Drakes are the far-flung descendants of dragons, and they don't hesitate to remind you of that fact.

  • -2 dex, +2 con.
  • Humanoid (dragonblood). Drakes are humanoids with the dragonblood subtype, and therefore qualify for special character options that require dragonblood.
  • Medium: As Medium creatures, drakes receive no special bonuses or penalties due to their size.
  • Drake base land speed is 30 feet.
  • Wing-Aided Movement: Drakes can use their wings to help with movement even if they can't fly yet. The extra lift from her wings gives a drake a +10 racial bonus on Jump checks.
    • Gliding (Ex): A drake can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Drakes glide at a speed of 40 feet (average maneuverability). Even if a drake’s maneuverability improves, she can't hover while gliding. A drake can't glide while carrying a medium or heavy load. If a drake becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The drake descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
    • Flight (Ex): When a drake reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A drake can't fly while carrying a medium or heavy load or while fatigued or exhausted. Drakes can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Drakes are likewise fatigued after spending a total of more than 10 minutes per day flying. Because drakes can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).
  • Energy Affinity: A drake chooses an energy affinity (acid, cold, electricity, fire, or sonic). The drake gains two abilities based on this energy type.
    • Breath Weapon (Su): A drake gains a breath weapon that deals damage of the chosen type. The breath weapon is a five-foot-wide line that reaches 10 feet per hit die. The breath weapon deals 1d6 points of damage plus 1d6 points of damage per 3 hit dice. A successful reflex save (DC 10 + ½ the drake’s hit dice + her constitution modifier) halves the damage. A drake can use her breath weapon once every 5 rounds.
    • Energy Resistance (Su): A drake gains energy resistance 5 to the energy affinity it chooses for its breath weapon.
  • Low-light vision. Drakes see up to twice as far as humans in low light.

Personality: Drakes run the gamut of personality types, but their characters are often tied to their energy affinities. Fire drakes are passionate; quick to anger but also quick to laugh. Ice drakes are more reserved. They can sometimes seem cold and calculating, and are usually logical. Electric drakes are full of energy, and usually are in a good mood. However they are quite eclectic, and can seem to change at the drop of a hat. They like to keep people on their toes. Acid drakes are the least personable of them all. They are known for their sharp wit, biting remarks, and acrid tone. They rarely hold back comments to spare the feelings of others. They can be grumpy and anti-social. Sonic drakes recognize the power of words, and are either very talkative or very quiet, depending on their personal philosophy – use words to your advantage or respect the power and use them sparingly. Force drakes have straightforward, demanding characters.

Regardless of energy affinity, drakes are supremely confident and consider themselves to be superior to other races.

Physical Description: Drakes resemble muscular humans with sections of small iridescent scales on their bodies – usually around the neck and shoulders, forearms, chest, and calves, but they can appear anywhere, including the face. Sections covered in scales are hairless. Drakes have other vaguely draconic features, such as pronounced canines, a long tongue, small horns, frills, or ridge, claws, and wings. Drake eyes have bright irises of gold, silver, bronze, brass, copper, red, blue, green, white, or black.

Relations: Regardless of energy affinity, drakes are aware of their ancient link to dragons, and thus feel somewhat superior to all other races. They will work with any of the frontier or native races, but always feel as though they are the leader, supervisor, or master. Lizardfolk in particular feel a kinship with the drakes based on their reptilian appearance. Like the raptorans, they often take to the air, and thus sometimes clash. Most races recognize the legendary heritage of dragons and treat the drakes with a measure of respect.

Alignment: Drakes can be of an alignment. Acid drakes tend toward chaos and evil; cold drakes tend toward lawfulness and neutrality; electric and fire drakes tend toward chaos, with electric drakes more likely to be good while fire drakes are more likely to be neutral. Sonic drakes are likely to be good. Force drakes are mostly neutral.

Lands: Drakes inhabit the frontier towns. With their superior attitude, they are likely to think of any place they occupy as theirs by right.

Religion: Drakes mostly revere the ancient myths of dragons, not so much as gods but as a form of hero worship. Drakes also commonly worship the Highfather as the creator of dragons.

Language: Drakes speak frontier common. Some learned drakes also know draconic, but it is an ancient, uncommon language. Even drakes who do not speak draconic may know a few terms or phrases that they work into their conversation.

Names: Drakes retain draconic names as a reminder of their ancient heritage. They have long, multi-syllabled names. They usually use a short form of the name when dealing with non-drakes.
Example Names: Antaxel’latherines (Axel), Mexil’atil’kytes (Mex), Ixthachtil’uinites (Ix).

Classes: Drakes perform well in any class, however due to their dexterity penalty often steer clear of ranged combat (other than their breath weapons) and classes that depend on dexterity.

Adventurers: Drakes adventure largely to prove their superiority to others. They are very confident of their abilities and seek to show it to others. They may adventure for other reasons as well, depending on their temperament.

Character Options: Drakes often have the magic-blooded template, especially those who are sorcerers or bards. Drakes have the dragonblood subtype and therefore qualify for special feats. Many drakes take the Tireless Flight feat. Drakes with two claw attacks also qualify for the Rend feat. Drakes also regularly take Improved Natural Attack, Improved Natural Armor, Multiattack, and Flyby Attack. Many drakes enhance their breath weapon with the Entangling Exhalation feat.

Drakes also have access to Energy Affinity feats.

Affinity Substitution
Prerequisites: Energy Affinity
Benefit: A drake with this feat is able to tap into an energy affinity other than his own, selected when he takes this feat. He gains a second energy resistance, and can use each breath weapon interchangeably (though still no more than once per 5 rounds). You can take this feat multiple times, each time selecting a different energy affinity.

Alternate Breath Weapon
Prerequisites: Energy Affinity
Benefit: A drake who takes this feat gains a new type of breath weapon chosen from the following list. The save DC for a drake’s alternate breath weapon is 10 + ½ the drake’s level + the drake’s constitution modifier. You can take this feat multiple times, each time taking a different alternate breath weapon.
Poison: Deal 1d4 constitution damage, fortitude save for half.
Sleep Gas: Will save or fall unconscious for a number of rounds equal to the drake’s character level.
Weakening: Deal 1d4 constitution damage, fortitude save for half.

Force Affinity
Prerequisites: Energy Affinity, character level 1
Benefit: A drake who takes this feat gains an affinity to force energy rather than acid, cold, electric, fire, or sonic. This grants the drake a breath weapon which deals force damage, and damage reduction 1 (which increases to 2 if he has the spellscale template). Force damage is not subject to energy resistance, but is subject to damage reduction.
Special: A drake may take this feat only at character level 1.

Shape Breath Weapon
Prerequisites: Energy Affinity
Benefit: A drake who takes this feat can choose one of the following breath weapon shapes that it can use in addition to the 5-foot wide line. You can take this feat multiple times, selecting a different shape each time.
Cloud: Your breath weapon becomes a cloud with a radius of 10 feet per hit die.
Cone: Your breath weapon becomes a cone 10 feet long per hit die.
Line: Your breath weapon becomes a line 10 feet wide and 10 feet long per hit die.

Spellscale template
Spellscale is a template that can be added to any drake. Spellscales are more inherently magical and retain more of the ancient dragon lineage than the standard drake. They are taller and more muscular than normal drake, and they have more pronounced draconic features, including larger patches of iridescent scales.

  • Spellscale drakes gain the augmented subtype.
  • +2 strength, +2 charisma.
  • Spellscale drakes gain a +2 bonus to saves versus fear.
  • Dragon Senses: Spellscale drakes gain darkvision out to 60 feet and superior low light vision, as well as a +2 bonus to spot checks.
  • Improved Energy Affinity: The spellscale drake’s breath weapon deals +1d6 energy damage of the energy type she has chosen. * Her energy resistance increases to 10.
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