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Kami-Blooded Aasimar (Sekaijin)
Shy and akin to nature, sekaijin are protectors of the world they are born in, considering their friends and environment as their “wards”.
Ancestry Kami
Typical Alignment NG
Ability Modifiers +2 Con, +2 Cha
Alternate Skill Modifiers Knowledge (Nature), Survival
Alternate Spell-Like Ability Sekaijin gain meld into stone or tree shape as a spell-like ability.
Sekaijin Race Traits: Stone Monk, Toshigami’s Scent
Typical Alignment NG
Ability Modifiers +2 Con, +2 Cha
Alternate Skill Modifiers Knowledge (Nature), Survival
Alternate Spell-Like Ability Sekaijin gain meld into stone or tree shape as a spell-like ability.
Sekaijin Race Traits: Stone Monk, Toshigami’s Scent
Most often descended from dosojin or toshigami, sekaijin (“world dwellers”) are concerned with the welfare of their native world and all creatures in it. They tend towards a sedentary way of life, settling in a wood or a village and protecting it from ravagers or unnatural threats.
Sekaijin often emanate a good scent of flowers or have a voice like a grinding stone. Gray hair and solid silver eyes without pupil are as common as eyes, hair and complexion in the colors of tree leaves and blossoms. While descendants of dosojin tend to be hermits and dwell in the mountains, taking the path of the monk, aasimar descended from toshigami are cheerful and amiable though shy, and often bond to one particular type of plant, taking on its colors and electing it as their ward. These sekaijin mostly become druids, hunters, rangers, shamans, or witches.
Stone Monk (Race Trait)
Prerequisite: Aasimar (sekaijin)
You have the hard, grey skin of a statue, heritage of your dosojin ancestor. You gain DR 1/adamantine.
Toshigami’s Scent (Race Trait)
Prerequisite: Aasimar (sekaijin)
A pleasant scent of flowers constantly surrounds you, fascinating the hearts of nearby creatures. You gain a +1 trait bonus on Diplomacy and Handle Animal, and one of these (your choice) is always a class skill for you.
Wake of Scent (General Feat)
Your scent is like a trail that those loyal to you may follow.
Prerequisites: Toshigami’s Scent trait, 8th level.
Benefit: You may choose a number of creatures able to track you from your flowery scent. This functions as a scent trail spell cast at your character level, except it’s permanent. You may change which creatures may follow your wake of scent as a standard action.
Witch’s Major Hex
The following major hex is available to sekaijin witches.
Meld With Ward (Su): The witch can choose a nonliving object, land feature, or non-sentient plant as her kami ward. Once a day as a standard action, she can completely merge with it. The witch’s body and all her gear meld into the new form, as per meld into stone, except abilities that control or shape the selected object expel her and deal her 5d6 damage rather than abilities that control or shape stone. The witch can remain in this form a number of hours equal to 3 + her Intelligence modifier (minimum 1). Transforming back to her normal form is a swift action. The witch may change her ward once per day when she regains spells.
Mythic Meld With Ward (Su): You can use this major hex twice per day, and three times per day at 6th level. While melded with your ward, you don’t need to eat, drink, or sleep.
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