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Tuesday, March 31, 2015

Unearthed Errata: Dracha Race

by Tim Wallace and Adam Frank

Dracha
The saurian race of the dracha are full of passion their blood running as hot as the fire of their ancestors. They are commonly seen in areas where a fight is likely. Some say that their love of combat gives them a preternatural edge to knowing when and where a fight will start, others say that they will do almost anything to start a fight. As such the dracha are feared and often avoided. The occasional dracha who is not militant may become a healer so as to mend the wounds caused by battles, allowing the soldiers to fight on.
Physical Description: These dragon-like humanoids average six feet tall with a stocky build. Their scales range in colors to match those of the chromatic dragons that are their ancestors. They have large wings on their backs, but are only capable of a sustained glide. The dracha will often wear lightweight armors rather than everyday clothing as they are so often expecting (others might say instigating) a fight.
Society: Dracha society is made up of loosely formed gangs. They will wander, sometimes from city to city, other times from province to province, and on rarer occasions from kingdom to kingdom stirring up chaos where they go. These gangs will merge and split as needed. A gang that has forty dracha one day may find itself in four gangs of ten if a member says the wrong thing. While they are fiercely passionate they are no not a very territorial people. As such they tend to wander a lot and enjoy doing so. When a gang of dracha enters a town an air of distrust and violence can often grow.
Relations: Most dracha are untrusted by the world at large as they are known to have a propensity for violence. Those who prove themselves amongst the rest of society though are highly respected for their prowess and, cunning. The dracha who do find themselves among “civilized” society tend to work very hard and often become masters at what they do as they have focused their passionate natures.
They tend to get along least well with the mojh, their cousin race. The mojh see them as brutish, stupid, and easily controlled by their own feelings. The dracha see the mojh as lazy, fragile and too slow to act. This causes problems almost constantly. While a dracha will be willing to fight at any time, they are doubly so willing to make an example of a mojh or two. These two races are vitriolic to each other and interactions often result in conflict.
Alignment and Religion: These draconian peoples are almost always chaotic as their passion fuels their emotions and they will commonly ride those feelings. Dracha translate their passion into their beliefs too. They will often follow nomadic gods or gods of war. Each gang will generally worship one or two different gods and sometimes the desire to include a new god or remove an old from the worship of a gang will be cause to split, though dracha with similar beliefs will form a bigger or new gang as well.
Adventurers: Dracha adventurers commonly lean towards the more brutal classes. Fighters, favoring large weapons and close combat, and barbarians flying into passion filled rages. When leaning more towards spellcasting they will often follow the path of the bard or skald. These reptilians as often make great allies as they do powerful foes, while their loyalties may shift with the winds, if you can keep a dracha happy, you will have a terrifying fighting force engaging in combat just for the thrill of battle.
Male Names: Astarot, Chua, Dracul, Fafnir, Livyathan, Ormarr, Samael
Female Names: Apalala, Askook, Ehecatl, Longwei, Orochi, Shesha, Vasuki

Dracha Racial Traits (11 RP)
+2 Strength, +2 Constitution, –2 Charisma (1 RP): Dracha are strong and resilient.
Humanoid (reptilian): Dracha are humanoids with the reptilian subtype.
Medium: Dracha are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Dracha have a base speed of 30 feet.
Darkvision (2 RP): Dracha can see in the dark up to 60 feet.
Gliding Wings (3 RP): Dracha take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, dracha can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. Dracha cannot gain height with these wings alone; they merely coast in other directions as they fall. If subjected to a strong wind or any other effect that causes the dracha to rise, they can take advantage of the updraft to increase the distance they can glide.
Natural Armor (3 RP): Dracha receive a +2 natural armor bonus.
Weapon Familiarity (1 RP): Dracha are proficient with battleaxes and greataxes.
Languages (1 RP): Dracha begin play speaking Common and Draconic. Dracha with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic and Verrik).

Alternate Dracha Racial Traits
The following racial traits may be selected instead of existing dracha racial traits. Consult your GM before selecting any of these new options.
Breath Weapon: A dracha with this trait has a 5-foot cone breath weapon usable once per day. The breath weapon deals 1d8 points of acid, cold, electricity, or fire damage (chosen at character creation) per two character levels (maximum 5d8). A Reflex saving throw (DC 10 + 1/2 the dracha's level + the dracha's Constitution modifier) halves the damage. This trait replaces a dracha’s weapon familiarity. Dracha with this trait and the dragon-scaled trait deal the same type of damage as the elemental resistance gained from that trait.
Enclave Protector: Dracha add +1 to the caster level of any abjuration spells they cast. Dracha with a Intelligence score of 11 or higher gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the dracha's character level. The DC for these spell-like abilities is equal to 10 + the spell's level + the dracha's Intelligence modifier. Dracha with this trait with high Intelligence scores can choose a bonus language from the following: Elven, Faen, Gnome, Halfling, and Litorian. This trait replaces the dracha’s weapon familiarity trait and alters the dracha’s bonus languages.
Dragon-Scaled: Some dracha are hatched with scales of such vivid color that their connection to a particular sort of dragon seems undeniable. These dracha gain a resistance that makes them especially suited to work alongside dragons matching the color of the dracha's scales. Black-scaled, copper-scaled, and green-scaled dracha with this racial trait gain acid resistance 5. Blue-scaled and bronze-scaled dracha with this racial trait gain electricity resistance 5. Gold-scaled and red-scaled dracha with this racial trait gain fire resistance 5. Silver-scaled and white-scaled dracha with this racial trait gain cold resistance 5. Dracha with this trait only receive a +1 natural armor bonus.
Dragon Flight: Some rare dracha are born with fully functional wings. However, such dracha do not have the tough hides of their brothers and sisters. Dracha with this trait have a fly speed of 30 feet with average (+0 on Fly checks) maneuverability. This trait replaces the gliding wings and natural armor traits.
Dragon Tail: Dracha with this trait have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage + the dracha’s Strength modifier. This trait replaces the natural armor trait.

Favored Class Options
The following options are available to all dracha who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Bard: Add a +1/2 bonus on Diplomacy checks and Knowledge checks to identify creatures.
Fighter: Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
Inquisitor: Add a +1/2 bonus on Diplomacy checks and Knowledge checks to identify creatures.
Ranger: Choose a weapon from the following list: battleaxes and greataxes. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
Slayer: Increase the studied target bonus on Perception and Survival checks by 1/4. When the slayer gains the stalker class feature, he also gains this increase to the studied target bonus on Stealth checks.
Swashbuckler:  Gain a +1/3 bonus on all critical hit confirmation rolls made while using the precise strike deed (maximum bonus of +5). This bonus doesn't stack with those gained through Critical Focus and similar effects.

Racial Class Options
The following racial bloodrager ACG bloodline is available to dracha.

Dracha Bloodrager Bloodline
While many dracha bloodragers develop abilities from the draconic bloodline, some have learned to tap into abilities powered by their unique natures.  

Bonus Feats: Blind-Fight, Blindsight, 5-Ft. Radius, Draconic Aspect*, Draconic Flight*, Draconic Tail*, Raging Hurler UC, Throw Anything.

Bonus Spells: magic weapon (7th), honed limb* (10th), versatile weapon APG (13th), wreath of blades UC (16th).

Bloodline Powers: Like all dracha, you have a natural talent for combat. As your power increases, you discover new ways to perfect your damage in combat.
Prehensile Tail (Ex): At 1st level, your tail elongates while bloodraging. This is a secondary natural attack that deals 1d6 points of bludgeoning damage. If you have the dragon tail racial trait or Draconic Tail* feat, once per round you can use your tail to make a free disarm, grapple, or trip combat maneuver instead of attacking with it.
Raging Flyer (Ex): At 4th level, your wings become more powerful while bloodraging. You gain a fly speed of 30 feet with average (+0 on Fly checks) maneuverability. If you have the dragon flight racial trait or Draconic Flight* feat your fly speed becomes 40 feet with good (+4 on fly checks) maneuverability.
Combat Hurler (Ex): At 8th level, you gain access the lesser hurling and hurling charge barbarian rage powers while bloodraging. Your bloodrager level counts as your barbarian level when determining the effects of those rage powers.
Flyby Attack (Ex): At 12th level, you gain access the Flyby Attack feat while bloodraging. In addition you can make a free bull rush, disarm, sunder, or trip combat maneuver if your flyby attack is successful. 
Demoralizing Roar (Ex): At 16th level, you gain access to the intimating glare and terrifying howl barbarian rage powers. Your bloodrager level counts as your barbarian level when determining the effects of those rage powers.
Draconic Immunities (Ex): At 20th level, you are immune to fear, sleep, and paralysis. You have this benefit constantly, even while not bloodraging.

New Racial Rules
The following options are available to dracha. At the GM's discretion, other appropriate races may also make use of some of these.

Dracha Feats
Dracha have access to the following feats.

Draconic Aspect
You possess some of the qualities of your dragon ancestors.
Prerequisite: Dracha, mojh, or kobold.
Benefit: Your scales take on the color and some of the resistances of one type of dragon. Choose one of the following dragon types: black, copper, or green (acid); blue or bronze (electricity); gold or red (fire); silver or white (cold). Your scales take on the color of that dragon and you gain resistance 5 to the dragon color's corresponding energy type.
Special: If you have the dragon-scaled racial trait, your scale color does not change and you gain a +1 natural armor bonus instead. This feat alters the Draconic Aspect ARG feat.

Draconic Emissary
Your training as a representative of the re-emerging dragons provides you with diplomatic insight.
Prerequisite: Dracha.
Benefit: You gain a +4 bonus on Diplomacy checks to gather information. In addition, once per day, you can roll twice when making a Bluff or Diplomacy check and take the better roll.

Draconic Flight
Your draconic wings allow you to fly.
Prerequisite: Draconic Aspect, character level 3rd, dracha.
Benefit: You gain a fly speed of 30 feet with average (+0 on Fly checks) maneuverability.

Draconic Tail
Your tail is strong enough to make attacks with.
Prerequisite: Draconic Aspect, dracha.
Benefit: You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d6 points of bludgeoning damage. 

Dracha Spells
Dracha have access to the following spell.

HONED LIMB
School transmutation; Level bard 2, bloodrager 2, magus 2, sorcerer/wizard 3, summoner 2, witch 3
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 min/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You transform your own hand or other limb of your choosing into a sharp, pointed object of metallic hardness and appearance. You may attack with this weapon with no nonproficiency penalty and a +1 magical enhancement bonus (both for attack rolls and for overcoming damage reduction). The pointed weapon inflicts 1d8 + 1 points of piercing damage, plus your Strength modifier.

Age, Height, & Weight
Random Starting Age
Race
Adulthood
Intuitive1
Self-Taught2
Trained3
Dracha
15 years
+1d4
+1d6
+2d6
1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Aging Effects
Race
Middle Age1
Old2
Venerable3
Maximum Age
Dracha
35 years
55 years
75 years
75 +2d10 years
1 At middle age, –1 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
2 At old age, –2 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
3 At venerable age, –3 to Str, Dex, and Con and +1 to Int, Wis, and Cha.

Random Height & Weight
Race
Base Height
Base Weight
Modifier
Weight Modifier
Dracha, male
5 ft. 8 in.
160 lbs.
2d4
×7 lbs.
Dracha, female
5 ft. 8 in.
160 lbs.
2d4
×7 lbs.


Tuesday, March 24, 2015

Unearthed Errata: Sibeccai Race

by Tim Wallace and Adam Frank

Sibeccai
Seen as slaves and servants these canids were created by the rephaim to act as a sort of friend and companion. These creatures are commonly kind and caring, often ready to please and fiercely loyal to those they consider family. The sibeccai feel most at home when helping others and as this is their primary role it is often why other races misconstrue them as slaves. In truth, the sibeccai are a free race who have by and large chosen to live with and help the rephaim grow and prosper; thus allowing themselves the same benefits.
Physical Description: These jackal headed humanoids range in height from about four feet tall to as tall as six and a half or seven feet. Males tend to be taller than the females and both genders have similar body types to humans. They have light to dark brown fur commonly adorned with natural spots or stripes. To adorn themselves the males will pierce their ears, while the females will pierce their noses and ears; a common piece of jewelry is a light, thin chain connecting these piercings together.
Society: The sibeccai work and live in the rephaim cities helping to build and beautify. These canids serve in many ways and are at their happiest when serving. This can range from a butler or cook, to an artist who creates beautiful pieces of work to help decorate the cities. They don't have marriages and thus their family units are often fleeting. A young sibeccai will stay with its mother or father until it feels the desire to go off and learn a trade, an art form, or even protect their homes as soldiers.
Relations: Outside of some quiet derision the sibeccai tend to get along well with other races as they are always the first to jump to help out. They live to serve and will go out of their ways to help someone in need. The only race who really seems to resent them are the litorians. The litorians see the sibeccai as slaves to their giant masters and want to see them break away; the fact that the sibeccai don't see themselves as slaves nor do they wish to stop serving others even when it doesn't benefit them only serves to widen the rift.
Alignment and Religion: The sibeccai tend follow no religions though will often pay lip service to whatever religion is prevalent around them to better fit in and help the society. Slaves or helpers, servants or loyal friends the sibeccai are overwhelmingly a goodly people and do their level best to help that and serve when they can.
Adventurers: Sibeccai adventurers are surprisingly common as they enjoy exploring and helping grow a group of adventurers into a strong team. They always will take an active hand in being helpful whenever the opportunity presents itself. They can be seen across all classes as each has its own unique way of bringing something to the adventuring table.
Male Names: Adio, Asim, Chigaru, Gyasi, Jumoke, Thabit, Ubiad
Female Names: Akiiki, Anippe, Chibale, Jendayi, Tahirah, Safiya, Umayma

Sibeccai Racial Traits (10 RP)
+2 Dexterity, +2 Constitution, –2 Intelligence (1 RP): Sibeccai are fast and tough, but not deep thinkers.
Humanoid (sibeccai): Sibeccai are humanoids with the sibeccai subtype.
Medium: Sibeccai are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Sibeccai have a base speed of 30 feet.
Low-Light Vision (1 RP): Sibeccai can see twice as far as humans in conditions of dim light.
Affable (4 RP): Sibeccai gain a +2 racial bonus on Gather Information and Handle Animal.
Agile Steps (2 RP): Sibeccai gain a +2 racial bonus on Stealth checks.
Weapon Familiarity (1 RP): Sibeccai are proficient with sickles and sibeccai khopeshes.
Languages (1 RP): Sibeccai begin play speaking Common and Giant. Sibeccai with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic and Verrik).

Alternate Sibeccai Racial Traits
The following racial traits may be selected instead of existing sibeccai racial traits. Consult your GM before selecting any of these new options.
Canid Nose: Sibeccai with this trait gains the scent ability. This trait replaces affable.
Canid Teeth: Sibeccai with this trait gain a natural bite attack. The bite is a primary attack that deals 1d4 damage, or a secondary attack if the sibeccai is wielding manufactured weapons. This trait replaces agile steps.
Cornered Fury: Whenever a sibeccai with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This trait replaces affable.
Digger: Sibeccai with this trait gain a burrow speed of 20 feet. This trait replaces agile steps and weapon familiarity.
Focused Study: At 1st, 8th, and 16th level, sibeccai with this racial trait gain Skill Focus in a skill of their choice as a bonus feat. This trait replaces affable.
Weapon Trained: Some sibeccai have been trained with all weapons of a specific type. Sibeccai with this trait choose one of the fighter weapon groups. They are proficient with all the weapons in that weapon group. This trait replaces the affable trait and the sibeccai’s weapon familiarity.

Favored Class Options
The following options are available to all sibeccai who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Bloodrager: Add 1 foot to the bloodrager's base speed. In combat, this only has an effect for every five increases in base speed. This bonus stacks with the bloodrager's fast movement class feature, and applies under the same conditions and that feature.
Brawler: Add 1 foot to the brawler's base speed. In combat, this has an effect only for every five increases in the brawler's base speed.
Fighter: Add a +1/2 circumstance bonus on critical hit confirmation rolls with a weapon of the fighter's choice (maximum bonus +4). This bonus does not stack with Critical Focus.
Magus: Select one known magus arcana usable only once per day. The magus adds +1/6 to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana.
Monk: Add a +1/4 bonus on combat maneuver checks made to grapple or trip.
Slayer: Increase the studied target bonus on Perception and Survival checks by 1/4. When the slayer gains the stalker class feature, he also gains this increase to the studied target bonus on Stealth checks.

Racial Class Options
The following racial slayer archetype is available to sibeccai.

Insurgent (Slayer)
The insurgent excels at destroying structures as well as his enemies.

Class Skills: An insurgent adds Knowledge (engineering) to his list of class skills.

Bomb (Su): At 2nd level, an insurgent gains the ability to create bombs. This ability functions exactly like the alchemist ability of the same name. This ability stacks with the alchemist bomb ability to determine the level of bomb damage. This ability replaces the slayer talent gained at 2nd level.

Talented Discoveries: An insurgent gains access to the following alchemist discovery, or may select any alchemist discovery that modifies his bombs in place of a slayer talent. He counts his slayer level as his alchemist level for the purpose of qualifying for discoveries. If he has levels in alchemist, these levels stack.

Bore Bomb*: When the saboteur creates a bomb, he may choose to make it a bore bomb. If a bore bomb strikes a wall, gate, siege engine, or similar large, solid, inanimate structure, it ignores half the target's hardness and deals 1 point of damage per saboteur level. If a bore bomb reduces an inanimate target to half its hit points or fewer, it blows a hole 5 feet wide and 5 feet deep in the target.

New Racial Rules
The following options are available to sibeccai. At the GM's discretion, other appropriate races may also make use of some of these.

Sibeccai Equipment
Sibeccai have access to the following equipment.

Khopesh, Sibeccai: This sword’s blade is straight near the hilt but ends in a curve. It is only about 2 feet long but very heavy.

Sibeccai Weapons
Exotic Weapons
Cost
Dmg (S)
Dmg (M)
Critical
Range
Weight1
Type
Special
One-Handed Melee Weapons
Khopesh, sibeccai
65 gp
1d8
1d10
19-20/×2
15 lbs.
S
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.

Sibeccai Feats
Sibeccai have access to the following feats.

Canid Bite (Combat)
Your powerful jaws and steely teeth are deadly enough to give you a bite attack.
Prerequisites: Sibeccai.
Benefit: You gain a natural bite attack. The bite is a primary attack that deals 1d4 points of  damage, or a secondary attack if you are wielding manufactured weapons.

Charging Trip (Combat)
The unorthodox manner in which you attack gives you the advantage when attempting to trip your opponents.
Prerequisites: Sibeccai, Four-Footed Run, bite attack.
Benefit: If you hit with your bite attack after making a charge attack on all fours, you can attempt to trip your opponent. In addition, you receive a +2 bonus on the trip attempt, and it does not provoke attacks of opportunity.
Special: You count as having taken the Improved Trip feat in order to meet prerequisites.

Dual Disarm (Teamwork)
You know how to work together to disarm your foes.
Prerequisites: Rephaim or sibeccai.
Benefit: Whenever you attempt a disarm combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result.

Four-Footed Run
You move more quickly when using all of you limbs.
Prerequisites: Sibeccai.
Benefit: You gain a +30 foot enhancement bonus to your base speed if you don’t hold or carry anything in your hands. When running on all fours, you are treated as if you had the Run feat.

Sibeccai Spells
Sibeccai have access to the following spell.

SPIRIT OF PROWESS
School conjuration; Level bard 2, magus 2, shaman 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 min/level or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You gain a +6 competence bonus to two attack rolls of your choice. Choosing to use this bonus is a free action that you must take before you make your attack roll, and you can only do it once per round. You must make the attacks before the spell’s duration ends.
At caster level 10th, and every five caster levels thereafter, you gain an additional +6 bonus to one attack roll.

Age, Height, & Weight
Random Starting Age
Race
Adulthood
Intuitive1
Self-Taught2
Trained3
Sibeccai
15 years
+1d4
+1d6
+2d6
1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Aging Effects
Race
Middle Age1
Old2
Venerable3
Maximum Age
Sibeccai
35 years
55 years
75 years
75 +2d10 years
1 At middle age, –1 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
2 At old age, –2 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
3 At venerable age, –3 to Str, Dex, and Con and +1 to Int, Wis, and Cha.

Random Height & Weight
Race
Base Height
Base Weight
Modifier
Weight Modifier
Sibeccai, male
5 ft. 8 in.
160 lbs.
2d4
×7 lbs.
Sibeccai, female
5 ft. 8 in.
160 lbs.
2d4
×7 lbs.