Admiral Squish
2014-01-01, 07:10 PM
Spirit-born
http://fc02.deviantart.net/images3/i/2004/097/7/4/__Lagomorph_Warrior___.jpg
The Named Spirits are powerful spiritual beings that embody the combined essence of the animals that share their names. But they are certainly not perfect. Sometimes they walk the mortal world in human guise, and sometimes, they may take mates and create children. These children are not human, but neither are they spirits, and they roam the land as spirit-born.
Personality: Spirit-born, due to their extreme difference from the humans, are often somewhat detached from others. Sometimes, they are leaders, other times they’re loners, but they only rarely find people they can truly bond with. Their spiritual parent also contributes to their personality through a set of animal instincts imprinted on their mind, though how they manage these instincts can often be very different from their parent.
Physical Description: Spirit-born are instantly recognizable as such. They have the appearance of a mixture between their spirit parent’s animal and a human, a hybrid of the two. They generally dress and groom themselves in the traditions of their human parent’s culture, though some will adopt traditions from all across the Cahokian League, cherry-picking their favorites, and others may disregard traditions entirely. After all, they are different in every other way, what’s one more?
Relations: Spirit-born are viewed as abominations by most cultures, and are even slain on sight in some areas. They only truly flourish among the tribes of the Cahokian League. But even there, they are… unusual. Some tribes regard them as extremely holy and powerful beings. Others regard them as different, and often dangerous. Some see them as nothing more than tools. Spirit-born are relatively few in number, perhaps 5% of the total population. Most people would likely know one, or at least know where to find one, but they aren‘t something one sees every day. When spirit-born meet, the chances are that they have no more in common between them than they normally do with other humans, though they may share a sense of not truly belonging.
Alignment: Spirit-born are a widely varied group, and have no strong tendency toward law, chaos, good, or evil. Most are neutral in at least one axis, though.
{table=head]|L|N|C
G|5|15|5
N|15|20|15
E|5|15|5[/table]
Lands: Spirit-born have no lands of their own, most often either living alone or in human settlements. Some live among their animal kin.
Religion: Spirit-born are living proof that the spirits walk the world, that they affect it and are part of it. Many become spiritual leaders, medicine men or clerics. Others go down the path of spiritual awakening for the chance to meet their spiritual parent. And still others curse the spirits that spawned them, blaming them for the trials of their existence. None are faithless, however.
Language: Spirit-born speak the languages of their mortal parents, and the language of their animal kin. Some prefer the company of humans, other prefer the animals.
Names: Spirit-born often have names that reflect the traits of their animal side, but they are generally named according to the conventions of their human parent’s culture.
Adventurers: A majority of spirit-born become adventurers in one capacity or another. They may never go on adventures in earnest, but most have at least one level in an adventuring class, simply because their isolation often drives them to excel.
+2 to any one ability score Spirit-born are a very widely varied group, with different strengths.
Type: Spirit-born are creatures of the monstrous humanoid type.
Size; Spirit born are medium creatures and have no bonuses or penalties due to size.
Normal Speed: Spirit-born have a base land speed of 30 feet.
Low-Light Vision: Spirit-born can see twice as far as normal in conditions of dim light.
Spirit Tongue: Spirit born can speak to animals of the same type as their spiritual parent, as though under the effects of a speak with animals spell. (For example, a child of Bear can speak to any variety of bear, even dire bears or bears not native to their birth place.)
Natural Weapons: A spirit-born possesses some sort of natural weapon inherited from their parent. Select one natural weapon from the list below. These are considered primary natural weapons.
Claws: The spirit born possess two claw attacks that deal 1d4 points of damage.
Fangs: The spirit born possesses a bite attack that deals 1d6 points of damage.
Horns: The spirit born possesses a gore attack that deals 1d6 points of damage.
Slam: The spirit born possesses two slam attacks that deal 1d4 points of damage.
Sting: The spirit born possesses a sting attack that deals 1d4 points of damage.
Talons: The spirit born possesses two talon attacks that deal 1d4 points of damage
Feral Boon: A spirit-born gains a number of traits from their spiritual parent, and may select two abilities from the list below.
Sprinter: Your parent was fleet of foot. Your base land speed increases by 10 feet and you gain the run feat as a bonus feat.
Swimmer: Your parent was a skillful swimmer. You gain a swim speed of 30 feet and a +8 racial bonus to swim checks.
Climber: Your parent was a skillful climber. You gain a climb speed of 20 feet and a +8 racial bonus to climb checks.
Winged: Your parent had wings, and while you cannot fly, you can gain some benefit from them. You gain a +10 racial bonus to jump checks.
Burrower: Your parent was a burrower. As a move action, you can burrow 5 feet through earth or sand, but not through stone. As a full-round action, you can burrow 5 feet and leave a usable tunnel behind you, unless the material you’re digging through cannot support it.
Armored Skin: Your parent had thick hide or armor of some sort. You gain a +2 natural armor bonus.
Extra Weapon: Your parent had more than one natural weapon. You may select a second type of natural weapon from the list above.
Frost-Born: Your parent was adapted to living in arctic regions. You gain cold resistance 5.
Desert-Born: Your parent was adapted to living in desert reigons. You gain fire resistance 5.
Camouflage: Your parent was adapted to hiding in a particular sort of environment. You gain a +2 racial bonus to stealth checks. In addition, select an environment from the list of ranger favored terrain types. In this terrain, the racial bonus to stealth checks increases to +4.
Sharp Senses: Your parent had particularly sharp senses. You gain a +4 racial bonus to perception checks.
Venom: Your parent had potent venom. You must have a bite or sting natural attack to select this boon. Your bite or sting attack inflicts poison on a successful hit. When you select this boon, you must choose the poison.
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.
Powerful Charge: Your parent can deal devastating damage on a charge. You must possess the horns natural weapon to select this boon. When you successfully attack with your gore attack on the end of a charge, you deal double the normal damage.
Scent: Your parent had a sharp nose. You gain the scent ability.
Crushing Overrun: Your parent could trample foes. You gain improved overrun as a bonus feat, and when you make a successful overrun attempt, you can choose to deal 1d6 damage + your strength modifier to the target.
Blindsense: Your parent could sense their surroundings through non-visual means. You gain blindsense out to 30 feet.
Endurance: Your parent had great endurance. You gain a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Amphibious: Your parent could breathe water. You can gain the ability to breathe air and water.
http://fc02.deviantart.net/images3/i/2004/097/7/4/__Lagomorph_Warrior___.jpg
The Named Spirits are powerful spiritual beings that embody the combined essence of the animals that share their names. But they are certainly not perfect. Sometimes they walk the mortal world in human guise, and sometimes, they may take mates and create children. These children are not human, but neither are they spirits, and they roam the land as spirit-born.
Personality: Spirit-born, due to their extreme difference from the humans, are often somewhat detached from others. Sometimes, they are leaders, other times they’re loners, but they only rarely find people they can truly bond with. Their spiritual parent also contributes to their personality through a set of animal instincts imprinted on their mind, though how they manage these instincts can often be very different from their parent.
Physical Description: Spirit-born are instantly recognizable as such. They have the appearance of a mixture between their spirit parent’s animal and a human, a hybrid of the two. They generally dress and groom themselves in the traditions of their human parent’s culture, though some will adopt traditions from all across the Cahokian League, cherry-picking their favorites, and others may disregard traditions entirely. After all, they are different in every other way, what’s one more?
Relations: Spirit-born are viewed as abominations by most cultures, and are even slain on sight in some areas. They only truly flourish among the tribes of the Cahokian League. But even there, they are… unusual. Some tribes regard them as extremely holy and powerful beings. Others regard them as different, and often dangerous. Some see them as nothing more than tools. Spirit-born are relatively few in number, perhaps 5% of the total population. Most people would likely know one, or at least know where to find one, but they aren‘t something one sees every day. When spirit-born meet, the chances are that they have no more in common between them than they normally do with other humans, though they may share a sense of not truly belonging.
Alignment: Spirit-born are a widely varied group, and have no strong tendency toward law, chaos, good, or evil. Most are neutral in at least one axis, though.
{table=head]|L|N|C
G|5|15|5
N|15|20|15
E|5|15|5[/table]
Lands: Spirit-born have no lands of their own, most often either living alone or in human settlements. Some live among their animal kin.
Religion: Spirit-born are living proof that the spirits walk the world, that they affect it and are part of it. Many become spiritual leaders, medicine men or clerics. Others go down the path of spiritual awakening for the chance to meet their spiritual parent. And still others curse the spirits that spawned them, blaming them for the trials of their existence. None are faithless, however.
Language: Spirit-born speak the languages of their mortal parents, and the language of their animal kin. Some prefer the company of humans, other prefer the animals.
Names: Spirit-born often have names that reflect the traits of their animal side, but they are generally named according to the conventions of their human parent’s culture.
Adventurers: A majority of spirit-born become adventurers in one capacity or another. They may never go on adventures in earnest, but most have at least one level in an adventuring class, simply because their isolation often drives them to excel.
+2 to any one ability score Spirit-born are a very widely varied group, with different strengths.
Type: Spirit-born are creatures of the monstrous humanoid type.
Size; Spirit born are medium creatures and have no bonuses or penalties due to size.
Normal Speed: Spirit-born have a base land speed of 30 feet.
Low-Light Vision: Spirit-born can see twice as far as normal in conditions of dim light.
Spirit Tongue: Spirit born can speak to animals of the same type as their spiritual parent, as though under the effects of a speak with animals spell. (For example, a child of Bear can speak to any variety of bear, even dire bears or bears not native to their birth place.)
Natural Weapons: A spirit-born possesses some sort of natural weapon inherited from their parent. Select one natural weapon from the list below. These are considered primary natural weapons.
Claws: The spirit born possess two claw attacks that deal 1d4 points of damage.
Fangs: The spirit born possesses a bite attack that deals 1d6 points of damage.
Horns: The spirit born possesses a gore attack that deals 1d6 points of damage.
Slam: The spirit born possesses two slam attacks that deal 1d4 points of damage.
Sting: The spirit born possesses a sting attack that deals 1d4 points of damage.
Talons: The spirit born possesses two talon attacks that deal 1d4 points of damage
Feral Boon: A spirit-born gains a number of traits from their spiritual parent, and may select two abilities from the list below.
Sprinter: Your parent was fleet of foot. Your base land speed increases by 10 feet and you gain the run feat as a bonus feat.
Swimmer: Your parent was a skillful swimmer. You gain a swim speed of 30 feet and a +8 racial bonus to swim checks.
Climber: Your parent was a skillful climber. You gain a climb speed of 20 feet and a +8 racial bonus to climb checks.
Winged: Your parent had wings, and while you cannot fly, you can gain some benefit from them. You gain a +10 racial bonus to jump checks.
Burrower: Your parent was a burrower. As a move action, you can burrow 5 feet through earth or sand, but not through stone. As a full-round action, you can burrow 5 feet and leave a usable tunnel behind you, unless the material you’re digging through cannot support it.
Armored Skin: Your parent had thick hide or armor of some sort. You gain a +2 natural armor bonus.
Extra Weapon: Your parent had more than one natural weapon. You may select a second type of natural weapon from the list above.
Frost-Born: Your parent was adapted to living in arctic regions. You gain cold resistance 5.
Desert-Born: Your parent was adapted to living in desert reigons. You gain fire resistance 5.
Camouflage: Your parent was adapted to hiding in a particular sort of environment. You gain a +2 racial bonus to stealth checks. In addition, select an environment from the list of ranger favored terrain types. In this terrain, the racial bonus to stealth checks increases to +4.
Sharp Senses: Your parent had particularly sharp senses. You gain a +4 racial bonus to perception checks.
Venom: Your parent had potent venom. You must have a bite or sting natural attack to select this boon. Your bite or sting attack inflicts poison on a successful hit. When you select this boon, you must choose the poison.
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.
Powerful Charge: Your parent can deal devastating damage on a charge. You must possess the horns natural weapon to select this boon. When you successfully attack with your gore attack on the end of a charge, you deal double the normal damage.
Scent: Your parent had a sharp nose. You gain the scent ability.
Crushing Overrun: Your parent could trample foes. You gain improved overrun as a bonus feat, and when you make a successful overrun attempt, you can choose to deal 1d6 damage + your strength modifier to the target.
Blindsense: Your parent could sense their surroundings through non-visual means. You gain blindsense out to 30 feet.
Endurance: Your parent had great endurance. You gain a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Amphibious: Your parent could breathe water. You can gain the ability to breathe air and water.