum 10d6). This ability replaces improvisational.

Arctic Drakkin: Another breed of drakkin exists, descended from white dragons. These arctic drakkel instead have the cold subtype, with resistance to cold damage and vulnerability to fire. If the character also takes the Draconic Scion alternate racial trait, their breath weapon deals cold damage. This replaces the fire subtype and vulnerability to cold.

Racial feats

Impossible Armaments (combat)

Your improvised weapons hit harder than normal.

Prerequisites: Improvisational racial trait, base attack bonus +3

Benefit: When you attack with improvised weapons, you deal additional damage equal to ¼ your character level (minimum 1).

Busted Table (combat)

You can quickly alter objects to deal different damage, though it takes its toll on the item.

Prerequisites: Improvisational racial trait, base attack bonus +1

Benefit: As a swift action, you may deal 1 point of hardness-bypassing damage to an improvised weapon. In doing so, you can change the type of damage it deals (bludgeoning, slashing, piercing).

Wing Growth

Your wings' growth finally catches up with the rest of your body.

Prerequisites: Drakkin, character level 5th

Benefit: You gain a fly speed of 60 feet with average maneuverability.

Fire-eater

You've always repelled burns, but now you can take any amount of heat.

Prerequisites: Drakkin, character level 13th

Benefit: You gain immunity to fire damage.

Special: If you took the Arctic Drakkin alternate racial trait, this feat instead grants immunity to cold damage.

Racial archetype: Lamppost Brawler (Fighter)

While all drakkel have an aptitude for improvised weaponry, some of their warriors have it down to an art. Taking their racial maxim of “you're only unarmed in an empty room” to an utter extreme, they take up their improbable weaponry–whether that weapon is a lantern, a table, a door, or the lamppost after which these fighters are named–and enter combat with a will to win.

Weapon and Armor Proficiency: The lamppost brawler is not proficient with any weapons except improvised weapons. He is also proficient with light armor, but not with shields. This replaces the normal weapon and armor proficiencies.

Improvise, Dammit (Ex): The lamppost brawler gains Busted Table as a bonus feat. He also gains Impossible Armaments at 2nd level, even if he does not meet the prerequisites. These replace the normal bonus feats at the appropriate levels.

Adhesive Parchment Shield (Ex): At 3rd level, the lamppost brawler learns to guard blows with the strangest of objects. When wielding an improvised weapon, he gains a shield bonus to his AC equal to ½ his lamppost brawler level (minimum 1). This ability replaces armor training 1, 2, 3, and 4.

With a Box of Scrap (Ex): At 5th level, the lamppost brawler gains weapon training in improvised weapons. This continues to scale with level, though he does not gain training with other weapon groups. This otherwise functions like and replaces weapon training.

Trash the Set (Ex): At 10th level, being nailed down is no obstacle to a weapon-seeking lamppost brawler. As a full-round action, the lamppost brawler can attempt to pull out parts of the surroundings (ground, walls, floors, ceilings) with an appropriate Strength check. He can then use these pieces as improvised weapons. This replaces the bonus feat at 10th level.

Who Wants a Piece of the Champ (Ex): At 19th level, the lamppost brawler gains DR 5/— when wielding an improvised weapon. This ability replaces armor mastery.

If I Had A Real Weapon (Ex): At 20th level, the lamppost brawler chooses one specific improvised weapon (such as a door, chair or lamppost). Aside from functioning as weapon mastery, the lamppost brawler can also apply Busted Table to the weapon without damaging it. This ability replaces weapon mastery.

Sample drakkin

This humanoid is covered from head to foot in red scales. He grins broadly as he swings a battered lantern.

Thraxal

Male drakkin lamppost brawler 15

CG Medium dragon (fire)

Init +5

Senses: darkvision 60 ft, low-light vision, Perception +15

|-Defense-|

AC 23 (+1 Dex, +1 natural, +4 armor, +7 shield)

hp 147 (15d10+60)

Fort +11, Ref +6, Will +3

Defensive abilities: adhesive parchment shield

Immune: Fire, paralysis, sleep

Weakness: vulnerable to cold

|-Offense-|

Speed 30 ft, fly 60 ft (average)

Melee: lantern +23 (1d8+12 19-20/x2, plus 1d3 fire when lit)

|-Statistics-|

Str 20, Dex 12, Con 14, Int 10, Wis 6, Cha 15

BAB +15, CMB +20, CMD 31

Feats: [Bonus: Catch Off-Guard, Throw Anything, Impossible Armaments, Busted Table] Power Attack, Toughness, Wing Growth, Fire-Eater, Acrobatic, Alertness, Persuasive, Improved Initiative, Improvised Weapon Mastery, Improved Bull Rush, Step Up, Quick Draw, Greater Bull Rush, Improved Critical, Combat Reflexes, Vital Strike

Skills: Fly +11, Intimidate +14, Perception +15

Gear: chain shirt, lantern, various odds and ends worth 50 gp

SQ: with a box of scrap, trash the set