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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 wielded as well as any humans
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.
Nature

Scale Colors

Energy

Air

Chaos

Desert

Earth
Fire

Forest

Ice
Water

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.
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.
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.
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.
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.
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.
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.
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.

Type
Electricity or
Sonic

Acid or
Negative
Energy
Electricity or
Fire
Earth or Fire
Acid or Fire

Acid or
Earth
Cold or
Earth
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 horses 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.

Adventures: A krats 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
Air
Chaos
Desert
Earth
Fire
Forest
Ice
Water

Terrain Type
Mountain or Plains
Underground or Swamp
Desert
Plains or Underground
Mountain or Underground
Forest or Jungle
Cold
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

Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the users
character level + the users 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 gnomes 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 Krats 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.

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 characters 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 stone
Prerequisite: 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.

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 characters 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.

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 creatures racial HD + frightful creatures Cha modifier; DC is the krats level plus
Cha modifier). An opponent that succeeds on the saving throw is immune to that same krats 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.

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 dont escape. A crush attack deals the 2d8 points of damage plus
1-1/2 times the kratss 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.

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 users Strength modifier.

Appendix One: Krat Character Point Totals


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

Racial Point Cost


2
0
0
0
2
0
2
1
1
1
1

Total Points

10

Appendix Two:
Additional Dragon Types for Sorcerous Bloodline Powers
Dragon Type
Brine
Cloud
Crystal
Forest
Lunar
Magma
Sea
Sky
Solar
Sovereign
Time
Umbral
Underworld
Void
Vortex

Energy Type
Acid
Electricity
Sonic
Earth (Piercing stone shards)
Cold
Fire
Fire
Electricity
Fire
Sonic
Electricity
Negative Energy
Fire
Cold
Fire

Breath Shape
60-foot line
30-foot cone
30-foot cone
30-foot cone
60-foot line
30-foot cone
30-foot cone
30-foot cone
60-foot line
30-foot cone
30-foot cone
30-foot cone
60-foot line
30-foot cone
30-foot cone

Bestiary
2
2
2
3
4
2
3
3
4
3
4
2
3
4
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 Water
Home: Heavens
Alignment: Lawful Good
Worshipers Alignment: Lawful Good, Neutral Good,
Lawful Neutral
Domains: Artifice, Good, Law, Protection, Travel
Favored Weapon: Quarterstaff
Symbol: Dragons Claw
Sacred Animal: Nightingale
Sacred 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 Dragon
Home: Abyss
Alignment: Chaotic Evil
Worshipers Alignment: Chaotic Neutral, Neutral Evil, Chaotic Evil
Domains: Chaos, Destruction, Evil, Trickery, War
Favored Weapon: Whip
Symbol: a Burning Scale
Sacred Animal: Scorpion
Sacred 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 Dragon
Home: Faerie
Alignment: Neutral
Worshipers Alignment: Any
Domains: Animal. Plant, Protection,
Trickery, Weather
Favored Weapon: Bow & Arrow
Symbol: a red dragon
Sacred Animal: Stag
Sacred 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 Saltwater
Home: Hells
Alignment: Lawful Evil
Worshipers Alignment: Lawful Neutral, Lawful Evil, Neutral Evil
Domains: Destruction, Evil, Law, Trickery, Water
Favored Weapon: Spear
Symbol: a five headed dragon
Sacred Animal: Snake
Sacred 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

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sons goal. Nevertheless she is idolized by most dragons; even the metallic
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
scorpions 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 Softwares 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.
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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
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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
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http:// paizo.com/pathfinderRPG/compatibility for more information on
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13

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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 Players Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason
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Dragons Revisited. Copyright 2009, Paizo Publishing; Author: Mike McArtor
The Iconic Bestiary: Classic Fey, copyright 2005 Lions Den Press; Author Keith Baker
Gods & Magic. Copyright 2008, Paizo Publishing; Author Sean K. Reynolds.
Gryphons Book of 3.5 Edition Feats, Copyright 2000, Communit3e.com, Fantasy
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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;
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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
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Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin
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Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based
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Taylor.
Ponyfinder: Campaign Setting 2013, Silver Games, LLC; Authors: David Silver,
Stephen Ritterbrush.

15

Ponyfinder: Griffons of Everglow 2014, Silver Games, LLC; Authors: David Silver
END OF LICENCE

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