### Dragonian Traits
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Dragonians have the following racial traits.
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**Dragon's Breath (9 RP)** Members of this race can use this 1 + CON Modifier per day, as a standard action can make a supernatural breath weapon attack that deals 1d6 points of the damage type chosen in either a 15 ft. cone or a 20 ft. line . 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.
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This attacks damage scales up with the Dragonian's level. At every 4th level attained, the breath attack's damage goes up by 1d6 to a maximum of a 6d6 breath attack at level 20.
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The element chosen must be in in accord with the Dragonian's scale color, For an example a red scaled Dragonian must choose
fire and a blue scaled Dragonian must choose cold or electric.
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**Wings (4 RP)** Members of this race have a fly speed of 30 feet with clumsy maneuverability.
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**Elemental Resistance (3 RP)** Members of this race increase their resistance to one energy type by 10.
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The element chosen must be in in accord with the Dragonian's scale color, For an example a red scaled Dragonian must choose a fire resistance and a blue scaled Dragonian must choose cold or electric resistance.
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**Ancient Foe (3 RP)** Members of this race gain a +2 dodge bonus to AC against Dwarves and a +2 racial bonus on combat maneuver checks made to grapple Dwarves.
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**Dragons Hide (3 RP)** Members of this race gain a +2 natural armor bonus to their Armor Class.
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**Claws (2 RP)** Members of this race receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size.
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**Tenacious (2 RP)** Members of this race gain the Toughness feat.
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**Dragon Subtype Immunities and Senses**
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.
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### Alternate Racial Traits
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**Deep Dweller (4 RP)** Members of this race gain a 20 ft. burrow speed and 30 ft. swim Speed.
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This replaces the "Wings" racial trait.
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**Feral Ferocity (9 RP)** Members of this race gain a natural bite attack, dealing 1d3 points of damage and a tail attack that does 1d8 points of damage.
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Members of this race also gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.
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Members of this race also gain the following supernatural ability: Once per day as a swift action, a member of this race can call on the elemental power lurking in its veins to shroud its arms in the energy type that corresponds to the elemental plane its race has ties to. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action.
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The element chosen must be in in accord with the Dragonian's scale color, For an example a red scaled Dragonian must choose fire and a blue scaled Dragonian must choose cold or electric.
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This replaces the "Dragon's Breath" racial trait
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### Favored Class Options
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**Alchemist** Add +10 minutes to the duration of the alchemist’s mutagens.
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**Barbarian** Add +1 to the barbarian’s total number of rage rounds per day.
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**Cavalier** Add +1 to the cavalier’s CMB when making bull rush or overrun combat maneuvers against a challenged target.
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**Druid** Add +1/2 to the damage dealt by the druid’s animal companion’s natural attacks.
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**Fighter** Add +2 to the Fighter’s Constitution score for the purpose of determining when he dies from negative hit points.
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**Ranger** Add +1 hit point to the ranger’s animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
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**Witch** Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
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**Bard** The bard gains a +1/6 bonus to his inspire competence ability.
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**Cleric** Add +1/2 point of fire damage to cleric spells cast that deal fire damage.
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**Inquisitor** Add +1/2 to the attack roll bonus when the inquisitor is at or below 0 hit points.
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**Monk** Add +1 to the monk’s CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
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**Oracle** Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
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**Paladin** Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus.
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**Rogue** Add +1/2 to damage rolls when the rogue is at or below 0 hit points.
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**Sorcerer** Add +1/2 point of fire damage to sorcerer spells cast that deal fire damage.
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**Summoner** Add +1 hit point to the summoner’s eidolon.