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Tuesday, August 13, 2013

PFRPG: Additional Dhatura Racial Rules

by Tim Wallace

(Here is a link to  original post on the dhatura race.)

Alternate Racial Traits
The following racial traits may be selected instead of existing dhatura racial traits.

Dayblossom (Ex): Your skin color is lighter and you are more likely to be confused with a surface elf than a drow. You gain resistance 5 against negative energy damage. You do not lose hit points when you gain a negative level, and you gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.  In addition, you take 1d4 points of Constitution damage each day you go without exposure to sunlight. This trait replaces the darkvision, stability, stalker, and moonlight dependant traits.

Loamy Vigor (Ex): You gain fast healing 2 for 1 round anytime your bare hands or feet are in contact with soil. You can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This trait replaces the swift as shadows trait.

Shadow Magic (Sp): You add +1 to the DC of any saving throws against spells of the shadow subschool that you cast. In addition, if you have a Charisma score of 11 or higher you also gain the following spell-like abilities: 1/day—ghost soundpass without traceventriloquism. The caster level for these spell-like abilities is equal to your character level. This trait replaces the stability and stalker traits.

Small Stature (Ex): You gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. This trait replaces the toxic trait.

Favored Class Options
The following options are available to all dhatura who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Bard: Add +1/2 on Bluff checks to lie and +1/2 on Disguise checks to appear as a drow (or as an elf if the bard has the dayblossom racial trait).

Druid: The druid gains energy resistance 1 against acid, cold, or electricity. Each time the druid selects this reward, increase her resistance to one of these energy types by +1 (maximum 10 for any one type).

Inquisitor: Add a +1/2 bonus on Intimidate checks to demoralize humanoids.

Monk: Add a +1/2 bonus on the monk's saving throws to resist death attacks.

Ninja: Add +1/2 to sneak attack damage dealt to creatures with the aberration or undead types.

Rogue: Add +1/2 on Bluff checks to lie and +1/2 on Disguise checks to appear as a drow (or as an elf if the rogue has the dayblossom racial trait).

Racial Archetypes
The following racial archetypes are available to dhatura.

Tree Whisperer (Druid)
A tree whisperer feels his ties to all forms of plant life even more powerfully than other druids.

Tree Whisper (Ex): A tree whisperer has the ability to converse with plants as if subject to a continual speak with plants spell. This ability replaces wild empathy.

Verdant Health (Ex): At 9th level, a tree whisperer gains immunity to all diseases, including supernatural and magical diseases. This ability replaces venom immunity.

Tree Jumper (Su): At 13th level, a tree whisperer can use his connection to all flora to travel great distances, as if using transport via plants. He can use this ability a number to times per day equal to his druid level. This ability replaces a thousand faces.

Forest Shadow (Ninja)
Forest shadows have learned their deadly trade in the woodlands rather than in cities.

Woodland Stride (Ex): A forest shadow may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. This ability replaces poison use.

Trackless Step (Ex): At 3rd level, a forest shadow leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. This ability replaces no trace.

Stalwart (Ex): At 8th level, a forest shadow can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the forest shadow is wearing light armor or no armor. A helpless forest shadow does not gain the benefit of the stalwart ability. This ability replaces improved uncanny dodge.

Ninja Tricks: The following ninja tricks complement the forest shadow archetype: choking bomb, fast stealth, poison bomb, shadow clone, smoke bomb, and vanishing trick.

Master Tricks: The following master ninja tricks complement the forest shadow archetype: blinding bomb, invisible blade, shadow split, and unbound steps.

Dhatura Feats
Dhatura have access to the following feats.

Earth-Drinker
You gain healing from the earth itself.
Prerequisite: Dhatura.
Benefit: You gain fast healing 2 for 1 round anytime your bare hands or feet are in contact with soil. You can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Improved Earth-Drinker
You regain even more health from the earth.
Prerequisite: Character level 5th, Earth Drinker or loamy vigor racial trait, dhatura.
Benefit: You gain fast healing 2 for 1 round anytime your bare hands or feet are in contact with soil. You can heal up to 2 hit points per two levels per day with this ability, after which it ceases to function.

Pick Your Poison
You can choose how your poison affects your victims.
Prerequisite: Con 13, toxic racial trait.
Benefit: Each time you use your toxic racial trait you may choose which of the following venoms you will implement:

Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.

Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Weakening Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

Shadow Magic
You have a kinship with shadows and magic that calls upon them.
Prerequisite: Cha 13, dhatura.
Benefit: You add +1 to the DC of any saving throws against spells of the shadow subschool that you cast. In addition, you also gain the following spell-like abilities: 1/day—ghost soundpass without traceventriloquism. The caster level for these spell-like abilities is equal to your character level.