Tuesday, April 7, 2015

Unearthed Errata: Mojh Race

by Tim Wallace and Adam Frank

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.

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).

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
15 years
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
Middle Age1
Maximum Age
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
Base Height
Base Weight
Weight Modifier
Mojh, male
5 ft. 8 in.
160 lbs.
×7 lbs.
Mojh, female
5 ft. 8 in.
160 lbs.
×7 lbs.