The children of Destiny are a prolific, maligned, yet necessary part of Reverie's population. Scaled like the draconic, but with a pronounced tail, sleeker form, and features less akin to dragons and more to lizards, their forked tongues drip silvered words that pool on the ground, luring unsuspecting passers-by into deals they can't refuse. Standing shorter than the draconic, yet above the aquan and kami, they manage not to intimidate those in power while also impressing the oppressed with their own resources.
With an ancestry leading back to the silver-tongued snakes of ancient myth, the children of Destiny identify with their chosen Arbiter, relying on her powerful guiding hand to get them to the right place in life and business. They are sly workers of coin and labour, pushing forward the economy at every level of society - from the gilded nobility to their world's pulsing underbelly. They range from street peddlers to royal diplomats to intimidating city guards, but no matter their place, they are experts at worming out of conflict - or forcing it onto their own terms.
Personality
Age and Weight
Traits
Size. Children of Destiny are Medium sized, standing eye to eye with most other races. They receive no bonuses or penalties due to their size.
Racial type. Children of Destiny are humanoid (reptilian), their scales and cold blood lending them to similar behaviour and biology.
Base speed. Children of Destiny are comfortable standing upright and move at a quick stride, having a base speed of 30 feet.
Languages. All children of Destiny begin with the languages Common and Arbitrage. Children of destiny with high Intelligence scores can choose from the following: Aquan, Draconic, Giant, Gnoll, Necril, Orc, Tengu.
Basic Features
+2 Strength, +2 Charisma, -2 Wisdom. The children of Destiny have powerful muscles and are very convincing, but generally lack foresight.
Special Features
Destiny's Charms (SP). Children of Destiny gain charm person as a spell-like ability usable once per day. The DC for this ability is equal to 11 + 1/2 the child of Destiny's character level + the child of Destiny's Charisma modifier. (As Destiny's charms is a spell-like ability, the bonus from silver tongue is not applicable.)
Scaled Flesh (Ex). Children of Destiny receive a +2 racial bonus to saving throws against poison, spells, and spell-like abilities and have a +1 natural armour bonus to their armour class. Unlike most typed bonuses, this stacks with other natural armour bonuses.
Silver Tongue (Su). Children of Destiny receive a +4 racial bonus to Bluff. In addition, spells they cast with a verbal component receive a +1 to their DC. Finally, children of Destiny may treat spells without verbal components as if they required verbal components.
Stalwart Negotiator (Ex). Children of Destiny receive a further +2 racial bonus to saving throws against mind-affecting effects. In addition, they receive a +2 racial bonus to Sense Motive.
Strong Arms (Ex). Children of Destiny receive a +2 racial bonus to Intimidate.
Agent
Though most children of Destiny are content with acting out the impulses that will inerringly lead them down Arbiter Destiny's chosen path, a select few seek specifically to further the aims of their god. These children of Destiny have the following modifications:
Ability score modifiers change to +2 Strength, +2 Wisdom, -2 Intelligence.
Agents of Destiny lose the Destiny's charms and strong arms racial features.
Agents of Destiny gain the agency and passion racial features, as follows.
Agency (Ex). An agent of Destiny receives a +2 racial bonus to CMD.
Passion (Su). Once per day, when an agent of Destiny deals damage with a spell, manufactured weapon, unarmed strike, or natural attack, she may take an immediate action to make an additional single attack with any weapon she is wielding, an unarmed strike, or any natural attack she has available at a -2 circumstance penalty. The agent of Destiny then immediately becomes sickened for 1d4 rounds.
Salamander
Some children of Destiny inherit the sharp cunning of their ancestors of myth, garnering a sharp tongue and an analytical mind. These children of Destiny have the following modifications:
Ability score modifiers change to +2 Dexterity, +2 Charisma, -2 Intelligence.
Salamanders of Destiny lose the scaled flesh and strong arms racial features.
Salamanders of Destiny gain the lethal knowledge and slither racial features, as follows.
Lethal Knowledge (Ex). A salamander of Destiny receives a +2 racial bonus to damage rolls with melee attacks and ranged touch attacks with a spell, manufactured weapon, unarmed strike, or natural attack. This damage is not multiplied on a critical hit.
Slither (Ex). A salamander of Destiny can move half her base movement speed while prone and gains a +2 racial bonus to Escape Artist checks.
Seraph
All children of Destiny are called to be upstanding members of society, indirectly protecting the future from those who would upset it. Some, however, are called to act on this imperative more directly, and with great efficiency. These children of Destiny have the following modifications:
Ability score modifiers change to +2 Strength, +2 Wisdom, -2 Charisma.
Seraphs of Destiny lose the Destiny's charms and silver tongue racial features.
Seraphs of Destiny gain the clever and exact racial features, as follows.
Clever (Ex). Though extraordinarily focused in any particular moment, the seraphs of Destiny have a wide variety of interests and gain 1 additional skill point per level.
Exact (Su). Once per day, when a seraph of Destiny deals damage with a spell, manufactured weapon, unarmed strike, or natural attack, they may force a single target affected by the damage to make a Fortitude save (DC 10 + 1/2 the seraph of Destiny's character level + the seraph of Destiny's Strength, Dexterity, or highest mental attribute modifier, whichever is greatest) or be paralysed for 1d4 rounds.