Racials Draft Review

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Sylvanori

Spirit of the Forest Guardian

Pre-req: Sylvanori, Wis 13+, HD 5+
You've received the blessing of the wildness. Select one of the animal guardian types below, to reflect that blessing. Once selected, it may not be changed. You may also appear to be accompanied by the spirit of that animal for rp purposes, though this has no other affect other than sf-x. The animal should resemble the guardian type, but is otherwise open to interpretation.
Beasthide Guardian: Your guardian spirit lends you its tough hide. You gain a +1 bonus to natural armor.
Beastmind Guardian: Your guardian spirit lends you the strength of its wild will. You gain a +2 morale bonus versus compulsion and charm effects. As an immediate action once per day, you may grant this bonus to an ally within 30' of you. Doing so removes the bonus until the end of your next turn, as your guardian must send its energy back to you. You must do this before the results of the roll are known.
Cliffwalker Guardian: Your guardian spirit lends you strength against cliffs and mountains. You gain a +2 racial bonus to athletics checks, and always treat a fall as though it was 10' shorter.
Brutal Guardian: Your guardian spirit lends you its inner strength. You gain a +1 racial bonus to Fortitude saves and a +2 bonus to non combat-maneuver strength checks, such as those to break down a door or lift an unusually heavy object.
Strider Guardian: Your guardian spirit lends you its speed. Your base land speed increases by 5' when in no, light, or medium armor. You do not gain this benefit in heavy armor, or carrying a heavy load. In addition, you gain a +2 bonus to saves to resist nonlethal damage versus exhaustion, to continue running, or from a forced march.
Hunter's Guardian: Your guardian spirit lends you its strength in the hunt. You gain the scent ability.


Guardian's Senses

You may borrow your guardian's senses.
Pre-req: Sylvanori, Spirit of the Forest Guardian, Knowledge/Nature 10+
Benefit: You gain blindsense out to 10'.


The Wild Hides

Prereq: Sylvanori, Attuned to the Wild
Benefit: When you are in a terrain type you have selected with Attuned to the Wild, you leave no trail unless you want to (Like Ranger’s Favored Terrain). At 7HD you also gain Woodland Stride for this Terrain. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types.


The Wild Provides

Prereq: Sylvanori, Attuned to the Wild, Survival 1
Benefit: When traversing through any natural terrain, you may choose to take 10 on any Survival checks. In addition, when in an area you've selected with Attuned to the Wild, you gain a +3 racial bonus to Survival. At 10 ranks in Survival, this becomes +6. If you are in an area that qualifies as more than one kind of terrain, these bonuses stack.


The Wild Reveals

Prereq: Sylvanori, Attuned to the Wild, Weapon Focus, 8 HD+
Benefit: When you are in a terrain type you have selected with Attuned to the Wild, and using a weapon which you have Weapon Focus in, you ignore anything less than total concealment. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types.


Nature’s Medicine

Prereq: Sylvanori, Attuned to the Wild, Profession/Herbalist 1 or Heal 1
Benefit: When you are in a terrain type you have selected with Attuned to the Wild, you gain a +3 racial bonus to your Heal and Profession/Herbalist checks. You are also able to create a Healer’s Kit for immediate use if you spend 1 hour finding the needed supplies in your Attuned to the Wild terrain type. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types.

Llyranesi

Combat Magic

Pre-req: Llyranesi, Combat Casting
Benefit: You receive a +2 to Concentration checks when casting defensively. Additionally, when rolling Concentration, once per day you may roll twice and take the better result.


Imbue Weapons

Pre-req: Llyranesi, Caster Level 1+
Benefit: You may cast the following spells as a swift action on yourself: Shield, Magic Weapon, and Greater Magic Weapon. However, doing so uses up two spell slots instead of one. You must have the spell prepared and ready to cast.


Greater Imbue Weapons

Prereq: Llyranesi, Caster Level 3+
Benefit: Casting your Imbue Weapons spells no longer requires an additional spell slot. In addition, your caster level for these spells is considered 5 levels higher, up to your character level.


Talent Arcana

Pre-req: Llyranesi, 5HD+, Cha 13+
Benefit: You may use detect magic as an at-will ability. In addition, add Feather Fall, and Levitate to your Arcane Connection, but they count as 2 uses of your 4 daily.


Arcane Assault

Prereq: Llyranesi, Talent Arcana
Benefit: By using some combination of levitation and other spells at your disposal, you try to trip up your opponent. By using 2 of your daily allotment of Arcane Connection as a standard action, you can force one enemy within 30' to make a Reflex save with a DC equal to 10 + ½ CL + your Intelligence Modifier. If the creature fails, they are knocked prone in the square they occupy. On a successful save they’re staggered for 1 round. This has no effect on creatures immune to magic, or in an antimagic field.

Sylvanori, Llyranesi

Hunter’s Eye (General, Racial)

The natural world has its order, and you are keen to notice imperfections.
Prereq: Sith-makar, Sylvanori or Llyranesi
Benefit: One with this feat can use Perception to follow tracks as per the Survival skill.


Sith-makar

Many of these rely on the Draconic Breath feat. Because the sorcerer version is much more powerful, the feats don't tend to work with them at this time. We wish they could, but the balance would be a little oofy.

Hunter’s Eye (General)

The natural world has its order, and you are keen to notice imperfections.
Prereq: Sith’Makar, Sildanyar
Benefit: One with this feat can use Perception to follow tracks as per the Survival skill.


Keeper’s Memory (General)

Your job is to keep and share the history of your people, whether someone wants to hear it or not.
Prereq: Sith’Makar, K/History 5+
Benefit: You can use Share Memory two times per day as a spell-like ability using total character level as caster level.


Elemental Maw (General)

You swallow your draconic breath to make your bite that much more dangerous. The elements crackle in your many toothed maw.
Prereq: Sith’Makar, Draconic Breath, Razortusk, con 15+, bab 9+
Benefit: As a swift action, you may summon the power of your dragon inheritance into your jaws, encasing them in energy. The exact element is dependent on the energy resistance chosen at level 1. Doing so wreathes your jaws in that element for 1 round per 1d6 of damage your breath weapon causes. On a successful bite, the attack deals damage normally plus 1d6 points of damage of the chosen type. This ability uses one use of your Draconic Breath. Taking this feat also adds 1 to your uses of Draconic Breath per day.

Clinging Breath

Prereq: Sith'makar, Draconic Breath, Con 13+, HD 8+
Your breath weapon (via the Draconic Breath feat) has its normal effect, but also clings to anything caught in its area. A clinging breath weapon lasts for 1 round. In the round after you breathe, the clinging breath weapon deals half of the damage it dealt in the previous round.
Creatures that avoid damage from the breath weapon (such as creatures with the evasion special quality or incorporeal creatures) do not take the extra damage. Creatures who saved initially only take 1/4 the damage from the lingering breath, instead of 1/2. Alternately, an enemy can attempt to stamp out the breathweapon before it has its lingering effect. Doing so takes a standard action, and gives the foe a second Reflex saving throw (same DC as your normal breath weapon) to remove the effect. Rolling around on the ground grants a +2 bonus on the saving throw, but leaves the foe prone. A clinging breath weapon cannot be removed or smothered by jumping into water. A clinging breath weapon can be magically dispelled (DC equal to your breath weapon save DC).
This feat only works on a breath weapon that has instantaneous duration and that deals some kind of damage, such as energy damage (acid, cold, electricity, fire, or sonic), ability damage, or negative levels.
This ability uses an additional use of your Draconic Breath, aside from that used to activate the initial breath attack. Taking this feat also adds 1 to your uses of Draconic Breath per day.


Cloud Breath (General)

Prerequisites: Con 15+, HD 8+, Draconic Breath, Clinging Breath
Benefit: Your breath weapon (via the Draconic Breath feat) has its normal effects, but also remains as a lingering cloud of the same shape and size as the original breath weapon. This cloud lasts 1 round.
Foes caught in the breath weapon's area when you breathe take no additional damage from the lingering breath weapon, provided they leave the cloud by the shortest available route on their next turn. Otherwise, anyone who touches or enters the cloud while it lasts takes one-half of the breath weapon's normal effects; any saving throw the breath weapon normally allows still applies.
Damaging breath weapons deal one-half their normal damage, and breath weapons with effects that have durations last for half the normal time. If a creature is affected by the same nondamaging breath weapon twice, the effects do not stack. This ability does not stack with Lingering Breath. This ability uses an additional use of your Draconic Breath, aside from that used to activate the initial breath attack. Taking this feat also adds 1 to your uses of Draconic Breath per day.


Improved Draconic Breath

Prerequesites: Draconic Breath
Benefit: Your breath weapon does 1d6 per two levels instead of 1d6 per three. Taking this feat also adds 1 to your uses of Draconic Breath per day.

Lucht

Snake Oil (General, Racial)

The more outlandish the story, the more you make them want to believe.
Prereq: Lucht, bluff 3+ ranks
Benefit: Roll twice when using bluff to tell a lie that is unlikely, far-fetched, or impossible, and take the higher result.


Arvek Nar

Blood Healing

Pre-req: Arvek Nar, Con 13+
At some point in your life, you were touched by vampiric energy. Instead of controlling you, it gave you a deeper understanding of life's energies.
Benefit: You may choose to perform a quick bloodletting ritual to transfer some of your life's energy to another creature and heal them. For every 1 point of damage you take, you can heal another creature for 1d4 hit points. This ritual carries no taint with it; although arvek nar suffered under the Garnaks, the discipline of their will meant that more of them learned to use this knowledge than were cursed by it. Each sacrifice is a standard action, though you may sacrifice multiple points at a time. You may sacrifice a total number of hit points up to your Con mod per day. This ability may not be used to heal yourself.


Blood-Warded

Pre-req: Arvek Nar, K/Religion 5+
Thanks to the predation of your kind by vampires, you know how to guard your blood.
Benefit: You gain a +2 morale bonus on saving throws against effects with the necromancy descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.


Blood-Guarded

Pre-req: Arvek Nar, Blood-Warded, Cha 13+
Your defenses strengthen against the forces that once controlled your people.
Benefit: You've learned to project an aura against necromatic effects; allies within 10' of you share your bonus against necromatic spells. In addition, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes damage equal to 1+Your Cha modifier.


Crypt Secrets

At one point, you were a servant of the Garnaks. A whisper of knowledge was transferred to you at this time. You don't remember the nightmares, but you remember what you learned.
Pre-req: Arvek Nar, Wis 11+
Benefit: You gain a +2 racial bonus on checks with two Knowledge skills of your choice. This bonus increases to +4 at 10 ranks. In addition, you may reroll one of these skills, once per day. You must decide to reroll before the results are known.


Thrall Scent

You cannot forget what you've seen. Something in you just knows where to look, or how to read the signs.
Pre-req: Arvek Nar
Your background with Thul or the Garnacks gives you an understanding of the powers of domination. You gain a +5 racial bonus on Sense Motive checks made to determine whether a creature is acting under the effects of a charm or compulsion. You also receive a +5 racial bonus to checks to determine the effect's method or source, as applicable. This might be anything from a Spellcraft, Perception, Knowedge/Arcana, Craft/Artifice, to a Knowledge/Religion check.


Regiment Tactics

Pre-req: Arvek Nar, Unit Tactics, Knowledge/Military Theory 10+
Benefit: Due to your extensive knowledge of military theory and tactics, you've started to see how a battle will play out from experience and apply that to your understanding. Include your Wisdom modifier to any Knowledge/Military Theory checks (min 1). Finally, your Initiative bonus from Unit Tactics increases by 2.

Egalrin

http://www.tenebraemush.net/index.php/Feats_J-Z#Storm_Lashed Make this egalrin, also.


Thunder's Child

Pre-req: Storm Lashed and Khazad-mornir or Egalrin
Benefit: Spells you cast with the electricity descriptor are at +1 DC. In addition, your saves against such effects increases to +4, replacing the bonus from Storm-Lashed.


Cutting Wind

Pre-Req: Egalrin, 5HD+
Benefit: You may create a gust of wind effect, as per the spell, up to twice per day with your character level as the caster level. The DC is 10 + 2 + Cha Mod, due to it being a SLA.


Dusty Wind

Pre-Req: Egalrin, Cutting Wind, 5HD+
Benefit: When using your Cutting Wind ability, you may choose to have the wind pick up dust, allowing you to attempt to temporarily blind the first creature it strikes. Doing so dissipates the wind, whether the maneuver is successful or not. Treat this as a ranged Dirty Trick effect to blind, but you may use your Wis modifier instead of your Strength.
If successful, you blind the opponent for for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. Removing the condition requires the target to spend a standard action.


Halting Wind

Pre-Req: Egalrin, Cutting Wind, Dusty Wind, 5HD+
Benefit: Once per day, you may summon the effect of a wind wall. You also gain 1 extra use of Cutting Wind per day. The DC of your wind wall is 10 + 3 + Cha Mod, due to it being a SLA.


Flying Flank

Pre-req: Egalrin, Dex 15+, Fly 5+ Ranks
Benefit: You’ve learned how to combine your flight with your movement, calling back to the years of when Egalrin used to be known for their raiding. If you are already flying, you can make a DC 20 Acrobatics roll when near the ground and adjacent to an opponent. If you are successful, use 10 feet of your movement to hit the ground and roll behind your opponent where you end your movement. This does not generate an AoO. If you fail, you fall prone in front of the enemy. Succeeding at this roll allows you 1 attack as if you are flanking your opponent, even if there is no other person threatening the opponent, but you take a -2 to your AC until your next turn.


Harrying Flight

Pre-req: Egalrin, Fly-by Attack, Flying Flank, 8 HD
Benefit: When using your fly-by attack you can choose to make one of the below attacks as part of a standard attack action.
Harry Them: Your strikes are long gashes more than damaging. Make an attack roll. If it hits, you do not add strength or dexterity to your weapon damage. However, your opponent bleeds for 1d4 bleed damage. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Flanking Strike: Treat your opponent, for one attack, as being flanked even without another ally threatening them. Unlike Flying Flank, this does not end your movement or use 10 additional feet of movement.


Hindering Flight

Pre-req: Egalrin, Fly-by Attack, Flying Flank, 8 HD
Benefit: When using your fly-by attack you can choose to make one of the below attacks as part of a standard attack action.
Hamstring: Make a combat maneuver check. If successful, you cut at the back of their legs as you fly-by, reducing their speed by 10’ (to a minimum of 5’) for 1d4 rounds. This effect stacks with other movement impairing effects.
Knock Their Legs Out: Make a trip attack versus your opponent, if successful you knock your opponent prone. This attack doesn’t run the risk of having your weapon disarmed, but otherwise follows the usual rules of tripping.


Coming Storm (replaces obscuring wings)

Prer-eq: Egalrin, Wis 13+, 1st Level Divine Spells
Benefit: Some Egalrin are more in touch with Cernan and Ceiwen than others; you are one of them. Or perhaps it comes from another source. By spending a full-round action, you summon a small swirling miasma about yourself, giving you concealment as the spell Obscuring Mist (Only in your square), though you may see through its mists normally. The duration is equal to your Wisdom Modifier in rounds. On subsequent rounds, before the Mist fades, you can dismiss it as a free action. Dismissing it early allows you to cast a spell at 1 less than your maximum Divine Spell level (minimum 1) as if you used the Extend Spell feat. You can use this 1/day. You may only use this on divine spells which you have currently prepared, and you must cast the affected spell before your next turn.


Strengthening Storm

Pre-req: Egalrin, Wis 15+, 4th Level Divine Spells, Coming Storm
Benefit: The storm you create in the Coming Storm expands, the miasma becomes a small raging storm that encompasses your square and one more in every direction (5 ft Radius around you). In addition, once per day when you dismiss the Mists early, you can choose to use any of these options, instead:
Concussive Spell: 1 spell 2 less than your maximum Divine Spell level
Enlarge Spell: 1 spell 1 less than your maximum Divine Spell level
Focused Spell: 1 spell 1 less than your maximum Divine Spell level
You may only use this on divine spells which you have currently prepared, and you must cast the affected spell before your next turn.


Raging Storm

Pre-req: Egalrin, Wis 15+, Coming Storm, Strengthening Storm
Benefit: The storm you create in Coming Storm strengthens even further, but the mists fade. You can treat the effect as either being like Obscuring Mist or Cloak of Winds. The duration is still only equal to your Wisdom Modifier in rounds, though the effect can be changed from round to round as a free action at the start of your turn (but not more than once per round). Additionally, when you dismiss the spell, you can choose to instead deal damage equal to 1d8 per round still left on your Coming Storm, plus your Wisdom modifier in damage. This is electrical damage, with a reflex save for half at a DC equal to a spell cast at your highest caster level.


Flutter of Wings

Pre-req: Egalrin
Benefit: You are exceptionally distracting with your wings. When you feint in combat, you gain an additional +3 racial to your bluff roll. In addition, you do not suffer the –4 penalty for feints against nonhumanoids.

Giantborn

Awaken the Giant (Note: Entered in code as Giant Heritage/Cave, Giant Heritage/Cloud, etc. Make a note on wiki also.) (Replaces existing feat: Awaken the Giant)

Your ties to your Lodge run more than philosophical.
Pre-req: Giantborn
Hill Lodges: Your base land speed increases by 5'. In addition, treat yourself as one size larger for the purposes of encumbrance. This is a size-based bonus.
Stone Lodges: You receive a +1 racial bonus to Will saves. In addition, you may calm your mind once per day. As a free action, you may add your wisdom bonus on one skill check of your choice. On a wisdom-based skill, this means you would receive double your normal bonus. You must make this decision before the results of the roll are known.
Ash Lodges: You gain the ability to speak with vermin, once per day. This works as the speak with plants spell, but applies to vermin only. In addition, you gain a +2 racial bonus to survival checks when in a natural environment.
Cave Lodges: You possess a fearsome visage. You gain a +2 racial bonus on intimidate checks. In addition, once per day, you may roll twice and take the higher result.
Cliff Lodges: You receive a +2 racial bonus to any craft check involving the use of stone. In addition, you gain the khazad-aul Stonecunning ability.
Cloud Lodges: You receive a +2 racial bonus to bluff. In addition, you've developed a knack for well-crafted fashion that only increases as you age. No matter the social situation, you are considered to have the dress for it. This may also grant you a +4 circumstance bonus to disguise checks, where applicable.
River Lodges: You receive a +2 racial bonus to diplomacy. In addition, you receive a +4 racial bonus to Fort saves versus poison, due to one too many boasts and drinks at dockside.
Rune Lodges: You gain the ability to use Detect Magic at will. In addition, you gain a +2 racial bonus to CMD versus being grappled or pinned.
Storm Lodges: You gain a +1 racial bonus to Fort saves. In addition, In addition, once per day when one of your allies within 30 feet makes a Fort saving throw, you may roll the same saving throw as if you were the one subject to the effect requiring it. You may use this ability after your ally has rolled, but before the GM declares if the roll was a success or failure. Your ally may choose to use your saving throw in place of his own.
Wood Lodges: You gain the scent ability.
Fire Lodges: You gain a +2 racial bonus to Knowledge/Military Theory, and a +2 racial bonus to initiative. You will probably need to add this in manually.
Frost Lodges: You gain a +2 racial bonus on all saving throws versus cold spells and effects. In addition, you receive Cold Resist 3.


Giant's Strength

Pre-req: Giantborn, Awaken the Giant, Str 15+, BAB 8+
Benefit: For a number of rounds a day equal to your Con-modifier, you can treat any manufactured melee weapon as one size larger for purposes of damage due to the immense strength and weight you throw behind it. This ability does not stack with other size effects that increase weapon size. This feat does not work with unarmed strikes.


Open the Mountain

Pre-req: Giantborn, HD 6+, Catch Off-Guard
Benefit: As a standard action that provokes attacks of opportunity, you can pick up a hunk of rock, tossing it into the air and shattering it with your weapon, or striking it upon the earth in such a way that it shatters in front of you. The type of rock that you use determines the effect:
Sandstone: In a 10 ft x 10 ft area in front of you, the ground become slippery with loose sands. Passing through the area requires succeeding on a DC 15 reflex save or falling.
Volcanic: In a 15 ft x 5 ft line in front of you, the ground is treated as covered in caltrops.
Granite: In a 20 ft x 10ft area in front of you, the ground is treated as difficult terrain, doubling movement cost.


When Giants Shrug

Pre-req: Giantborn, Str 13+, Athletics 3+ Ranks
Benefit: It’s like you’ve always carried the weight of the world on your shoulders. When you find yourself unencumbered it’s refreshing! Whenever you are wearing Light, Medium, or No Armor, you can treat the DC for Long or High Jump as one category easier. In addition, you gain a +2 Racial bonus to Athletics checks.


Wrath of the Giants

Pre-req: Giantborn, Awaken the Giant, Giant’s Strength, Giant’s Fists, BAB 10+
Benefit: As a standard action, 1/Day, you become the manifestation of your heritage. Make one attack roll at your highest bonus. On a successful hit, you treat your melee weapon as one size larger for purposes of damage due to the immense strength and weight behind it and you add 1d6 per 3 HD damage of your Giant’s element. This does not stack with other effects that add elemental damage of that type, but it does stack with other size increases. This feat works with unarmed strikes, natural attacks, and any manufactured melee weapon.


Giant’s Fists (Redux of Giant’s Fists)

Pre-req: Giantborn, Smashing Fists, Awaken the Giant, Con 13+, BAB 7+
Benefit: As a swift action at the start of your turn, you may summon the power of your inheritance into your fists, encasing them in the element associated with your selection under Awaken the Giant.
Hill, Wood, Stone, Cave, Cliff, Rune: (Earth/Acid)
Cloud, Storm: (Electricity)
Ash, Fire: (Fire)
River, Frost (Ice)
Doing so encases your fists in that element for 1 round. On a successful hit, your unarmed strikes deal damage normally plus 1d6 damage of your heritage’s element. This does not stack with other effects that add elemental damage of that type to weapons or unarmed strikes. You may do this a number of times per day equal to your Constitution modifier. This ability only works with your unarmed strikes.

Gobber

http://www.d20pfsrd.com/feats/racial-feats/flame-heart-goblin if we don't have it.

Flame Heart

Pre-req: Fire-Tamer, character level 5, Gobber.
Benefit: You gain fire resistance 5. When casting spells with the fire descriptor or throwing alchemist bombs that deal fire damage, treat your caster level or alchemist level as if you were 1 level higher.

http://legacy.aonprd.com/advancedRaceGuide/featuredRaces/goblins.html from the Advanced Race Guide. Added details for clarity.


Gremlin-Tech Metamagic

Pre-req: Gobber, Craft/Artifice 6+
Benefit: Goblins of the right mindset can alter their magic to resemble artifice. A Gremlin-Tech spell affects constructs as though the spell were a supernatural ability; however, these finely-tuned spells have no effect on living creatures.
Level Increase: +3 (a gremlin-tech spell uses up a spell slot three levels higher than the spell’s actual level.)
Special: Metamagic rods of this metamagic are not available. Such things are guarded closely from within Kulthos' depths. Also, while the khazad would love access to such means, they have to admit that the gobbers were the only ones insane enough to rediscover it.

Oruch

Chaos Wounds

Prerequisite: Oruch or half-oruch
Benefit: When in combat, if you deal fire damage to an enemy, you heal 1 hit point. You can only benefit from this healing once per round. Attacks that cause a target to catch on fire heal you each round the target takes fire damage.

Merciless Chaos

Prerequisite(s): Ability to cast spells, oruch
Benefit(s): The DC to resist your spells increases by 1 for targets that are already afflicted with any of the following conditions: blinded, dying, entangled, exhausted, frightened, helpless, nauseated, panicked, paralyzed, or stunned.