>[!infobox]+
>#### Szaakri
>![[Placeholder.png]]
>
> #### Creature
>|||
>|:-----|:-----|
>|**Size**|Small|
>|**Type**|Humanoid|
>|**Subtypes**|Dragonborn|
>|**RP**|9|
>
> ##### Age and Longevity
>|||
>|:-----|:---|
>|**Adulthood**|12 years years|
>|**Intuitive**|+1d4|
>|**Self-Taught**|+1d6|
>|**Trained**|+2d6|
>|**Middle Age**|20 years|
>|**Old**|30 years|
>|**Venerable**|40 years|
>|**Maximum**|40+1d20 years|
>
> ##### Height and Weight
>||||
>|:-----|:---|:---|
>|**Gender**|**Height**|**Weight**|
>|**Male**|30+2d4 in.|25+(2d4×1) lbs.|
>|**Female**|28+2d4 in.|20+(2d4×1) lbs.|
# Szaakri
##### (Zaw-kree)
## Physical Description
Szaakri are small, bipedal scaly humanoids, standing approximately 3 feet tall and weighing about 35 pounds. Humanoids would likely call them 'reptilian,' but this would infuriate a szaakri, as they are not made in the likeness of common lizards, but rather in the noble image of the **dragon gods** themselves.
Szaakri heads always feature horns or spikes. Some are able to grow manes of brightly colored hair on their heads, around their snouts and chin and even above their eyes. Szaakri eyes come an endless range of colors, but are most commonly a flat red or blue, or a shimmering silver or bronze. They feature round pupils. Szaakri hides are covered in dull scales in shades of brown or gray, accented with brilliantly colored scales that speak to their draconic origin. They have tails, which rarely reach below their knees. Like other dragonborn, szaakri have four digits on their hands and feet. Their fingers and toes have pointed, claw-like nails, but without dedicated training, they are not powerful enough to function as weapons.
## In Society
Szaakri have always seen themselves the the central figures in dragonborn society. Each of the dragonborn peoples are equal, of course, no szaakri would ever say otherwise. That being said, the dragon gods created the others in the image of the beasts of the earth, while the szaakri were made in the image of the gods themselves. It does not necessarily mean that the szaakri were the favored or greatest creation of the dragon gods, but it means _something_, surely. The szaakri held themselves as keepers of the history, lore, traditions and wisdom of the ancient dragon gods. After the great cataclysm and the extinction of the dragon gods, they took it upon themselves to rebuild their great empire, and to lead their people into a new age of prosperity and prestige for their entire civilization. The other dragonborn nations were decidedly less interested in spending their lives and labor under the rulership of the szaakri, pretending that the dragon gods were still alive and that nothing had changed. The dragonborn council was established, but it was more a collection of loose alliance than any kind of ruling body. When the **Tyrennhian Imperium** invaded the dragonborn lands, it was the szaakri who rallied the dragonborn to fight together as one. When the Imperium rode roughshod over the dragonborn, the only thing that saved the szaakri from taking the entire blame was the outright betrayal of the **tulosh**. Now, the szaakri live in servitude to the imperium. Too frail and small for effective manual labor, they often are household servants, vallets and attendants, though some find work as assistance for librarians, alchemists, arcanists and researchers. Other dragonborn tend to resent the szaakri as having the easiest and safest positions under imperial domain. Some have even come to believe that the szaakri collaborate with their imperial oppressors, and may have made such arrangements in the final days of the war with the Tyrennhians.
## Relations
The szaakri have always had a paternal attitude towards the other dragonborn. This has often come off as condescending or arrogant, no matter how well-meaning. This dynamic was only made worse in the years since the Tyrennhian conquest, as the szaakri have wound up in a positions that are much less physically demanding or perilous than the other dragonborn. But the szaakri, more than any of the other dragonborn, know the value of solidarity. They continue to look out for the well-being of all dragonborn people, they continue to preach the virtues of unity and brotherhood, and they continue to be flummoxed by the resentment that springs from those efforts.
## Alignment and Religion
Szaakri have long held themselves as the custodians of dragonborn history, tradition and law, and keep to these principles for the sake of themselves, and as an example to their brother dragonborn. Szaakri seek the best for their own kind, and their fellow dragonborn, but are openly resentful of the non-dragonborn humanoids whom they had once ruled. Szaakri tend strongly towards lawful alignments, and weakly towards evil. Like other dragonborn, the szaakri worship the dragon gods. Most will pattern their faith on their own appearance, so a szaakri with red accent scales will worship **Rak’ar’nazak** most vehemently, while one with silver accents will prefer the teaching of **It’orn Ul’yyk**.
## Adventurers
Szaakri have a great fondness for ancient lore and relics of the past, especially where they revolve around the dragonborn and the dragon gods. Those who can escape servitude and take on a life of adventure will usually leap at the chance to explore and reclaim their rightful heritage. Szaakri adventurers often use their size to their advantage as rogues or rangers, or they will exploit their innate draconic blood as sorcerers or wizards, or clerics to the dragon god of their choice.
## Naming Traditions
Szaakri names, like other dragonborn, are sourced from the Draconic language, and descriptive of one's physical characteristics. The first syllable of Szaakri names are often taken from one of the dragon gods, implying an ideological or hereditary connection. One would never translate their name into the common tongue, as the translation would end up being insultingly non-specific or inaccurate.
**Male Names:** Rimn'fo Ggarl'di, Kyss'aryl Xir'vrar, Shax'thuur Nr'faar
**Female Names:** Vr'uth Sal'yyx'ash, Cyz'arak Gaal'thel, Za'tashk Ll'kith
<br>
# Racial Traits (9 RP)
### Standard Racial Traits
- **Ability Score Modifiers:** Szaakri are swift of deed and of thought, but are not strong. Szaakri gain –4 Strength, +2 Dexterity, +2 Intelligence.
- **Size:** Szaakri are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
- **Type:** Szaakri are Humanoids with the dragonborn and reptilian subtype.
- **Base Speed (Slow Speed):** Szaakri have a base speed of 20 feet.
- **Languages:** Szaakri begin play speaking Common, Medarin and Draconic. Szaakri with high Intelligence scores can choose from the following: Goblin, Orc and any human language. See the Linguistics skill page for more information about these languages.
#### Defensive Racial Traits
- **Draconic Grace**: Szaakri gain a +1 racial bonus on all saving throws.
- **Draconic Immunity**: Szaakri are immune to magical sleep effects and gain a +2 bonus on saves against paralysis effects.
- **Draconic Resistance**: Szaakri gain energy resistance 5 against one of the following energy types: acid, cold, electricity, or fire. This choice is made at character creation, and cannot be changed.
#### Feat and Skill Racial Traits
- **Student of History:** Szaakri gain a +2 bonus on Knowledge (History) checks and always treat Knowledge (History) as a class skill.
#### Offensive Racial Traits
- **Dragon's Roar (Su):** Once per hour as a standard action, a szaakri can emit a thunderous roar. Any creature not within 30 feet not of the dragon type or dragonborn subtype must make a successful Will saving throw (DC 10 + 1/2 the character level + Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user’s _dragon's roar_ for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.
#### Senses Racial Traits
- **Low-light Vision:** Szaakri can see twice as far as a human in conditions of dim light.
#### Other Racial Traits
- **Genetic Divergence**: The dragonborn, unlike most races, were the creation of mortal beings. As such, their creation was imperfect, and they are born with wildly different traits and abilities. Any small or medium sized draconic humanoid or monstrous humanoid who advances by class is considered a szaakri. This includes (but is not necessarily limited to) szaakri, and wyvaran. Such creatures retain all their normal traits and abilities, but their type is changed to humanoid and they gain the dragonborn subtype.
# Szaakri Subraces
## "Dragonborn"?
# Racial Options
## Alternate Racial Traits
- **Armored Scales:** Some szaakri have tougher than average scales, granting them a +1 natural armor bonus. This trait replaces draconic grace.
- **Beast Bond** Some szaakri have a talent for training animals and beasts to help them both on and off the battlefield. szaakri with this racial trait gain a +2 racial bonus on Handle Animal and Ride checks. Handle Animal and Ride are always class skills for them. This racial trait replaces student of history.
- **Dragon Affinity:** Szaakri sorcerers with the draconic bloodline or Szaakri bloodline treat their Charisma scores as 2 points higher for all sorcerer spells and class abilities. This racial trait replaces the draconic grace traitace trait. PZO9280
- **Dragon's Breath (Su):** Once per day, as a standard action, Szaakri can make a supernatural breath weapon attack that deals 1d6 points of the energy damage to all creatures in a 15 foot cone. 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 character level + Constitution modifier. Those who succeed at the save take no damage from the attack. (The energy damage done with this ability must match the one chosen for the Draconic Resistance racial trait.) This ability replaces Dragon's Roar.
- **Dragon's Domain:** Szaakri gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger’s list of favored terrains. This choice is made at character creation, and cannot be changed. This trait replaces draconic grace.
- **Draconic Magic:** Szaakri gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. This trait replaces Draconic Grace
- **Dragon Wings (2 RP):** Some szaakri are born with wings that, while too weak for actual flying, do allow them to fall at a very slow and safe pace. A szaakri with wings can use them to glide. It can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, it may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet it falls.
- **Dragonmaw** Your draconic heritage makes you smile- not just because it makes you happy, but also because your powerful teeth and jaws are proof of your kinship with a chromatic dragon. You gain a bite attack that deals 1d4 points of damage. Once per day, you can deal 1d6 points of additional energy damage with your bite attack. The damage type depends on your scale color: acid for black or green; electricity for blue; fire for red; cold for white. If you have a different scale color, you still gain a bite attack, but cannot deal the additional energy damage. This racial traits replaces the draconic grace trait.
- **Frightener** Like the great dragons, you can strike fear in the hearts of your foes with your majestic presence. Few enemies suspect that you make yourself look more dangerous with simple tricks you learned back when you were newly hatched. You gain a +1 racial bonus to the DC of saving throws against spells you cast with the fear descriptor. This racial trait replaces the draconic grace trait.
- **Jester** Some szaakri swallow their pride and survive by groveling, placating, and amusing the powerful. szaakri with this racial trait gain a +2 racial bonus on Diplomacy and Perform checks. Diplomacy and Perform are always class skills for them. This racial trait replaces student of history.
- **Prehensile Tail** Your tail is especially flexible and strong, so you’ve learned to use it for both movement and simple tricks. You gain a +2 racial bonus on Acrobatics and Climb checks, and you can use your tail to draw a hidden weapon as a move action instead of as a standard action. This racial trait replaces the draconic grace trait.
- **Secret Strider** You have the ability to traverse the wilderness without a trace. Twice per day, you can move through natural surroundings without leaving a trail for 1 minute, increasing the DC of any attempts to track you by 10. This racial trait replaces student of history.
- **Shoulder to Shoulder** Having lived and worked in close quarters with your tribe-mates, you’ve learned how to maneuver within their personal space without disturbing them. You can occupy the same space as one other Small ally without penalty. If you share a space with another Szaakri who has this trait, you each gain a +1 circumstance bonus to AC, as you help jostle one another out of the way of incoming attacks. You also gain a +1 racial bonus on aid another rolls. This racial trait replaces student of history.
- **Wyrmcrowned** Your horns have grown to the extent that they appear similar to those of a dragon who shares your scale color, lending a draconic power or menace to your dealings with others. Choose either Diplomacy or Intimidate. You gain a +2 racial bonus on checks with that skill, and it is always a class skill for you. This racial trait replaces student of history.
## Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
- **Alchemist** Add +1/2 to the number of bombs per day the alchemist can create.
- **Barbarian** While you are raging, your racial natural attacks deal +1/4 point of damage.
- **Bard** Treat the bard’s level as +1/2 level higher for the purpose of determining the effect of the fascinate bardic performance.
- **Cavalier** Add 5 feet (up to 15 feet maximum) to the cavalier’s mount’s speed when it uses the charge or withdraw action.
- **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).
- **Druid** Add +1/2 to the druid’s wild empathy bonus.
- **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.
- **Gunslinger** Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +4).
- **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.
- **Paladin** Add 1/4 to the deflection bonus granted by your smite evil ability.
- **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.
- **Sorcerer** Choose acid, cold, electricity, or fire damage. Add +1/2 point of the chosen energy damage to spells that deal the chosen energy damage cast by the sorcerer.
- **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.
## Racial Feats
The following feats are available to a Szaakri character who meets the prerequisites.
- Draconic Aspect
- Draconic Breath
- Draconic Glide
- Draconic Paragon
- Kobold Ambusher
- Kobold Confidence
- Kobold Sniper
- Merciless Magic
- Merciless Precision
- Mixed Scales
- Redeemed Kobold
- Scaled Disciple
- Tail Terror