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Showing posts with label racial archetype. Show all posts
Showing posts with label racial archetype. Show all posts

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.


Tuesday, July 30, 2013

PFRPG: Dhatura Race

Dhatura

Dhatura (duh-TOO-ruh) are a nocturnal race of intelligent plants indigenous to the deepest jungles. They are usually found in close-knit matriarchal tribes where the eldest female rules. Dhatura resemble dark-skinned elves with light-colored hair, and are sometimes mistaken for drow. However, a second glance will reveal that a dhatura has “ears” composed of leaves and “hair” constituted of large petals varying from white to lavender in color and edged in all the colors of the rainbow. Most dhatura who go adventuring suffer from a insurmountable wanderlust. Despite their appearance, dhatura get along well with elves and gnomes.

Dhatura Racial Traits (15 RP)
+2 Dexterity, +2 Wisdom, –2 Intelligence: Dhatura are sprightly and enlightened, but not very clever.

Plant (10 RP): Dhatura have the plant type. Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep effects, and stunning. Plants do not sleep, unless they want to gain some beneficial effect from this activity.

Medium: Dhatura are Medium creatures and thus receive no bonuses or penalties due to their size.

Normal Speed: Dhatura have a base speed of 30 feet.

Low-Light Vision: Dhatura can see twice as far as humans in conditions of dim light.

Darkvision (2 RP): Dhatura can see in the dark up to 60 feet.

Stability (1 RP): Dhatura receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stalker (1 RP): Perception and Stealth are always class skills for dhatura.

Swift as Shadows (3 RP): Dhatura reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10.

Toxic (1 RP): A number of times per a day equal to her Constitution modifier (minimum 1/day), a dhatura can envenom a weapon that she wields with her toxic saliva or blood (using blood requires the dhatura to be injured when she uses this ability). Applying venom in this way is a swift action.

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

Fire Vulnerability (–2 RP): Dhatura take half again as much damage (+50%) from fire, regardless of whether a saving throw is allowed or if the save is a success or failure.

Moonlight Dependant (–2 RP): Dhatura take 1d4 points of Constitution damage each day they go without exposure to moon or starlight.

Languages (1 RP): Dhatura begin play speaking Common and Sylvan. Dhatura with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).

Lifespan: The lifespan of a dhatura is the same as that of a dwarf.

Tuesday, July 9, 2013

PFRPG: LeShay Archetypes: Fey Fist

by Tim Wallace

Fey Fist (Monk; LeShay)

Fey fists have learned how to truly become one with their leShay weapons.

Living Weapons (Su): At 1st level, a fey fist can choose to form his leShay weapon into any weapon found in the monk weapon group (see Ultimate Combat or Ultimate Equipment for expanded lists), including his unarmed strikes (in which case he infuses his body with the power of his leShay weapon). With a move action, he can shape two one-hand monk weapons (or two halves of a double monk weapon), a two-hand monk weapon, or a one-hand monk weapon and infused unarmed strikes. All weapons shaped in this manner have the same properties (critical, range, and damage type), including special qualities (i.e. disarm, reach, trip, et cetera) as the original weapon, except for damage. In the case that a weapon normally deals more damage than the minimum damage (see chart below), use its normal damage. If it does less than the minimum damage, use the minimum damage. If the fey fist throws a shaped weapon, he must shape it again with a move action on his next turn.


Minimum Damage (Size)
Level
Small
Medium
Large
1st
1d4
1d6
1d8
2nd
1d4
1d6
1d8
3rd
1d4
1d6
1d8
4th
1d4
1d6
1d8
5th
1d4
1d6
1d8
6th
1d4
1d6
1d8
7th
1d4
1d6
1d8
8th
1d6
1d8
2d6
9th
1d6
1d8
2d6
10th
1d6
1d8
2d6
11th
1d6
1d8
2d6
12th
1d6
1d8
2d6
13th
1d6
1d8
2d6
14th
1d6
1d8
2d6
15th
1d6
1d8
2d6
16th
1d8
1d10
2d8
17th
1d8
1d10
2d8
18th
1d8
1d10
2d8
19th
1d8
1d10
2d8
20th
1d8
1d10
2d8

This ability replaces the monk’s unarmed strike and unarmed damage, but counts as unarmed strike for prerequisites and requirements.

Quick Draw (Su): A 2nd level, fey fist can summon his living weapons as a free action, though he may still only attempt to do so once per round. This ability replaces the monk’s 2nd level bonus feat.

Ki Pool (Su): At 4th level, a fey fist gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his fey fist level + his Wisdom modifier.

At 4th level, a fey fist can expend 1 point from his ki pool as a swift action to grant one of his living weapons a +1 enhancement bonus for 1 minute. For every three levels beyond 4th, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 16th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 7th level, these bonuses can be used to add any of the following weapon properties: axiomatic, defending, flaming, flaming burst, frost, icy burst, keen, ki focus, merciful, shock, shocking burst, or speed. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the ki pool point is spent and cannot be changed until the next time the fey fist uses this ability.

A fey fist can only enhance one living weapon in this way at one time. If he uses this ability again, the first use immediately ends.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

This ability replaces the normal abilities provided by a monk’s ki pool (including ki strike) at 4th level.

Treespeech (Su): At 17th level, a fey fist gains the ability to converse with plants as if subject to a continual speak with plants spell. This ability replaces tongue of the sun and moon.

Changing Faces (Su): At 17th level, a fey fist gains the ability to change his appearance at will, as if using the alter self spell, but he can only to take the form of a drow, elf, half-elf, or gnome. This ability replaces timeless body.

Uncanny Fey (Ex): At 20th level, a fey fist’s racial damage reduction increases to DR 10/magic and cold iron. In addition, he does not need to roll for initiative. He always treats his initiative roll as if it resulted in any number of his choosing (from 1 to 20). This ability replaces perfect self.

Tuesday, June 11, 2013

PFRPG: Half-Tanuki Race

by Tim Wallace

Born of the not-as-unlikely-as-you-may-think pairing of a halfling and a tanuki, a half-tanuki generally resembles a Small version of a tanuki. However, they also can shapechange into a halfling form that hints at their tanuki heritage. As both of their parent races, half-tanuki are infamous pranksters. However, when threatened they become quite fearsome in combat, often using whatever is at hand as a weapon.

Half-Tanuki Racial Traits (13 RP)
+2 Dexterity, +2 Charisma, –2 Strength: Half-tanuki are nimble and quick-witted, but their small stature makes them weaker than other races.

Half-Tanuki: Half-tanuki are humanoids with the halfling and shapechanger subtypes.

Small: Half- tanuki are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Slow Speed (–1 RP): Half- tanuki have a base speed of 20 feet.

Low-Light Vision (1 RP): Half- tanuki can see twice as far as humans in conditions of dim light.

Adaptable Fighter (2 RP): Half- tanuki receive Catch Off-Guard as a bonus feat at 1st level.

Change Shape (Su) (3 RP): A half-tanuki can assume the appearance of a specific single halfling form of the same sex. The half-tanuki always takes this specific form when she uses this ability. A half-tanuki in halfling form gains a +10 racial bonus on Disguise checks made to appear halfling. Changing shape is a standard action. This ability otherwise functions as alter self, except that the half-tanuki does not adjust his ability scores.

Gift of Tongues (2 RP): Half-tanuki gain +1 racial bonus on Bluff and Diplomacy checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.

Halfling Luck (2 RP): Half- tanuki receive a +1 racial bonus on all saving throws.

SakĂ© Affinity (Su) (4 RP): As a swift action, a half-tanuki can take a swig of sakĂ©. When she does so, she gains the effect of one of the following spells (dependent on his level): at 1st level, a half-tanuki can use this ability to gain the effect of divine favor; at 5th level, a half-tanuki can use this ability to gain the effect of false life; and at 7th level, a half-tanuki can use this ability to gain the effect of haste or rage. Unusual half-tanukis may swap out these spell effect choices at the GM's discretion. A half-tanuki’s caster level is equal to his total Hit Dice for this ability. Each time a half-tanuki takes a swig of sakĂ©, she becomes progressively drunker and takes a –1 penalty to its AC and on Reflex saves for 1 minute. These penalties stack.

Languages: Half-tanuki begin play speaking Halfing and Tanuki. Half-tanuki with high Intelligence scores can choose from the following: any human language, Dwarven, Elven, Gnome, Sylvan, and Tengu.

Alternate Racial Traits
The following racial traits may be selected instead of existing half-tanuki racial traits. Consult your GM before selecting any of these new options.

Darkvision (Ex): Your vision matches that of your tanuki parent. You gain darkvision 60 feet. This replaces the low-light vision and adaptable fighter traits.

Fast Shifter (Su): You were born with an innate talent for switching between your natural forms. Using your racial change shape ability is a move action instead of a standard action. This racial trait replaces the halfling luck trait.

Bake-Danuki (Su): Your shapechanging ability outstrips that of other half-tanuki. You can assume the appearance of a Small or Medium humanoid as the alter self spell, save that you do not adjust your ability scores. You still have static Small tanuki and halfling forms that you probably use with allies. This trait replaces the change shape and sake affinity racial traits.

Silver Tongued (Ex): You gain a +2 bonus on Bluff and Diplomacy checks. In addition, when you use Diplomacy to shift a creature's attitude, you can do so up to three steps up rather than just two. This replaces the adaptable fighter and gift of tongues traits.

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

Barbarian: Select one known rage power usable only once per rage. The barbarian adds +1/6 to the number of times it can be used per rage. Once that rage power is usable twice per rage, the barbarian must select a different rage power.

Bard: Add a +1/2 bonus on Bluff checks to lie and a +1/2 bonus on Diplomacy checks to gather information.

Fighter: Add +1 to the fighter's CMD when resisting a dirty trick or steal attempt (see Advanced Player’s Guide).

Ninja: The ninja gains 1/6 of a new ninja trick or add +1/4 point to the ninja’s ki pool.

Monk: Add +1/4 point to the monk's ki pool.

Rogue: The rogue gains 1/6 of a new rogue talent.

Racial Archetypes
The following racial archetypes are available to half-tanuki.

Drunken Reveler (Bard)
Many bards both drink and perform, but the drunken reveler has figured out how to use alcohol to fuel his performance in new ways.

Drunken Trapfinding: A drunken reveler adds +2 to Perception skill checks made to locate traps and to Disable Device skill checks for each alcoholic drink he has consumed, to a maximum of +2 per four drunken reveler levels. As long as a drunken reveler has consumed an alcoholic drink within the last minute, he can use Disable Device to disarm magic traps. This ability replaces bardic knowledge.

Drunken Dance: A drunken reveler is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that he does not need to be able to see or hear his own performance. Drunken dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of drunken dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities.

As long as the drunken reveler has consumed an alcoholic drink within the last minute, starting a battle dance is a move action. If the drunken reveler has not consumed an alcoholic drink within the last minute, starting a drunken dance is a full-round action.  A drunken dance can be maintained each round as a free action. Changing a drunken dance from one effect to another requires the drunken reveler to stop the previous performance and start the new one as a move action (though he does not have to take another drink to do so). Like a bard, a drunken reveler's performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A drunken reveler cannot perform more than one battle dance at a time. At 10th level, the drunken reveler can start a drunken dance by using a swift action instead of a move action if he has consumed an alcoholic drink within the last minute; and as a move action if he has not.

All abilities below that provide constant bonuses to the drunken reveler for having drunk alcoholic drinks while performing a drunken dance apply those bonuses concurrently for the duration of his drunken dance. His first drink to start a drunken dance counts toward these bonuses. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate).

This ability alters the standard bardic performance ability.

Liquid Courage (Ex): While dancing, the drunken reveler increases him morale bonus on saving throws against mind-affecting effects by +1 for each alcoholic drink he consumes during his dance, to a maximum of +1 increase per four drunken reveler levels. This ability replaces countersong.

Roaring Drunk (Ex): While dancing, the drunken reveler gains a +1 morale bonus on Intimidate checks and to the save DC of any fear effects he creates for each alcoholic drink he has consumed during his dance, to a maximum of +1 per four drunken reveler levels. This ability replaces fascinate.

Staggering Drunk (Ex): While dancing, a drunken reveler gains a +1 dodge bonus to AC against attacks of opportunity for each alcoholic drink he has consumed during his dance, to a maximum of +1 per four drunken reveler levels. This ability replaces well-versed.

Boasting Taunt (Ex): While dancing, the drunken reveler can incite a creature to attack him by making an Intimidate check to demoralize. If the check succeeds, the target is also shaken as long as the drunken reveler is visible and dancing or until it makes a melee attack against the drunken reveler. The drunken reveler receives a +2 circumstance bonus on this check for every alcoholic drink he has consumed during this dance. This is a language-dependent mind-affecting effect, and it relies on audible components. This ability replaces suggestion.

Good for What Ails You (Ex): While dancing, the drunken reveler who takes a drink of alcohol may attempt a new saving throw against one of the following conditions that may be affecting him: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If he succeeds at the save, the effect is suppressed for the duration of the dance. he also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect. This ability replaces lore master.

Mass Boasting Taunt (Ex): While dancing, the drunken reveler can incite multiple creatures to attack him by making an Intimidate check to demoralize. If the check succeeds, the targets are also shaken as long as the drunken reveler is visible and dancing or until they make melee attacks against the drunken reveler. The drunken reveler receives a +2 circumstance bonus on this check for every alcoholic drink he has consumed during this dance. This is a language-dependent mind-affecting effect, and it relies on audible components. He can target one creature for every three levels of drunken reveler he has attained beyond 1st. This ability replaces mass suggestion.

Zen Rager (Monk)
While a barbarian is the picture of rage unbridled, a zen rager is the picture of rage bottled up and given a focus.

Rage (Ex): At 1st level, a zen rager can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 4th level, a zen rager can rage for a number of rounds per day equal to 4 + her Wisdom modifier. At each level after 4th, she can rage for 2 additional rounds. Temporary increases to Wisdom, such as those gained from spells like owl’s wisdom, do not increase the total number of rounds that a zen rager can rage per day. A zen rager can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a zen rager gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the zen rager 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a zen rager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A zen rager can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A zen rager cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a zen rager falls unconscious, her rage immediately ends, placing her in peril of death.

This ability replaces stunning fist.

Bonus Feat: Add Extra Rage to her list of available bonus feats at 1st level, and Extra Rage Power APG to her list of available bonus feats at 6th level.

Stunning Fist (Ex): At 4th level, the zen rager gains Stunning Fist as a bonus feat, even if she does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the zen rager gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, she can choose to make the target fatigued. At 8th level, she can make the target sickened for 1 minute. At 12th level, she can make the target staggered for 1d6+1 rounds. At 16th level, she can permanently blind or deafen the target. At 20th level, she can paralyze the target for 1d6+1 rounds. The zen rager must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

This ability replaces ki pool and ki strike (all).

Rage Powers (Ex): At 5th, 7th, and 12th levels, a zen rager gains a rage power drawn from the list of barbarian rage powers. Her zen rager level counts as her barbarian level for the purpose of meeting the perquisites of rage powers. This ability replaces high jump, wholeness of body, and abundant step.

Tireless Rage (Ex): Starting at 19th level, a zen rager no longer becomes fatigued at the end of her rage. This ability replaces empty body.

Half-Tanuki Feats
Half-tanuki have access to the following feats.

Improved Saké Affinity
Your favorite drink affects you in new ways.
Prerequisites: Character level 3rd, half-tanuki or tanuki, saké affinity.
Benefit: You gain a new spell effect when you drink saké. Choose one of the following spells (availability dependent on your character level or hit dice): illusion of calm uc (3rd), invisibility (5th), displacement (7th), freedom of movement (9th), resurgent transformation APG (11th), or statue (13th). You may instead gain that ability when you use your saké affinity ability. Your caster level is equal to your total Hit Dice for this ability.
Special: You may select this feat up to six times. Each time you take it, you gain new spell effect for your saké affinity ability.

Master Brewer
Your mastery of brewing alcohol borders on the supernatural.
Prerequisite: Craft (alcoholic beverages) or Profession (brewer) 5 ranks.
Benefit: You receive a +2 bonus on Craft (alcoholic beverages) checks, and you may create mundane alcoholic beverages much more quickly than normal. When making alcoholic beverages, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost.
In addition, whenever you make alcoholic beverages using Craft (alcoholic beverages), use the item's gp value as its sp value when determining your progress (do not multiply the item's gp cost by 10 to determine its sp cost).

Raccoon Shape
You can change into a raccoon.
Prerequisites: Cha 13, character level 3rd, half-tanuki.
Benefit: You can take the appearance of a raccoon (see Bestiary 3) whose appearance is static and cannot be changed each time you assume this form. You gain a bite attack which deals 1d3 damage and gain a +10 racial bonus on Disguise checks made to appear as a raccoon. In addition, while in raccoon shape you add your Dexterity (instead of Strength) modifier to modify Climb and Swim checks. Changing from half-tanuki to raccoon shape is a standard action. This ability otherwise functions as beast shape II, and you ability scores change accordingly.

Swift Tanuki Skinchanger
You can change into a raccoon.
Prerequisites: Dex 13, character level 3rd, half-tanuki or tanuki.
Benefit: You can assume any of your shape changing abilities as a swift action.
Normal: A tanuki or half-tanuki’s shape changing abilities require a standard action.

Bake-Danuki Skinchanger
Your shapechanging ability outstrips that of other half-tanuki.
Prerequisites: Cha 13, character level 3rd, half-tanuki or tanuki.
Benefit: You can assume the appearance of a Small or Medium humanoid as the alter self spell, save that you do not adjust your ability scores. You still have static Small tanuki and halfling forms that you probably use with allies.

Half-Tanuki Magic Items
Half-tanuki have access to the following magic item.

Mahōfukube (魔法瓢)
Price 8,000 gp; Aura moderate transmutaion; CL 7th; Weight 1 lb.
This drinking gourd appears unremarkable. To gain the benefit of the gourd, it must be filled with saké, Whenever a drink is taken from the gourd, the drinker gains a +4 bonus to their caster level for saké affinity spell effects. If the drinker does not have saké affinity, they gain no benefit from drinking from the saké- filled mahōfukube.
Construction Requirements
Cost 4,000 gp; Craft Wondrous Item, saké affinity

Monday, March 18, 2013

PFRPG: LeShay Archetypes: Fáidh


Fáidh (Oracle; LeShay)

The fáidh (fahy) are leShay who sever their connection to their leShay weapon in order to gain access to an additional mystery.

A fáidh has the following class features.

Recommended Mysteries: Any except for the metal mystery.

Mystery: A fáidh selects two different mysteries, one of which must be the lore (APG) or the time (UM) mystery. However, serving two mysteries is trying, and has its drawbacks.

Oracle’s Curse: In addition to choosing a normal curse at 1st level, a fáidh also looses access to her leShay weapon. As well as the obvious disadvantage this imposes, a fáidh takes a –2 penalty on Charisma-based checks (except for Intimidate) against animals, fey, and humanoids with fey ancestry (i.e. elves, gnomes, and half-elves) because “something” seems asynchronous about her. This penalty increases to –4 against other leShay since to one of her own race it would seem as if she had willingly amputated part of her soul. These penalties translate to bonuses (+2 and +4, respectively) on Intimidate checks against the relevant creature types.

Class Skills: A fáidh adds Linguistics, Knowledge (arcana), Knowledge (nature), and Perception to her list of class skills. These replace the addition class skills from her mysteries.

Bonus Spells: A fáidh may select her bonus spells from either of her mysteries. The fáidh also has the choice to learn a lower-level bonus spell she did not choose in place of a higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level they would be if the fáidh had learned them with the appropriate bonus spell.

Example: A 4th-level fáidh with the lore and nature mysteries has the choice of learning tongues or barkskin as her mystery bonus spell. If she selected tongues as her 4th-level bonus spell, at 6th level she could use her new bonus spell to learn barkskin instead of locate object or speak with plants, and she would add it to her list of 2nd-level spells known (just as if she had learned it as her 4th-level bonus spell).

Revelations: At 1st, 3rd, 7th, 11th, 15th, and 19th levels, a fáidh may select revelations from either of her mysteries. In addition, she gains a new revelation at 5th level and 13th level.

Final Revelation: At 20th level, a fáidh’s racial damage reduction improves to 10/magic and cold iron and she gains immunity to disease and poison. In addition, she is under a constant supernatural effect that mimics the foresight spell (she is never surprised or flat-footed and gains a +2 insight bonus to AC and on Reflex saves). The supernatural foresight is lost whenever she is in contact with any sort of metal other than mithral. This replaces the final revelations of both of the fáidh’s mysteries.

Drawbacks: A fáidh has one fewer spell known at each level (including orisons) than is presented on the oracle spells known table. Furthermore, the conflicting desires created by the divergent callings of the fáidh’s mysteries forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A fáidh always takes a –2 penalty on Will saves.