Visualizzazione post con etichetta Alternate Racial Traits. Mostra tutti i post
Visualizzazione post con etichetta Alternate Racial Traits. Mostra tutti i post

mercoledì 25 dicembre 2019

Jojet, the Hidden Singer

This is the vanilla P1 version of the character I made for my younger son. He would have horns and be a ninja, I would give him an angelic face and no poison use, and this is the result (Vigilante is really a very versatile class!) Merry Christmas!
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Jojet, the Hidden Singer
Aasimar vigilante (Teisatsu) 1/trickster 1
LG/NG Medium humanoid (human)/outsider (native)
Init +2; Senses darkvision 60 ft., Perception +2

Defense
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 13 (1d8+1+4)
Fort +1, Ref +4, Will +3
Defensive Abilities hard to kill, supreme stealth (scent); Resist acid, cold, and electricity 5

Offense
Speed 30 ft.
Melee gore +0 (1d6)/unarmed strike +0 (1d3) or wakizashi +0 (1d6, 18-20)/gore -5 (1d6)
Ranged shuriken +0 (1d2)
Special Attacks mythic power 5/day, hidden attack +1d8, surge +1d6, surprise strike

Statistics
Str 10, Dex 15, Con 13, Int 12, Wis 12, Cha 17
Base Atk +0; CMB +0; CMD 12
Traits Innocence, Solitary
Feats Improved Unarmed StrikeM
Skills Acrobatics +6, Bluff +7, Diplomacy +7, Disguise +6, Escape Artist +6, Perform (sing) +7/+11, Stealth +6
Languages Common, Elven
SQ dual identity, seamless guise, vigilante specialization (stalker), scion of humanity, skilled, social talents (social grace/Perform [sing])
Gear martial arts training gear (45 gp), rogue’s kit (50 gp), shinobi shozoku (50 gp), 10 shuriken (2 gp), wakizashi (35 gp)

Variant Aasimar Ability (replaces the spell-like ability)
You possess a unicorn horn or antlers like a cervinal, that act as natural weapons and deal 1d6 points of damage. You can’t use your gore attack together with other natural weapons. Treat it as a secondary weapon if you use manufactured weapons to attack in the same round.

domenica 16 dicembre 2018

Undine Alternate Racial Traits

And now let’s prepare the terrain for the second member of the Quartet. In the beginning, I wanted to do them all of the same race and/or class, since they are sisters, but since each of them has her own peculiarities, I decided to go with the four elemental-blooded races and four different classes, but all with the same mythic path. So here’s a little more love for Undine characters.
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Undine Alternate Racial Traits

Adapted to Water: Some undine who are descended by aquatic humanoids rather than humans (aquatic elves, gillmen, merfolk, and such) count as humanoid with their mortal parent race’s subtype as well as outsider (native) for all purposes. In addition, their swim speed is 40 feet. These undine gain the bonus languages of their parent race at 1st level rather than Aquan. This ability alters the undine’s type, subtype, languages, and speed.

Close to Water: Undine oracles with the Waves mystery or undine shamans with the Waves spirit treat their Charisma score as 2 points higher for all mystery/spirit spells and class abilities. Undine wizards with the Water school cast their Water school powers and spells at +1 caster level. This ability replaces water affinity.

Naiad Inspiration: An undine whose ancestry counts the water fey known as naiads in addition to genies can choose another intelligent creature to inspire by giving that creature a token (typically a lock of her hair). As long as the creature carries the token, it gains a +1 insight bonus on Will saving throws and Craft and Perform checks. The undine retains a link to her token and its carrier as if she had cast a status spell on the carrier. The undine can end this effect at any time as a free action. A single undine can only inspire one other creature at a time in this manner. This trait replaces spell-like ability.

Tail: Undine with merfolk in their ancestry may have a fish tail instead of legs. Their land speed is 5 feet, but their swim speed is 50 feet. This modifies the undine’s speed trait.

Oceanid Glide: Undine descended from oceanid fey can create waves and currents once per day to double or halve the speed of one creature or object traveling on the surface of the water in a 30 ft. radius. This ability requires a line of effect to the creature or object affected and lasts as long as the oceanid concentrates. An unwilling target can ignore the effect for 1 round by succeeding at a Will saving throw (DC = 10 + ½ the undine’s level + her Charisma bonus). This trait replaces spell-like ability.

Plane-Raised: Undine raised by their genie parents on the Plane of Water have the water subtype instead of the native subtype. This modifies the undine’s subtype.

Prehensile Tentacles: Undine whose mortal parent was a cecaelia sometimes sport two short tentacles near the waist, that can be used to carry objects. They cannot wield weapons with their tentacles, but they can retrieve small, stowed objects carried on their persons as a swift action. This trait replaces spell-like ability and water affinity.

Water Insight: Undine spellcasters sometimes find that their elemental heritage makes creatures of water more willing to serve them. Summon monster and summon nature’s ally spells that the undine casts last 2 rounds longer than normal when used to summon creatures with the water subtype. This racial trait replaces water affinity.

domenica 28 ottobre 2018

New Aasimar Racial Traits

The Sailor builds are not done! The next one will begin on Wednesday. But I needed something to give a little elemental flavor to an aasimar, since an oread sounded wrong for... this character. So, here some new racial traits.
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

New Aasimar Racial Traits

Celestial Magic: Aasimar sorcerers with the celestial bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Aasimar clerics with the Good domain cast their Good domain powers and spells at +1 caster level. This racial trait replaces the aasimar’s spell-like ability.
Elemental Scion: Descended from a monadic deva or from a mix of genie and celestial ancestors, an aasimar with this racial trait has a particular affinity with one of the four elements. He gains resistance 5 to one kind of energy associated with that element (acid, cold, electricity, or fire). In addition, the aasimar gains fast healing 2 for 1 round whenever completely surrounded with his element (buried in earth, suspended in air or flying, submerged in water, or completely exposed to sunlight). The aasimar can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces celestial resistance.
Smite Evil: Once per day, an aasimar with this racial trait can smite an evil creature. As a swift action, the aasimar chooses one target within sight to smite. If this target is evil, the aasimar adds his Charisma bonus (if any) to attack rolls against the target and gains a bonus on damage rolls against the target equal to his number of Hit Dice. This effect lasts until the first time the aasimar successfully hits his designated target. This racial trait replaces skilled and the aasimar’s spell-like ability.

mercoledì 17 ottobre 2018

New Aphorite Alternate Racial Traits

These new traits were written before the Planehopper’s Handbook came out, but can be used together with the ones in that book. Now preparation for the next build are over- next time, it begins!
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Aphorite Alternate Racial Traits

Armor of Will: An aphorite with this racial trait adds her Wisdom bonus to her Armor Class rather than her Dexterity bonus. If the aphorite would normally lose her Dexterity bonus on AC, she loses her Wisdom bonus instead. This replaces the spell-like ability racial trait.
Axiomatic Judgement: Aphorites see themselves as judges of mortals. An aphorite with this racial trait chooses one inquisitor judgement and can use it once per day as an inquisitor of her character level. If the aphorite has level in inquisitor, she can instead use that judgement at +1 level. This replaces the crystalline dust racial trait.
Constructed: Some aphorites still bear the signs of being originally constructed beings, and show similarities with inevitables. Such aphorites count as both outsiders and constructs for all purposes. They don’t automatically gain Celestial or Infernal as a bonus language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the aphorite’s type, subtype, and languages.
Detect Chaos: An aphorite with this racial trait can use detect chaos at will as a spell-like ability. This replaces the spell-like ability racial trait.
Near To Humanity: When an aphorite has had many generations of humans in her ancestry, she can appear almost entirely human. Such an aphorite counts as humanoid (human) as well as outsider (native) for all purposes. She does not automatically gain Celestial or Infernal as a bonus language (but may select it as a bonus language if her Intelligence is high enough). This ability alters the aphorite’s type, subtype, and languages.
Planar Sage: An aphorite with this racial trait gains a +2 racial bonus on one Knowledge skill of her choice. This replaces skilled.
Resistance to Chaos: Many aphorites consider chaos as the ultimate depravity, and fight with all their strength to keep its influence away from their bodies. Aphorites with this racial trait gain spell resistance equal to their character level against spells and effects with the chaotic descriptor. This replaces aphorite resistances.
Royal Counselor: Some aphorites share the impariut’s responsibility to keep mortal sovereigns on the path of law. Once per day as a full-round action, an aphorite with this racial trait can grant its blessing to a willing humanoid creature by touching it for 1 full round. The target gains one of these benefits, chosen by the aphorite: a +1 sacred bonus on Will saving throws; a +2 sacred bonus on saving throws against disease or poison; or a +2 sacred bonus on one skill check among Knowledge (history), Knowledge (nobility), or Sense Motive. The aphorite can end this effect at any time as a free action. A single aphorite can only bestow a gift to one creature at a time in this manner, and a single creature can have no more than one gift at a time. As long as her gift lasts, the aphorite can sense the target’s position and general condition, as per status. This replaces the crystalline dust racial trait.
Servant of Law: Aphorite sorcerers with the impossible bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Aphorite clerics with the Law domain cast their Law domain powers and spells at +1 caster level. Aphorite oracles with the Legalistic curse add +1 to their level to calculate the curse’s effects. This racial trait replaces crystalline dust.
Titan Blood: At some point, the ruthless titans called danava intermingled with a few aphorites’ genealogy, leaving them a strange connections with the planes. An aphorite with this racial trait gains Planar Infusion as a bonus feat at 1st level. This replaces the crystalline dust racial trait.

mercoledì 12 settembre 2018

Naiad Alternate Racial Traits

I worked to these during my holidays... I had finally decided on what race my next NPC would be, but deciding the class was much more difficult. I’ll tell you more in the next days.
One thing was clear, however- her abilities were to be tied to the sea, not merely to water. And she had to be an outsider like all the others. So here’s what I concocted.
This post already appeared on my Patreon page for patrons only. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Naiad Alternate Racial Traits

Artistic Beauty: A naiad with muse blood counts Craft and Perform as single skills and all Knowledge skills as class skills. This racial trait replaces fey nature.
Child of Celestial Seas: Naiads whose nymph ancestors intermingled with tritons are considered native outsiders in addition to fey and are treated as tritons for all prerequisites. This ability alters the naiad’s type and subtype.
Darkvision: A naiad with this racial trait has darkvision to 60 feet. This replaces fey nature.
Fey Lure: Once per day, a naiad with this racial trait can fascinate one creature within 20 feet of her with song, offering it a vision of the thing it desires the most. A fascinated creature can do nothing but moving towards the naiad for a number of rounds equal to 1/2 her character level (minimum 1). Targets may resist with a Will save (DC 10 + 1/2 the naiad’s level + the naiad’s Charisma modifier). This is a supernatural ability. This racial trait replaces inspiration.
Human Heritage: Naiads with a strong bond to their mortal ancestors count as humanoid (human) as well as fey (water) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). They do not automatically gain Sylvan as a language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the naiad’s type, subtype, and languages.
Know Heart’s Desire: A naiad with this racial trait can cast detect desires three times per day as a spell-like ability. This replaces water bond.
Sea Seer: Some naiads have more affinity for salt water than fresh water. These characters cast abjuration and divination spells as if they were one level higher when within 1,000 feet from the sea. This racial trait replaces water bond.
Sea Voice: A naiad related to selkie can instinctively alter the intonation of her voice to make anything she says sound more pleasing to those who understand it. When using the Bluff skill, she treats her lies as one step more believable for the purposes of bonuses or penalties on the check. This racial trait replaces fey nature.
Speeding Wave: Some naiads descended from oceanids can use slipstream as a spell-like ability once per day. This racial trait replaces water bond.
Unearthly Grace: A naiad with this racial trait adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class, in place of her Dexterity bonus. This replaces inspiration.
Water Veil: Naiads descended from the extraplanar nymphs known as veelas can treat any one melee weapon they wield as a frost weapon, twice per day for a duration of 1 minute. This racial trait replaces water bond.
Water Witch: A naiad with strong bonds with the water element has a +2 racial bonus on Knowledge (planes) and Swim. This racial trait replaces fey nature.
Wild Empathy: Naiads more near to the woods than to water have the wild empathy ability like druids of the same level. This racial trait replaces water bond.

mercoledì 8 agosto 2018

Duskwalker Alternate Racial Traits

Another thing my new character will need. This post already appeared on my Patreon page last week! If you wish to see stuff in advance and have access to other stuff, please consider donating!

Duskwalker Alternate Racial Traits

Afterlife Affinity: Duskwalker oracles with either the ancestor or bones mystery who have this trait treat their Charisma score as 2 points higher for all mystery spells and class abilities. Duskwalker necromancers use their school powers and spells at +1 caster level. This racial trait replaces ghost hunter.
Bond To This World: Some duskwalkers won’t willingly return to the afterlife until all their loose ends in this world are fixed. They add reincarnate and cyclic reincarnation to their spell list, and are immune to any spells or effects able to bind dead or alive souls preventing them to return to their bodies. This racial trait replaces ward against corruption.
Calm Spirit: A duskwalker with this trait can soothe the pain of undead. She can use calm spirit once per day as a spell-like ability (caster level equal to the duskwalker’s class level). This racial trait replaces ghost hunter.
Deathwatch: Duskwalkers with a strong bond to the netherworld can use deathwatch once per day as a spell-like ability (caster level equal to the duskwalker’s class level). This racial trait replaces ghost hunter.
Detect Undead: Duskwalkers with this trait have detect undead always active. This racial trait replaces corruption resistance.
More Alive Than Dead: Some duskwalkers are nearer than most to their former life. A duskwalker with this racial trait counts both as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill, and is able to sire or bear children. A child born from a duskwalker parent will most times be another almost-human duskwalker or a full member of the other parent’s race. This racial trait alters the native subtype; additionally, a more alive than dead duskwalker begins game speaking only Common.
Otherworldly Judge: A duskwalker with this trait can use early judgement once per day as a spell-like ability (caster level equal to the duskwalker’s class level). This racial trait replaces ghost hunter.
Partake Of All: A few duskwalkers were influenced from aeons in their creation. These characters can communicate telepathically with all creatures within 30 feet they share a language with. This racial trait replaces ghost hunter.
Reincarnated Sage: Duskwalkers who retain the memories of their former lives as scholars and savants gain a +2 racial bonus on two Knowledge skill checks of their choice. This racial trait replaces skilled.
See Alignment: A duskwalker whose essence was influenced by shinigami gains the detect alignment ability of an inquisitor. This racial trait replaces corruption resistance.
Servant of Fear: Some duskwalkers have been corrupted by the sahkil’s nightmarish heresy. They gain a gaze attack that causes a creature within 30 feet to become shaken for 1 round. A successful Will saving throw negates this effect (DC = 10 + ½ the duskwalker’s level + her Charisma bonus). At 8th level, the target is frightened. At 16th level, it is panicked instead. This is a mind-affecting fear effect. This racial trait replaces ward against corruption.
Shadow Affinity: Some duskwalkers have been influenced by fetchling blood and gain the fetchlings’ shadow blending ability. Attacks against them in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance. This racial trait replaces ward against corruption.
Shepherd of the Dead: Duskwalker clerics or inquisitors with either the Death or Repose domain who have this trait cast their domain powers and spells at +1 caster level. This racial trait replaces ghost hunter.
Weapon Familiarity: Duskwalkers with this trait are proficient with the scythe and sickle. They treat the fauchard, kama, khopesh, lasso, sickle-sword, switchscythe, and other weapons symbolizing death in their culture as martial weapons. This racial trait replaces ghost hunter.

sabato 9 giugno 2018

New Undine Alternate Racial Traits

Among all half-elemental races, undine have less alternate racial traits. This feels a bit unfair. Besides, why should water-based clerics and sorcerers have an advantage, while wizards and oracles have none? So, here. (Obviously, the real reason for creating these will be revealed tomorrow...)

Undine Alternate Racial Traits

Adapted to Water: Some undine who are descended by aquatic humanoids rather than humans (aquatic elves, gillmen, merfolk, and such) count as humanoid with their mortal parent race’s subtype as well as outsider (native) for all purposes. In addition, their swim speed is 40 feet. These undine gain the bonus languages of their parent race at 1st level rather than Aquan. This ability alters the undine’s type, subtype, languages, and speed.

Close to Water: Undine oracles with the Waves mystery or undine shamans with the Waves spirit treat their Charisma score as 2 points higher for all mystery/spirit spells and class abilities. Undine wizards with the Water school cast their Water school powers and spells at +1 caster level. This ability replaces water affinity.

Naiad Inspiration: An undine whose ancestry counts the water fey known as naiads in addition to genies can choose another intelligent creature to inspire by giving that creature a token (typically a lock of her hair). As long as the creature carries the token, it gains a +1 insight bonus on Will saving throws and Craft and Perform checks. The undine retains a link to her token and its carrier as if she had cast a status spell on the carrier. The undine can end this effect at any time as a free action. A single undine can only inspire one other creature at a time in this manner. This trait replaces spell-like ability.

Tail: Undine with merfolk in their ancestry may have a fish tail instead of legs. Their land speed is 5 feet, but their swim speed is 50 feet. This modifies the undine’s speed trait.

Oceanid Glide: Undine descended from oceanid fey can create waves and currents once per day to double or halve the speed of one creature or object traveling on the surface of the water in a 30 ft. radius. This ability requires a line of effect to the creature or object affected and lasts as long as the oceanid concentrates. An unwilling target can ignore the effect for 1 round by succeeding at a Will saving throw (DC = 10 + ½ the undine’s level + her Charisma bonus). This trait replaces spell-like ability.

Plane-Raised: Undine raised by their genie parents on the Plane of Water have the water subtype instead of the native subtype. This modifies the undine’s subtype.

Prehensile Tentacles: Undine whose mortal parent was a cecaelia sometimes sport two short tentacles near the waist, that can be used to carry objects. They cannot wield weapons with their tentacles, but they can retrieve small, stowed objects carried on their persons as a swift action. This trait replaces spell-like ability and water affinity.

Water Insight: Undine spellcasters sometimes find that their elemental heritage makes creatures of water more willing to serve them. Summon monster and summon nature’s ally spells that the undine casts last 2 rounds longer than normal when used to summon creatures with the water subtype. This racial trait replaces water affinity.

venerdì 24 novembre 2017

Wildblooded Eldritch Heritage: Options

Ultimate Wilderness is now out, with some disappointment (let's see how long it lasts) and a lot of exciting things. Not last of them, the long-expected, amazing feat Exotic Heritage, which FINALLY allows to take wildblooded bloodlines for your Eldritch Heritage chain! At last everyone would be able to channel energy as an empyreal sorcerer, or to cause random mutations as a warped sorcerer, or to...
Do you see what's the weak point here? I do ^_^ because I too wanted this option to be viable MOSTLY for one purpose. So here's the twist we all were waiting for...

Exotic Arcana (General Feat)
Your sorcerous abilities run deep in your blood.
Prerequisites: Cha 14, Eldritch Heritage, character level 3rd.
Benefit: You gain the bloodline arcana of the bloodline you selected with the Eldritch Heritage feat. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
Special: If you later take the Mythic Eldritch Heritage mythic feat, you treat your sorcerer level as equal to your character level for this feat’s purpose too.

But that's not still enough. We all know that half--elves are naturally inclined to take eldritch heritage feats, since they gain Skill Focus as a bonus feat at 1st level. So why shouldn't they benefit of this new rule too?

New Half-Elf Alternate Racial Trait
Ancestral Skill: Some half-elves are naturally disposed for eldritch abilities, even if not all of them choose to deepen this talent. Half-elves with this racial trait receive Exotic Heritage as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.



Enjoy your all-new animal companions... ;)