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).
Bonus Feats: Arcane Strike, Combat Casting, Defensive Combat Training, Draconic
Aspect*, Dragon Ferocity UC, Dragon Roar UC, Dragon Style UC, Skill Focus (Perform).
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.
|
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