Quote Originally Posted by Keledrath View Post
Oh, I have a nice one for this.

Red Felguards (Variant Tiefling Heritage)
Medium Outsider [Lawful, Evil, Native]
Racial Mods: +2 Cha, +2 Dex, -2 Str
Racial Skills: +2 Bluff and Diplomacy
SLA: Silent Table

Red Felguards are the descendants of Contract Devils, and their sly nature shows it. They frequently grow into spies or con men, thanks to their natural talents of deception and the magic inherent to their nature.
First off, Keledrath, I like it. Classy, charming, sneaky, and smart SLA. I'm a fan. And since you just had to use PF, I suppose I must reciprocate in kind. This one's for you.

Spoiler: The Drath
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History: The dragons of old often experimented with the lesser races. In particular, it wasn't uncommon for dragons to tinker with their most loyal of followers, the kobolds. One such dragon, now lost to posterity, was quick to realize that his precious minions were sadly quite vulnerable. Unlike he, with his mighty armored scales, his kobold subjects were really rather squishy and frail. Unlike he, who could live for centuries, they would age and become frail, dying rather than serving him eternally.

Something had to be done.

So it was that he dedicated his powers to the study of the construct. He thought he might prefer an army of automata to the service of these frail creatures. But he found, to his disappointment, that lifeless automata brought him no joy; their worship was hollow, their obeisance devoid of awe and fear.

And then inspiration struck. Dismantling his construct minions, he began the process of magically (and painfully) grafting their parts onto his kobolds. Over the generations, these creatures began to demonstrate the sturdiness and resilience of their mechanical forebears, while still retaining the vitality and emotions of their kobold progenitors. In time, these beings became known as the Drath, and their descendants have since scattered across the world.

Physical Description: Drath generally resemble short, reptilian kobolds, but with one key difference - parts of a Drath's body are covered in metal, as though sheets of the stuff had been melted onto its skin. The location, size, and number of these "false scales," as the Drath call them, vary from one to the next. These plates are not painful, and are in fact deceptively flexible.

Society: Drath society, like the Drath themselves, resembles kobold society. Drath are traditionally organized into warrens, centered around family, and they tend to organize around powerful beings. However, as they consider themselves superior to ordinary kobolds, so too are their standards higher; Drath are often known to reject those leaders whom they find undeserving of their otherwise slavish obedience.

Unlike regular kobolds, however, Drath are unfailingly loyal to their own. Their construct tendencies have given them a colder, more pragmatic view, and they see themselves as aspects of a single entity; each Drath contributes uniquely to the whole, and each Drath has value. Of course, anyone outside of the community is either a threat, a pawn, or a target.

Because they do not need to eat, breathe, or sleep, Drath are brutally efficient workers, constantly expanding their tunnels, designing more elaborate traps and passages, and delving into more hazardous environments. Because of a lack of a need to breathe, the Drath do not fear underground gas deposits or lakes, instead recognizing them as a superior form of environmental defense. Drath explorers and engineers are constantly on the look out for new ways to terraform and weaponize their surroundings.

Relations: Drath are generally cautious, often to the point of cowardice, around other races. However, where they feel superior, they are known to exercise it in the form of dominance and arrogance. They have a particular loathing for kobolds, whom they see as "defective prototypes" preceding the superior form of the Drath.

Alignment: Drath tend to be Lawful, with a leaning towards Evil. Even those who are not Evil tend to share their race's natural ambitions towards being better and stronger than others, and being praised for it.

Adventurers: Drath adventurers sometimes leave the warren in shame, due to having acted outside of their role in the greater machine of Drath society. Others leave based on the sudden discovery of inner courage; many Drath find comfort in the warren, and are too cowardly to leave it. Whatever the reason, Drath who adventure seek greatness and glory, hoping to become the person that other people admire.

Ability Score Racial Traits: Drath are sturdy and cunning, but not pleasant company. They gain +2 Constitution, +2 Wisdom, and -2 Charisma.
Size: Drath are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Type: Drath are humanoids with the reptilian and half-construct subtypes.
Half-Construct: A half-construct race has the following features:
  • Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
  • Half-constructs cannot be raised or resurrected.
  • Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.
Base Speed: Drath have a base speed of 30 feet.
Languages: Drath begin play speaking begin play speaking only Draconic. Drath with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon.

Racial Traits:
Natural Armor: Drath "false scales" give them additional durability. Members of this race gain a +1 natural armor bonus to their Armor Class.
Cornered Fury: Drath are most dangerous when they can't escape. Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.
Darkvision: Drath can see perfectly in the dark up to 60 feet.
Light Sensitivity: Drath live in darkness, which causes them to suffer from light sensitivity.
Mixed Blood: Drath count as Drath, kobolds, and constructs for any effect relating to race.

Alternate Racial Traits:
Crystalline Form: Instead of hardened plates, some Drath "false scales" are softer, with a brilliant sheen. Drath with this trait have reflective, crystalline skin that grants them a +2 racial bonus to AC against rays. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. Replaces Natural Armor.
Lucky, Greater: Some Drath, rather than panic, learn to focus their minds on creative solutions. Drath with this trait gain a +2 racial bonus on all saving throws. Replaces Cornered Fury.
Day Raider: Some Drath adapt to the surface. Drath with this trait don't have light sensitivity, and have low-light vision instead of darkvision. This racial trait replaces Light Sensitivity and Darkvision.

Favored Class Options:
Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
Cleric: Add +1 to channel energy damage dealt to creatures denied their Dexterity bonus to AC (whether or not the creature has a Dexterity bonus to AC).
Fighter: Add +1/2 to damage rolls the fighter makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.
Inquisitor: Add 1/2 to Survival checks made to track creatures in total darkness.
Magus Add a +1/2 bonus on concentration checks made to cast defensively.
Monk: Add +1/3 to the monk's AC bonus class ability.
Oracle: Add +1/4 to the armor or natural armor bonus granted by oracle spells she casts on herself.
Ranger: Add +1/4 to the number of opponents the ranger may select when using hunter's bond to grant a bonus to allies. All selected creatures must be of the same type.
Rogue: Add +1/2 to the rogue's trap sense bonus to AC.
Summoner: Add +1/4 to the summoner's shield ally bonus (maximum +2).
Witch: Add +5 feet to the distance at which her familiar grants the Alertness feat (maximum +20 feet).
Wizard: Add 1/2 to your familiar's Will saves against enchantment effects, or increase the hit points of your bonded item by 1.