(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 sound, pass without
trace, ventriloquism. 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 sound, pass without trace, ventriloquism.
The caster level for these spell-like abilities is equal to your character
level.
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