Still under construction.
The following spells are still in the works...
NEGA-VOLT JOLTS
School necromancy [electricity]
Level sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect shadowy arcs of nega-volt energy
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance no
When free and open, your hand or similar extremity conducts this spell's effect, with no harm to you or your equipment.
You can discharge one arc of this spell's effect out to medium range (100 ft. + 10 ft./level) as a ranged touch attack (no range penalty) dealing damage equal to 1d12 + 1 point per caster level (max +15). Half that damage is electricity (rounded up) while the remainder is negative energy. This spell's effect counts as a light ranged weapon with the limning and seeking special abilities, allowing for iterative attacks from your base attack bonus.
Each attack you make with this spell's effect, reduces its remaining duration by 1 minute. If such an attack reduces the remaining duration of this spell to 0 minutes or less, the spell ends after the attack resolves.
Attacks of opportunity you provoke by attacking with this spell's effect while threatened, as well as readied weapon attacks made against you when you're attacking with this spell's effect, deal an extra 1d8+1 points of damage, half of which is electricity (rounded up) while the remainder is negative energy.
Showing posts with label pathfinder. Show all posts
Showing posts with label pathfinder. Show all posts
Friday, July 20, 2018
Saturday, July 14, 2018
Cacterran Race
Still under construction.
Cacterrans appear much like gnomes or humans, save they possess hairless green-hued skin bearing ridges and patterns of pores from which spines can be made to emerge.
Cacterran Racial Traits (10 RP)
–2 Dexterity, +2 Constitution, +2 Wisdom: Cacterrans are sturdy and wise, but lack physical agility.
Humanoid (Vegitatious): Cacterrans are humanoids with the vegitatious subtype.
Variety: Upon creation, cacterran characters become one of two varieties.
Slow Speed: Cacterrans have a base speed of 20 feet. For columnar cacterrans, that speed is never modified by armor or encumbrance. (–1 RP)
Low-Light Vision: Cacterrans can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Flammable: Cacterrans in true form have vulnerability to fire. (–1 RP)
Vegitatious Resilience: Cacterrans gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. In addition, they need only half the standard amount of sleep to function normally. (2 RP)
Succulent Resilience: Cacterrans gain a +4 racial bonus on Fortitude saves against dehydration and environmental heat exposure. In addition, they need only half the standard amount of water to function normally. (1 RP)
Cacti Body: Cacterrans in true form express the following. (4 RP)
Spine-spit: A living cacterran in true form gains a natural spine-spit attack that does not provoke attacks of opportunity. A spine-spit is a primary natural attack, or a secondary natural attack for those who wield one or more manufactured weapons. Otherwise, a spine-spit functions as a blowgun of its owner's size. A typical cacterran has a spine-spit capacity equal to its Constitution score. The first hour one rests following its last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours it must rest to refill that capacity. (1 RP)
Toxic Spines: A living creature dealt piercing damage from a natural weapon or unarmed strike used by a living cacterran in true form, becomes sickened for 1d4+1 rounds (Fort negates) as a poison effect. The save DC of this effect equals 10 + 1/2 the originator's Hit Dice + the originator's Constitution modifier. Once a creature successfully saves, it becomes immune to the toxic spines of that particular cacterran for 24 hours. Note: Creatures with the vegitatious subtype are immune to this effect. (2 RP)
Placeholder: (1 RP undetermined)
Languages: Cacterrans begin play speaking Common and Terran. Cacterrans with high Intelligence scores can choose from the following: Auran, Draconic, Goblin, Giant, .....3 more.
Cacterrans appear much like gnomes or humans, save they possess hairless green-hued skin bearing ridges and patterns of pores from which spines can be made to emerge.
Cacterran Racial Traits (10 RP)
–2 Dexterity, +2 Constitution, +2 Wisdom: Cacterrans are sturdy and wise, but lack physical agility.
Humanoid (Vegitatious): Cacterrans are humanoids with the vegitatious subtype.
Variety: Upon creation, cacterran characters become one of two varieties.
- Globular: These cacterrans are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
- Columnar: These cacterrans are Medium creatures with no bonuses or penalties due to their size. They also possess +2 Strength and –2 Charisma as additional racial adjustments to their ability scores.
Slow Speed: Cacterrans have a base speed of 20 feet. For columnar cacterrans, that speed is never modified by armor or encumbrance. (–1 RP)
Low-Light Vision: Cacterrans can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Flammable: Cacterrans in true form have vulnerability to fire. (–1 RP)
Vegitatious Resilience: Cacterrans gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. In addition, they need only half the standard amount of sleep to function normally. (2 RP)
Succulent Resilience: Cacterrans gain a +4 racial bonus on Fortitude saves against dehydration and environmental heat exposure. In addition, they need only half the standard amount of water to function normally. (1 RP)
Cacti Body: Cacterrans in true form express the following. (4 RP)
- +1 natural armor bonus to AC.
- Damage reduction 2/slashing.
- A natural slam attack dealing standard damage for their size. That slam is a primary attack, or a secondary attack when they wield one or more manufactured weapons.
- They can deal both bludgeoning and piercing damage with any slam attack or unarmed strike.
- In addition to actual rest and any uses of the Heal skill, a living cacterran exposed to natural sunlight naturally recovers hit points and ability score points (lost to ability damage) as if always resting.
Spine-spit: A living cacterran in true form gains a natural spine-spit attack that does not provoke attacks of opportunity. A spine-spit is a primary natural attack, or a secondary natural attack for those who wield one or more manufactured weapons. Otherwise, a spine-spit functions as a blowgun of its owner's size. A typical cacterran has a spine-spit capacity equal to its Constitution score. The first hour one rests following its last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours it must rest to refill that capacity. (1 RP)
Toxic Spines: A living creature dealt piercing damage from a natural weapon or unarmed strike used by a living cacterran in true form, becomes sickened for 1d4+1 rounds (Fort negates) as a poison effect. The save DC of this effect equals 10 + 1/2 the originator's Hit Dice + the originator's Constitution modifier. Once a creature successfully saves, it becomes immune to the toxic spines of that particular cacterran for 24 hours. Note: Creatures with the vegitatious subtype are immune to this effect. (2 RP)
Placeholder: (1 RP undetermined)
Languages: Cacterrans begin play speaking Common and Terran. Cacterrans with high Intelligence scores can choose from the following: Auran, Draconic, Goblin, Giant, .....3 more.
Wednesday, July 4, 2018
Mycelian Race
Still under construction.
Mycelians appear much like waxy gnomes, each with a mushroom-like cap covering the top of their head like a fungal helmet. Any textures, pigments or patterns they possess, vary between individuals of their kind.
Mycelian Racial Traits (10 RP)
–2 Strength, +2 Constitution, +2 Wisdom: Mycelians are hardy and wise, but lack physical power.
Humanoid (Vegitatious): Mycelians are humanoids with the vegitatious subtype. They breathe as plants do.
Small: Mycelians are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Mycelians have a base speed of 20 feet. (–1 RP)
Low-Light Vision: Mycelians can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Darkvision: Mycelians can see perfectly in the dark up to 60 feet. (2 RP)
Light Sensitivity: Mycelians are dazzled while they remain in an area of bright light. (–1 RP)
Mycelial Scent: Mycelians have a natural ability to sniff out sources of death and decay. This functions like the scent ability, but only for decaying vegetable matter, excrement, rotting flesh, corpses and badly wounded creatures (creatures with 25% or fewer hit points). (1 RP)
Flammable: Mycelians in true form have vulnerability to fire. (–1 RP)
Vegitatious Resilience: Mycelians gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. In addition, they need only half the standard amount of sleep to function normally. (2 RP)
Mycelial Metabolism: Mycelians gain a +2 racial bonus on Fortitude saving throws against sickness, nausea and disease. They also reduce any nonlethal damage they take from any form of cold exposure by 2 (minimum 0). (1 RP)
Mycelial Toxicity (Ex): A living mycelian in true form can apply 1 dose of its toxic saliva (or blood when injured) to a weapon it wields as a swift action. Such a dose loses its potency after 1 hour. Each round at the end of its turn, a living creature with a mycelian swallowed whole in true form, automatically ingests 1 dose of that mycelian's toxic saliva and blood. A typical mycelian has a toxin dose capacity of 6 + its Constitution modifier. The first hour one rests following its last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours it must rest to refill that capacity. Note: Creatures with the vegitatious subtype are immune to mycelian toxin. (2 RP)
Placeholder: (4 RP undetermined)
Languages: Mycelians begin play speaking Terran and Undercommon. Mycelians with high Intelligence scores can choose from the following: Aklo, Common, Draconic, Dwarven, Gnome, Goblin, Sylvan.
Mycelians appear much like waxy gnomes, each with a mushroom-like cap covering the top of their head like a fungal helmet. Any textures, pigments or patterns they possess, vary between individuals of their kind.
Mycelian Racial Traits (10 RP)
–2 Strength, +2 Constitution, +2 Wisdom: Mycelians are hardy and wise, but lack physical power.
Humanoid (Vegitatious): Mycelians are humanoids with the vegitatious subtype. They breathe as plants do.
Small: Mycelians are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Mycelians have a base speed of 20 feet. (–1 RP)
Low-Light Vision: Mycelians can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Darkvision: Mycelians can see perfectly in the dark up to 60 feet. (2 RP)
Light Sensitivity: Mycelians are dazzled while they remain in an area of bright light. (–1 RP)
Mycelial Scent: Mycelians have a natural ability to sniff out sources of death and decay. This functions like the scent ability, but only for decaying vegetable matter, excrement, rotting flesh, corpses and badly wounded creatures (creatures with 25% or fewer hit points). (1 RP)
Flammable: Mycelians in true form have vulnerability to fire. (–1 RP)
Vegitatious Resilience: Mycelians gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. In addition, they need only half the standard amount of sleep to function normally. (2 RP)
Mycelial Metabolism: Mycelians gain a +2 racial bonus on Fortitude saving throws against sickness, nausea and disease. They also reduce any nonlethal damage they take from any form of cold exposure by 2 (minimum 0). (1 RP)
Mycelial Toxicity (Ex): A living mycelian in true form can apply 1 dose of its toxic saliva (or blood when injured) to a weapon it wields as a swift action. Such a dose loses its potency after 1 hour. Each round at the end of its turn, a living creature with a mycelian swallowed whole in true form, automatically ingests 1 dose of that mycelian's toxic saliva and blood. A typical mycelian has a toxin dose capacity of 6 + its Constitution modifier. The first hour one rests following its last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours it must rest to refill that capacity. Note: Creatures with the vegitatious subtype are immune to mycelian toxin. (2 RP)
- Inflicted Mycelian Toxin: poison–injury; save Fort DC 10 + 1/2 the originator’s Hit Dice + the originator’s Constitution modifier; frequency 1/round for 6 rounds; effect 1 Dexterity and Wisdom damage; cure 1 save.
- Ingested Mycelian Toxin: poison–ingested; save Fort DC 10 + 1/2 the originator’s Hit Dice + the originator’s Constitution modifier; onset 10 minutes; frequency 1/minute for 6 minutes; effect 1 Dexterity and Wisdom damage; cure 1 save.
Placeholder: (4 RP undetermined)
Languages: Mycelians begin play speaking Terran and Undercommon. Mycelians with high Intelligence scores can choose from the following: Aklo, Common, Draconic, Dwarven, Gnome, Goblin, Sylvan.
Sunday, July 1, 2018
Arborean Race
Still under construction.
Arboreans appear much like halflings or humans, save they are covered in bark of whorled earthy tones that vary between individuals. Each of the smaller bonsai arboreans typically possess smooth bark and a head covered in a dense, well trimmed layer of thin branches and thick foliage. Each of the bigger wild arboreans typically possess rough bark prone to moss, lichen and fungi, while a broad tangle of wiry branches and sparse foliage ensnares the top of their head.
Arborean Racial Traits (10 RP)
–2 Dexterity, +2 Constitution, +2 Wisdom: Arboreans are sturdy and wise, but lack physical agility.
Humanoid (Vegitatious): Arboreans are humanoids with the vegitatious subtype.
Upbringing: Upon creation, arborean characters express one of two backgrounds.
Slow Speed: Arboreans have a base speed of 20 feet. For wild arboreans, that speed is never modified by armor or encumbrance. (–1 RP)
Low-Light Vision: Arboreans can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Flammable: Arboreans in true form have vulnerability to fire. (–1 RP)
Vegitatious Resilience: Arboreans gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. In addition, they need only half the standard amount of sleep to function normally. (2 RP)
Arboreal Body: Arboreans in true form express the following. (5 RP)
Regional Roots: Upon creation, arborean characters possess one of two roots. (1 RP)
Arboreal Bounty: Upon creation, arborean characters possess one ability they select from the following list. (1 RP)
Ruinous Wrath: Arboreans increase by half (rounded up) the weapon damage they deal against objects and structures. (2 RP)
Languages: Arboreans begin play speaking Common and Sylvan. Arboreans with high Intelligence scores can choose from the following: Elven, Gnome, Goblin, Giant, Halfling, Terran, Vanaran.
Arboreans appear much like halflings or humans, save they are covered in bark of whorled earthy tones that vary between individuals. Each of the smaller bonsai arboreans typically possess smooth bark and a head covered in a dense, well trimmed layer of thin branches and thick foliage. Each of the bigger wild arboreans typically possess rough bark prone to moss, lichen and fungi, while a broad tangle of wiry branches and sparse foliage ensnares the top of their head.
Arborean Racial Traits (10 RP)
–2 Dexterity, +2 Constitution, +2 Wisdom: Arboreans are sturdy and wise, but lack physical agility.
Humanoid (Vegitatious): Arboreans are humanoids with the vegitatious subtype.
Upbringing: Upon creation, arborean characters express one of two backgrounds.
- Bonsai: These arboreans are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
- Wild: These arboreans are Medium creatures with no bonuses or penalties due to their size. They also possess +2 Strength and –2 Charisma as additional racial adjustments to their ability scores.
Slow Speed: Arboreans have a base speed of 20 feet. For wild arboreans, that speed is never modified by armor or encumbrance. (–1 RP)
Low-Light Vision: Arboreans can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Flammable: Arboreans in true form have vulnerability to fire. (–1 RP)
Vegitatious Resilience: Arboreans gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. In addition, they need only half the standard amount of sleep to function normally. (2 RP)
Arboreal Body: Arboreans in true form express the following. (5 RP)
- +1 natural armor bonus to AC.
- Damage reduction 2/slashing.
- Cold resistance 2.
- A natural slam attack dealing standard damage for their size. That slam is a primary attack, or a secondary attack when they wield one or more manufactured weapons.
- In addition to actual rest and any uses of the Heal skill, a living arborean exposed to natural sunlight naturally recovers hit points and ability score points (lost to ability damage) as if always resting.
- When standing on the ground, they receive a +4 racial bonus to CMD against bull rush and trip maneuvers.
- While in forest or jungle terrain, a living arborean gain a +4 racial bonus on Stealth checks.
Regional Roots: Upon creation, arborean characters possess one of two roots. (1 RP)
- Forest Roots: Arboreans of these roots reduce any nonlethal damage they take from any form of cold exposure by 2 (minimum 0) and gain a +4 racial bonus on Survival checks made in forest terrain.
- Jungle Roots: Arboreans of these roots gain a +2 racial bonus on Fortitude saves against non-magical disease, and gain a +4 racial bonus on Survival checks made in jungle terrain.
Arboreal Bounty: Upon creation, arborean characters possess one ability they select from the following list. (1 RP)
- Grow Ammo (Ex): As a free action, a living arborean can elect to suffer 2 points of Constitution burn to trigger the rapid growth of 2d4+1 pinecones over the course of 1d6+4 rounds, but only while that arborean remains in true form. Each pinecone so grown, functions as a pebble affected by magic stone.
- Grow Harvest (Ex): As a free action, a living arborean can elect to suffer 2 points of Constitution burn to trigger the rapid growth of 1d3 fruit or 2d4+1 nuts or berries over the course of 1d6+4 rounds, but only while that aborean remains in true form. Each nut or berry so grown, functions as if affected by goodberry, but also provides its consumer the benefit of endure elements for 8 hours, stacking up to a cumulative duration of 72 hours for any single creature. Each fruit so grown, functions the same as 3 nuts or berries.
Ruinous Wrath: Arboreans increase by half (rounded up) the weapon damage they deal against objects and structures. (2 RP)
Languages: Arboreans begin play speaking Common and Sylvan. Arboreans with high Intelligence scores can choose from the following: Elven, Gnome, Goblin, Giant, Halfling, Terran, Vanaran.
Wednesday, June 27, 2018
Item Arcanomicon
Still under construction.
The following spells are ideas I expect should require careful consideration.
ELDRITCH EFFIGY
School abjuration
Level sorcerer/wizard 5, witch 5
Components V, S, F (effigy of the target's true form and size, worth at least 500 gp)
Casting Time 1 minute
Range touch
Target one willing creature
Duration permanent (D)
Spell Resistance yes
Every previous instance of this spell currently active in respect to the focus or the subject immediately ends. Magical items worn by the focus while this spell remains active, function as if similarly worn by the subject, excluding the auras, non-magical properties and material forms of such items. In each instance where two or more magical items currently have a case for effectively occupying the same magic item slot belonging to the subject, only one such item the subject actually wears can be made to do so at that time.
INNATE ITEM
School abjuration
Level sorcerer/wizard 2, witch 2
Components V, S
Casting Time 1 minute
Range touch
Target one willing creature
Duration instantaneous
Spell Resistance no
The subject can choose a single magical item properly worn and actively occupying at least one of their magic item slots, provided that item is not intelligent or an artifact. When that item is chosen, you can attempt a single caster level check against it (DC 15 + chosen item's caster level). If that check succeeds, the chosen item's inherent magical properties are separated from its current material form and anchored as a supernatural ability inherent to the subject's very being. The term 'innate item' hereafter refers to such a supernatural ability.
Despite lacking anchor to a material form and any qualities having one would provide, each 'innate item' always occupies the same magic item slot(s) it did when last in its previous format, never allowing such slot(s) be occupied for any other magical purpose. Otherwise unchanged, each 'innate item' retains its caster level, any activation method(s) and any spell effect(s) it can be used to produce.
As a free or immediate action, a willing creature can engage or disengage the function(s) for a single 'innate item' they possess. As a standard action of their own true volition, a willing creature can dismiss and thus destroy, any number of 'innate items' they possess.
Each attempt you make to derive an 'innate item' from a cursed magic item automatically fails, but also generates a supernatural arc of energy between yourself and the subject, dealing 1d4 damage to both for each caster level that cursed magic item has. If you are also the subject, you instead take 1d6 damage per caster level. That damage has no type, yet denies for 1 minute, all forms of regeneration to any creature(s) it harms. While the corresponding item remains a cursed magic item, that damage cannot be healed, and any creature(s) slain by it directly cannot be restored to life. Nothing less than a deity's direct efforts can avoid, redirect, mitigate or circumvent; that damage or its aforementioned consequences.
Should you fail in any attempt to derive an 'innate item' from a particular magic item when it is not cursed, every following attempt you make corresponding to that same item automatically fails until you gain another caster level.
The following spells are ideas I expect should require careful consideration.
ELDRITCH EFFIGY
School abjuration
Level sorcerer/wizard 5, witch 5
Components V, S, F (effigy of the target's true form and size, worth at least 500 gp)
Casting Time 1 minute
Range touch
Target one willing creature
Duration permanent (D)
Spell Resistance yes
Every previous instance of this spell currently active in respect to the focus or the subject immediately ends. Magical items worn by the focus while this spell remains active, function as if similarly worn by the subject, excluding the auras, non-magical properties and material forms of such items. In each instance where two or more magical items currently have a case for effectively occupying the same magic item slot belonging to the subject, only one such item the subject actually wears can be made to do so at that time.
INNATE ITEM
School abjuration
Level sorcerer/wizard 2, witch 2
Components V, S
Casting Time 1 minute
Range touch
Target one willing creature
Duration instantaneous
Spell Resistance no
The subject can choose a single magical item properly worn and actively occupying at least one of their magic item slots, provided that item is not intelligent or an artifact. When that item is chosen, you can attempt a single caster level check against it (DC 15 + chosen item's caster level). If that check succeeds, the chosen item's inherent magical properties are separated from its current material form and anchored as a supernatural ability inherent to the subject's very being. The term 'innate item' hereafter refers to such a supernatural ability.
Despite lacking anchor to a material form and any qualities having one would provide, each 'innate item' always occupies the same magic item slot(s) it did when last in its previous format, never allowing such slot(s) be occupied for any other magical purpose. Otherwise unchanged, each 'innate item' retains its caster level, any activation method(s) and any spell effect(s) it can be used to produce.
As a free or immediate action, a willing creature can engage or disengage the function(s) for a single 'innate item' they possess. As a standard action of their own true volition, a willing creature can dismiss and thus destroy, any number of 'innate items' they possess.
Each attempt you make to derive an 'innate item' from a cursed magic item automatically fails, but also generates a supernatural arc of energy between yourself and the subject, dealing 1d4 damage to both for each caster level that cursed magic item has. If you are also the subject, you instead take 1d6 damage per caster level. That damage has no type, yet denies for 1 minute, all forms of regeneration to any creature(s) it harms. While the corresponding item remains a cursed magic item, that damage cannot be healed, and any creature(s) slain by it directly cannot be restored to life. Nothing less than a deity's direct efforts can avoid, redirect, mitigate or circumvent; that damage or its aforementioned consequences.
Should you fail in any attempt to derive an 'innate item' from a particular magic item when it is not cursed, every following attempt you make corresponding to that same item automatically fails until you gain another caster level.
Saturday, June 23, 2018
Conveyance Codex
The following spells were designed to extend upon the precedent of some 3.5 D&D spells uniquely capable of targeting an entire ship. The first spell in this series, is based upon augment object (SBG).
AUGMENT CONVEYANCE
School transmutation
Level sorcerer/wizard 4
Components V, S
Casting Time 1 minute
Range long (400 ft. + 40 ft./level)
Target one vessel, vehicle or similar structure
Duration 1 hour + 24 hours/level (D)
Saving Throw none
Spell Resistance no
Every portion of the subject has its break DCs increased by +20 and its hardness and hit points doubled. They are also considered magic items with an effective caster level corresponding to this spell's effect (save bonus equals 2 + caster level). Damage sustained by any portion of the subject while this spell's effect remains active upon it, is halved and rounded down when that effect ends. While this spell's effect ends for any portion separated from the subject's greatest remaining whole, that effect will extend to include any repairs made, or replacements added, to that subject.
AUGMENT CONVEYANCE
School transmutation
Level sorcerer/wizard 4
Components V, S
Casting Time 1 minute
Range long (400 ft. + 40 ft./level)
Target one vessel, vehicle or similar structure
Duration 1 hour + 24 hours/level (D)
Saving Throw none
Spell Resistance no
Every portion of the subject has its break DCs increased by +20 and its hardness and hit points doubled. They are also considered magic items with an effective caster level corresponding to this spell's effect (save bonus equals 2 + caster level). Damage sustained by any portion of the subject while this spell's effect remains active upon it, is halved and rounded down when that effect ends. While this spell's effect ends for any portion separated from the subject's greatest remaining whole, that effect will extend to include any repairs made, or replacements added, to that subject.
Saturday, December 2, 2017
Deepygmy Race
A subterranean branch of mankind, deepygmy are physically smaller and tougher than most other humans, with eyesight and pigmentation patterns befitting their underground ancestry. In events predating the terran bronze age by at least a few dozen millennia, prehistoric humans were periodically abducted into slavery and experimentation by extraterrestrials of several kinds and origins. During that time, the infant offspring of captive humans bred and engineered to dwell and work in the depths of many inhospitable, industrialized and metaphysically anomalous worlds, were often traded between those worlds to promote their hardiness and diminish their familial bonds. Under those conditions, that portion of humanity continued to evolve as one race individually and collectively referred to as deepygmy. Eventually, anonymous acts of sabotage and mysterious phenomena aligned to offer the deepygmy enough of an edge to escape and elude their oppressors until they gathered, organized and innovated enough as one people to hold their own and liberate others.
Deepygmy settlements have since become legion, hidden beneath the surface of several thousand planets and moons scattered throughout the cosmological multiverse. Long in the habit of covertly scouting out and scrying upon new celestial bodies, deepygmy utilize various means of spreading to those they deem suitable. Such means scale up to devices each capable of originating a two-way metaphysical portal with almost any other observed or visited location that isn't properly warded or subjected to adverse metaphysical conditions. Following their arrival to a new and often untamed world, deepygmy are quick to establish a well-warded, concealed and sustainable subterranean settlement with the ability to originate its own portals, steadily expanding the network of their kind.
Wherever possible, each deepygmy settlement is designed and sometimes altered to preserve and utilize the natural leylines of its host planet or moon. Typically permeated by powerful wards, those settlements include a multitude of secret doors and traps designed to help neutralize nosy intruders. Their underground chambers and corridors usually contain an array of persistent portals, many of which correspond to demiplanes created with environments ideal for laboratories, workshops and farms. Oftentimes, some of those demiplanes are cleared and secured to receive traffic that involves shifting or opening gates through planar veils.
Depending on available resources, each deepygmy settlement typically sustains any technological demands with energy produced by means including geothermal generators, fusion reactors and even graviton reactors. Commonly enclosed within faraday cages, each settlement employs quantum ansible nodes to facilitate technological communication. To discreetly monitor and study regions within their astrological vicinity, settlements will build a variety of space-faring vessels and scouting probes well equipped for cloaking.
A vast portion of deepygmy settlements share their host planet or moon with other sapient intelligent species on terms that are mostly respectful and mutually beneficial. Those settlements are less adverse than others of their kind to receiving unusual company.
Deepygmy Racial Traits (10 RP)
+2 Constitution, +2 to One Mental Ability Score: Deepygmy characters are sturdy and gain a +2 racial bonus to one mental ability score of their choice at creation to represent the varied nature of their kind. (2 RP)
Humanoid (Human): Deepygmy are humanoids with the human subtype.
Small: Deepygmy are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Deepygmy have a base speed of 30 feet.
Low-Light Vision: Deepygmy can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Darkvision: Deepygmy can see perfectly in the dark up to 60 feet. (2 RP)
Depth of Diversity: Upon creation, deepygmy characters gain two traits they select from the following list. (4 RP)
Languages: Deepygmy begin play speaking Common and Deepygmy. Deepygmy with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Random Deepygmy Height and Weight:
Male Height: 3 ft. 0 in. + 2d6 in.
Male Weight: 40 lbs. + 2d8 lbs.
Female Height: 2 ft. 10 in. + 2d6 in.
Female Weight: 35 lbs. + 2d8 lbs.
Character Traits
MUTABLE MANIFESTING (Race or Psionic Trait)
You can adapt one of your manifesting paradigms to match the landscape of your mind.
Prerequisite: Naturally Psionic.
Benefit: Upon acquiring this trait, choose one psionic manifesting class. You can keep any psionic manifesting ability you gain from the chosen class keyed to your highest mental ability score at all times.
TECH SAVVY (Race or Regional Trait)
You are well versed in the technological advancements of your culture.
Prerequisite (Race): Tech Intuitive.
Benefit: Disable Device and Knowledge (engineering) are always class skills for you, and you gain a +1 trait bonus on skill checks with each of those you gain as a class skill from any other source.
UNIQUELY RESISTANT (Race Trait)
Your kin defy the odds overall while you find more success in doing so selectively.
Prerequisite: Racial bonus on all saving throws.
Benefit: Upon acquiring this trait, choose one type of saving throw: Fort, Ref or Will. You gain a +3 trait bonus on saving throws of the chosen type while a –1 penalty applies to all others you attempt.
Deepygmy settlements have since become legion, hidden beneath the surface of several thousand planets and moons scattered throughout the cosmological multiverse. Long in the habit of covertly scouting out and scrying upon new celestial bodies, deepygmy utilize various means of spreading to those they deem suitable. Such means scale up to devices each capable of originating a two-way metaphysical portal with almost any other observed or visited location that isn't properly warded or subjected to adverse metaphysical conditions. Following their arrival to a new and often untamed world, deepygmy are quick to establish a well-warded, concealed and sustainable subterranean settlement with the ability to originate its own portals, steadily expanding the network of their kind.
Wherever possible, each deepygmy settlement is designed and sometimes altered to preserve and utilize the natural leylines of its host planet or moon. Typically permeated by powerful wards, those settlements include a multitude of secret doors and traps designed to help neutralize nosy intruders. Their underground chambers and corridors usually contain an array of persistent portals, many of which correspond to demiplanes created with environments ideal for laboratories, workshops and farms. Oftentimes, some of those demiplanes are cleared and secured to receive traffic that involves shifting or opening gates through planar veils.
Depending on available resources, each deepygmy settlement typically sustains any technological demands with energy produced by means including geothermal generators, fusion reactors and even graviton reactors. Commonly enclosed within faraday cages, each settlement employs quantum ansible nodes to facilitate technological communication. To discreetly monitor and study regions within their astrological vicinity, settlements will build a variety of space-faring vessels and scouting probes well equipped for cloaking.
A vast portion of deepygmy settlements share their host planet or moon with other sapient intelligent species on terms that are mostly respectful and mutually beneficial. Those settlements are less adverse than others of their kind to receiving unusual company.
Deepygmy Racial Traits (10 RP)
+2 Constitution, +2 to One Mental Ability Score: Deepygmy characters are sturdy and gain a +2 racial bonus to one mental ability score of their choice at creation to represent the varied nature of their kind. (2 RP)
Humanoid (Human): Deepygmy are humanoids with the human subtype.
Small: Deepygmy are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Deepygmy have a base speed of 30 feet.
Low-Light Vision: Deepygmy can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Darkvision: Deepygmy can see perfectly in the dark up to 60 feet. (2 RP)
Depth of Diversity: Upon creation, deepygmy characters gain two traits they select from the following list. (4 RP)
- Inherently Hidden: Those with this trait gain a +2 racial bonus on Stealth checks. As a free or immediate action, each of them can suspend or resume the supernatural equivalent of having cast nondetection on their own self with a permanent duration and an effective caster level equaling their character level.
- Naturally Psionic: Those with this trait gain Wild Talent as a bonus feat at 1st level. If they gain levels in a psionic class, they gain the Psionic Talent feat instead. When taking a level in a favored class, they can choose to gain an additional power point instead of a hit point or skill point.
- Oddly Resistant: Those with this trait gain a +1 racial bonus on all saving throws.
- Tech Intuitive: Those with this trait gain Technologist as a bonus feat at 1st level. They can gain other feats listing Technologist as a prerequisite, as if every skill rank prerequisite were reduced by 2, to no less than 1.
Languages: Deepygmy begin play speaking Common and Deepygmy. Deepygmy with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Random Deepygmy Height and Weight:
Male Height: 3 ft. 0 in. + 2d6 in.
Male Weight: 40 lbs. + 2d8 lbs.
Female Height: 2 ft. 10 in. + 2d6 in.
Female Weight: 35 lbs. + 2d8 lbs.
Character Traits
MUTABLE MANIFESTING (Race or Psionic Trait)
You can adapt one of your manifesting paradigms to match the landscape of your mind.
Prerequisite: Naturally Psionic.
Benefit: Upon acquiring this trait, choose one psionic manifesting class. You can keep any psionic manifesting ability you gain from the chosen class keyed to your highest mental ability score at all times.
TECH SAVVY (Race or Regional Trait)
You are well versed in the technological advancements of your culture.
Prerequisite (Race): Tech Intuitive.
Benefit: Disable Device and Knowledge (engineering) are always class skills for you, and you gain a +1 trait bonus on skill checks with each of those you gain as a class skill from any other source.
UNIQUELY RESISTANT (Race Trait)
Your kin defy the odds overall while you find more success in doing so selectively.
Prerequisite: Racial bonus on all saving throws.
Benefit: Upon acquiring this trait, choose one type of saving throw: Fort, Ref or Will. You gain a +3 trait bonus on saving throws of the chosen type while a –1 penalty applies to all others you attempt.
Friday, July 15, 2016
Firenewt Race
Still under construction.
The firenewt race featured below, is a custom adaptation of the race from D&D 3.5 partly influenced by the charmander pokemon.
Firenewts, also known as salamen, are distant relatives of lizardfolk. They are cruel marauders that roam hot regions. The firenewt’s dry skin is a mottled sepia color, darkest along the spine and fading to near-white on the belly. The smooth flesh and features resemble those of an eel. The eyes are deep crimson. Females are slightly shorter, and a duller brown.
Firenewt Racial Traits
+2 Dexterity, +2 Constitution: Firenewts are adroit and resilient. (2 RP)
Humanoid (Fire, Reptilian): Firenewts are humanoids with the fire and reptilian subtypes. They possess immunity to fire and vulnerability to cold. (2 RP)
Medium: Firenewts are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Firenewts have a base speed of 30 feet.
Low-Light Vision: Firenewts can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Blazing Breath (Su): Once per day as a standard action, a firenewt in true form can breathe fire in a line up to 20 feet long, dealing up to 1d6 fire damage (Reflex negates). The save DC against this breath weapon is 10 + 1/2 the originator's Hit Dice + the originator's Constitution modifier. Those able to use this ability more often, must still wait 1d4+1 rounds after using it, before it can be used again. (1 RP)
Tail Slap: Firenewts gain a tail slap attack that deals 1d4 damage at medium size. This tail slap is a primary attack, or a secondary attack if the firenewt wields one or more manufactured weapons. (2 RP?)
Searing Tail Slap (Su): Firenewts in true form can deal an extra 1d6 points of fire damage with any successful tail slap attack. (2 RP?)
Languages: Firenewts begin play speaking Draconic and Common. Firenewts with high Intelligence scores can choose from the following: Giant, Goblin, Ignan, Terran.
Race Feats
Flame Spigot (Firenewt)
Your breath weapon becomes longer, stronger and more abundant.
Prerequisite: firenewt, Blazing Breath racial trait, character level 3rd.
Benefit: The maximum length of your Blazing Breath increases by 10 feet, its maximum damage increases by an additional d6, and its daily use limit increases by 1.
Special: You may acquire this feat once for every 2 character levels you possess beyond the first. Its effects stack.
Firekite (Firenewt)
You have developed a pair of gliding wings.
Prerequisite: firenewt, Character level 3rd.
Benefit: You develop a pair of wings suitable for gliding, and take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. You cannot gain height with these wings alone; you merely coast in other directions as you fall. If subjected to a strong wind or any other effect that causes you to rise, you can take advantage of the updraft to increase the distance you can glide. Fly is a class skill for you.
Fireflight (Firenewt)
Your wings have grown strong enough for flight.
Prerequisite: firenewt, Firekite, character level 7th.
Benefit: Your wings grant you a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor.
The firenewt race featured below, is a custom adaptation of the race from D&D 3.5 partly influenced by the charmander pokemon.
Firenewts, also known as salamen, are distant relatives of lizardfolk. They are cruel marauders that roam hot regions. The firenewt’s dry skin is a mottled sepia color, darkest along the spine and fading to near-white on the belly. The smooth flesh and features resemble those of an eel. The eyes are deep crimson. Females are slightly shorter, and a duller brown.
Firenewt Racial Traits
+2 Dexterity, +2 Constitution: Firenewts are adroit and resilient. (2 RP)
Humanoid (Fire, Reptilian): Firenewts are humanoids with the fire and reptilian subtypes. They possess immunity to fire and vulnerability to cold. (2 RP)
Medium: Firenewts are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Firenewts have a base speed of 30 feet.
Low-Light Vision: Firenewts can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Blazing Breath (Su): Once per day as a standard action, a firenewt in true form can breathe fire in a line up to 20 feet long, dealing up to 1d6 fire damage (Reflex negates). The save DC against this breath weapon is 10 + 1/2 the originator's Hit Dice + the originator's Constitution modifier. Those able to use this ability more often, must still wait 1d4+1 rounds after using it, before it can be used again. (1 RP)
Tail Slap: Firenewts gain a tail slap attack that deals 1d4 damage at medium size. This tail slap is a primary attack, or a secondary attack if the firenewt wields one or more manufactured weapons. (2 RP?)
Searing Tail Slap (Su): Firenewts in true form can deal an extra 1d6 points of fire damage with any successful tail slap attack. (2 RP?)
Languages: Firenewts begin play speaking Draconic and Common. Firenewts with high Intelligence scores can choose from the following: Giant, Goblin, Ignan, Terran.
Race Feats
Flame Spigot (Firenewt)
Your breath weapon becomes longer, stronger and more abundant.
Prerequisite: firenewt, Blazing Breath racial trait, character level 3rd.
Benefit: The maximum length of your Blazing Breath increases by 10 feet, its maximum damage increases by an additional d6, and its daily use limit increases by 1.
Special: You may acquire this feat once for every 2 character levels you possess beyond the first. Its effects stack.
Firekite (Firenewt)
You have developed a pair of gliding wings.
Prerequisite: firenewt, Character level 3rd.
Benefit: You develop a pair of wings suitable for gliding, and take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. You cannot gain height with these wings alone; you merely coast in other directions as you fall. If subjected to a strong wind or any other effect that causes you to rise, you can take advantage of the updraft to increase the distance you can glide. Fly is a class skill for you.
Fireflight (Firenewt)
Your wings have grown strong enough for flight.
Prerequisite: firenewt, Firekite, character level 7th.
Benefit: Your wings grant you a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor.
Wednesday, July 13, 2016
Earthen Dwarf Race
Still under construction.
The earthen dwarf race featured below, is inspired by World of Warcraft.
Earthen Dwarf Racial Traits
+4 Strength, –2 Dexterity, –2 Charisma: Earthen dwarves are exceptionally strong, but lack physical agility and expressiveness. (2 RP)
Humanoid (Dwarf): Earthen dwarves are humanoids with the dwarf subtype.
Medium: Earthen dwarves are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Earthen dwarves have a base speed of 30 feet.
Low-Light Vision: Earthen dwarves can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Energy Resistance: Earthen dwarves gain cold resistance 5. (1 RP)
Stability: Earthen dwarves receive a +4 racial bonus to CMD against bull rush and trip maneuvers while standing on the ground. (1 RP)
Placeholder: (3 RP undetermined)
Unearthed Expertise: Earthen dwarves gain a +1 racial bonus on Knowledge (geography, history) and Linguistics checks and can make those checks untrained with no DC limit. (1 RP)
Languages: Earthen dwarves begin play speaking Dwarven and Common. Earthen dwarves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Alternative Racial Traits
Core-Blooded: Some earthen dwarves dwell in proximity to regions of volcanic activity. They gain fire resistance 5. This racial trait replaces the Energy Resistance trait.
Earthen Affluent: A few earthen dwarves inherit an eldritch legacy. They possess a +2 racial bonus to Strength and Charisma, and the normal –2 racial penalty to Dexterity. In addition, they gain a +1 racial bonus on Spellcraft and Use Magic Device checks and can make those checks untrained. This racial trait replaces an earthen dwarf's racial ability score modifiers.
Primal Prerogative: Some earthen dwarves embody tribal traditions removed from the traditional trappings of civilization. They gain a +1 racial bonus on Ride and Survival checks. This racial trait replaces the Unearthed Expertise trait.
The earthen dwarf race featured below, is inspired by World of Warcraft.
Earthen Dwarf Racial Traits
+4 Strength, –2 Dexterity, –2 Charisma: Earthen dwarves are exceptionally strong, but lack physical agility and expressiveness. (2 RP)
Humanoid (Dwarf): Earthen dwarves are humanoids with the dwarf subtype.
Medium: Earthen dwarves are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Earthen dwarves have a base speed of 30 feet.
Low-Light Vision: Earthen dwarves can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Energy Resistance: Earthen dwarves gain cold resistance 5. (1 RP)
Stability: Earthen dwarves receive a +4 racial bonus to CMD against bull rush and trip maneuvers while standing on the ground. (1 RP)
Placeholder: (3 RP undetermined)
Unearthed Expertise: Earthen dwarves gain a +1 racial bonus on Knowledge (geography, history) and Linguistics checks and can make those checks untrained with no DC limit. (1 RP)
Languages: Earthen dwarves begin play speaking Dwarven and Common. Earthen dwarves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Alternative Racial Traits
Core-Blooded: Some earthen dwarves dwell in proximity to regions of volcanic activity. They gain fire resistance 5. This racial trait replaces the Energy Resistance trait.
Earthen Affluent: A few earthen dwarves inherit an eldritch legacy. They possess a +2 racial bonus to Strength and Charisma, and the normal –2 racial penalty to Dexterity. In addition, they gain a +1 racial bonus on Spellcraft and Use Magic Device checks and can make those checks untrained. This racial trait replaces an earthen dwarf's racial ability score modifiers.
Primal Prerogative: Some earthen dwarves embody tribal traditions removed from the traditional trappings of civilization. They gain a +1 racial bonus on Ride and Survival checks. This racial trait replaces the Unearthed Expertise trait.
Sunday, July 3, 2016
Protoss Race
Still under construction.
The protoss race featured below, is inspired by Starcraft.
Protoss Racial Traits (Advanced Race / 20 RP)
+2 Strength, +2 Dexterity, +2 Intelligence, +2 Wisdom: Protoss possess significant physical and mental prowess. (4 RP)
Humanoid (Aberrant): Protoss are humanoids with the aberrant subtype.
Large (Tall): Protoss are large creatures and gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. They take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. They possess a space 10 feet on a side with a reach of 10 feet. (8 RP)
Fast Speed: Protoss have a base speed of 40 feet. (1 RP)
Low-Light Vision: Protoss can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Aberrant Physiology: Protoss are bereft of the ears, nostrils and mouth typical of most humanoids. Their scaled semi-permeable skin enables them to hear, smell, breathe, absorb moisture and derive sustenance from a broad portion of the electromagnetic spectrum. Protoss lacking sufficient atmosphere, moisture or radiation, suffer the effects of suffocation, thirst or starvation at the same rate as a typical humanoid. Protoss skin naturally seals itself against harmful atmospheric conditions and external liquids, allowing them to hold their breath as much as other humanoids can. By necessity, protoss have also developed the following supernatural abilities. (1 RP)
Tech Intuitive: Protoss gain Technologist as a bonus feat at 1st level. They can gain other feats listing Technologist as a prerequisite, as if every skill rank prerequisite were reduced by 2, to no less than 1. (2 RP)
Naturally Psionic: Protoss receive Wild Talent as a bonus feat at 1st level. If they gain levels in a psionic class, they gain the Psionic Talent feat instead. When taking a level in a favored class, they can choose to gain an additional power point instead of a hit point or skill point. (2 RP)
Languages: Protoss begin play knowing Khalani and Common. Protoss with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Character Traits
Mutable Manifesting (Race or Psionic)
You can adapt one of your manifesting paradigms to match the landscape of your mind.
Prerequisite: Naturally Psionic.
Benefit: Choose one psionic manifesting class. You can keep any psionic manifesting ability you gain from the chosen class keyed to your highest mental ability score at all times.
Tech Savvy (Race or Regional)
You are well versed in the technological advancements of your culture.
Prerequisite (Race): Tech Intuitive.
Benefit: Disable Device and Knowledge (engineering) are always class skills for you, and you gain a +1 trait bonus on skill checks with each of those you gain as a class skill from any other source.
The protoss race featured below, is inspired by Starcraft.
Protoss Racial Traits (Advanced Race / 20 RP)
+2 Strength, +2 Dexterity, +2 Intelligence, +2 Wisdom: Protoss possess significant physical and mental prowess. (4 RP)
Humanoid (Aberrant): Protoss are humanoids with the aberrant subtype.
Large (Tall): Protoss are large creatures and gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. They take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. They possess a space 10 feet on a side with a reach of 10 feet. (8 RP)
Fast Speed: Protoss have a base speed of 40 feet. (1 RP)
Low-Light Vision: Protoss can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Aberrant Physiology: Protoss are bereft of the ears, nostrils and mouth typical of most humanoids. Their scaled semi-permeable skin enables them to hear, smell, breathe, absorb moisture and derive sustenance from a broad portion of the electromagnetic spectrum. Protoss lacking sufficient atmosphere, moisture or radiation, suffer the effects of suffocation, thirst or starvation at the same rate as a typical humanoid. Protoss skin naturally seals itself against harmful atmospheric conditions and external liquids, allowing them to hold their breath as much as other humanoids can. By necessity, protoss have also developed the following supernatural abilities. (1 RP)
- Mindspeech (Su): Protoss can send out telepathic messages in any language they know, for other creatures to receive within any range up to 100 feet. In so doing, one can include or exclude from this broadcast any creature they can see, as well as any creature they know or know of. This communication is strictly a one-way exchange from the sender to each recipient. Any recipient lacking the language used, “hears” meaningless mental syllables.
- Psychovocalize (Su): With the same time and effort a human requires to vocalize, each protoss may create sound (as the power) with instantaneous effect to produce their own unique human voice from him or herself as the point of origin. Any voice this ability creates may be used to produce verbal components for casting spells and command words for activating items.
- Psychometabolize (Su): With the same time and effort a human requires to eat and drink, a protoss can psionically taste or absorb edible substances they possess on contact with their skin. This allows them to benefit from magical food and potions, but also exposes them to the possibility of ingested poison or disease.
Tech Intuitive: Protoss gain Technologist as a bonus feat at 1st level. They can gain other feats listing Technologist as a prerequisite, as if every skill rank prerequisite were reduced by 2, to no less than 1. (2 RP)
Naturally Psionic: Protoss receive Wild Talent as a bonus feat at 1st level. If they gain levels in a psionic class, they gain the Psionic Talent feat instead. When taking a level in a favored class, they can choose to gain an additional power point instead of a hit point or skill point. (2 RP)
Languages: Protoss begin play knowing Khalani and Common. Protoss with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Character Traits
Mutable Manifesting (Race or Psionic)
You can adapt one of your manifesting paradigms to match the landscape of your mind.
Prerequisite: Naturally Psionic.
Benefit: Choose one psionic manifesting class. You can keep any psionic manifesting ability you gain from the chosen class keyed to your highest mental ability score at all times.
Tech Savvy (Race or Regional)
You are well versed in the technological advancements of your culture.
Prerequisite (Race): Tech Intuitive.
Benefit: Disable Device and Knowledge (engineering) are always class skills for you, and you gain a +1 trait bonus on skill checks with each of those you gain as a class skill from any other source.
Friday, July 1, 2016
Elven Races
Still under construction.
The elven races featured below, night elves and blood elves, are inspired by World of Warcraft.
Night Elf Racial Traits
+2 Dexterity, +2 Wisdom, +2 Charisma, –2 Strength, –2 Constitution: Night elves are graceful, wise and alluring, but lack physical power and durability. (1 RP)
Humanoid (Elf): Night elves are humanoids with the elf subtype.
Medium: Night elves are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Night elves have a base speed of 30 feet.
Low-Light Vision: Night elves can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Keen Senses: Night elves gain a +2 racial bonus on Perception checks. (2 RP)
Defensive Training: Night elves gain a +1 dodge bonus to Armor Class. (2 RP)
Shadow Slip (Su): For each step of illumination below bright light in most of his or her space, a night elf gains a +2 racial bonus on Stealth checks. (1 RP)
Placeholder: (2 RP undetermined)
Languages: Night elves begin play speaking Elven and Common. Night elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Blood Elf Racial Traits
+2 Dexterity, +2 Intelligence, +2 Charisma, –2 Strength, –2 Constitution: Blood elves are graceful, cunning and alluring, but lack physical power and durability. (1 RP)
Humanoid (Elf): Blood elves are humanoids with the elf subtype.
Medium: Blood elves are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Blood elves have a base speed of 30 feet.
Low-Light Vision: Blood elves can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Keen Senses: Blood elves gain a +2 racial bonus on Perception checks. (2 RP)
Magic Resistance: Blood elves gain a +1 racial bonus on saving throws against effects that are subject to spell resistance. (1 RP).
Arcane Affinity: Blood elves gain a +1 racial bonus on Spellcraft and Use Magic Device checks and can make those checks untrained. (1 RP)
Arcane Acuity: Blood elves gain a +2 racial bonus on all rolls made to confirm critical hits. (1 RP)
Placeholder: (2 RP undetermined)
Languages: Blood elves begin play speaking Elven and Common. Blood elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
The elven races featured below, night elves and blood elves, are inspired by World of Warcraft.
Night Elf Racial Traits
+2 Dexterity, +2 Wisdom, +2 Charisma, –2 Strength, –2 Constitution: Night elves are graceful, wise and alluring, but lack physical power and durability. (1 RP)
Humanoid (Elf): Night elves are humanoids with the elf subtype.
Medium: Night elves are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Night elves have a base speed of 30 feet.
Low-Light Vision: Night elves can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Keen Senses: Night elves gain a +2 racial bonus on Perception checks. (2 RP)
Defensive Training: Night elves gain a +1 dodge bonus to Armor Class. (2 RP)
Shadow Slip (Su): For each step of illumination below bright light in most of his or her space, a night elf gains a +2 racial bonus on Stealth checks. (1 RP)
Placeholder: (2 RP undetermined)
Languages: Night elves begin play speaking Elven and Common. Night elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Blood Elf Racial Traits
+2 Dexterity, +2 Intelligence, +2 Charisma, –2 Strength, –2 Constitution: Blood elves are graceful, cunning and alluring, but lack physical power and durability. (1 RP)
Humanoid (Elf): Blood elves are humanoids with the elf subtype.
Medium: Blood elves are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Blood elves have a base speed of 30 feet.
Low-Light Vision: Blood elves can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Keen Senses: Blood elves gain a +2 racial bonus on Perception checks. (2 RP)
Magic Resistance: Blood elves gain a +1 racial bonus on saving throws against effects that are subject to spell resistance. (1 RP).
Arcane Affinity: Blood elves gain a +1 racial bonus on Spellcraft and Use Magic Device checks and can make those checks untrained. (1 RP)
Arcane Acuity: Blood elves gain a +2 racial bonus on all rolls made to confirm critical hits. (1 RP)
Placeholder: (2 RP undetermined)
Languages: Blood elves begin play speaking Elven and Common. Blood elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Brown Orc Race
Still under construction.
The brown orc race featured below, is inspired by World of Warcraft.
Brown Orc Racial Traits
+2 Strength, +2 Wisdom, –2 Intelligence: Brown orcs are strong and wise, but lack intellectual focus.
Humanoid (Orc): Brown orcs are humanoids with the orc subtype.
Medium: Brown orcs are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Brown orcs have a base speed of 30 feet.
Low-Light Vision: Brown orcs can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Rugged Resilience: When and wherever it is advantageous for them, stunned brown orcs are considered dazed and dazed brown orcs are considered staggered. (1 RP)
Affliction Abatement: Brown orcs gain a +2 racial bonus on saving throws against curses, disease and poison. (1 RP)
Intimidating: Brown orcs gain a +2 racial bonus on Intimidate checks due to their fearsome nature. (1 RP)
Commanding Prowess: Each cohort, companion, familiar, mount and servant (and similar creatures) bound to serve a brown orc by that orc's class feature(s) and/or feat(s), gains a +1 racial bonus on attack rolls or adds 1 to the save DC of attacks and effects they originate. (1 RP)
Commanding Vigor: Each cohort, companion, familiar, mount and servant (and similar creatures) bound to serve a brown orc by that orc's class feature(s) and/or feat(s), gains extra hit points as per Toughness, but with respect to that orc's Hit Dice. (1 RP)
Placeholder: (4 RP undetermined)
Languages: Brown orcs begin play speaking Orc and Common. Brown orcs with high Intelligence scores can choose from the following: Auran, Aquan, Eredun, Giant, Ignan, Sylvan, Terran.
The brown orc race featured below, is inspired by World of Warcraft.
Brown Orc Racial Traits
+2 Strength, +2 Wisdom, –2 Intelligence: Brown orcs are strong and wise, but lack intellectual focus.
Humanoid (Orc): Brown orcs are humanoids with the orc subtype.
Medium: Brown orcs are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Brown orcs have a base speed of 30 feet.
Low-Light Vision: Brown orcs can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Rugged Resilience: When and wherever it is advantageous for them, stunned brown orcs are considered dazed and dazed brown orcs are considered staggered. (1 RP)
Affliction Abatement: Brown orcs gain a +2 racial bonus on saving throws against curses, disease and poison. (1 RP)
Intimidating: Brown orcs gain a +2 racial bonus on Intimidate checks due to their fearsome nature. (1 RP)
Commanding Prowess: Each cohort, companion, familiar, mount and servant (and similar creatures) bound to serve a brown orc by that orc's class feature(s) and/or feat(s), gains a +1 racial bonus on attack rolls or adds 1 to the save DC of attacks and effects they originate. (1 RP)
Commanding Vigor: Each cohort, companion, familiar, mount and servant (and similar creatures) bound to serve a brown orc by that orc's class feature(s) and/or feat(s), gains extra hit points as per Toughness, but with respect to that orc's Hit Dice. (1 RP)
Placeholder: (4 RP undetermined)
Languages: Brown orcs begin play speaking Orc and Common. Brown orcs with high Intelligence scores can choose from the following: Auran, Aquan, Eredun, Giant, Ignan, Sylvan, Terran.
Wednesday, June 29, 2016
Cache Goblin Race
Still under construction.
The cache goblin race featured below, is inspired by World of Warcraft.
Cache Goblin Racial Traits
+2 Dexterity, +2 Intelligence, –2 Strength: Cache goblins are quick and clever, but lack physical power.
Humanoid (Goblinoid): Cache goblins are humanoids with the goblinoid subtype.
Small: Cache goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Cache goblins have a base speed of 30 feet.
Low-Light Vision: Cache goblins can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Miserly Manner: Cache goblins gain a +2 racial bonus to CMD against disarm, steal and sunder maneuvers and on Perception checks to notice Sleight of Hand attempts. Items, objects, materials and substances attended by or in the possession of a cache goblin gain a +2 racial bonus on saving throws. (2 RP)
Market Sense: Cache goblins gain a +1 racial bonus on Appraise, Linguistics and Profession (merchant) checks. They also gain a +1 racial bonus on Bluff, Diplomacy and Sense Motive checks to locate, purchase, trade and/or sell goods, unique or otherwise. (2 RP)
Alchemy Affinity: Cache goblins gain a +2 racial bonus on Craft (alchemy) checks. (1 RP)
Cache Rocket (Su): As a swift action, a cache goblin may launch a single pyrotechnic as if using a supernatural snapdragon fireworks effect, as the spell. As the key ability score for that effect, that goblin may use any mental ability score. That effect has an effective caster level equal to that goblin's character level, and an effective spell level equal to half that (minimum 1). For every 4 caster levels beyond the first, that effect adds 1d4 to the damage dealt by the pyrotechnic. The first hour one observes following their last moment of strenuous activity, cannot apply to the cumulative sum of 5 hours they must observe between each use they make of this ability. (2 RP)
Rocket Leap (Su): A cache goblin may expend a use of his or her Cache Rocket ability with any Acrobatics check made to jump, and gain a circumstance bonus on that check equal to 20 + his or her character level. (0 RP)
Placeholder: (1 RP undetermined)
Languages: Cache goblins begin play speaking Goblin and Common. Cache goblins with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
The cache goblin race featured below, is inspired by World of Warcraft.
Cache Goblin Racial Traits
+2 Dexterity, +2 Intelligence, –2 Strength: Cache goblins are quick and clever, but lack physical power.
Humanoid (Goblinoid): Cache goblins are humanoids with the goblinoid subtype.
Small: Cache goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Cache goblins have a base speed of 30 feet.
Low-Light Vision: Cache goblins can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Miserly Manner: Cache goblins gain a +2 racial bonus to CMD against disarm, steal and sunder maneuvers and on Perception checks to notice Sleight of Hand attempts. Items, objects, materials and substances attended by or in the possession of a cache goblin gain a +2 racial bonus on saving throws. (2 RP)
Market Sense: Cache goblins gain a +1 racial bonus on Appraise, Linguistics and Profession (merchant) checks. They also gain a +1 racial bonus on Bluff, Diplomacy and Sense Motive checks to locate, purchase, trade and/or sell goods, unique or otherwise. (2 RP)
Alchemy Affinity: Cache goblins gain a +2 racial bonus on Craft (alchemy) checks. (1 RP)
Cache Rocket (Su): As a swift action, a cache goblin may launch a single pyrotechnic as if using a supernatural snapdragon fireworks effect, as the spell. As the key ability score for that effect, that goblin may use any mental ability score. That effect has an effective caster level equal to that goblin's character level, and an effective spell level equal to half that (minimum 1). For every 4 caster levels beyond the first, that effect adds 1d4 to the damage dealt by the pyrotechnic. The first hour one observes following their last moment of strenuous activity, cannot apply to the cumulative sum of 5 hours they must observe between each use they make of this ability. (2 RP)
Rocket Leap (Su): A cache goblin may expend a use of his or her Cache Rocket ability with any Acrobatics check made to jump, and gain a circumstance bonus on that check equal to 20 + his or her character level. (0 RP)
Placeholder: (1 RP undetermined)
Languages: Cache goblins begin play speaking Goblin and Common. Cache goblins with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Monday, June 27, 2016
Tinker Gnome Race
Still under construction.
The tinker gnome race featured below, is partly inspired by World of Warcraft.
Tinker Gnome Racial Traits
+2 Dexterity, +2 Intelligence, –2 Strength: Tinker gnomes are nimble and insightful, but lack physical power.
Humanoid (Gnome): Tinker gnomes are humanoids with the gnome subtype.
Small: Tinker gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Tinker Gnomes have a base speed of 30 feet.
Low-Light Vision: Tinker Gnomes can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Force Resilience: Tinker gnomes gain resistance 2 against force damage and a +2 racial bonus on saving throws against spells and effects with the force descriptor. (1 RP)
Artifice Affinity: Tinker gnomes gain a +1 racial bonus on all Craft and Profession checks, as well as Knowledge (engineering) checks. (2 RP)
Unfettered Spirit: Tinker gnomes gain a +2 racial bonus on Escape Artist checks, on combat maneuver checks to escape a grapple or pin, and to CMD against grapple maneuvers. They also gain a +2 racial bonus also on saving throws against spells and effects that restrict movement, such as binding, imprisonment, entangle, grappling, paralysis, pinning, slow, temporal stasis and web. (2 RP)
Placeholder: (3 RP undetermined)
Languages: Tinker gnomes begin play speaking Gnome and Common. Tinker gnomes with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
The tinker gnome race featured below, is partly inspired by World of Warcraft.
Tinker Gnome Racial Traits
+2 Dexterity, +2 Intelligence, –2 Strength: Tinker gnomes are nimble and insightful, but lack physical power.
Humanoid (Gnome): Tinker gnomes are humanoids with the gnome subtype.
Small: Tinker gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Tinker Gnomes have a base speed of 30 feet.
Low-Light Vision: Tinker Gnomes can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Force Resilience: Tinker gnomes gain resistance 2 against force damage and a +2 racial bonus on saving throws against spells and effects with the force descriptor. (1 RP)
Artifice Affinity: Tinker gnomes gain a +1 racial bonus on all Craft and Profession checks, as well as Knowledge (engineering) checks. (2 RP)
Unfettered Spirit: Tinker gnomes gain a +2 racial bonus on Escape Artist checks, on combat maneuver checks to escape a grapple or pin, and to CMD against grapple maneuvers. They also gain a +2 racial bonus also on saving throws against spells and effects that restrict movement, such as binding, imprisonment, entangle, grappling, paralysis, pinning, slow, temporal stasis and web. (2 RP)
Placeholder: (3 RP undetermined)
Languages: Tinker gnomes begin play speaking Gnome and Common. Tinker gnomes with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Jungle Troll Race
Still under construction.
The jungle troll race featured below, is inspired by World of Warcraft. The giant subtype chosen for this race, reflects trolls native to D&D more than anything else, and is an attempt to help limit the sprawl of having too many humanoid subtypes.
Jungle Troll Racial Traits
+2 Dexterity, +2 Charisma, –2 Intelligence: Jungle trolls are nimble and expressive, but lack intellectual focus.
Humanoid (Giant): Jungle trolls are humanoids with the giant subtype.
Medium: Jungle trolls are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Jungle trolls have a base speed of 30 feet.
Low-Light Vision: Jungle trolls can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Primal Stalker: Jungle trolls gain a +1 racial bonus on attack rolls against animals, magical beasts, plants and vermin. (2 RP)
Berserking (Ex): A jungle troll may use this ability up to once per round – as a swift action to gain a standard action (or) as a standard action to gain a full-round action. Any action one gains from this ability cannot include moving from their current location. The first hour one observes following their last moment of strenuous activity, cannot apply to the cumulative sum of 5 hours they must observe between each use they make of this ability. (3 RP)
Healing Factor: Jungle trolls gain healing factor 2. They naturally recover hit points and ability score points (lost to ability damage) at twice the normal rate when resting or subject to uses of the Heal skill. (2 RP)
Placeholder: (2 RP undetermined)
Languages: Jungle trolls begin play speaking Giant and Common. Jungle trolls with high Intelligence scores can choose from the following: Aklo, Aquan, Draconic, Goblin, Orc, Sylvan, Undercommon.
Additional Information: Some jungle trolls grow through mysterious means to become dire trolls. These trolls may gain the Jotunblood Giant template, which includes rage as a special attack (as a taiga giant) and fast healing 5 as a special quality.
The jungle troll race featured below, is inspired by World of Warcraft. The giant subtype chosen for this race, reflects trolls native to D&D more than anything else, and is an attempt to help limit the sprawl of having too many humanoid subtypes.
Jungle Troll Racial Traits
+2 Dexterity, +2 Charisma, –2 Intelligence: Jungle trolls are nimble and expressive, but lack intellectual focus.
Humanoid (Giant): Jungle trolls are humanoids with the giant subtype.
Medium: Jungle trolls are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Jungle trolls have a base speed of 30 feet.
Low-Light Vision: Jungle trolls can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Primal Stalker: Jungle trolls gain a +1 racial bonus on attack rolls against animals, magical beasts, plants and vermin. (2 RP)
Berserking (Ex): A jungle troll may use this ability up to once per round – as a swift action to gain a standard action (or) as a standard action to gain a full-round action. Any action one gains from this ability cannot include moving from their current location. The first hour one observes following their last moment of strenuous activity, cannot apply to the cumulative sum of 5 hours they must observe between each use they make of this ability. (3 RP)
Healing Factor: Jungle trolls gain healing factor 2. They naturally recover hit points and ability score points (lost to ability damage) at twice the normal rate when resting or subject to uses of the Heal skill. (2 RP)
Placeholder: (2 RP undetermined)
Languages: Jungle trolls begin play speaking Giant and Common. Jungle trolls with high Intelligence scores can choose from the following: Aklo, Aquan, Draconic, Goblin, Orc, Sylvan, Undercommon.
Additional Information: Some jungle trolls grow through mysterious means to become dire trolls. These trolls may gain the Jotunblood Giant template, which includes rage as a special attack (as a taiga giant) and fast healing 5 as a special quality.
Worgen Race
The worgen race featured below, is inspired by World of Warcraft.
Worgen Racial Traits (10 RP)
+2 Strength, +2 Dexterity, –2 Intelligence: Worgen are strong and swift, but lack intellectual focus. (1 RP)
Humanoid (Human, Shapechanger): Worgen are humanoids with the human and shapechanger subtypes.
Medium: Worgen are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Worgen have a base speed of 30 feet.
Low-Light Vision: Worgen can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Keen Senses: Worgen gain a +2 racial bonus on Perception checks. (2 RP)
Aberrant Resilience: Worgen gain a +3 racial bonus on saving throws against curses and disease, including magical diseases. (1 RP)
Sprinter: Worgen gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. (1 RP)
Viciousness: Worgen gain a +2 racial bonus on all rolls made to confirm critical hits. (1 RP)
Bite: Worgen gain a natural bite attack that deals 1d3 damage at medium size. That bite is a primary attack, or a secondary attack for a worgen wielding one or more manufactured weapons. (1 RP)
Running Wild: While their hands remain free, worgen in true form gain a +10 racial bonus to land speed and a +4 racial bonus to CMD against trip maneuvers. (1 RP)
Change Shape, Lesser (Su): A worgen may assume his or her former human form as a standard action, or revert back to true form as a free action at any time. This human form is static and cannot be changed each time it is taken. In that human form, a worgen gains a +10 racial bonus on Disguise checks made to appear human. This ability otherwise functions as alter self, except that worgen do not adjust their ability scores and can remain in human form indefinitely. (3 RP)
Test of True Form: Whenever a worgen takes damage while assuming or inhabiting human form by means of his or her Lesser Change Shape racial trait, that worgen must succeed at a concentration check as if casting alter self or instantly revert back to true form. That concentration check may use any mental ability modifier and the effective caster level of his or her Lesser Change Shape ability. To figure the DC of any such check, each point of ability damage or drain, and each negative level a worgen suffers, is considered 4 hit point damage. (–2 RP?)
Languages: Worgen begin play speaking Common and any single human language. Worgen with high Intelligence scores can choose from the following: Aklo, Aquan, Dwarven, Elven, Gnome, Sylvan, Undercommon.
Alternate Racial Traits
Wild Intuition: Worgen who embrace their accursed circumstances, develop additional survival instincts. They gain a +2 racial bonus on Survival checks. This racial trait removes the shapechanger subtype and replaces both the Lesser Change Shape trait and Test of True Form.
Worgen Racial Traits (10 RP)
+2 Strength, +2 Dexterity, –2 Intelligence: Worgen are strong and swift, but lack intellectual focus. (1 RP)
Humanoid (Human, Shapechanger): Worgen are humanoids with the human and shapechanger subtypes.
Medium: Worgen are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Worgen have a base speed of 30 feet.
Low-Light Vision: Worgen can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Keen Senses: Worgen gain a +2 racial bonus on Perception checks. (2 RP)
Aberrant Resilience: Worgen gain a +3 racial bonus on saving throws against curses and disease, including magical diseases. (1 RP)
Sprinter: Worgen gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. (1 RP)
Viciousness: Worgen gain a +2 racial bonus on all rolls made to confirm critical hits. (1 RP)
Bite: Worgen gain a natural bite attack that deals 1d3 damage at medium size. That bite is a primary attack, or a secondary attack for a worgen wielding one or more manufactured weapons. (1 RP)
Running Wild: While their hands remain free, worgen in true form gain a +10 racial bonus to land speed and a +4 racial bonus to CMD against trip maneuvers. (1 RP)
Change Shape, Lesser (Su): A worgen may assume his or her former human form as a standard action, or revert back to true form as a free action at any time. This human form is static and cannot be changed each time it is taken. In that human form, a worgen gains a +10 racial bonus on Disguise checks made to appear human. This ability otherwise functions as alter self, except that worgen do not adjust their ability scores and can remain in human form indefinitely. (3 RP)
Test of True Form: Whenever a worgen takes damage while assuming or inhabiting human form by means of his or her Lesser Change Shape racial trait, that worgen must succeed at a concentration check as if casting alter self or instantly revert back to true form. That concentration check may use any mental ability modifier and the effective caster level of his or her Lesser Change Shape ability. To figure the DC of any such check, each point of ability damage or drain, and each negative level a worgen suffers, is considered 4 hit point damage. (–2 RP?)
Languages: Worgen begin play speaking Common and any single human language. Worgen with high Intelligence scores can choose from the following: Aklo, Aquan, Dwarven, Elven, Gnome, Sylvan, Undercommon.
Alternate Racial Traits
Wild Intuition: Worgen who embrace their accursed circumstances, develop additional survival instincts. They gain a +2 racial bonus on Survival checks. This racial trait removes the shapechanger subtype and replaces both the Lesser Change Shape trait and Test of True Form.
Graveborne Race
Still under construction.
The graveborne race featured below, is inspired by World of Warcraft.
Graveborne Racial Traits
+2 to One Ability Score: Graveborne characters gain a +2 bonus to one ability score of their choice at creation to represent their varied human origins.
Humanoid (Human): Graveborne are humanoids with the human subtype.
Medium: Graveborne are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Graveborne have a base speed of 30 feet.
Low-Light Vision: Graveborne can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Graveborne Resilience: Graveborne gain a +2 racial bonus on all saving throws and ability checks against all effects, conditions, forces and events to which undead are usually immune or not subject by default. (3 RP)
Negative Energy Tolerance: Graveborne gain resistance 5 against negative energy damage, and take no penalty from energy-draining effects. They can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels a graveborne has accrued are removed without the need for any additional saving throws. (2 RP)
Graveborne Will: Graveborne that fail a Will save against a mind-affecting effect, receive another save 1 round later to prematurely end the effect and/or any conditions it may have caused (assuming they have a duration greater than 1 round). This second save is made at the same DC as the first. If the graveborne has a similar ability from another source (such as a rogue's slippery mind class feature), he or she can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. (1 RP)
Hold Breath: Graveborne can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. (1 RP)
Immortal: Graveborne do not age naturally and cannot die of old age. While some might come into being at age categories other than adulthood, they never leave their original age category. Spells and effects that cause aging affect a graveborne as normal. (1 RP)
Languages: Graveborne begin play speaking Common and any single human language. Graveborne with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
The graveborne race featured below, is inspired by World of Warcraft.
Graveborne Racial Traits
+2 to One Ability Score: Graveborne characters gain a +2 bonus to one ability score of their choice at creation to represent their varied human origins.
Humanoid (Human): Graveborne are humanoids with the human subtype.
Medium: Graveborne are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Graveborne have a base speed of 30 feet.
Low-Light Vision: Graveborne can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Graveborne Resilience: Graveborne gain a +2 racial bonus on all saving throws and ability checks against all effects, conditions, forces and events to which undead are usually immune or not subject by default. (3 RP)
Negative Energy Tolerance: Graveborne gain resistance 5 against negative energy damage, and take no penalty from energy-draining effects. They can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels a graveborne has accrued are removed without the need for any additional saving throws. (2 RP)
Graveborne Will: Graveborne that fail a Will save against a mind-affecting effect, receive another save 1 round later to prematurely end the effect and/or any conditions it may have caused (assuming they have a duration greater than 1 round). This second save is made at the same DC as the first. If the graveborne has a similar ability from another source (such as a rogue's slippery mind class feature), he or she can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. (1 RP)
Hold Breath: Graveborne can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. (1 RP)
Immortal: Graveborne do not age naturally and cannot die of old age. While some might come into being at age categories other than adulthood, they never leave their original age category. Spells and effects that cause aging affect a graveborne as normal. (1 RP)
Languages: Graveborne begin play speaking Common and any single human language. Graveborne with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Saturday, June 25, 2016
Tauren Race
Still under construction.
The tauren race featured below, is inspired by World of Warcraft. The herdfolk subtype chosen for this race, is an attempt to limit the sprawl of having too many humanoid subtypes.
Tauren Racial Traits
+4 Strength, –2 Dexterity, –2 Intelligence: Tauren are exceptionally strong, but lack physical agility and intellectual focus. (2 RP)
Humanoid (Herdfolk): Tauren are humanoids with the herdfolk subtype.
Medium: Tauren are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Tauren have a base speed of 30 feet.
Low-Light Vision: Tauren can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Toughness: Tauren gain Toughness as a racial bonus feat. (2 RP)
Typecast Core: The first hour a tauren rests following its last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours it must rest to fully renew its 14 charge capacity for the following trait. (2 RP)
Languages: Tauren begin play speaking Herdfolk and Common. Tauren with high Intelligence scores can choose from the following: Draconic, Elven, Giant, Gnoll, Orc, Sylvan, Terran.
The tauren race featured below, is inspired by World of Warcraft. The herdfolk subtype chosen for this race, is an attempt to limit the sprawl of having too many humanoid subtypes.
Tauren Racial Traits
+4 Strength, –2 Dexterity, –2 Intelligence: Tauren are exceptionally strong, but lack physical agility and intellectual focus. (2 RP)
Humanoid (Herdfolk): Tauren are humanoids with the herdfolk subtype.
Medium: Tauren are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Tauren have a base speed of 30 feet.
Low-Light Vision: Tauren can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Toughness: Tauren gain Toughness as a racial bonus feat. (2 RP)
Typecast Core: The first hour a tauren rests following its last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours it must rest to fully renew its 14 charge capacity for the following trait. (2 RP)
- War Stomp (Su): As a standard action, a tauren can spend 8 charges from its Typecast Core to evoke 5 supernatural thunderstomp effects at once, each as the spell, with no need to target the same creature. The effects of this ability are based on the highest mental ability score of their originator, as if that score were 4 points higher.
Languages: Tauren begin play speaking Herdfolk and Common. Tauren with high Intelligence scores can choose from the following: Draconic, Elven, Giant, Gnoll, Orc, Sylvan, Terran.
Pandaren Race
The pandaren race featured below, is inspired by World of Warcraft.
Pandaren Racial Traits
+2 Wisdom: Pandaren are wise and contemplative.
Humanoid (Ursinoid): Pandaren are humanoids with the ursinoid subtype.
Medium: Pandaren are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Pandaren have a base speed of 30 feet.
Low-Light Vision: Pandaren can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Insulated: Against pandaren in true form, damage dealt by diffuse blunt trauma via battering, buffeting, compression, constriction, crushing, falling, impact collisions, shockwaves or trampling is halved and rounded down. (1 RP)
Placeholder: (1 RP undefined)
Gourmand: Pandaren gain a +3 racial bonus on all Profession checks related to food and drink, as well as Survival checks to get along in the wild. (1 RP)
Monastic Legacy: Pandaren gain the Unarmed Strike class feature of a 1st-level monk, which includes Improved Unarmed Strike as a racial bonus feat. If they acquire that same feature from class levels, they instead gain a +1 racial bonus on attack rolls with unarmed strikes and monk special weapons. (2 RP)
Dazing Fist: Pandaren gain Dazing Fist as a racial bonus feat, even without meeting the prerequisites, and may use it three additional times per day. (3 RP)
Languages: Pandaren begin play speaking Pandaren and Common. Pandaren with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Pandaren Racial Traits
+2 Wisdom: Pandaren are wise and contemplative.
Humanoid (Ursinoid): Pandaren are humanoids with the ursinoid subtype.
Medium: Pandaren are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Pandaren have a base speed of 30 feet.
Low-Light Vision: Pandaren can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Insulated: Against pandaren in true form, damage dealt by diffuse blunt trauma via battering, buffeting, compression, constriction, crushing, falling, impact collisions, shockwaves or trampling is halved and rounded down. (1 RP)
Placeholder: (1 RP undefined)
Gourmand: Pandaren gain a +3 racial bonus on all Profession checks related to food and drink, as well as Survival checks to get along in the wild. (1 RP)
Monastic Legacy: Pandaren gain the Unarmed Strike class feature of a 1st-level monk, which includes Improved Unarmed Strike as a racial bonus feat. If they acquire that same feature from class levels, they instead gain a +1 racial bonus on attack rolls with unarmed strikes and monk special weapons. (2 RP)
Dazing Fist: Pandaren gain Dazing Fist as a racial bonus feat, even without meeting the prerequisites, and may use it three additional times per day. (3 RP)
Languages: Pandaren begin play speaking Pandaren and Common. Pandaren with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Friday, June 24, 2016
Moogle Race
Still under construction.
The moogle race featured below, is inspired by Final Fantasy. While some varieties of moogle found among the Final Fantasy titles are able to fly by virtue of being moogle alone, such flight is typically not permitted for Pathfinder player races of a Standard power level.
Moogle Racial Traits (10 RP)
+2 Dexterity, –2 Strength, +2 to One Mental Ability Score: Although they lack physical power, moogle characters are nimble and gain a +2 racial bonus to one mental ability score of their choice at creation to represent the varied nature of their kind.
Humanoid (Kupokin): Moogles are humanoids with the kupokin subtype.
Small: Moogles are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Moogles have a base speed of 30 feet.
Low-Light Vision: Moogles can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Kupo Kind: Upon creation, moogle characters become one kupo kind they select from the following list. (2 RP)
Kupo Customs: Upon creation, moogle characters gain two kupo customs they select from the following list. (4 RP)
Mana Moxie: Moogles gain a +1 racial bonus on saving throws against effects that are subject to spell resistance. (1 RP)
Vestigial Wings, Lesser: Each moogle in true form has a pair of undersized, leathery wings similar to those of a bat. Those wings are only strong enough to grant a +2 racial bonus on Fly skill checks one makes using other active methods of flight that need not such wings. (1 RP)
Gravitic Guile (Ex): As a free or immediate action, a moogle may suppress or reassert any number of levitate, defy gravity or similar effects upon him or herself. While subject to the active duration of such an effect, a moogle with wings expressed to have any aerial function, may use those wings in a suitable atmosphere to possess a fly speed of 20 feet (average) and avoid any airborne instability such an effect usually incurs. Any fly speed this ability enables, counts as a typical wing-based fly speed in all other respects. (1 RP)
Languages: Moogles begin play speaking Common and Moogle. Moogles with high Intelligence scores can choose from the following: Auran, Dwarven, Giant, Gnome, Sylvan, Terran, Undercommon.
Random Moogle Height and Weight:
Male Height: 2 ft. 0 in. + 2d12 in.
Male Weight: 20 lbs. + 2d12 lbs.
Female Height: 1 ft. 10 in. + 2d12 in.
Female Weight: 16 lbs. + 2d12 lbs.
Character Traits
FRIENDLY FINESSE (Race or Social Trait)
You are effectively affable and possess a casual composure.
Prerequisite (Race): moogle.
Benefit: Diplomacy and Handle Animal are always class skills for you, and you gain a +1 trait bonus on skill checks with each of those you gain as a class skill from any other source.
MUTABLE MANIFESTING (Race or Psionic Trait)
You can adapt one of your manifesting paradigms to match the landscape of your mind.
Prerequisite: Naturally Psionic.
Benefit: Choose one psionic manifesting class. You can keep any psionic manifesting ability you gain from the chosen class keyed to your highest mental ability score at all times.
TECH SAVVY (Race or Regional Trait)
You are well versed in the technological advancements of your culture.
Prerequisite (Race): Tech Intuitive.
Benefit: Disable Device and Knowledge (engineering) are always class skills for you, and you gain a +1 trait bonus on skill checks with each of those you gain as a class skill from any other source.
Relevant Feats
GLIDING WINGS (General Feat)
Rigorous training and transmutation have made your wings suitable for gliding.
Prerequisite: Vestigial Wings or Lesser Vestigial Wings.
Benefit: In true form, you may use your wings to glide with average maneuverability to prevent falling damage (as if subject to a nonmagical feather fall spell). While in midair, you can move up to 5 feet laterally for every 1 foot you drop when falling at a speed of 60 feet per round. You cannot gain height with your wings alone; you merely coast in other directions as you fall. If subjected to a strong wind or any other effect that causes you to rise, you can take advantage of the updraft to increase the distance you can glide. Fly is a class skill for you.
GRAVITIC GURU (Racial Feat)
You have developed your innate capacity for gravity manipulation.
Prerequisite: moogle, Character level 3rd.
Benefit: As a free or immediate action, you may levitate yourself (as the spell) for a number of rounds equal to 5d6 + your highest mental ability modifier. You may use this supernatural ability once per day per character level, adding the duration of each use to any remaining duration from previous uses. Fly is a class skill for you.
LANTERN ANTENNA (Racial Feat)
You were born with a luminescent feature at the end of your antenna.
Prerequisite: moogle.
Benefit: You possess a tough translucent sac or hard crystalline structure at the end of the wiry antenna emerging from atop your head. While in true form, you may energize that particular feature to provide any amount of illumination up to that of a torch. You may adjust, suspend or resume this extraordinary ability as a free or immediate action. This ability is suspended whenever you fall asleep or are rendered unconscious.
Special: You may only acquire this feat at 1st-level.
The moogle race featured below, is inspired by Final Fantasy. While some varieties of moogle found among the Final Fantasy titles are able to fly by virtue of being moogle alone, such flight is typically not permitted for Pathfinder player races of a Standard power level.
Moogle Racial Traits (10 RP)
+2 Dexterity, –2 Strength, +2 to One Mental Ability Score: Although they lack physical power, moogle characters are nimble and gain a +2 racial bonus to one mental ability score of their choice at creation to represent the varied nature of their kind.
Humanoid (Kupokin): Moogles are humanoids with the kupokin subtype.
Small: Moogles are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Moogles have a base speed of 30 feet.
Low-Light Vision: Moogles can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Kupo Kind: Upon creation, moogle characters become one kupo kind they select from the following list. (2 RP)
- Arboreal: Those of this kupo kind gain a climb speed of 20 feet along with the +8 racial bonus on Climb checks that speed normally grants.
- Naturally Psionic: Those of this kupo kind receive Wild Talent as a bonus feat at 1st level. If they gain levels in a psionic class, they gain the Psionic Talent feat instead. When taking a level in a favored class, they can choose to gain an additional power point instead of a hit point or skill point.
- Subterranean: Those of this kupo kind gain Darkvision out to 60 feet.
Kupo Customs: Upon creation, moogle characters gain two kupo customs they select from the following list. (4 RP)
- Academics: Those with this kupo custom learn one additional language every time they put a rank in the Linguistics skill. The maximum DC for Knowledge checks they can make untrained increases by 5. Once per day, each of them can reattempt any previous Knowledge check and use the best result.
- Commerce: Those with this kupo custom gain a +2 racial bonus on Appraise checks and determine carrying capacity as if their Strength scores were each 2 points higher.
- Cooperation: Those with this kupo custom gain a +2 racial bonus on Diplomacy checks. Each bonus they grant an ally via the aid another action increases by 1.
- Domestication: Those with this kupo custom gain a +2 racial bonus on Handle Animal checks and can make those checks untrained. That bonus increases to +5 with regard to flightless birds, such as the axe beak and variations thereof.
- Showmanship: Those with this kupo custom gain a +1 racial bonus on Acrobatics, Fly and Perform (dance) checks. The dodge bonus to AC they gain when fighting defensively or using the total defense action increases by 1.
- Technology: Those with this kupo custom are "Tech Intuitive" and gain Technologist as a bonus feat at 1st level. They can gain other feats listing Technologist as a prerequisite, as if every skill rank prerequisite were reduced by 2, to no less than 1.
Mana Moxie: Moogles gain a +1 racial bonus on saving throws against effects that are subject to spell resistance. (1 RP)
Vestigial Wings, Lesser: Each moogle in true form has a pair of undersized, leathery wings similar to those of a bat. Those wings are only strong enough to grant a +2 racial bonus on Fly skill checks one makes using other active methods of flight that need not such wings. (1 RP)
Gravitic Guile (Ex): As a free or immediate action, a moogle may suppress or reassert any number of levitate, defy gravity or similar effects upon him or herself. While subject to the active duration of such an effect, a moogle with wings expressed to have any aerial function, may use those wings in a suitable atmosphere to possess a fly speed of 20 feet (average) and avoid any airborne instability such an effect usually incurs. Any fly speed this ability enables, counts as a typical wing-based fly speed in all other respects. (1 RP)
Languages: Moogles begin play speaking Common and Moogle. Moogles with high Intelligence scores can choose from the following: Auran, Dwarven, Giant, Gnome, Sylvan, Terran, Undercommon.
Random Moogle Height and Weight:
Male Height: 2 ft. 0 in. + 2d12 in.
Male Weight: 20 lbs. + 2d12 lbs.
Female Height: 1 ft. 10 in. + 2d12 in.
Female Weight: 16 lbs. + 2d12 lbs.
Character Traits
FRIENDLY FINESSE (Race or Social Trait)
You are effectively affable and possess a casual composure.
Prerequisite (Race): moogle.
Benefit: Diplomacy and Handle Animal are always class skills for you, and you gain a +1 trait bonus on skill checks with each of those you gain as a class skill from any other source.
MUTABLE MANIFESTING (Race or Psionic Trait)
You can adapt one of your manifesting paradigms to match the landscape of your mind.
Prerequisite: Naturally Psionic.
Benefit: Choose one psionic manifesting class. You can keep any psionic manifesting ability you gain from the chosen class keyed to your highest mental ability score at all times.
TECH SAVVY (Race or Regional Trait)
You are well versed in the technological advancements of your culture.
Prerequisite (Race): Tech Intuitive.
Benefit: Disable Device and Knowledge (engineering) are always class skills for you, and you gain a +1 trait bonus on skill checks with each of those you gain as a class skill from any other source.
Relevant Feats
GLIDING WINGS (General Feat)
Rigorous training and transmutation have made your wings suitable for gliding.
Prerequisite: Vestigial Wings or Lesser Vestigial Wings.
Benefit: In true form, you may use your wings to glide with average maneuverability to prevent falling damage (as if subject to a nonmagical feather fall spell). While in midair, you can move up to 5 feet laterally for every 1 foot you drop when falling at a speed of 60 feet per round. You cannot gain height with your wings alone; you merely coast in other directions as you fall. If subjected to a strong wind or any other effect that causes you to rise, you can take advantage of the updraft to increase the distance you can glide. Fly is a class skill for you.
GRAVITIC GURU (Racial Feat)
You have developed your innate capacity for gravity manipulation.
Prerequisite: moogle, Character level 3rd.
Benefit: As a free or immediate action, you may levitate yourself (as the spell) for a number of rounds equal to 5d6 + your highest mental ability modifier. You may use this supernatural ability once per day per character level, adding the duration of each use to any remaining duration from previous uses. Fly is a class skill for you.
LANTERN ANTENNA (Racial Feat)
You were born with a luminescent feature at the end of your antenna.
Prerequisite: moogle.
Benefit: You possess a tough translucent sac or hard crystalline structure at the end of the wiry antenna emerging from atop your head. While in true form, you may energize that particular feature to provide any amount of illumination up to that of a torch. You may adjust, suspend or resume this extraordinary ability as a free or immediate action. This ability is suspended whenever you fall asleep or are rendered unconscious.
Special: You may only acquire this feat at 1st-level.
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