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    Default Children of the Ruins [3.5e Race][PEACH]

    Dragonborn
    Origin
    Normally Dragonborn are only created when a Karmainian or similar creature makes a pact with the god Trothar. They then enter a state were they become encased within a fleshy egg-like sac. Inside the egg they decide on their Aspect. After eight hours they exit the sac and come out as a Dragonborn regardless of what they once were. While they are being "born" the Dragonborn seems to lose its reproductive system during the transistion. A Dragonborn "birthed" in this way is called a True Dragonborn.

    But they can also be create in another way. In the late Second Era when Sventar attacked, most Dragonborn were killed and their souls were damaged. As such Trothar grant 1 in 10 True Dragonborn the ability to breed with other dragonborn and they retain their reproductive system instead of losing it during the transformation. The child would have the soul of one of the Dragonborn which died when Sventar attacked. It wouldn't have the memories or personality of the orginal, but they did have the same aspect as its orginal. A Dragonborn "birthed" in this way is called a Reborn Dragonborn. Reborn Dragonborn are always born with reproductive systems.

    Personality
    True Dragonborn are Devoted to Trothar's cause, having chosen a pure and noble path of service to the King of Good Dragons. This choice was not lightly made, but arrived at through ceremony and contemplation. Dragonborn have given up their former lives, loves, and interest for a hard life of duty. A Dragonborn, therefore has a strong sense of identity of themselves with a clear purpose in life. This causes them to be more content with what they have than other species in Keran.

    But a Reborn Dragonborn is different. They weren't allowed to choose their destiny, unlike their parent, instead being forced into the destiny of killer of evil dragonkind. This causes them to be more agressive than most other people.

    Physical Description
    A Dragonborn stands around 5 foot to 7 feet tall and is covered in scales. The colour of these scales can be from a Dark Sanguine Red to a Shining Pure White. A Dragonborn is a humanoid generally of muscular build, regardless of gender. Instead of hair, a Dragonborn has a few tendrils which after a week raise and harden into horn like structures.

    Relations
    Dragonborn take a strategic view towards other humanoid races. Anyone and everyone might be useful to the Dragonborn cause. These folks can and should be employed in the fight against Tiam's spawn.

    In addition a True Dragonborn tends to hold members of its original race in a place of high esteem and gentle affection. Having grown up as that creature they better understand them and their culture.

    A Reborn Dragonborn generally despise True Dragonborn, especially the two who birthed it, seeing them as fools who have given up the only thing that makes mortals special.

    Alignment

    True Dragonborn are normally some form of good, as they have dedicated their lives to the cause of slaying evil dragons. They cannot be evil as Trothar will revoke his gift from the Dragonborn.

    Reborn Dragonborn are generally chaotic, and doesn't care about harm coming to others. This causes them to steer toward evil acts, which allow them to finish each mission more efficently at the cost of there morality.

    Lands
    They have no homeland. They closest thing they had to a homeland is now destroyed. The Ruins was a once a small nation of Good Draconic creatures and Karmainian's. The goddess Sventar saw that they were a threat to her children and flew over the nation. Then she opened all her heads, and let out their breath weapons upon the terrain. The land is now a wasteland where only abominations dwell, except in a single location. A kobold city built in the middle of a volcano. The Dragonborn see this as a single sign of hope for a future nation.

    Religion
    True Dragonborn view Trothar simultaneously as their deity and their father. They accord him honour and worship. Trothar allows his children to worship other deities as long as they are of Good Alignment, but they seldom do.

    Reborn Dragonborn generally hate the gods. They see themselves as pawns in gods schemes, and know that there creator will never let them go.

    Language
    Dragonborn know all the languages from their previous life and normally try and learn Draconic the Language of Dragons to help gain allies or frighten enemies.

    Names

    True Dragonborn regularly keep their old names to remind them of what they once were and what they have become. But recently some True Dragonborn have been taking new names in Draconic to symbolise they have are a new person after rebirth.

    Reborn Dragonborn instictively know of the name of its previous-self and uses that as its name.

    Racial Traits
    • +2 Con, -2 Dex: Dragonborn are hearty and healthy, but their bodies are stiff and slow moving.
    • Humanoid (Dragonblood): Dragonborn are humanoids with the dragonblood subtype.
    • Medium: As Medium creatures, Dragonborn have no special bonuses or penalties due to their size.
    • Dragonborn base land speed is 30 ft.
    • Blood Foe: Dragonborns were created to combat evil dragons and whenever they fight with there natural foe they're blood begins to boil. When an Evil Dragon is within line of sight, they receive a +1 morale bonus on all attacks and saving throws.
    • Destined Foe: A Dragonborn has a +2 racial bonus on Saving Throws against Dragons.
    • Draconic Aspect: Trothar has blessed the Dragonborn with the ability to imbue dragon power within their bodies. By touching the corpse of a True Dragon and expending a Full-Round action they gain some of the traits of the slain creature. This aspect is retained until a new one is gained, upon which time as the previous aspect is lost. See below for the abilities granted by the specific dragon.
    • Dragon Fury: Dragonborn have two primary claw attacks that deal 1d4 points of slashing damage plus Strength bonus, and a secondary bite attack that deals 1d6 points of piercing damage plus 1/2 Strength bonus.
    • Low Metabolism: A Dragonborn can survive on one-tenth the food and water it takes to sustain a Karmainian.
    • Silent Soul: A Dragonborn innately infuses body with the elemental energy of his surroundings, this stops creatures with an elemental subtype being able to pin point the Dragonborn using Blindsense.
    • Favored Class: Paladin.


    Aspects
    • Amber: Gains the ability use Wild Shape as a druid once per day, this can only be used to become Small Animals with a HD of 1 or Less. At 5 HD you can wildshape into a Small Animal with a HD of 5 or Less. At 10 HD you can wildshape into Small and Medium Sized animals with a HD of 10 or Less.
    • Amethyst: Gains 5 resistance to force damage. At 10 HD the Dragonborn can Planeshift to the Elemental Plane of earth as a spell-like ability at will.
    • Black: Gains 5 resistance to acid. At 5 HD you also gain Waterbreathing as a Black Dragon.
    • Blue: Gains 5 resistance to electricity. At 5 HD you also gain Create/Destroy Water ability of a Blue Dragon.
    • Brass: Gains 5 resistance to fire. At 5 HD you can Speak with Animals (as the spell).
    • Bronze: Gains 5 resistance to electricity. At 5 HD you also gain Waterbreathing as a Bronze Dragon.
    • Brown: Gains 5 resistance to acid, At 5 HD you also gain the Tremorsense 30ft ability of a Brown Dragon.
    • Copper: Gains 5 resistance to acid. At 5 HD you are under the effect of the Spider Climb spell.
    • Crystal: Gains 5 resistance to cold damage. At 10 HD the Dragonborn can Planeshift to the Elemental Plane of Air as a spell-like ability at will.
    • Dry: Gains 5 resistance to desiccation damage rounded down, as well as the Hold Breath ability of a Dry Dragon. At 5 HD you also gain the Tremorsense 30ft ability of a Dry Dragon.
    • Emerald: Gains 5 resistance to Sonic damage.At 10 HD the Dragonborn can Planeshift to the Elemental Plane of Air as a spell-like ability at will.
    • Gold: Gains 5 resistance to Fire. At 5 HD you also gain Waterbreathing as a Gold Dragon.
    • Green: Gains 5 resistance to Acid. At 5 HD you also gain Waterbreathing as a Green Dragon.
    • Mercury: Gains the Fire Subtype. At 5 HD you also gain Brilliance of a Mercury Dragon.
    • Plains: Gain 5 Spell Resistance. At 5 HD it increases to 10 Spell Resistance. At 10 HD it increases to 15 Spell Resistance.
    • Plague: Gains 5 resistance to Acid. At 5 HD you also gain immunity to disease as a Plague Dragon.
    • Red: Gains the Fire Subtype. At 10 HD you also can cast Suggestion 3 times per day as a spell-like ability.
    • Sapphire: Gains 5 resistance to acid. At 5 HD you are under the effect of the Spider Climb spell.
    • Sand: Gains 5 resistance to Fire, At 5 HD you also gain the Tremorsense 30ft ability of a Sand Dragon.
    • Silver: Gains 5 resistance to Cold, At 5 HD you also gain the Cloudwalker ability of a Silver Dragon.
    • Spellwaste: Gains the Spell Warding ability of a Spellwaste dragon. At level two it only affects level 0 and 1 spells and spell-like abilities. At 10 HD it affects level 2 and 3 spells and spell-like abilities.
    • Steel: Gains the Resistance to Poison ability of a Steel Dragon. At 10 HD the Dragonborn can cast Polymorph (as the spell) as a spell-like ability once per day.
    • Topaz: Gains 5 resistance to Cold. At 5 HD you also gain Waterbreathing as a Topaz Dragon.
    • White: Gains 5 resistance to Cold, At 5 HD you also gain the Icewalking ability of a White Dragon.


    Vital Statistics


    {table="head"]Dragonborn Random Height and Weight| | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|5'2"|+2d10|125 lb.|x (3d4) lb.
    Female|4'9"|+2d10|90 lb.|x (3d4) lb.[/table]
    Last edited by Milo v3; 2012-08-21 at 04:21 AM.
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    Default Re: Children of the Ruins [3.5e Race][PEACH]

    Dragonborn Breath Weapon [Racial]
    You have harnessed your draconic blood and can attack with a dragonlike breath weapon.
    Prerequisites: Dragonborn, base attack bonus +4.
    Benefit: You gain the ability to use a breath weapon as a Supernatural ability once per day. Your breath weapon deals 3d8 damage (Ref half, save DC 10 + 1/2 HD + Con modifier). The exact type of your breath weapon depends on your Draconic Aspect:

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    Amber: No damage. Those creatures which succeed their save are immobilized (unable to move) for 1d6 + 1 round per 5 HD but need simply make a DC 10 Strength check (as a standard action) to break themselves free, 5 damage dealt to the sap covering them (hardness of 5) will also break them free; if they have evasion they ignore this sap completely. Those creatures which fail are immobilized for 2d6 + 2 rounds per 5 HD and cannot even speak. They may make one attempt to break free as a full round action requiring a DC 15 + (HD /5) Strength check to succeed, on a failure they cannot try again and are unable to move until the duration has elapsed or the sap covering them has been dealt 15 damage per 5 HD (hardness 5 + 1 per 5 HD). Note that Suffocation rules are in effect to all trapped.
    Amethyst: Force
    Black: Acid
    Blue: Electricity
    Brass: Fire
    Bronze: Electricity
    Brown: Acid
    Copper: Acid
    Crystal: Cold
    Dry: Half damage is Dessication, Half damage is Slashing.
    Emerald: Sonic
    Gold: Fire
    Green: Acid
    Mercury: Fire
    Plains: Deals 3d6 Untyped Damage.
    Plague: Acid
    Red: Fire
    Sapphire: Acid
    Sand: Slashing
    Silver: Cold
    Spellwaste: Magical pressure that turns the internal magical energy of any creature against its self, dealing the 2d4 (Will save halves). This attack is especially potent against dragons, aberrations, fey, undead, constructs, outsiders, and elementals, as well as any creature that can cast spells and any creature that is capable of using one or more spell-like ability, take +1 damage per 5 HD. If they can cast spells spontaneously, or have at least one at-will spell-like ability, they instead take +2 damage per 5 HD.
    Steel: Acid
    Topaz: Cold
    White: Cold


    Dragonborn Avatar [Racial]
    By focusing on a singular aspect you master it at the cost of losing your diversity.
    Prerequiste: Dragonborn, Must have a Draconic Aspect
    Benefit: Your Draconic Aspect grants you more abilities in addition to the ones normally obtained:
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    • Amber: The ability use Blink as a Spell-Like Ability 1/day. At 6 HD this increases to 2/Day. At 12 HD this increases to 3/Day. At 15 HD this increases to 5/Day.
    • Black: His resistance to acid increases to 10 and gains the ability use Darkness as a Spell-Like Ability 1/day. At 6 HD this increases to 2/Day. At 12 HD this increases to 3/Day.
    • Blue: His resistance to electricity increases to 10 and gains the ability use Ventriloquism as a Spell-Like Ability 1/day. At 6 HD this increases to 2/Day. At 12 HD this increases to 3/Day.
    • Brass: His resistance to fire increases to 10 and gains the ability use Endure Elements as a Spell-Like Ability 1/day. At 6 HD this increases to 2/Day. At 12 HD this increases to 3/Day.
    • Bronze: His resistance to electricity increases to 10 and gains the ability use Create Food & Water as a Spell-Like Ability 1/day. At 6 HD this increases to 2/Day. At 12 HD this increases to 3/Day.
    • Copper: He gains the ability use Stoneshape as a Spell-Like Ability 1/day. At 6 HD this increases to 2/Day. At 12 HD this increases to 3/Day.
    • Dry: TBD
    • Gold: TBD
    • Green: TBD
    • Plains: TBD
    • Plague: TBD
    • Red: TBD
    • Silver: TBD
    • Spellwaste: TBD
    • White: TBD


    Special: The Draconic Aspect you currently have cannot be changed after gaining his feat.

    Focused Breath Weapon [Racial]
    You have mastered your draconic blood and improved on your innate breath weapon.
    Prerequistes: Dragonborn, Dragonborn Avatar, Dragonborn Breath Weapon.
    Benefit: You can use your breath weapon as a supernatural ability five times per day. Your breath weapon deals 6d8 points of damage.
    Special:
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    If you have the Amber dragon Aspect the Breath Weapon deals no damage. instead those creatures which succeed their save are immobilized (unable to move) for 1d10 + 1 round per 5 HD but need simply make a DC 10 Strength check (as a standard action) to break themselves free, 5 damage dealt to the sap covering them (hardness of 5) will also break them free; if they have evasion they ignore this sap completely. Those creatures which fail are immobilized for 2d10 + 2 rounds per 5 HD and cannot even speak. They may make one attempt to break free as a full round action requiring a DC 15 + (HD /5) Strength check to succeed, on a failure they cannot try again and are unable to move until the duration has elapsed or the sap covering them has been dealt 15 damage per 5 HD (hardness 5 + 1 per 5 HD). Note that Suffocation rules are in effect to all trapped.

    If you have the Spellwaste Dragon Aspect the breath weapon is of magical pressure that turns the internal magical energy of any creature against its self, dealing the 2d8 (Will save halves). This attack is especially potent against dragons, aberrations, fey, undead, constructs, outsiders, and elementals, as well as any creature that can cast spells and any creature that is capable of using one or more spell-like ability, take +1 damage per 5 HD. If they can cast spells spontaneously, or have at least one at-will spell-like ability, they instead take +2 damage per 5 HD.
    Last edited by Milo v3; 2012-08-21 at 05:09 AM.
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    Default Re: Children of the Ruins [3.5e Race][PEACH]

    Basically, you took Dragonborn, slapped it on a Human chassis (so that there are no nifty ability changes), and called it a day?

    Mind you, didn't read the fluff.
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    Post Re: Children of the Ruins [3.5e Race][PEACH]

    As is, this isn't very interesting since, as previously stated, it's a dragonborn on a human chassis without any "nifty ability changes." That being said, this is not without potential, since it allows players to play a sort of draconic character without all the transformation fluff of the normal dragonborn. It needs a lot of polishing though, so I'll start with some suggestions.
    • Take a look at the Dragonlance Campaign Setting and Dragons of Krynn supplements, specifically the draconians. That may provide inspiration to giving these dragonborn a more unique outlook.
    • Give them something instead of an aspect. With it, they seem exactly the same as RoD dragonborn.
    • Change the favored class to something more unique, and a little more interesting, then paladin (dragonfire adept and dragon shaman are the obvious candidates, but I'd be interested to see what you come up with.
    • Basically, just distance this further from true dragonborn if you want it to be taken as your own race and work.
    • The fluff is actually quite good, but maybe instead of being direct offspring of true dragonborn they're like distant relatives who bred with half-dragons or something? This makes them a little more unique at least.


    Good luck I'd love to see where this ends up.
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    Default Re: Children of the Ruins [3.5e Race][PEACH]

    Quote Originally Posted by Vilpich View Post
    As is, this isn't very interesting since, as previously stated, it's a dragonborn on a human chassis without any "nifty ability changes." That being said, this is not without potential, since it allows players to play a sort of draconic character without all the transformation fluff of the normal dragonborn. It needs a lot of polishing though, so I'll start with some suggestions.
    Most dragonborn have the Transformation fluff. But as they emerge as a new creature, there previous form doesn't have any effect on its new incarnation.

    [LIST][*]Take a look at the Dragonlance Campaign Setting and Dragons of Krynn supplements, specifically the draconians. That may provide inspiration to giving these dragonborn a more unique outlook.
    I'll take a look once I get home.
    [*]Give them something instead of an aspect. With it, they seem exactly the same as RoD dragonborn.
    I do like the idea of the Aspect though.... I'll try and think of something to replace it.
    [*]Change the favored class to something more unique, and a little more interesting, then paladin (dragonfire adept and dragon shaman are the obvious candidates, but I'd be interested to see what you come up with.
    I don't have whatever books those two classes are in, so they are out. Also the flavour suits a Paladin as they are chosen warriors of a god.
    [*]Basically, just distance this further from true dragonborn if you want it to be taken as your own race and work.
    I will try but I'm not planning on changing my setting details to much.
    [*]The fluff is actually quite good, but maybe instead of being direct offspring of true dragonborn they're like distant relatives who bred with half-dragons or something? This makes them a little more unique at least.
    I don't know what you mean. There are two different orgins for Dragonborn.. Only one of which is created by breeding.
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    Post Re: Children of the Ruins [3.5e Race][PEACH]

    speaking in bold...

    Quote Originally Posted by Milo v3 View Post
    I'll take a look once I get home.



    I do like the idea of the Aspect though.... I'll try and think of something to replace it.

    Maybe don't completely replace it, but make it more unique to them at least.

    I don't have whatever books those two classes are in, so they are out. Also the flavour suits a Paladin as they are chosen warriors of a god.

    For the record: dragonfire adept is in Dragon Magic and dragon shaman is in the Player's Handbook II. I think the whole chosen warriors of god think is what you should edit a bit. This is a natural race, not directly (still indirectly) created by the gods and giving them paladin as a favored class is just a little to restricting (similarly to how the hellborn race from the Fiendish Codex II has very restricting fluff).
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    Default Re: Children of the Ruins [3.5e Race][PEACH]

    Quote Originally Posted by Vilpich View Post
    speaking in bold...
    I don't aim for these Dragonborn to be natural. I actually didn't like that in 4th edition. I like the idea that they were made as pawns of Baham.

    Also one of my RL Friends just suggested an idea that could replace Aspects.

    It is based on the fact they are meant to kill dragons.
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    Default Re: Children of the Ruins [3.5e Race][PEACH]

    I've added in the New Aspect System which is based more off Skyrim than Races of the Dragon.
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    Post Re: Children of the Ruins [3.5e Race][PEACH]

    Now THAT is what I'm talking about! I'd be concerned about the wildshape one, but besides that this looks awesome!
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    Default Re: Children of the Ruins [3.5e Race][PEACH]

    Quote Originally Posted by Vilpich View Post
    Now THAT is what I'm talking about! I'd be concerned about the wildshape one, but besides that this looks awesome!
    I was unsure about the Wildshape as well, it is toned down than what the aspects were based off. I got them off a PrC I made a while ago called Disciple of the Noble Blood.

    My friends suggestion was that after they kill a dragon they get some of its power for themselves, like killing a Silver Dragon gets the ability to walk on clouds. I did tweak the idea a bit. Other than the wild shape I like how it turned out.
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    Default Re: Children of the Ruins [3.5e Race][PEACH]

    If they're supposed to kill dragons, then they'd better get bonuses to fighting dragons. A +2 racial bonus to attack rolls vs dragons, a +2 racial bonus to saving throws against the attacks, spells, and effects of dragons, and a +4 dodge bonus to AC against dragons seems good to me.

    Also, how about Favored Class: Initiator (Crusader, Swordsage, or Warblade; player's choice), rather than Favored Class: Paladin?

    I can only assume that these Dragonborn would have a wide range of Dragonborn racial feats, some that grant Wings and Flight, others that grant the Breath Weapon, others that give it scare tactics and Frightful Presence? There's a lot of ways to customize a Dragonborn, and it seems like racial feats would work out nicely.

    This race is very reminiscent of Skyrim's Dragonborn, which is kind of cool.
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    Default Re: Children of the Ruins [3.5e Race][PEACH]

    Quote Originally Posted by Ziegander View Post
    If they're supposed to kill dragons, then they'd better get bonuses to fighting dragons. A +2 racial bonus to attack rolls vs dragons, a +2 racial bonus to saving throws against the attacks, spells, and effects of dragons, and a +4 dodge bonus to AC against dragons seems good to me.
    I orginally had a +4 Dodge Bonus to AC against Dragons, but I removed it to distance it from the Races of the Dragon version. I think I might add in the +2 for Attack rolls though. Maybe the Saving throw bonus instead of the fear protection.

    Also, how about Favored Class: Initiator (Crusader, Swordsage, or Warblade; player's choice), rather than Favored Class: Paladin?
    I also don't have Tome of Battle, other than the info on the Warblade. Also I want to point out that I have made modifications to the paladin, so it is more powerful so I'm not just dumping this race with a crap Class. I just haven't gotten around to post my Paladin on this site yet.
    I can only assume that these Dragonborn would have a wide range of Dragonborn racial feats, some that grant Wings and Flight, others that grant the Breath Weapon, others that give it scare tactics and Frightful Presence? There's a lot of ways to customize a Dragonborn, and it seems like racial feats would work out nicely.
    Good idea.
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    Default Re: Children of the Ruins [3.5e Race][PEACH]

    I'm rather concerned that it's racial features can be summed up as: Con bonus, (somewhat minor) stuff related to killing dragons, and some natural weapons.
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    Default Re: Children of the Ruins [3.5e Race][PEACH]

    Quote Originally Posted by Ziegander View Post
    I'm rather concerned that it's racial features can be summed up as: Con bonus, (somewhat minor) stuff related to killing dragons, and some natural weapons.
    Humans can be summed up to: get extra feat, and more skill points.

    Also how is the dragon stuff minor? The aspect is the main part of the race.
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    Default Re: Children of the Ruins [3.5e Race][PEACH]

    Out of curiosity, is there a reason you're using the names Baham and Tiamus? Bahamut and Tiamat are actual figures from Arabic and Babylonian mythologies and it's slightly jarring to see names that are close to but not quite theirs on characters that have the same roles as their D&D equivalents. If you're trying to distance yourself from the D&D cosmology I'd recommend picking entirely new names (or basing them on their original myths). Otherwise, it might be easier to just use their proper names.
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    Default Re: Children of the Ruins [3.5e Race][PEACH]

    Quote Originally Posted by Epsilon Rose View Post
    Out of curiosity, is there a reason you're using the names Baham and Tiamus? Bahamut and Tiamat are actual figures from Arabic and Babylonian mythologies and it's slightly jarring to see names that are close to but not quite theirs on characters that have the same roles as their D&D equivalents. If you're trying to distance yourself from the D&D cosmology I'd recommend picking entirely new names (or basing them on their original myths). Otherwise, it might be easier to just use their proper names.
    When I first was talking to my players about the gods in my setting I called them something else (I don't remember what). My players got confused abit and told me to just call them Bahamut and Tiamat as it was easier for them. This was my compromise.

    But I think I will change them.
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    Default Re: Children of the Ruins [3.5e Race][PEACH]

    Quote Originally Posted by Milo v3 View Post
    Humans can be summed up to: get extra feat, and more skill points.

    Also how is the dragon stuff minor? The aspect is the main part of the race.
    Well, that's exactly all Humans get, and yet both of those racial abilities is highly useful in every situation and every encounter. The dragon stuff is minor because it literally doesn't actually offer much power, because it may take several levels to even acquire any aspect at all, and because even when you have an aspect, it is usually situational.

    The Dragonborn's natural weapons are great, and they will help in every combat encounter, but his dragon-related stuff, if you start the campaign at 1st level, the earliest it could possibly come into play is 2nd level, and that's if the party seeks out and kills a baby White Dragon (hooray Cold Resistance 5 and icewalking!). Not every encounter can be against dragons.
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    Default Re: Children of the Ruins [3.5e Race][PEACH]

    Quote Originally Posted by Ziegander View Post
    Well, that's exactly all Humans get, and yet both of those racial abilities is highly useful in every situation and every encounter. The dragon stuff is minor because it literally doesn't actually offer much power, because it may take several levels to even acquire any aspect at all, and because even when you have an aspect, it is usually situational.

    The Dragonborn's natural weapons are great, and they will help in every combat encounter, but his dragon-related stuff, if you start the campaign at 1st level, the earliest it could possibly come into play is 2nd level, and that's if the party seeks out and kills a baby White Dragon (hooray Cold Resistance 5 and icewalking!). Not every encounter can be against dragons.
    So I should make a race designed to excel in killing dragons. Not have abilities relating to killing dragons....

    Secondly, say your playing this race at level one. Your going through the adventure through a cavern when you find the skull of a dragon sticking out of the ground. Your companion identifies it a a Plains Dragon. You place your hand on the skull and use Draconic Aspect.
    *DING*
    You've gained a Draconic Aspect.

    Also your perception on this was actually part of the fluff. You see this race is focused on killing dragons, now you can choose to play as this race and be good at fighting dragons (True Dragonborn) or you could see this race as forcing you to be a Dragon Slayer even if you don't want to be (Reborn Dragonborn).
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    Default Re: Children of the Ruins [3.5e Race][PEACH]

    Quote Originally Posted by Milo v3 View Post
    So I should make a race designed to excel in killing dragons. Not have abilities relating to killing dragons....
    Putting words in my mouth.

    Secondly, say your playing this race at level one. Your going through the adventure through a cavern when you find the skull of a dragon sticking out of the ground. Your companion identifies it a a Plains Dragon. You place your hand on the skull and use Draconic Aspect.
    *DING*
    You've gained a Draconic Aspect.
    Significant racial traits should not be dependent on DM Fiat.

    Also your perception on this was actually part of the fluff. You see this race is focused on killing dragons, now you can choose to play as this race and be good at fighting dragons (True Dragonborn) or you could see this race as forcing you to be a Dragon Slayer even if you don't want to be (Reborn Dragonborn).
    But see, the race doesn't make you good at killing Dragons. What gave you that idea? A +2 bonus to saving throws against Dragons doesn't magically make you capable of defeating Dragons. Dragons are intelligent Sorcerers, with full BAB, huge ability scores, and roughly double your HD. If you want the race to be "focused on killing Dragons" and "good a fighting Dragons," then you're going to need a hell of a lot more than a mere +2 bonus vs Dragons. You're falling into the same trap that dozens of Mageslayer classes have for several years. And Dragons (for the most part) are Mages+.
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    Default Re: Children of the Ruins [3.5e Race][PEACH]

    Quote Originally Posted by Ziegander View Post
    Putting words in my mouth.
    That was what I thought you meant. It appears I misunderstood.

    Significant racial traits should not be dependent on DM Fiat.
    I was more saying that it isn't impossible for you to use the Draconic Aspect at level one.

    But see, the race doesn't make you good at killing Dragons. What gave you that idea? A +2 bonus to saving throws against Dragons doesn't magically make you capable of defeating Dragons. Dragons are intelligent Sorcerers, with full BAB, huge ability scores, and roughly double your HD. If you want the race to be "focused on killing Dragons" and "good a fighting Dragons," then you're going to need a hell of a lot more than a mere +2 bonus vs Dragons. You're falling into the same trap that dozens of Mageslayer classes have for several years. And Dragons (for the most part) are Mages+.
    It has abilities that help it kill dragons, but obviously they don't help enough. I'll try and make them more useful.
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