Morphics are a race of humanoids descended from Dragons who bred while transformed into a humanoid race. Morphics breed true within their own race, so a Morphic can have either two Dragon parents (known to those bigoted enough to make a distinction as True Morphics) or two Morphic parents (known as Common Morphics).
While conception is possible between a Morphic and other humanoid races, no such pregnancy has ever been known to successfully make it to full term. Conception is not possible between Morphics and Dragons (polymorphed into humanoid form or otherwise).
Morphics are considered a Humanoid race with the Draconic subtype.
Individual personalities vary greatly among Morphics. Many True Morphics are the result of poor planning, as most female Dragons would not allow themselves to be stuck in humanoid form for the duration of a pregnancy. As a result a True Morphic will often be abandoned at a temple or a settlement of one of the Draconic races. This results in feelings of being unwanted or undesirable, which in turn can cause behavior ranging from striving for approval and acceptance to being perpetually bitter and angry.
More rare are True Morphics whose Dragon parents made a conscious decision to bear a Morphic child, and give them the support and nurturing that only devoted parents with immense power can possibly provide. These Morphic children are likely to be smugly superior and view Common Morphics with contempt or pity. True Morphics from either background are often bitter that they were birthed as Morphics rather than Dragons, which they view as the birthright of which they were robbed.
Common Morphics are less affected by this wide range of behaviors, as they are frequently the product of normal loving parents. They feel strong ties to their Dragon ancestors, but no angst around being born as humanoids rather than Dragons. They may view themselves as superior to other humanoid races, but typically do not dwell much upon their differences.
Temperament of individual Morphics is only marginally influenced by the type of Dragon ancestry in their background. It is not true, for example, that Morphics descended from Red Dragons are ferocious and vengeful.
While the form worn by the Dragon ancestors at conception plays some part in the detailed appearance of a Morphic, the strength of Dragon magic is such that Morphics share features that distinguish them regardless of the shape their progenitors assumed.
Morphics range in size from 58” to 100”. Their eyes are larger than normal, appear to glow in darkness, and have narrow vertical pupils. Morphics have enlarged canines and incisors. Most Morphics have minimal body hair, though what they do have is extremely thick, strong and glossy. The hair color will often reflect the skin color of the Morphic’s Dragon ancestry, which can be quite striking when that ancestry is a Blue or Silver Dragon. Their skulls will also have bone structures similar to that of their Dragon ancestors. For example, the descendant of Bronze Dragons may have a fluted crest sweeping back from the cheeks and eyes.
Morphics have a high metabolism, and do not easily put on fat or excess body weight. Morphics have a lean, fit look and an extremely well defined musculature. This, combined with their Draconic features and aura of concealed power, gives them a charismatic presence.
Morphic relations with other races can see extremes. They may be either revered and honored for their Dragon heritage or hated and despised for their arrogance, depending on how they have dealt with the challenges of a Morphic heritage. There are no stereotypes which can be applied to Morphic relations.
Morphics can be of any alignment.
Morphics can be found in any land, but have no lands to call their own. In larger cities where their numbers are significant they may have their own enclaves.
Many Morphics worship Dragons in the draconic pantheon, but others search elsewhere for higher powers to devote themselves to. The Morphics who search elsewhere say that their Dragon ancestry makes them less mysterious and less worthy of devotion.
Morphics speak Draconic and most also speak Trader Common.
Morphic names are usually of Draconic origin, and may include a color from one of their Dragon ancestors.
Examples: Evuril Aurix (Evuril Gold), Maliir Vutha (Maliir Black), Achuak Caesin (Green Forest)
Morphics can be any adventuring class. Those that take up adventuring are often those that strive for approval from others. As such they will often take up noble causes and challenging tasks. Their natural charisma often puts them in a position of being a party spokesman or leader.
Standard Racial Traits
Ability Score Modifiers: Morphics are hardy and charismatic, but often hotheaded. They gain +2 Constitution, +2 Charisma, and -2 Wisdom.
Size: Morphics are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Morphics are humanoids with the draconic subtype.
Base Speed: Morphics have a base speed of 30 ft.
Languages: Morphics begin play speaking Common and Draconic. Morphics with high intelligence scores can choose from the following: Dwarven, Elven, Gnome, Halfling, Undercommon, Giant, Orc.
Defense Racial Traits:
Healthy (2 RP): Morphics gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Greed (1 RP): Morphics gain a +2 bonus on Appraise checks to determine the price of non-magical goods that contain precious metals or gemstones.
Sleep Resistance (1 RP): Morphics retain a modicum of the draconic immunity to sleep. They gain a +2 bonus on saves against sleep effects.
Feat and Skill Racial Traits:
Skill Training (1 RP): Morphics retain many inclinations of their draconic ancestors. Appraise and Intimidate are always class skills for Morphics.
Offense Racial Traits:
Breath Weapon (Modified)(3 RP): Morphics gain a Breath Weapon corresponding to their draconic lineage. Once per day as a Standard Action, Morphics can make a supernatural breath weapon attack that deals 1d6 points of damage (acid, cold, electricity, or fire) in a 15 ft. cone. At levels 3 and 9 Morphics gain 1 additional use per day. At level 6 and 12 the Breath Weapon deals and additional 1d6 points of damage ( 2d6 at level 6, 3d6 at level 12 ).
Senses Racial Traits:
Darkvision 60 ft. (2 RP): Morphics can see in the dark for 60 ft.
Low-Light Vision (1 RP): Morphics can see twice as far as humans in low light conditions.
Alternate Racial Traits:
Energy Infused [ Improved Resistance and Elemental Assault ](3 RP): Some Morphics become infused with the essence of their ancestral dragon’s element. These Morphics gain Resistance 10 against this element. Additionally, once per day as a swift action, Morphics can call on the elemental energy lurking within their veins to empower unarmed or weapon attacks. Such attacks deal an additional 1d6 points of damage of the appropriate energy type. This lasts for 1 round per character level. Morphics may end the effects of the elemental assault early as a free action. This racial trait replaces Breath Weapon.
Natural Armor (2 RP) - Some Morphics have particularly scaly features. These Morphics gain a +1 Natural Armor Bonus to their Armor Class. This racial trait replaces Healthy.
Stubborn (2 RP): Many Morphics are stubborn and arrogant like their draconic ancestors. Morphics with this racial trait gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. This racial trait replaces Healthy.
Darkvision 120 ft. (3 RP): Some Morphics have eyes particularly attuned to darkness, gaining 120 ft. of Darkvision. This racial trait replaces Darkvision 60 ft. and Low-Light Vision.
Favored Class Bonus:
Alchemist: Add 1 point of damage to an alchemist’s bomb when used with the Breath Weapon Bomb discovery.
Arcanist: Add + ⅓ to the number of points added to their arcane reservoir when using Consume Spells.
Barbarian:When raging, the bloodrager deals an additional +1/3 damage from natural attacks.
Bard: Add + ¼ to the bonus on Knowledge Checks granted by Bardic Knowledge.
Bloodrager: When in a blood rage, the bloodrager deals an additional +1/3 damage from natural attacks.
Brawler: Add + ¼ to the Brawler’s Armor Class Bonus when wearing light or no armor.
Cavalier: Add +1/2 to the cavalier’s bonus to damage against targets of his challenge.
Cleric: Add ¼ to both the uses per day and the DC of the Dragonbreath ability granted by the Dragon subdomain, if the energy type chosen for it matches the one chosen for the Morphic’s Breath Weapon or Energy Infused racial traits.
Druid: Add 10 minutes to the maximum duration of Wild Shape.
Fighter: Add ⅕ to the total bonus granted by Bravery.
Gunslinger: Add + 1/4 to the bonus granted by the Nimble class feature. This dodge bonus can exceed the normal maximum of +5.
Hunter: The hunter’s animal companion gains 1 point of acid, cold, electricity, or fire resistance. The energy must match the type chosen for the Morphic’s Breath Weapon or Energy Infused racial traits.
Inquisitor: Add + ½ to the bonus granted by the Stern Gaze class feature.
Investigator: Increase the total number of points in the investigator’s inspiration pool by ⅓.
Kineticist: Add 1/3 point of damage to air, fire, earth, or water element blasts that deal damage that apply the kineticist’s elemental overflow bonus.The related element must match the energy type chosen for the Morphic’s Breath Weapon or Energy Infused racial traits.
Magus: Add a +1/2 bonus on concentration checks made to cast defensively.
Medium: Medium: Gain a +1/2 bonus on saving throws against possession and a +1/2 bonus on saving throws to end haunt channeler, location channel, and spacious soul.
Mesmerist: Add +5 feet to the range a Mesmerist can maintain their Hypnotic Stare.
Monk: Add + ½ to the elemental damage of natural attacks while using the Elemental Fury ki power. The related element must match the energy type chosen for the Morphic’s Breath Weapon or Energy Infused racial traits.
Occultist: Add + ½ to the bonus granted by Magic Item Skill.
Oracle: Add ⅕ to each of the uses per day of the Presence of Dragons, Dragon Magic, and Breath Weapon revelations granted by the Dragon Mystery.
Paladin: Add 1 to the damage bonus granted by Smite Evil when the target of the ability is an evil-aligned creature with the Dragon type.
Psychic: Add 1/6 to the DC of psychic spells cast with the fear descriptor.
Ranger: Add +1 to acid resistance, cold resistance, electricity resistance, or fire resistance. This resistance must match the element chosen for the Morphic’s Breath Weapon or Energy Infused racial traits.
Rogue: Add a +½ bonus on Disable Device checks for disarming magical traps and a +½ bonus to trap sense against magical traps.
Shaman: The shaman’s familiar gains 1 point of acid, cold, electricity, or fire resistance. The energy must match the type chosen for the Morphic’s Breath Weapon or Energy Infused racial traits.
Skald: Add ⅙ to the damage reduction granted by the Damage Reduction class ability. This bonus is also shared to allies when using inspired rage.
Slayer: Increase the studied target bonus on Perception and Survival checks by ¼. When the slayer gains the stalker class feature, the slayer also gains this increase to the studied target bonus on Stealth checks.
Sorcerer: Add +1/2 point of energy damage to spells that deal the chosen energy damage cast by the sorcerer. The energy must match the type chosen for the Morphic’s Breath Weapon or Energy Infused racial traits.
Spiritualist: Add +5 feet to the maximum distance of the Spiritualist's Etheric Tether before they must make concentration checks to maintain that link, as well as to the maximum distance at which the tether automatically breaks.
Summoner: Add +1/4 evolution point to the eidolon’s evolution pool. These bonus evolution points must be spent on evolutions that deal elemental damage or protect the eidolon from elemental damage (for example, resistance, energy attacks, immunity, breath weapon, and so on). The related element must match the energy type chosen for the Morphic’s Breath Weapon or Energy Infused racial traits.
Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by 1/5.
Vigilante: Add ½ to the Intimidate check when using the Frightening appearance class ability, as well as to the DC for resisting the resulting frightened condition.
Warpriest: Gain a +1/3 bonus on the damage dealt or healed with the warpriest’s channel energy ability.
Witch: The shaman’s familiar gains 1 point of acid, cold, electricity, or fire resistance. The energy must match the type chosen for the Morphic’s Breath Weapon or Energy Infused racial traits.
Wizard: Add ¼ to the wizard’s caster level when using a spell with one of the fire, acid, cold, or electricity descriptors (this must match the energy type chosen for the Morphic’s Breath Weapon or Energy Infused racial traits).