Fortuna
2009-11-10, 11:59 PM
Hi all! My friend, who appears on these forums as nolispe, recently wanted to play a character with multiple personality disorder. I decided to try to stat out a race with that as a racial feature, and this was the result. PEACH!
Ksisf
LA +0
Favoured Class: Special. A Ksisf may, at any given time, treat either Barbarian, Bard, or Wizard as their favoured class. They may change this at any time, having no retroactive effects.
Description
Ksisf appear similar to humans, but their eyes have two irises. One of these irises changes colour as the Ksisf changes personas, while the other remains constant. They also have a slight mauve tinge to their skin. A Ksisf may shield their second iris colour, changing it to either their first iris colour or any colour which it can otherwise take on. This may only be maintained by making a DC 15 Concentration check, or when the Ksisf is able to take 10. Any creature familiar with this ability may choose to make a Spot check opposed by the Ksisf's Concentration check to determine whether a Ksisf is using this, although this is a gross breach of ettiquete in Ksisf society and must be concealed, by means of a Bluff check opposed by the Ksisf's Sense Motive to avoid outcry. The observing creature may choose to take any penalty on the Spot check and gain a similar bonus to the Sense Motive check, and if not actively observing then this defaults to a +/-10. Any creature not familiar with this ability makes this check passively at a -15.
Age
Young Adult: 40
Mature: 60
Middle-Aged: 75
Old: 85
Venerable: 90
Ksisf mature slowly, but as they get older the aging process begins to rapidly accelerate.
Personas
Any member of this race has three personas. These personas gain access to different abilities in addition to those listed above. Note that the personalities listed are typical, and may vary, but the abilities will always be divided as noted. Each persona also has a special condition which will invariably activate it for 1d4 rounds. Whenever a Ksisf would normally be entitled to some sort of bonus due to their newly active persona, such as extra hit points bor bonus spells, these are acquired as if at the start of a new day. If a Ksisf had bonus spells from a persona and lost them, when that persona reactivates the bonus spells are regained (as long as the Ksisf has not yet slept.)
"Noble Savage" Persona
+4 Str
Utter Confidence (Ex): This persona gains +4 to all saves vs. fear effects.
Savage Fury (Ex): Whenever this persona takes damage, they gain a +4 to damage and a -2 to hit next round. If the character has the Shock Trooper feat, they may instead take a -2 penalty to AC. In addition, this persona is treated as having the Power Attack feat for all intents and purposes.
Activated by failing a save vs. a fear effect (the save is rerolled with the +4 from Utter Confidence).
"Ninja" Persona
+4 Dex
Catlike Grace (Ex): This persona may, once per round, substitute a Reflex save for any other saving throw that they would make (except to switch personas), with a DC of the original save +5.
Impossible Agility (Ex): Whenever this persona makes a Tumble, Open Lock, Escape Artist, Sleight of Hand or Use Rope check, the amount of time required to do so or to perform the action which forces the check is reduced to the next time unit (so minutes become rounds, rounds become standard actions, standard actions become move actions, move actions become swift actions, and swift actions become free actions.)
Activated by being challenged by someone else to perform any DC 20 or greater Dexterity-based check.
"Survivor" Persona
+4 Con
Hero With A Thousand Rapidly Retreating Backs (Ex): This persona gains a racial +60 to movement away from the creature within line of sight which has the highest CR. If multiple creatures within this range share the highest CR, then the bonus is gained by running from the nearest.
Dishonor Before Death (Ex): This persona gains a +2 to AC, to hit, and to damage when at less than 1/3 of its maximum health.
Activated by dropping to 0 hp.
"Scholar" Persona
+4 Int
Awesome by Analysis (Ex): This persona may spend one round preparing for a single roll with a key ability other than intelligence. They may add their intelligence modifier to this roll in place of the usual ability modifier.
Upon Consideration (Ex): Once per round when this persona fails any skill check, they may instantly make an intelligence check with the same DC. If they succeed, they may reroll. This ability only permits one reroll per check.
Activated by the prescence of at least two dozen books that this persona has never read.
"Philosopher" Persona
+4 Wis
Deep Meditation (Ex): If this persona is active when the character goes to sleep, all benefits are as if the character had slept for double the time, no penalties are taken to Listen checks for being asleep, and this persona is active on waking. if this persona has not slept since it was last inactive, it gains a +2 insight bonus to hit, AC and damage.
Clarity (Ex): Whenever this persona would be caught flat-footed, there is a 50% chance that it is not.
Activated by having line of sight to someone who this persona does not regard as an enemy, with whom this persona has not conversed in the last 24 hours and who has a Wisdom score of no less than 12.
"Talker" Persona
+4 Cha
Let's Talk About This (Ex): This persona may always take ten on diplomacy, bluff, and intimidate rolls.
Smooth Talker (Su): This persona may, once per hour, cast a Glibness spell on itself as a swift action. Any creature observing this swift action is immune to the effects of this Glibness if they beat the Ksisf's Bluff check with an opposed Sense Motive check.
Activated by succeeding on a Bluff, Intimidate or Diplomacy check.
Determining Active Personas
When a Ksisf wakes up in the morning, the active persona is randomly determined. Therafter a check must be made every hour to see whether a new persona takes over. Every persona rolls a d20 and adds the number of waking hours since they were last active, with the active persona getting +10 to the roll. The winner becomes the active persona. A persona may never give up their control willingly unless they succeed on a DC 20+character level Will save as a full-round action, or DC 15+character level if doing so would immediately increase survival chances drastically. Whenever a Ksisf switches personas except by the special activation condition they become dazed.
Names
Any given Ksisf body always has five names, one for each persona, one common name, and a family name. When introducing themselves, a Ksisf will give their common name, their persona name, and finally their family name. They will also state their other persona names, usually in something approaching the following format: "Greetings. I am <a> <b> <e>. I am also <a> <c> <e> and <a> <d> <e>. It is pleasant to meet you."
In non-Ksisf compoany, they will usally chose one set, or omit the persona names entirely. This set, if including a persona name, will usally belong to the diplomat persona, but exeptions are rife in modern Ksisf culture, and there have even been occasions of all three personas adopting a single name.
Normative Ksisf life/society
Ksisf socitey is divided into six primary groups, with each one coresponding to a single normative persona. These groups are usually physically segregated, about 60% of any given persona being with its own kind, although there is no taboo or law per se against mingling. Ksisf live in cities usually, with country Ksisf being extremely unusual and regarded as not being quite right in the head by normal Ksisf. A given city will have seven semi-distinct sections surrounding the central building, known as a hipai or senate. Every day elected senators gather in the hipai and debate and vote on any important issues. Every month the senators elect a peirjun or head, who is nothing more than a senator with control over the agenda. Finally, every year one-third of the senators are subject to reelection, with the same persona of each member of the populace having a vote every three years. This means that every senator is elected for three years by one persona type.
The first six sectors tend to be the "living areas" of one base persona, while the seventh is reserved for other races. The fourth area is unique in that it lacks either a connection to the gates or the hipai; it is reasonably large, but is barred on all sides by the "noble savage" persona area. Despite this, the Ksisf as a race tend to be reasonably courteous, and there is no law (except in a few isolated enclaves) preventing the free movement of and trading with foriegners.
New Items
Namit Leaf
Whenever a Ksisf consumes one of these leaves, the tenure of their current personality is extended to 3d10 hours. They must also make a save vs. poison (with a -2 for every Namit leaf consumed since the last persona shift) or take 1d10 Str and Con damage. This damage is permanent, and cannot be healed by any means short of Divine intervention, but it may only occur once in a Ksisf's lifetime.
New Flaw
Internal Discord
Prerequisites: Ksisf
Penalty: The character must check every ten minutes for persona change.
Normal: A character need only check every hour for persona change.
Frail Mind
Prerequisites: Ksisf
Penalty: The character does not automatically cease being dazed one round after shifting personas, instead needing to make a DC 15 Will save, with a +1 for every round beyond the first that the character has been dazed by this effect.
Normal: Ksisf are only dazed for one round after shifting personas.
New Feats
Settled Mind
Prerequisites: Ksisf, has not taken Frail Mind
Benefit: Whenever a character with this feat switches personas, they are not dazed by the switch.
Normal: A Ksisf is dazed for one round after switching personas.
Harmonious Coexistence
Prerequisites: Ksisf, has not taken Internal Discord
Benefit: The character may, once per day per persona, willingly submerge the persona in favour of another for one round per character level with only a DC 15+character level Will save.
Normal: Switching personas requires a DC 20+character level Will save.
Perfect Cooperation
Prerequisites: Ksisf, Harmonious Coexistence
Benefit: The character may switch between personas at will if they succeed on a DC 15+ Character level Will save. Once a save is failed, the character must wait for 2d4 minutes before attempting to switch again
Normal: Switching personas may only be done when other actions would result in unacceptable danger.
Furious Accuracy
Prerequisites: Ksisf, has the "Noble Savage" persona.
Benefit: Any character with this feat no longer takes a penalty to hit or to AC from using Savage Fury.
Normal: A Ksisf under the influence of Savage Fury takes a -2 to hit, or a -2 to AC if using the Shock Trooper feat.
Perfected Grace
Prerequisites: Ksisf, has the "Ninja" persona.
Benefit: The Catlike Grace ability of this persona no longer increases the DC of the save.
Normal: The DC of a save to which Catlike Grace has been applied increases by 5.
Never Always Bring a Sword to a Knife-Fight
Prerequisites: Ksisf, has the "Survivor" persona.
Benefit: While under the effects of Dishonor Before Death, the Survivor's weapon is treated as being one size category larger where it would be advantageous to them.
On Second (Or Third) Thoughts
Prerequisites: Ksisf, has the "Scholar" persona.
Benefit: A character with this feat may reroll one skill check per minute twice by means of Upon Consideration.
Normal: Upon Consideration only allows one reroll per check.
Perfect Clarity
Prerequisites: Ksisf, has the "Philosopher" persona.
Benefit: This character's Clarity ability applies to any means of denying them their Dexterity bonus to their Armour Class.
Normal: The Clarity ability applies only to flat-footedness.
If You'll Just Look Over Here
Prerequisites: Ksisf, has the "Talker" persona.
Benefit; A character with this feat gains a +5 to the Bluff roll to affect a creatre which observed their use of the Smooth Talker ability.
Normal: The check resulting from being observed using Smooth Talker gain no extra bonuses.
Ksisf Racial Paragon
Alignment
Any non-lawful
Hit Die
Special
Ksisf Paragon
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
Special|
Special|
Special|
Special|Fractured Body|Special
2nd|
Special|
Special|
Special|
Special|Combined Might|Special
3rd|
Special|
Special|
Special|
Special|United We Stand, Ability Boost| Special[/table]
Class Skills
No idea, help please?
Skill Points at Each Level
Again, no idea.
Class Abilities
Fractured Body (Ex): A Ksisf paragon takes on the characteristics of their persona even more strongly than others of their race. A Ksisf paragon rolls a d4 for hit points at each level. While they have a "Philosopher" or "Ninja" persona active, they gain +2 hit points per class level. While they have a "Noble Savage" or "Survivor" persona active, this increases to +4. Likewise, a Ksisf paragon's saves and base attack bonus are determined by consulting the following table.
{table=head]Active Persona|Base Attack Bonus|Fort|Reflex|Will
Noble Savage|
+level|
+2+1/2 level|
+1/2 level|
+1/2 level
Ninja|
+level|
+1/2 level|
+2+1/2 level|
+1/2 level
Survivor|
+1/2 level|
+2+1/2 level|
+2+1/2 level|
+2+1/2 level
Scholar|
+1/2 level|
+1/2 level|
+1/2 level|
+2+1/2 level
Philosopher|
+1/2 level|
+2+1/2 level|
+1/2 level|
+2+1/2 level|
Talker|
+1/2 level|
+1/2 level|
+2+1/2 level|
+2+1/2 level[/table]
Combined Might (Ex): At second level, a Ksisf paragon may choose one of their personas other than the currently active one once per minute. They gain +2 to that persona's primary ability for the next round.
United We Stand At third level, a Ksisf paragon has unified themselves. They gain a +5 bonus to the save to switch personas, and may use this save to prevent unwanted persona switching.
Ability Boost: At third level, a Ksisf gains a +6 to the ability boosted by their active persona, instead of +4
Spells
If a Ksisf paragon has the ability to cast spells, then while they have an active persona which matches their spellcasting ability they may add their Ksisf paragon levels to their levels in the spellcasting class for the purposes of caster level and spells per day.
This is something of an ongoing project, but any input is appreciated. Thanks in advance!
Ksisf
LA +0
Favoured Class: Special. A Ksisf may, at any given time, treat either Barbarian, Bard, or Wizard as their favoured class. They may change this at any time, having no retroactive effects.
Description
Ksisf appear similar to humans, but their eyes have two irises. One of these irises changes colour as the Ksisf changes personas, while the other remains constant. They also have a slight mauve tinge to their skin. A Ksisf may shield their second iris colour, changing it to either their first iris colour or any colour which it can otherwise take on. This may only be maintained by making a DC 15 Concentration check, or when the Ksisf is able to take 10. Any creature familiar with this ability may choose to make a Spot check opposed by the Ksisf's Concentration check to determine whether a Ksisf is using this, although this is a gross breach of ettiquete in Ksisf society and must be concealed, by means of a Bluff check opposed by the Ksisf's Sense Motive to avoid outcry. The observing creature may choose to take any penalty on the Spot check and gain a similar bonus to the Sense Motive check, and if not actively observing then this defaults to a +/-10. Any creature not familiar with this ability makes this check passively at a -15.
Age
Young Adult: 40
Mature: 60
Middle-Aged: 75
Old: 85
Venerable: 90
Ksisf mature slowly, but as they get older the aging process begins to rapidly accelerate.
Personas
Any member of this race has three personas. These personas gain access to different abilities in addition to those listed above. Note that the personalities listed are typical, and may vary, but the abilities will always be divided as noted. Each persona also has a special condition which will invariably activate it for 1d4 rounds. Whenever a Ksisf would normally be entitled to some sort of bonus due to their newly active persona, such as extra hit points bor bonus spells, these are acquired as if at the start of a new day. If a Ksisf had bonus spells from a persona and lost them, when that persona reactivates the bonus spells are regained (as long as the Ksisf has not yet slept.)
"Noble Savage" Persona
+4 Str
Utter Confidence (Ex): This persona gains +4 to all saves vs. fear effects.
Savage Fury (Ex): Whenever this persona takes damage, they gain a +4 to damage and a -2 to hit next round. If the character has the Shock Trooper feat, they may instead take a -2 penalty to AC. In addition, this persona is treated as having the Power Attack feat for all intents and purposes.
Activated by failing a save vs. a fear effect (the save is rerolled with the +4 from Utter Confidence).
"Ninja" Persona
+4 Dex
Catlike Grace (Ex): This persona may, once per round, substitute a Reflex save for any other saving throw that they would make (except to switch personas), with a DC of the original save +5.
Impossible Agility (Ex): Whenever this persona makes a Tumble, Open Lock, Escape Artist, Sleight of Hand or Use Rope check, the amount of time required to do so or to perform the action which forces the check is reduced to the next time unit (so minutes become rounds, rounds become standard actions, standard actions become move actions, move actions become swift actions, and swift actions become free actions.)
Activated by being challenged by someone else to perform any DC 20 or greater Dexterity-based check.
"Survivor" Persona
+4 Con
Hero With A Thousand Rapidly Retreating Backs (Ex): This persona gains a racial +60 to movement away from the creature within line of sight which has the highest CR. If multiple creatures within this range share the highest CR, then the bonus is gained by running from the nearest.
Dishonor Before Death (Ex): This persona gains a +2 to AC, to hit, and to damage when at less than 1/3 of its maximum health.
Activated by dropping to 0 hp.
"Scholar" Persona
+4 Int
Awesome by Analysis (Ex): This persona may spend one round preparing for a single roll with a key ability other than intelligence. They may add their intelligence modifier to this roll in place of the usual ability modifier.
Upon Consideration (Ex): Once per round when this persona fails any skill check, they may instantly make an intelligence check with the same DC. If they succeed, they may reroll. This ability only permits one reroll per check.
Activated by the prescence of at least two dozen books that this persona has never read.
"Philosopher" Persona
+4 Wis
Deep Meditation (Ex): If this persona is active when the character goes to sleep, all benefits are as if the character had slept for double the time, no penalties are taken to Listen checks for being asleep, and this persona is active on waking. if this persona has not slept since it was last inactive, it gains a +2 insight bonus to hit, AC and damage.
Clarity (Ex): Whenever this persona would be caught flat-footed, there is a 50% chance that it is not.
Activated by having line of sight to someone who this persona does not regard as an enemy, with whom this persona has not conversed in the last 24 hours and who has a Wisdom score of no less than 12.
"Talker" Persona
+4 Cha
Let's Talk About This (Ex): This persona may always take ten on diplomacy, bluff, and intimidate rolls.
Smooth Talker (Su): This persona may, once per hour, cast a Glibness spell on itself as a swift action. Any creature observing this swift action is immune to the effects of this Glibness if they beat the Ksisf's Bluff check with an opposed Sense Motive check.
Activated by succeeding on a Bluff, Intimidate or Diplomacy check.
Determining Active Personas
When a Ksisf wakes up in the morning, the active persona is randomly determined. Therafter a check must be made every hour to see whether a new persona takes over. Every persona rolls a d20 and adds the number of waking hours since they were last active, with the active persona getting +10 to the roll. The winner becomes the active persona. A persona may never give up their control willingly unless they succeed on a DC 20+character level Will save as a full-round action, or DC 15+character level if doing so would immediately increase survival chances drastically. Whenever a Ksisf switches personas except by the special activation condition they become dazed.
Names
Any given Ksisf body always has five names, one for each persona, one common name, and a family name. When introducing themselves, a Ksisf will give their common name, their persona name, and finally their family name. They will also state their other persona names, usually in something approaching the following format: "Greetings. I am <a> <b> <e>. I am also <a> <c> <e> and <a> <d> <e>. It is pleasant to meet you."
In non-Ksisf compoany, they will usally chose one set, or omit the persona names entirely. This set, if including a persona name, will usally belong to the diplomat persona, but exeptions are rife in modern Ksisf culture, and there have even been occasions of all three personas adopting a single name.
Normative Ksisf life/society
Ksisf socitey is divided into six primary groups, with each one coresponding to a single normative persona. These groups are usually physically segregated, about 60% of any given persona being with its own kind, although there is no taboo or law per se against mingling. Ksisf live in cities usually, with country Ksisf being extremely unusual and regarded as not being quite right in the head by normal Ksisf. A given city will have seven semi-distinct sections surrounding the central building, known as a hipai or senate. Every day elected senators gather in the hipai and debate and vote on any important issues. Every month the senators elect a peirjun or head, who is nothing more than a senator with control over the agenda. Finally, every year one-third of the senators are subject to reelection, with the same persona of each member of the populace having a vote every three years. This means that every senator is elected for three years by one persona type.
The first six sectors tend to be the "living areas" of one base persona, while the seventh is reserved for other races. The fourth area is unique in that it lacks either a connection to the gates or the hipai; it is reasonably large, but is barred on all sides by the "noble savage" persona area. Despite this, the Ksisf as a race tend to be reasonably courteous, and there is no law (except in a few isolated enclaves) preventing the free movement of and trading with foriegners.
New Items
Namit Leaf
Whenever a Ksisf consumes one of these leaves, the tenure of their current personality is extended to 3d10 hours. They must also make a save vs. poison (with a -2 for every Namit leaf consumed since the last persona shift) or take 1d10 Str and Con damage. This damage is permanent, and cannot be healed by any means short of Divine intervention, but it may only occur once in a Ksisf's lifetime.
New Flaw
Internal Discord
Prerequisites: Ksisf
Penalty: The character must check every ten minutes for persona change.
Normal: A character need only check every hour for persona change.
Frail Mind
Prerequisites: Ksisf
Penalty: The character does not automatically cease being dazed one round after shifting personas, instead needing to make a DC 15 Will save, with a +1 for every round beyond the first that the character has been dazed by this effect.
Normal: Ksisf are only dazed for one round after shifting personas.
New Feats
Settled Mind
Prerequisites: Ksisf, has not taken Frail Mind
Benefit: Whenever a character with this feat switches personas, they are not dazed by the switch.
Normal: A Ksisf is dazed for one round after switching personas.
Harmonious Coexistence
Prerequisites: Ksisf, has not taken Internal Discord
Benefit: The character may, once per day per persona, willingly submerge the persona in favour of another for one round per character level with only a DC 15+character level Will save.
Normal: Switching personas requires a DC 20+character level Will save.
Perfect Cooperation
Prerequisites: Ksisf, Harmonious Coexistence
Benefit: The character may switch between personas at will if they succeed on a DC 15+ Character level Will save. Once a save is failed, the character must wait for 2d4 minutes before attempting to switch again
Normal: Switching personas may only be done when other actions would result in unacceptable danger.
Furious Accuracy
Prerequisites: Ksisf, has the "Noble Savage" persona.
Benefit: Any character with this feat no longer takes a penalty to hit or to AC from using Savage Fury.
Normal: A Ksisf under the influence of Savage Fury takes a -2 to hit, or a -2 to AC if using the Shock Trooper feat.
Perfected Grace
Prerequisites: Ksisf, has the "Ninja" persona.
Benefit: The Catlike Grace ability of this persona no longer increases the DC of the save.
Normal: The DC of a save to which Catlike Grace has been applied increases by 5.
Never Always Bring a Sword to a Knife-Fight
Prerequisites: Ksisf, has the "Survivor" persona.
Benefit: While under the effects of Dishonor Before Death, the Survivor's weapon is treated as being one size category larger where it would be advantageous to them.
On Second (Or Third) Thoughts
Prerequisites: Ksisf, has the "Scholar" persona.
Benefit: A character with this feat may reroll one skill check per minute twice by means of Upon Consideration.
Normal: Upon Consideration only allows one reroll per check.
Perfect Clarity
Prerequisites: Ksisf, has the "Philosopher" persona.
Benefit: This character's Clarity ability applies to any means of denying them their Dexterity bonus to their Armour Class.
Normal: The Clarity ability applies only to flat-footedness.
If You'll Just Look Over Here
Prerequisites: Ksisf, has the "Talker" persona.
Benefit; A character with this feat gains a +5 to the Bluff roll to affect a creatre which observed their use of the Smooth Talker ability.
Normal: The check resulting from being observed using Smooth Talker gain no extra bonuses.
Ksisf Racial Paragon
Alignment
Any non-lawful
Hit Die
Special
Ksisf Paragon
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
Special|
Special|
Special|
Special|Fractured Body|Special
2nd|
Special|
Special|
Special|
Special|Combined Might|Special
3rd|
Special|
Special|
Special|
Special|United We Stand, Ability Boost| Special[/table]
Class Skills
No idea, help please?
Skill Points at Each Level
Again, no idea.
Class Abilities
Fractured Body (Ex): A Ksisf paragon takes on the characteristics of their persona even more strongly than others of their race. A Ksisf paragon rolls a d4 for hit points at each level. While they have a "Philosopher" or "Ninja" persona active, they gain +2 hit points per class level. While they have a "Noble Savage" or "Survivor" persona active, this increases to +4. Likewise, a Ksisf paragon's saves and base attack bonus are determined by consulting the following table.
{table=head]Active Persona|Base Attack Bonus|Fort|Reflex|Will
Noble Savage|
+level|
+2+1/2 level|
+1/2 level|
+1/2 level
Ninja|
+level|
+1/2 level|
+2+1/2 level|
+1/2 level
Survivor|
+1/2 level|
+2+1/2 level|
+2+1/2 level|
+2+1/2 level
Scholar|
+1/2 level|
+1/2 level|
+1/2 level|
+2+1/2 level
Philosopher|
+1/2 level|
+2+1/2 level|
+1/2 level|
+2+1/2 level|
Talker|
+1/2 level|
+1/2 level|
+2+1/2 level|
+2+1/2 level[/table]
Combined Might (Ex): At second level, a Ksisf paragon may choose one of their personas other than the currently active one once per minute. They gain +2 to that persona's primary ability for the next round.
United We Stand At third level, a Ksisf paragon has unified themselves. They gain a +5 bonus to the save to switch personas, and may use this save to prevent unwanted persona switching.
Ability Boost: At third level, a Ksisf gains a +6 to the ability boosted by their active persona, instead of +4
Spells
If a Ksisf paragon has the ability to cast spells, then while they have an active persona which matches their spellcasting ability they may add their Ksisf paragon levels to their levels in the spellcasting class for the purposes of caster level and spells per day.
This is something of an ongoing project, but any input is appreciated. Thanks in advance!