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Tuesday, June 30, 2015

Forgotten Fable™ Campaign Setting - An Introduction

by Adam Frank

Forgotten Fable™ is a campaign setting we are developing for the Pathfinder Roleplaying Game. This campaign setting combines elements from many sources of inspiration but leans most heavily on Japanese mythology, the earlier Final Fantasy video games, and some elements of a diesel punk world.

The world of Densetsu was a world rent asunder by war. A dark lord, by the name of Daisuke, had, over a millennium ago, raised an empire. Never satisfied, he constantly waged war to expand his kingdom. War was everywhere and the world was cast into darkness.

Citizens and nobles consistently feared for their lives. Nerves were frayed as no one knew where Daisuke would strike next. He was extremely powerful and his army run by commanders so brilliant that he would almost never lose a battle. It was at this time that the reikojin, armor-bound spirits thirsting for knowledge and life, began to appear.

For over a thousand years war raged on Densetsu. Daisuke still sat on his throne commanding his armies to take more and more. Then the four heroes arrived. Some say they were gifts from the gods, others say they were themselves divine spirits sent to end the rule of the bloodthirsty and unstoppable imperial dictator.

Raito, a rune knight, wielding a sword imbued with spells. Unstoppable, the wounds his enemies would inflict would heal before another strike would land. Ishiko, a beautiful, steadfast templar, her mere presence would stop her enemies in awe and inspire her friends to incredible feats. Mitsu, a conjurer whose powerful summons fought heartily for her while she provided aid to her friends. Finally, Naoyuki, the good-natured ki-master, a man whose battle prowess was unmatched, he fought with power from his fists and the mystical energy he could wield.

The four heroes rallied all of the disheartened, both the powerful and the simple, and turned them into a force to match Daisuke. They eventually brought the fight to his massive fortress and stormed the castle to take on the cruel dark lord and his powerful magics. Though this battle was only in recent history, about a century ago, the stories are varied, some saying the battle took barely any time at all and some saying the siege lasted weeks fighting the infamous emperor.

Since then new warlords have risen to fill the power vacuum. Some build towering cities of technology, others nomadic and battle mad. These warlords are trying to claim what they can in this new world.

Throughout Densetsu, after the collapse of Daisuke's empire, new governments are cropping up some taking the mantle of their people promising peace and freedom, some barely any different than the feared and recently defeated Daisuke. These governments use everything from magic to diesel as a foundation to their power and do their best to create a new kingdom.

The diesel power that Daisuke brought to the world through his engineers is here to stay. Some love it, as it gives a form of magic to the everyman; others fear the black skies it brings when overused. One thing for sure though is that, if nothing else, it has simplified travel and made wars that much more deadly.

Players in the world of Densetsu will be able to explore the new chaos brought about by the defeat of the powerful empire and help to rebuild a world rent asunder by an evil ruler bent on domination. Taking on the roles of the heroes invested in this world the players will be able to make a name for themselves even outdoing the four great heroes. On their adventures they will meet horrible monsters, caring nurturers, diesel powered mechanicha, and all sorts of other surprises.

Will you focus on building up the technology of the world even as skies cloud with smog? Will you focus on powerful magics to best all manner of foes? Do you find yourself drawn to the empire espousing Daisuke's claim of world peace once he ruled all? What will motivate you? And what paths will you take in a world being newly reborn?

Two weeks ago, we introduced the reikojin, a new race for Forgotten Fable™. Be sure to stay tuned as we this setting piece-by-piece.


Tuesday, June 23, 2015

OPEN PLAYTEST: Mastercraft Melee Weapons

Lead Designer: Peter Wallace
Consulting Designer: Tim Wallace

Hi Everyone,

Here is a link to a playtest document my brother, Peter, has been developing over the past few months. It is an adaptation/conversion of the Green Ronin The Black Company Campaign Setting's masterpiece crafting system. Please send any feedback to hawkins [at] errantdice [dot] com.

Tuesday, June 16, 2015

Reikojin Race

by Tim Wallace and Adam Frank

The reikojin are a mystery to most, including themselves. A spirit race whom inhabit suits of armor, no one knows how or where they were originally created, or how they continue to be born. They are a race ignorant of romance, sexuality and any emotional or physical needs save what they need to keep their armor functioning. Conversely, they all seem to be born or created with a near obsession of the idea of the spirit, and they love learning philosophies of all walks, as they try to better understand themselves and other sentient beings.
Physical Description: The reikojin are beings of pure spirit. These spirits are always found animating a suit of armor, for reasons unknown. This armor is often a hodgepodge of different styles and types, rarely do two parts of the reikojin's body seem to be from the same suit of armor. This armor is, for all intents and purposes their physical body and they feel as at home in it as other beings do in their own skins.
Society: The reikojin, a unique group of people with mysterious origins, don't have much of a racial society. Often they are found with a knowledge of the local society and ability to speak at least one local language. They seem to come almost preprogrammed with a personality of their own. On rare occasions, some reikojin will form groups of “family” units or some will band together in an even larger group. These reikojin tend to form quiet societies focused on introspection and education of all forms. Some cities housing these large groups of reikojin will often hold the greatest education centers.
Relations: As foreign and strange creatures sometimes the reikojin are sometimes met with racism, but more often they are accepted as they seem to be able to integrate themselves into everyday life as inquisitive and hardworking laborers. Other Most races tend to accept the reikojin with open arms and are more than willing to help put these multi-skilled creatures to work in whatever area suits them best.
Alignment & Religion: Reikojin follow those gods that reflect themselves best. Many of them feel as chaotic as their armor would seem to indicate. They Some can flit from faith to faith trying to learn as much as they can from each. Others are more stable and can be loyal followers.
Adventurers: Beings of mystery and adventurer, the reikojin love to explore. Both young and old reikojin are found adventuring, though the only way to tell the young from the old is to have them tell you a story, oftentimes the more interesting the story, the older the reikojin. They make great traveling companions and are happy to serve the party in any way they can. A good friends, strong swords, tireless trackers, or masterful mages, the reikojin are a pleasant and strong addition to any adventuring group.

Reikojin (霊甲人) Racial Traits (13 RP)
+2 Constitution: Reikojin are resilient.
Humanoid (reikojin): Reikojin are humanoids with the reikojin subtype.
Medium: Reikojin are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Reikojin have a base speed of 30 feet.
Low-Light Vision (1 RP): Reikojin can see twice as far as humans in conditions of dim light.
Body of Armor (7 RP): Reikojin have the following alterations to a normal humanoid’s natural processes.
·       Though not actually constructs, reikojin are souls bound to suits of armor and count as both humanoids and constructs for the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons).
·       Reikojin have a +2 armor bonus to AC, and are always considered to be wearing light armor. Reikojin are automatically proficient with this armor. This armor is masterwork, and can be improved normally with magical armor enhancement bonuses and special abilities.
·       Reikojin are immune fatigue, exhaustion, disease, and poison.
·       Reikojin do not heal hit points or physical (Strength, Dexterity, and Constitution) ability score damage naturally, but can be repaired with use of the Craft (armor) skill or with effects that repair constructs (such as make whole or rapid repair). A conscious reikojin can repair itself. Reikojin heal mental (Intelligence, Wisdom, Charisma) ability score damage normally (including uses of the Heal skill).
·       The Heal skill cannot be used to treat a reikojin. Instead substitute the Craft (armor) skill for any skill check that would usually require the Heal skill (such as first aid).
·       Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective on reikojin, rounded down.
·       Reikojin always take damage as if they were wearing metal armor when targeted by spells and effects that target metal (such as heat metal or shocking grasp).
·       If a reikojin is not returned to life within 1 round after dying (such as with the breath of life spell), she cannot be raised or resurrected with any spell or effect less powerful than true resurrection (unless her soul is stored in a reikojin reliquary; see below).
·       Reikojin sleep, but do not breathe or eat, unless they want to gain some beneficial effect from these activities. This means that a reikojin can drink potions to benefit from their effects, but food is not required to survive and stay in good health.
Lifebound (2 RP): Reikojin gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Strong-Willed (2 RP): Reikojin gain a +2 racial bonus on Will saves.
Languages (1 RP): Reikojin begin play speaking Common. Reikojin with high Intelligence scores can choose any languages they want (except secret languages).

Alternate Reikojin Racial Traits
The following racial traits may be selected instead of existing reikojin racial traits. Consult your GM before selecting any of these new options.
Adamantine Body: Reikojin with this racial trait gain DR 2/adamantine. This damage reduction overlaps but does not stack with other forms of damage reduction. This racial trait replaces strong-willed.
Journeyman: Reikojin with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted. This racial trait replaces lifebound.
Lexicographer: Reikojin with this trait gain a +4 racial bonus onLinguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces strong-willed.
Reflective Armor: Reikojin with this racial trait gain a +2 racial bonus to AC against rays. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces lifebound.

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

New Craft (Armor) Skill Uses
You are skilled at repairing reikojin armor.
Check: The DC and effect of a Craft (armor) check depend on the task you attempt.

Task
DC
Long-term repairs
15
Repair reikojin armor
20

Long-Term Repairs: Providing long-term repairs means treating an injured reikojin for one day or more. If your Craft (armor) check is successful, the reikojin recovers hit points or ability score points lost to ability damage at the following rate: 2 hit points per level for a full 8 hours of repairs in a day, or 4 hit points per level for each full day of repairs; 2 ability score points for a full 8 hours of repairs in a day, or 4 ability score points for each full day of repairs.
Repair Reikojin Armor: Repairing reikojin armor restores 1 hit point per level of the reikojin. If you exceed the DC by 5 or more, add your Intelligence modifier (if positive) to this amount. You must expend one use from an armor repair kit to perform this task. You take a –4 penalty on your Craft (armor) skill check if you lack an armor repair kit.
Action: Providing long term repairs requires 8 hours of light activity. Repairing reikojin armor takes 1 hour of work.

Reikojin Feat
Reikojin have access to the following feat.

Reikojin Armor Mender
You excel at repairing reikojin armor.
Prerequisites: Skill Focus (Craft (armor)), Craft (armor) 5 ranks.
Benefit: When using the repair rekojin armor, the target recovers hit points and ability damage at the following rate: 2 hit points per level of the reikojin; 2 ability score points for each affected ability score.

Reikojin Equipment
Reikojin have access to the following equipment.

ARMOR REPAIR KIT
Price 50 gp; Weight 1 lb.
This collection of wrenches and gears provides a +2 circumstance bonus on Craft (armor) checks to repair reikojin. An armor repair kit is exhausted after five uses.

Reikojin Magic Items
Reikojin have access to the following magic item.

REIKOJIN RELIQUARY
Aura moderate necromancy; CL 7th
Slot none; Price 1,500 gp; Weight -–
DESCRIPTION
This item can take the form of any precious gem worth at least 100 gp. If a rekojin dies with this gem on her person, her soul is immediately captured within the reliquary, staving off her passing on to the afterlife. While a reliquary contains a soul, the gem emits soft light, shedding light as a candle. A rekojin soul contained within a reliquary can be used in conjunction with her armor and a raise dead or resurrection spell to restore a reikojin to life. If a rekojin soul contained within a reliquary is not returned to life within 7 days, she passes on to the afterlife.
CONSTRUCTION
Requirements Craft Wondrous Item, creator must be a reikojin; Cost 800 gp


Tuesday, June 9, 2015

Unearthed Errata: The Totemic Fury

by Tim Wallace

Woohoo! I’m back! Thank you all for you well wishes. This is my new take on creating a barbarian archetype with the feel of the totem warrior class from Arcana Evolved. I felt my previous attempt, the totem rager, was a bit too complicated. In addition, I decided to make the archetype also available to the bloodrager class from the Advanced Class Guide.

Totemic Fury (Barbarian or Bloodrager)
While all barbarians are known for their ferocity in battle, totemic furies revere a specific totem animal and take on aspects of that animal while raging. A few truly renowned totemic furies form bonds with an animal companion that represents their totem.
Totem Empathy (Ex): At 3rd level, the totemic fury chooses one animal from the hunter's animal focus list. Once selected, this choice cannot be changed. The totemic fury can improve the attitude of animals of the same type as her totem. This ability functions just like a Diplomacy check to improve the attitude of a person. The totemic fury rolls 1d20 and adds her class level and her Charisma modifier to determine the totem empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. If the totemic fury is a barbarian, this ability replaces trap sense (or danger sense if she is a Pathfinder Unchained barbarian). If the totemic fury is a bloodrager, this ability replaces blood sanctuary.
Totem Power (Su): At 4th level, the totemic fury gains the following rage power.
Fury of the Beast (Su): The totemic fury gains the animal focus abilities of her totem animal (as the hunter's animal focus ability) while raging or bloodraging. She treats her class level as her hunter level for determining the abilities of the animal focus (such as the improvements gained at 8th and 15th level). If the totemic fury is a barbarian, this ability replaces the rage power gained at 4th level. If the totemic fury is a bloodrager, this ability replaces the bloodline power gained at 4th level.
Totem Companion (Ex): At 5th level, the totemic fury gains the service of an animal companion. This ability functions as the druid's animal companion, using her class level – 4 as her effective druid level. This companion must be an animal associated with her totem (see chart below). Whenever a totemic fury is raging or bloodraging, this animal companion gains a +2 morale bonus to its Strength.  This ability replaces uncanny dodge and improved uncanny dodge for both barbarians and bloodragers.
Totem
Animal Companions
Bat
Bear
Bull
Falcon
Bird (eagle/hawk)
Frog
Monkey
Ape or baboonB2
Mouse
Owl
Bird (owl)
Snake
Stag
AntelopeB3 or elkB3
Tiger
Wolf

Wild Shape (Su): At 6th level, a totemic fury gains the ability to wild shape into the form of a Small or Medium version of her totem animal, as the druid class feature. Her effective druid level for this ability is equal to her class level – 2. She can use this ability twice per day at 12th level, and three times per day at 18th level. This doesn't allow the totemic fury to assume other forms, such as elementals, plants, or other kinds of animals.
When in animal form, the totemic fury loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same type as her totem. The totemic fury uses her class level as her druid level for the purpose of qualifying for feats that affect wild shape (such as Wild Speech). If the totemic fury is a barbarian, this ability replaces the rage power gained at 6th level. If the totemic fury is a bloodrager, this ability replaces the bloodline feat gained at 6th level.
Rage Powers: The following barbarian rage powers complement the totem fury archetype: animal fury, beast totem (lesser, normal, and greater)APG, knockback, knockdownAPG, low-light vision, primal scentUC, scent, sprintUC, and swift foot.


Saturday, April 18, 2015

Indefinite Interlude

Hi, this is Tim. There is a reason there was no new post last Tuesday. That morning, while riding my bike to work, I was in a car accident. Both bones in my right wrist and my left elbow were broken. My wrist will require surgery, and the doctor told me not to go back to work until May 29th. This also means I don't know when I will be able to post regularly again. Thank you all who regularly visit this blog, and especially to those who have purchased my PDFs.

Sincerely,
Tim Wallace

Tuesday, April 7, 2015

Unearthed Errata: Mojh Race

by Tim Wallace and Adam Frank

Mojh
The mojh are a race who have deluded themselves into believing they are the true draconic descendants. They live in beautiful tiered cities of marble and stone. These cities, well known for their great architectural beauty, are also great places of learning. The mojh value education above almost all else, and given the option, a single mojh will almost invariably choose a life of study and contemplation to other, lesser, pursuits. They are a race of intellectuals and are driven by their desire to learn all that can be known, and become more like the dragons ancestors they claim.
Physical Description: The mojh are a humanoid race who have stolen a ritual that infuses dragon blood and magic to pervert their bodies into something other. They have taken the look of dragons and some of their magic too. Their bodies are covered in scales that often shine with an iridescence that shows their stolen draconic descendancy. With large, wide open eyes, the mojh look almost perpetually curious. They stand at around six feet tall with a lanky build, their long tails and spines on their heads are often adorned with paint or jewels to show their station. Rarely a mojh will have vestigial wings, in these cases they are often viewed an especially gifted or powerful; great things are expected of a winged mojh. There are also trueborn mojh. A child who is half mojh will become full blooded mojh as the magic of the ritual takes over even in the womb.
Society: As scholars and intellectuals the mojh love to learn and have built a culture around that. Despite few mojh born with wings they love height and have built their cities in high places. Their facilities of higher learning; magic, technology and other sciences reside at the top, the presidents of these schools serving as a ruling body for the city as well as for the city's many universities. Lower in the tiers are those centers of learning dedicated to what the mojh see as lesser skills such as music, literature and other arts. Down further, near the base of the city are the lower education schools, for the young or feeble providing basic educational services. Finally, at the base of each city lies the merchant district, where all the public services are offered and where trade happens.
Relations: Despite their often haughty natures other races mostly get along with the mojh as their dedication to learning helps everyone. The mojh are also not exclusive, giving almost anyone who shows the desire and aptitude to learn the opportunity to study in their schools. This fact tends to endear the mojh to most of the other races and, despite their arrogance, lends to a fairly amicable relationship with most.
The exception to this are the dracha. This other trueborn draconic race of see themselves as the true children of the dragons and hold a great enmity towards the mojh for stealing their birthright. The dracha, another, more hostile draconic descendant, and the mojh do not get along. Dracha gangs will oftentimes seek to harm mojh as these cousins see the mojh as lesser, weaker race. The less physically imposing mojh have therefore developed a martyr complex and has resulted in massive racism within almost every mojh city. The dracha aren't welcome. They will, if the mojh can, be turned away at every opportunity and denied succor or sanctuary in even the most dire circumstances. This has caused much strife amongst the two draconic races with no end of this hostility in sight.
Alignment and Religion: As students of all things it is the rare mojh who doesn't find themselves engrossed with some god or another. The more religious amongst the mojh will become priests, clerics or paladins of their chosen deity. Most mojh are lawful preferring order to chaos in all things. This allows the mojh to dedicate time to their studies as well as keep intricately running cities. This dedication to order doesn't stop many mojh from being selfish and doing everything within their power to get ahead when they can.
Adventurers: Many mojh will become adventurers at some point in their lives, if only for a short time, to take a more active role in the world and see what it might have to offer them. They tend towards the more studious classes of wizards or monks, but it’s not uncommon to see a mojh dedicate their time to studying the blade and becoming a powerful fighter. The mojh are as varied as the many subjects they study.
Male Names:  Alacross, Gorrek, Isstriall, Morran, Slithan, Xaxstesse
Female Names: Æthera, Aurianni, Cralista, Letreal, Rawen, Valleria

Mojh Racial Traits (10 RP)
+2 Dexterity, +2 Intelligence, –2 Constitution: Mojh are brilliant but not very hardy.
Humanoid (reptilian): Mojh are humanoids with the reptilian subtype.
Medium: Mojh are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Mojh have a base speed of 30 feet.
Darkvision (2 RP): Mojh can see in the dark up to 60 feet.
Flexible (2 RP): Mojh gain a +2 racial bonus on Acrobatics checks.
Gifted Linguist (2 RP): Mojh gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
Natural Armor (2 RP): Mojh receive a +1 natural armor bonus.
Weapon Familiarity (1 RP): Mojh are proficient with rapiers and shortswords.
Languages (1 RP): Mojh begin play speaking Common and Draconic. Mojh with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic and Verrik).

Alternate Mojh Racial Traits
The following racial traits may be selected instead of existing mojh racial traits. Consult your GM before selecting any of these new options.
Elemental Assault: Once per day as a swift action, a mojh can shroud her arms in acid, cold, electricity, or fire (chosen at character creation). This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This trait replaces the mojh’s weapon familiarity. Mojh with this trait and the dragon-scaled trait deal the same type of damage as the elemental resistance gained from that trait.
Dragon-Scaled: Some mojh are born (or reborn) with scales of such vivid color that their connection to a particular sort of dragon seems undeniable. These mojh gain a resistance that makes them especially suited to work alongside dragons matching the color of the mojh's scales. Black-scaled, copper-scaled, and green-scaled mojh with this racial trait gain acid resistance 5. Blue-scaled and bronze-scaled mojh with this racial trait gain electricity resistance 5. Gold-scaled and red-scaled mojh with this racial trait gain fire resistance 5. Silver-scaled and white-scaled mojh with this racial trait gain cold resistance 5. This racial trait replaces the natural armor racial trait.
Mojh Magic: Mojh with this trait and a Charisma modifier of 13 or higher also gain the following spell-like ability: 1/day—draconic reservoir APG. The caster level for this effect is equal to the mojh's character level. (Players with access only to the Core Rulebook may substitute protection from energy for draconic reservoir.) This trait replaces the flexible trait and the mojh’s weapon familiarity.
Vestigial Wings: Some mojh possess a pair of undersized, withered, or stunted wings like a mockery of those of the dragons they wish to mimic. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces flexible.

Favored Class Options
The following options are available to all mojh who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Alchemist: Add one extract formula from the alchemist's list to his formula book. This formula must be at least one level lower than the highest-level formula the alchemist can create.
Arcanist: When casting arcanist enchantment spells, add 1/3 to the effective caster level, but only for the purpose of determining duration.
Magus: Add +1/4 point to the magus's arcane pool.
Sorcerer: Choose acid, cold, electricity, or fire damage. Add +1/2 point of the chosen energy damage to spells that deal the chosen energy damage cast by the sorcerer.
Summoner: Add +1/4 to the eidolon's evolution pool.
Witch: The witch gains 1/6 of a new witch hex.
Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

Racial Class Options
The following racial sorcerer bloodline is available to mojh.

Mojh Sorcerer Bloodline
Some mojh are able to tap into the power of the ritual that transformed them or their ancestor into mojh to gain new abilities.

Class Skill: Knowledge (any one).

Bonus Spells: animate rope (3rd), extreme flexibility ACG (5th), draconic reservoir APG (7th), dragon’s breath APG (9th), spell resistance (11th), age resistance UM (13th), arcane torrent* (15th), form of the dragon III (17th), overwhelming presence UM (19th).


Bloodline Arcana: The DC to dispel abjuration or transmutation spells that you cast is increased by +4.

Bloodline Powers: Your developing abilities reflect both the arcane and draconic influences infused in your blood by the ritual that transformed you or your ancestor into a mojh.
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).
Fascinate (Ex): At 3rd level, you gain the ability to use a Perform skill to cause one or more creatures to become fascinated with you. This acts as the fascinate bardic perform ability, except the save DC is 10 + 1/2 your sorcerer level + your Charisma bonus, and it lasts 1 round/level. You may use this ability once per day at 3rd level, twice per day at 8th level, three times per day at 13th level, and four times per day at 18th level.
Unusual Anatomy (Ex): At 9th level, you gain a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.
Dragon Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
Draconic Immunities (Ex): At 20th level, you are immune to fear, sleep, and paralysis.

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

Mojh Feats
Mojh have access to the following feats.

Arcane Defense
You draw upon your arcane might to prtect yourself.
Prerequisites: Ability to cast arcane spells, mojh.
Benefit: Whenever you cast an arcane spell, you gain damage reduction X/magic for 1 round (where X is equal to the level of the spell you just cast). For example, after casting fireball, you would gain DR 3/magic for 1 round.

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 of 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.

Mojh Transformation
In wishing to mimic dragons, you undergo the process that will transform yourself into a mojh.
Prerequisite: Character level 7th, humanoid type.
Benefit: In a month-long alchemical and magical ritual that costs 500 gp, you undergo transformation into a mojh. Your subtype changes to reptilian, and you gain the darkvision, gifted linguist, and natural armor racial traits of a mojh (in addition to your race’s original racial traits). In addition, you gain the lifespan of a mojh.

Mojh Spells
Mojh have access to the following spells.

ARCANE TORRENT
School universal; Level magus 6, sorcerer/wizard 7, witch 7
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level (D)
Arcane power wells up and bursts forth from you. Reduce the casting times of arcane spells as shown on the chart below:

Normal Casting Time
New Casting Time
1 standard action
1 swift action
1 full round
1 standard action
2 rounds to 1 minute
1 round less than normal

Arcane torrent cannot affect spells with a casting time less than 1 standard action or greater than 1 minute. For the duration of the spell, you must use the new casting time; and, you can still only perform one swift action per round. Therefore, if all or your spells have a normal casting time of 1 standard action, you can still only cast one spell per round.
Arcane torrent does not stack with any other effect that reduces a spell’s casting time (such as the Quicken Spell metamagic feat).

EXTENDED CHARGE
School transmutation; Level magus 2, sorcerer/wizard 3, summoner 3, witch 3
Casting Time 1 standard action
Components V, S
Range touch
Target one magic item
Duration 1 round/level
Saving Throw none; Spell Resistance no
When cast on an item with charges, this spell lets the item be used throughout the duration without expending any changes (no more than once per round). If the item has a limited number of uses per day rather than charges, it can be used once during this spell’s duration without that use counting against its uses per day. Items with abilities higher than 4th level, or items without charges or uses per day, are not affected.

Age, Height, & Weight
Random Starting Age
Race
Adulthood
Intuitive1
Self-Taught2
Trained3
Mojh
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
Mojh
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
Mojh, male
5 ft. 8 in.
160 lbs.
2d4
×7 lbs.
Mojh, female
5 ft. 8 in.
160 lbs.
2d4
×7 lbs.