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Krats A new race for Ponyfinder™ By tamara Henson Krats, a new race from Norse, Finnish, and Slavic mythology According to ancient legend the early fey clans worshiped the faerie dragon deity Nathair Sglathach. Nathair gave his worshipers a boon by granting them the form of their god. These little folk have a reptilian form and are known in the northern lands they inhabit as the protectors of the land. Most krats guard wilderness areas from persecution but a few become fascinated by the other races and decide to follow them around to learn more of the world and collect the treasure they need to grow larger and more like their patron god. Physical Description: the krat resemble small dragons 2-3 feet tall when rearing on their hind legs. Their heads have a beak-like snout filled with sharp teeth and their long necks join the head to a four-legged, almost feline, body. The two front paws have long fingers that can be 1

The Krat: A Draconic Race for Pathfinder

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A race based on the northern European dragon fairies of myth. This race was made using the Pathfinder rules and is perfect for Ponyfinder and similar settings.

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Page 1: The Krat: A Draconic Race for Pathfinder

Krats

A new race for Ponyfinder™

By tamara Henson

Krats, a new race from Norse, Finnish, and Slavic mythology

According to ancient legend the early fey clans worshiped the faerie dragon deity Nathair Sglathach. Nathair gave his worshipers a boon by granting them the form of their god. These little folk have a reptilian form and are known in the northern lands they inhabit as the protectors of the land. Most krats guard wilderness areas from persecution but a few become fascinated by the other races and decide to follow them around to learn more of the world and collect the treasure they need to grow larger and more like their patron god.

Physical Description: the krat resemble small dragons 2-3 feet tall when rearing on their hind legs. Their heads have a beak-like snout filled with sharp teeth and their long necks join the head to a four-legged, almost feline, body. The two front paws have long fingers that can be wielded as well as any human’s fingers. A long tail, colorful scales, and spiky spinal crest complete the draconian image.

While resembling dragons and vulnerable to attacks that affect dragons, krats are true fey and are linked to the natural forces of nature. At character creation a krat must choose an environment they are bonded to. Nature helps determine some feats that the character can take and the energy type associated with his nature. Only one nature and energy type can be chosen by a character and it cannot be changed.

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Nature Scale Colors Energy Type

Air These krats are linked to the wind, weather and clouds. They are long and sleek with feathery manes and long antennae. Their scales tend to be a pale hue from silvery white to sky blue but some the golden green, sunny yellows, and shimmering pinks of the sun through clouds and others. are the grey, purple, sickly green, or reddish orange colors of storm clouds.

Electricity or Sonic

Chaos These krats are linked to the natural forces of change, destruction, and creation. Their scales are always very dark from midnight blue, dark grey, deepest green, dark maroon, royal purple, deep brown, the red of dried blood, or even black.

Acid or Negative Energy

Desert These krats are linked to the desert sun and sands. Preferring arid climes these fey are long bodied and short limbed and have scales of ivory, yellow, gold, brass, brown, copper, rusty orange, pinkish purple, dull blue, or the bluish black of volcanic sand.

Electricity or Fire

Earth These krats are linked to the stones that make up the bones of the earth. Their coloring ranges from yellowish brown to copper, bronze, green, blue gray, brownish purple, sandstone orange, clay red, or adobe pink.

Earth or Fire

Fire These krats are linked to the fires of the earth from volcanoes to steam vents. They have spiky manes and scales of deep gold, orange, fiery red, hot pink, rusty brown, rusty black, reddish-purple, bright lavender, or the glossy green of volcanic glass.

Acid or Fire

Forest Linked to the trees and plants of the woodlands these krats are low slung and short legged (like badgers) with scales of green, brown, russet, the whites and grays of tree bark, or the bright yellows, blues, oranges, or violets of exotic flowers.

Acid or Earth

Ice Fey of the winter snows and frost these krats have scales of pure white, silver, grey-blues, pale pink, soft peach, glacier blue, light lavender, gray, or ice green.

Cold or Earth

Water These krats are linked to water, be a pond, stream, river, or even the sea. They are long and serpentine with scales of greenish blue, blue green, greenish silver, shell pink, the white of sea foam, the yellows and reds or tropical fish, the topaz or pinkish orange of coral, the bronze of seamounts, or the black of the deepest ocean.

Acid or Fire

Society: Like gnomes krats do not organize themselves into classic humanoid social structures. Most live in small family groups in the wilderness with clans of other fey. More adventurous krats will attach themselves to an adventuring party or rural homestead. These ‘house fairies” do chores in exchange for food and lodging. The krat will guard firewood to keep it dry; protect the barn, house, and stables from thieves; and making sure that the pantry and money chest are well stocked. They bring their friends a percentage of all treasure collected and in return, the other members of the party or household are expected to keep the krat well fed and treated with respect. Should the krat become insulted it will burn the house down, tie the horse’s tails into knots, break potion bottles, or otherwise do mischief.

Relations: Like their cousins, the gnomes, krat humor sometimes seems malicious and senseless. Unlike most gnomes they are fond of the big folk, especially elves, who they regard as needing the protection of those who have gained the favor of dragons. In fact when the party is threatened they will often attack much larger creatures than themselves just to prove their as good as any true dragon.

Alignment and Religion: While tricksters and occasionally callous and selfish, krats genuinely care about the living things within its protection be they the animals of the forest or their fellow adventures. As a result most krats would be considered chaotic good or neutral good. Their patron deity is Nathair Sglathach, the dragon trickster god that protects the land of Faerie. They may also worship any of the other gods in the Draconic pantheon.

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Adventures: A krat’s fascination with the “big folk” can be enough on its own to prompt a krat into the adventuring life. However some krats feel the call of their deity to pursue the dragon half of their nature by taking the sorcerous lifestyle and performing the rite of the dragon which allows them to consume precious metals and gems in order to become ever more dragon-like.

The Rite of the Dragon is a ritual performed when taking certain feats that allow the krat to grow larger and more dragon-like. To perform it the krat must dedicate himself to a draconic deity and eat a certain amount of precious metals and gemstones. The amount of treasure to be sacrificed in this way depends on the feat.

Krat Racial Traits__________________________

Type Fey (Dragonkin)

Ability Scores: +2 Dexterity, +2 Wisdom, -2 Charisma (0 cp)

Small: Krats are Small sized creatures and receives a +1 AC and attack rolls, -1 to CMB and CMD, and +4 to stealth checks. If the character has wings than he also gains a +2 bonus to Fly checks.

Normal Speed: Krats have a base speed of 30 feet, and a bipedal speed of 20 feet

Four Legged: Due to being four-legged, krats receive a +4 racial bonus to their CMD against trip attacks and their carrying capacity increases by 50%

Dragonkin: Krats qualify as Dragons for all effects, feats, and archetypes used against the krat.

Natural Armor: Krats have the brilliantly colored scaly skin of their dragon cousins. These give a +1 natural bonus to AC.

Greed: Krats need precious metals to grow larger so members of this race gain a +2 bonus on Appraise checks to determine the worth of non-magical goods that contain precious metals or gemstones.

Terrain Stride: Choose a favored terrain type (as in the Ranger class) depending on your Nature. Members of this race can move through natural difficult terrain at their normal speed while within the chosen terrain. Magically altered terrain affects them normally.

Nature Terrain TypeAir Mountain or Plains

Chaos Underground or SwampDesert DesertEarth Plains or UndergroundFire Mountain or Underground

Forest Forest or JungleIce Cold

Water Water or Swamp

Bite: A krat has sharp draconian teeth that do a natural bite attack for 1d2 points of damage. The bite is a primary attack or a secondary attack if the character is wielding manufactured weapons.

Breath Weapon: Choose one of the following energy types depending on your Nature: negative energy, sonic, acid (including poison gas), cold, earth (piercing crystal shards), electricity, or fire (includes boiling water or steam for dragons with the water nature). Then pick either a 15-foot cone or a 20-foot line. Once per day, as a standard action, members of this race can make a supernatural breath weapon attack that deals 1d6 points of the damage type chosen in the area chosen. All creatures within the affected area must make a

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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.

Alternative Race Traits

Change Shape, Lesser: some krats can transform themselves into their ancestral humanoid form and assume the appearance of a gnome. The gnome’s appearance is static and cannot be changed each time the character takes this form. The krat gains a +10 racial bonus on Disguise checks made to appear as the member of the gnome race. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the krat does not adjust its ability scores. In dragon form the scales are replaced with feathers. This racial trait replaces Natural Armor and Greed.

Dragon-Scaled: Some krats are hatched with scales are much thinner and finer than normal. While not armored these scales give protection against the energy type associated with the Krat’s nature. Kraits with the Acid or Earth elemental type gain acid resistance 5, kraits with the Electric or Sonic elemental type gain electricity resistance 5, kraits with the Fire element gain fire resistance 5, and kraits with the Cold or Negative elemental type gain cold resistance 5. This racial trait replaces the Natural Armor racial trait.

Flight: You were blessed by the gods and were born with the wings of your patron deity. Your wings may be feathered, leathery, or insect-like (your choice) and gain you a flying speed of 30 feet with clumsy maneuverability. This racial trait replaces Natural armor, Greed, and Terrain Stride.

Stalker: Thinks to your quiet and stealthy nature no one even suspects your presence as you go about your duties at night. Perception and Stealth are now class skills. This racial trait replaces Greed.

Swim: You are a water dragon by nature (so must have the Water Nature) and have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. This trait replaces Terrain stride and Greed.

Tail of the Aitvaras: Once per day you can ignite the tip of your tail as in the spell Continual Flame. Unlike the original spell this flame only lasts six hours or until dispelled. The krat can dispel the flame at will. This racial trait takes the place of Natural Armor, the scales being replaced by feathers.

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Krat Feats

These feats are designed mainly for krat characters though some may be used for winged races like Ponyfinder's pegasi of griffons. Most are abilities that make the krat more dragon-like and fierce as they gain levels.

Barrel Roll: When in flight you can twist and turn your body so quickly that opponents have trouble striking you.

Prerequisites: Winged Flight, fly speed of 70 feet or higher.Benefit: when using this feat while engaged in aerial combat you gain a +5 bonus to armor class. However, the elaborate maneuvering required means that the character cannot use any physical or magical attacks including its breath weapon in the same round it uses a barrel roll.

Bite of the Dragon: Your bite attack is stronger than normal.Prerequisite: Krat, Rite of the dragon 1. Benefit: Your bite attack now does 1d4 points of damage plus your strength modifier.

Body Shake: You can send a ripple down the length of your body, causing any creature on your back to fall off.

Prerequisites: Dragonkin, Krat, Size Huge or larger.Benefit: When using this feat any creature on your back that is not strapped in must make a Reflex save (Difficulty equal to the character’s Base Attack Bonus) or fall off. A body shake is also good for ejecting ropes, vines, grappling tentacles, or other non-magical entanglements. When flying the krat itself must make a Reflex save in order to stay in the air, otherwise he must land for at least one round.

Breath of the Dragon: Your breath attack becomes usable more often. Prerequisite: Krat, Rite of the dragon 1. Benefit: You gain one more use of your breath weapon per day. This feat can be taken multiple times for additional usages per day.

Bones of the Earth: Your hide and bones are as strong as stonePrerequisite: Krat, Earth Nature. Benefit: Your natural AC improves by 1. This feat can be taken again after a Rite of the Dragon feat is taken. This means AC can be improved using this feat a maximum of 5 times.

Claws of the Dragon: Your claws obtained by your sorcerous draconic bloodline become permanent and stronger.

Prerequisite: Krat, Claws, Rite of the dragon 1. Benefit: These are primary natural attacks that do an amount of damage equal to your size. 1d6 for medium.

Cloud Rider: You can rest on the clouds as the pegasi and griffons do.Prerequisite: Krat, Air Nature. Benefit: You gain the cloud walker racial trait allowing you to treat mist or fog as if they were solid ground.

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Convey: You can use your breath weapon to send messages to others. Prerequisite: Krat, level 4. Benefit: You can send a letter, scroll, or package to any particular creature with which you are familiar as long as it is on the same plane of existence. You breathe upon the message and it vanishes and teleports to the target. The message may be up to one page long or consist of up to four diminutive sized items per breath. Only one message may be sent at a time and it uses up one breath weapon use. The subject of the message need not reply (and indeed can not unless they have the spell Sending or a similar ability) nor are they obligated to act upon t in any manner.

Desert Hunter: You know how to burrow beneath the desert sands, springing forth to ambush your prey.

Prerequisite: Krat, Desert Nature. Skill Focus (Stealth). Benefit: If you have at least one round to prepare you can cover yourself in sand and leap forth from concealment gaining a surprise attack in which you may a take a full-round action against your target with a +2 competence bonus to damage. If several opponents are caught unaware the character can only gain this bonus against one opponent.

Domestic Spirit: You can perform a host of minor magical abilities that can make you a boon around the house - or a terrible pest if you are displeased.

Prerequisite: Fey, Krat, Helpful Spirit. Benefit: You can use prestidigitation at will. This is a spell-like ability with a caster level equal to one-half the sum of your class levels + hit dice (minimum 1).

Dust Storm: You can suddenly stop in midair and hover just off the ground, causing a dust cloud that blinds your enemies.

Prerequisites: Winged Flight, Claws, Size large or larger.Benefit: the dust stirred up by your beating wings causes a cloud with a radius equal to half your level x 10 (so a 20th level krat would affect a 100 foot radius) that lasts one round. The flying dust, sand or snow blinds all creatures within it and makes spell casting impossible for the next two rounds.

Helpful Spirit: do to your quickness of mind and body you have an innate gift for assisting others. Prerequisite: Fey, Krat. Benefit: You receive a +2 bonus to the check whenever you attempt to aid another, either with a skill check or in battle. If you are successful, you provide your ally with a +3 bonus (to an attack roll, AC, or skill check, as appropriate).

Grab & Drag: Instead of carrying your prey aloft when you snatch it from the ground you can drag it along the ground for extra damage.

Prerequisites: Snatch, large size or larger. Benefit: if a flying creature gets two successful claw attacks against a grounded opponent who is at least three size levels smaller than the krat than the character can opt to perform a Grab & Drag. The character skims the earth, dragging his helpless victim for 1d10 rounds. For each round dragged the victim takes claw damage plus an additional 1d6 points on damage. In addition when first grabbed the victim must make a Reflex save (difficulty equal to the character’s Base Attack Bonus) or have his arms trapped and be unable to strike back at the dragger. Special: A character dragging a victim cannot land or attack with any weapon (other than its breath) until 1d6 rounds after it has released its victim as the character must wheel about and regain height before attacking again.

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Horrifying Roar: You can release a roar that causes panic in all who hear it. Prerequisites: Krat, Size large or larger. Benefit: Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who can hear the roar become frightened or shaken. The range is 30 feet, and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the krat has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 frightful creature’s racial HD + frightful creature’s Cha modifier; DC is the krat’s level plus Cha modifier). An opponent that succeeds on the saving throw is immune to that same krat’s roar for 24 hours. Horrifying roar is the krat equivalent to Frightful presence and is a mind-affecting fear effect.

Faerie Luck: Those krat linked to chaos are gifted with remarkable luck due to nature. Prerequisite: Krat, Chaos Nature. Benefit: Twice per day, you may re-roll a die roll you have just made. You must accept the result, even if it is worse than the original roll.

Forest Hunter: While in forested climes, the character is difficult to spot. Prerequisite: Krat, Forest Nature. Benefit: Krats with this feat gain a +2 competence bonus to Hide and Move Silently.

Raking Talons: If you make a successful attack in which the bite and BOTH front claws hit, and the opponent is the same size or larger than you, than you can rake the opponent with your rear claws as well.

Prerequisites: must have a natural claw attack and the opponent must be the same size or larger than yourself.Benefit: you slash with your hind claws with a normal attack roll for both hind feet. Each attack that succeeds does normal claw damage.

Ramming Horns: Instead of biting, casting a spell, or using your breath you can use your horns to attack a creature (or object) that is in front of you.

Prerequisites: Krat, size Large or larger. Benefit: you can attack with your horns for 1d6 points of damage if standing still and 2d6 points of damage if you have a running (or flying) start of 100 feet or more. Such an attack does bludgeoning damage and has a -5 attack bonus and a Strength x 1.5 damage bonus. You may also use this attack to break bridges or smash-down doors.

Rite of the Dragon 1: By performing this rite you devour treasure in the name of the dragon gods and can grow to medium size.

Prerequisites: Krat, Worship of the dragon gods, at least 7,000 gp worth of treasure. Benefit: You grow to medium in size and have no bonuses or penalties due to size. If you have wings you also get a secondary wing attack for 1d4 points of damage plus half your Strength bonus. If you have the feat Tail Slap than your tail damage increases to 1d8.

Rite of the Dragon 2: By performing this rite you devour treasure in the name of the dragon gods and can grow to large size.

Prerequisites: Krat, Level 8 or higher, Worship of the dragon gods, Rite of the Dragon 1, and at least 12,000 gp worth of treasure.

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Benefit: You grow to large in size and are -1 to AC/Attack, +1 to CMB/CMD, -2 to the fly skill. And -4 to stealth skills. Your breath attack size increases by 10 feet and increases in damage to 2d6. If you have wings your wing attack (see above) increases to 1d6. If you have the feats Bite or Claws of the Dragon than your bite damage increases to 1d6 and your claw damage to 1d8. If you have the feat Tail Slap than your tail damage increases to 1d10.

Rite of the Dragon 3: By performing this rite you devour treasure in the name of the dragon gods and can grow to huge size.

Prerequisites: Krat, level 12 or higher, Worship of the dragon gods, Rite of the Dragon 2, and at least 16,000 gp worth of treasure. Benefit: You grow to huge size and are -2 to AC/Attack. +2 to CMB/CMD, -4 to fly skill, and -8 to stealth skill. Your breath attack size increases by another 10 feet and increases in damage to 3d6. If you have wings your wing attack (see above) increases to 1d8. If you have the feats Bite or Claws of the Dragon than your bite damage increases to 1d8 and your claw damage to 2d6. You can now crush opponents by leaping or falling on them. Krats can land on foes as a standard action and are effective only against opponents three or more size categories smaller than the krat. A crush attack affects as many creatures as fit into your space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of your breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless you move off of them. If you choose to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the 2d8 points of damage plus 1-1/2 times the krats’s Strength bonus.

Rite of the Dragon 4: By performing this rite you devour treasure in the name of the dragon gods and can grow to gargantuan size.

Prerequisites: Krat, Level 16 or higher, Worship of the dragon gods, Rite of the Dragon 3, and at least 20,000 gp worth of treasure. Benefit: You grow to gargantuan size and are -4 to AC/Attack, +8 to CMB/CMD, -6 to fly skill, and -12 to stealth skill. Your breath attack size increases by another 10 feet and increases in damage to 4d6. If you have wings your wing attack (see above) increases to 2d6. If you have the feats Bite or Claws of the Dragon than your bite damage increases to 2d6 and your claw damage to 4d6. Your crush attack damage increases to 4d6.

Roll Over: You can roll over and crush opponents that are on your back. Prerequisites: Size Large or larger.Benefit: you can make an attack roll (with a -5 attack bonus) against an opponent on your back (if multiple opponents are your back, than the attack is against the one with the highest AC) and if successful you roll completely over and do an amount of damage equal to your bite attack (or 1d6, whichever is greater) against foes on your back. An opponent so crushed must make a Reflex save or fall off. Unlike the Crush attack a roll cannot pin opponents because the dragon rolls completely over and regains its feet all in the same round. Note that this attack will crush kindred as well if they are riding the dragon at the time.

Salamander: Do to your nature you have an affinity for increasing the intensity of fire.Prerequisite: Krat, Fire Nature. Benefit: If you set something on fire, be it with breath, brand, or spell, you inflict one extra point of damage per die. In addition all Reflex save DC are at +5.

Sea Serpent: Do to your nature you have a natural affinity for even the roughest waters.Prerequisite: Krat, Water Nature, Swim 10 Ranks.

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Benefit: You can breathe both air and water and thus gain both the aquatic subtype and the amphibious special quality.

Snow Serpent: Do to your nature you have a natural resistance to the effects of cold and you differ from your fellow krats in having thick fur growing from between your feathery scales.

Prerequisite: Krat, Ice Nature. Benefit: You gain a +6 bonus to saves against cold effects

Superstitious: You have an inherent fear of religion, and devout people can drive you away by invoking holy powers.

Prerequisite: Fey, Krat. Benefit: You cannot take cleric or paladin levels. Furthermore, you are vulnerable to turning attempts as if you were an undead creature. However, you can only be turned: you cannot be destroyed, commanded, or rebuked. In return for these drawbacks, you may select two additional feats. You must meet the prerequisites for any feat you take.

Tail Slap: You gain a tail slap attack. Prerequisites: Krat, level 3.Benefit: You can now make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the user’s Strength modifier.

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Appendix One: Krat Character Point Totals

Feature Racial Point Cost

Type: Fey 2Ability Scores: Standard 0Size: Small 0Speed: Normal 0Four Legged 2Dragonkin 0Natural Armor 2Greed 1Terrain stride 1Bite 1Breath Weapon 1

Total Points 10

Appendix Two:

Additional Dragon Types for Sorcerous Bloodline Powers

Dragon Type Energy Type Breath Shape BestiaryBrine Acid 60-foot line 2Cloud Electricity 30-foot cone 2Crystal Sonic 30-foot cone 2Forest Earth (Piercing stone shards) 30-foot cone 3Lunar Cold 60-foot line 4

Magma Fire 30-foot cone 2Sea Fire 30-foot cone 3Sky Electricity 30-foot cone 3

Solar Fire 60-foot line 4Sovereign Sonic 30-foot cone 3

Time Electricity 30-foot cone 4Umbral Negative Energy 30-foot cone 2

Underworld Fire 60-foot line 3Void Cold 30-foot cone 4

Vortex Fire 30-foot cone 4

Appendix Three: The Dragon Gods

The Kratt worship the dragon gods. These gods are similar to their counterparts in the rest of Pathfinder with a few differences in how they are venerated by the Kratt.

According to the dragons the first gods were Apsu and Tiamat who birthed all the other. The oldest son of the first gods, Dahak, attempted to destroy the universe and Apsu was forced to stop him with an army of dragons. Tiamat begged for the life of her son and begged Apsu to spare him. Apsu did so and in return Tiamat healed some of the wounded dragons. These dragons became the first metallic dragons while those dragons that fought for Dahak became the first chromatic dragons. Those who took no side became the primal dragons.

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Apsu

Title: Father of All, Lord of Fresh WaterHome: HeavensAlignment: Lawful GoodWorshiper’s Alignment: Lawful Good, Neutral Good, Lawful NeutralDomains: Artifice, Good, Law, Protection, TravelFavored Weapon: QuarterstaffSymbol: Dragon’s ClawSacred Animal: NightingaleSacred Color: metallic white

The king of good dragons and the mate of Tiamat, Apsu is the sire of all dragonkind. When Apsu was forced to banish Dahak this created a rift between the two main branches of dragonkind, the metallic followers of Apsu and the chromatics that followed their mother Tiamat. Unsurprisingly, most of Apsu's worshipers are metallic dragons, although some other races (and even humanoids) worship him as well.

Revelations: Apsu appears to his followers as a reflection in mirrors or freshwater. He may also send messages in the form of items used for divining the future (tea leaves, the fall of rune stones, sacred texts, etc.) or by dreams.

Visitation: Apsu may appear in many forms including an elderly man dressed in yellow or a gargantuan dragon the color of white gold. If prayed to he may send supernatural help such as celestial beasts or a sudden change in the weather.

Dahak

Title: The Death DragonHome: AbyssAlignment: Chaotic EvilWorshiper’s Alignment: Chaotic Neutral, Neutral Evil, Chaotic EvilDomains: Chaos, Destruction, Evil, Trickery, WarFavored Weapon: WhipSymbol: a Burning ScaleSacred Animal: ScorpionSacred Color: Black

The oldest son of Apsu and Tiamat and the father of all demons Dahak is the lord of destruction. He seeks to turn the world into a fiery wasteland of poison and torture, truly a Hell on Earth. He cannot create but he can mutate other creatures into perverse mockeries of their former selves and is said to have made the wyverns out of twisted dragons to be his servitors.

Revelations: Dahak appears to his followers as a vision arising from destruction, be it the smoke from a burning building, clouds of flies, the

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pattern made by spilled blood, or the spilled organs from a slaughtered corpse.

Visitation: Dahak, takes the form of a gargantuan three headed dragon that bleeds scorpions, spiders, and snakes when cut. Sometimes the middle head is that of a demonic humanoid instead of a dragon.

Nathair Sglathach

Title: The Great Red DragonHome: FaerieAlignment: NeutralWorshiper’s Alignment: AnyDomains: Animal. Plant, Protection, Trickery, WeatherFavored Weapon: Bow & ArrowSymbol: a red dragonSacred Animal: StagSacred Color: Green

Nathair Sglathach is the great red dragon that protects the land of Faerie. He does not concern himself with the affairs of the other dragon gods, preferring to grant his favors on the faerie races. Nathair loves a good prank, especially at the expense of an evil being, and loves sweet foods and omelets even more.

Revelations: Nathair Sglathach appears to his followers in daydreams. As one sits still and contemplates nothing the dragon prince may send a vision of his will.

Visitation: Nathair Sglathach often sends avatars to the mortal world if those under his protection (like sacred sylvan spots) are in danger. He will appear from out of a thick mist as a huge ruby scaled dragon with a wide fierce grin or as an elfin man with red hair and dressed in green.

Tiamat

Title: The Mother of Dragons, Lady of SaltwaterHome: Hells Alignment: Lawful EvilWorshiper’s Alignment: Lawful Neutral, Lawful Evil, Neutral EvilDomains: Destruction, Evil, Law, Trickery, Water Favored Weapon: SpearSymbol: a five headed dragonSacred Animal: SnakeSacred Color: Red

Tiamat is the mother of all life and gave birth to all dragons. Originally a neutral good deity of the sea and life she changed to the dark side when her son Dahak was banished to the abyss. She seeks to lurk in the shadows and find indirect ways to promote unrest and strife in order to promote her son’s goal. Nevertheless she is idolized by most dragons; even the metallic

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dragons acknowledge their creator, though they do not worship her openly.

Revelations: Tiamat appears to her followers as odd feelings and visions when in the darkness and as feelings of calm and wellbeing when in the presence of nefarious evil. Snakes may also deliver messages to those devoted to this dark goddess.

Visitation: Tiamat takes the form of a five headed dragon with a scorpion’s tail to show her allegiance to her son. She may also appear as a dark haired woman dressed in red.

Illustrations Most art is from Simply Software’s Witches and Wizards Clipart edited by Jon Gustafson and © 2008, No Hassle Home. Apsu illustration by Leonardo DaVinci Dahak, and the art used for Tiamat is modified Corel Clipart, and the rest of the deity illustrations are copyright free art from the 16th to 18th century.

Designation of Open Game Content: All texts pertaining to deities, game mechanics and statistics are declared open game content. All art is subject to product identity and are the property of the original owners and cannot be used without written permission.

Designation of Product Identity:The following items are hereby designated as Product Identity as provided in section 1(e) of the Open Game License and are not Open Content: All trademarks and art is product identity with the exception of any art that is in the public domain. Ponyfinder™ is the property of David Silver.

DISCLAIMER

The Pathfinder Roleplaying game is owned and created by the awesome people of Paizo. Go check them out at http://paizo.com

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http:// paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.

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OGL OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copy-right 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f ) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written per-mission from the Contributor to do so.

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12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 20 00,

Wizards of the Coast, Inc. System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

Dragon’s Revisited. Copyright 2009, Paizo Publishing; Author: Mike McArtor

The Iconic Bestiary: Classic Fey, copyright 2005 Lion’s Den Press; Author Keith Baker

Gods & Magic. Copyright 2008, Paizo Publishing; Author Sean K. Reynolds.

Gryphon’s Book of 3.5 Edition Feats, Copyright 2000, Communit3e.com, Fantasy Netbook Community Council:- Authors: Agustín Martín, Alan Sullivan, Alan Z. Eisinger, Albert Nakano, Anne Trent, B. Marcus Lindberg, Bill Browne, Bradley H. Bemis Jr., Brendan Quinn, Brian A. Smith, Carl Cramér, Chris Meravi, Curtis Bennett, Damon J Calhoun, Dan Hopkins, Daniel Langdon, David Sanders, David Spitzley, Dmitry Kuteynikov, Dominique Crouzet, Don McKinney, Eric D. Harry, Ian Cheesman, Jason D. Kemp, Jason Spangler, Jerry M. Chaney II, John O. Lamping, Jonathan D. Woolley, Jose Lira, Joshua Turton, Kenneth Oswald, Marcus Lindberg, Mark Koh, Matthew Lee Shelton, Max, Michael J. Kletch, Paul W. King, Peter K. Campbell, Pier Giorgio Pacifici, Rafael Arrais, Rebecca Glenn, Richard Magnan, Rick Coen, Robert Michael Ogilvie, Scott Metzger, Scott Resnick, Sean Kelly, Sigfried Trent, Steven J. Damon, Sébastien Adhikari, Terje Kristian Backman, Timothy S. Brannan, Troy Lenze, Tyson Neumann, William Batok, William Setze.

Krats: A new race for Pathfinder, copyright 2015, Tamara Henson, www.scribid.com.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.

Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game Bestiary 2, Copyright 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game Bestiary 4, © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen RadneyMacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.

Ponyfinder: Campaign Setting © 2013, Silver Games, LLC; Authors: David Silver, Stephen Ritterbrush.

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Ponyfinder: Griffons of Everglow © 2014, Silver Games, LLC; Authors: David Silver

END OF LICENCE

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