dragonjek
2014-08-21, 09:42 PM
VGILMAT
The continent of Kolomach is famous—or infamous—worldwide for its vast size. This doesn’t refer to its landmass (it is only the second largest continent, in that respect), but to the beings that live upon it. Trees grow with trunks that are hundreds, or even thousands, of feet in circumference—the awe-striking Great Tree of Kesh is a full four miles around. The giants of this land truly exemplify the name, with many of their kind reaching such great sizes that they could fit a “normal” giant in their mouth. Dragons reaching past their third millennia are known to travel to Kolomach, as there are few other places in the world that can support a monster the size of a well-populated city. The animals, the insects, the vegetation—everything about the continent is enlarged to titanic proportion.
Thus, in such a realm as Kolomach, “small” has a very different meaning from what anyone from anywhere in the planes would think of the word.
Vgilmats are the little folk of this wild land, much too small to fight the colossal monsters inhabiting it. They have by necessity become a race driven to be inconspicuous; without this wariness, they would be consumed or crushed by the great predators of Kolomach. As such, travelling vgilmats are typically bewildered by the rest of the world, where they tower over the smaller humanoids that populate it.
Physical Description: Vgilmats are tall, often standing more than twice the height of a human, with smooth, cool flesh that is stretchy to the touch. They are very thin, looking almost to be made of sticks. Their limbs have an uncanny appearance, almost—but not quite—looking to have an additional two joints. The vgilmat’s bones look almost like broken fragments, but this is only because the many bones of the race attach to each other to form a rough approximation of the bone structure of the typical humanoid. Their muscles have specialized almost entirely in forcing these small bones to stay in place or moving them, so their limbs don’t collapse from the shifting bone structure.
Because of this design, vgilmats are able to extend their bones beyond their normal clusters, briefly making the vgilmat appear larger. On the other hand—and more importantly to the vgilmat’s survival—they can exert more force on their bones to push them together in a much more compact arrangement, allowing the vgilmat to compress into a smaller form. Neither of these uses are painless, but vgilmats are good at enduring travails that could save them from certain death.
Vgilmats have large, brightly-colored eyes and pointed ears reaching around three inches higher than a human’s. Their ears are capable of limited movement to catch quiet sounds or express emotion. They have narrow faces, but despite their lanky frame the skin is not pulled or drawn on their head at all. Vgilmat bodies are a shade of gray, and they possess no body hair; however, the top, back, and sides of the head feature a number of small, thin ridges of bone that grow in shortly before they become teenagers, no more than a couple centimeters high and three or four long, and may be white, a light brown, a dark brown, or black in color. These scalp ridges are spread intermittently across the head—vgilmats who learn the arcane are immediately identifiable as such, as the casting of such magics causes these ridges to develop into equally small horns. With time, practice, and power, these can grow into elaborate and intimidating shapes.
Due to this disturbing change in appearance, arcane magic is stigmatized by the vgilmats—that developed horns often produce light as a side-effect of magic only makes them further shunned, lest the caster draw the attention of predators. Should these ridges or horns be broken, they re-grow fully within one week. Once each autumn, their ridges or horns snap off and grow back over the course of one week, during which time the effects of their horns and ridges no longer apply. Vgilmats tend to be more aggressive during this time, which has an unusually high death rate.
Society: Vgilmats have a tribal culture, for they are too weak even in numbers to make cities that could survive the titanic beings that would hungrily bear down on any such gathering. Such monsters are beyond the ability of normal people to combat, and their response to such attacking monsters is to simply stay out of their sight. Vgilmat have turned hiding into an art form, and often seem to other races to have a nervous edge even when calm and at rest. Even a foreign-born vgilmat who never set foot on Kolomach possesses senses that are keenly tuned to their environment in an instinctive search for danger.
Knowing how an giant animal or monster is going to act is a vital skill for a vgilmat to learn, and they have become adept at predicting the movements of the beasts that so greatly endanger them. This is a trait enforced by their very culture; if merely listened to, Vgil can only convey simple statements in a crude, manner reminiscent of the speech of an orc struggling to speak Common. Greater statements, abstract concepts, and the multiple layers of meaning that the language is capable of can only be shown when the voice is combined with body language, with the head & shoulders, the arms & hands, and waist & legs working together as units to make complex and elaborate words conveying a depth of meaning normally seen in languages such as Elven, Draconic, and Infernal; or each unit can each make different statements, allowing Vgil to say two or three different things at once—or hide multiple meanings in what at first appears to have only one interpretation. Vgil does not have a written form, in no small part because the many-layered nature of their language is almost impossible to transcribe to paper. Instead, vgilmats use the Giant language for written conversation, and typically learn new languages through their understanding of Giant, rather than the overly complex Vgil.
Although survival is more important to them than appearances, vgilmats still want to appear attractive, in no small part as an attempt (like so many other races) to impress the opposite sex. Necklaces, bracelets, and earrings of Vgilmat Woodcraft are not associated with either particular gender, and can be dyed in the process of their carving in multicolored patterns. Emblems sewn into clothing are seen as a particularly tasteful form of fashion (so long as they are not too close to one another, which is considered quite gauche). Painting their scalp ridges is another form of expression, and is actually what draws some vgilmats to experiment with arcane magic; the growth of these ridges provide more area for painted patterns, invoking a dangerous, forbidden attraction amongst others of their race.
Vgilmats are omnivorous, but meat is a rare treat for them when they reside very close to the bottom of the food chain—scavenging meat from a predator’s abandoned meal is their primary source of it. They instead survive off the giant flora of the land, working in groups to bring house-sized fruit to their hidden village, pluck head-sized seeds from otherwise inedible plants, or digging up roots to cut away giant slabs of the vegetable material. As inhospitable as Kolomach’s inhabitants are to the small, it is still a lush land and teeming with edible plants. Due to the necessity of working together, few vgilmats manifest their pride in the form of denying help or assistance.
Vgilmat societies are led by a small council of elders, who by simple virtue of living to any significant age have proven their wisdom and luck, which the race views as essential for any leader. Although they possess a strong sense of family loyalty, they only possess a single, given name; the thought of a family having its own name is an alien one to the vgilmats. However, accomplished vgilmats are often granted appellations for their deeds, talents, or admirable features, which in Vgil are entirely communicated via body language; they sometimes struggle to convert these titles into other languages. The non-nomadic tribes reside in villages cunningly designed to resemble and blend into the surrounding plants. These villages can be found on the ground or resting on the giant branches of the massive trees. Neither is safer than the other—more predators can be found on the ground, but the titanic beings roaming Kolomach often leave trails of shattered tree limbs in their wake.
It is only in the last couple of centuries that the vgilmat have ventured from their inland realm and discovered the sea; now, many of their youth flee from the continent to less dangerous lands. Their vessels, carved via Vgilmat Woodcraft as one single piece from a tree branch, possess an unusual appearance not seen even in the treeweaving techniques of elvenkind. Despite this, even such a dangerous land as Kolomach is still home, and no small number of its expatriates return to its shores after decades—or more recently, centuries—away from their tribe. However, it is not unheard of for them to return home to find their tribe has been destroyed by the continent’s hungry or violent fauna.
Relations: The mere fact that they are taller than others is an unusual and uncomfortable change for vgilmats. This discomfort can make many of their dealings with smaller races stressed as they default to cautious wariness in the strange situation. Some vgilmats embrace the novel experience of being tall, gaining confidence and a feeling of power from being the one to look down on others for a change. Such an attitude can remain for the entirety of the vgilmat’s stay amongst the smaller races, but the uneasiness the majority have with the height difference fades with time. Getting used to the unpleasant sight of hair on people’s heads may take longer, however.
They have an uncanny ability to perceive people’s true feelings about them—the body language of other races is laughably simple in comparison to the complexity of Vgil. They have a keen insight into how the behavior of others, and many a vgilmat has found employ as a bodyguard to wealthy figures distrustful of the intents of his fellow sentient beings.
Vgilmats have a closeness to nature that elves can appreciate, but the same fear the race has for it can at times be off-putting to the elder race. Dwarves, halfings, and gnomes make the odd height difference even more pronounced, filling vgilmats alternatively with a greater sense of awkwardness or of superiority. They strongly identify with the struggle to make one’s way in the world, and many easily make friends with beings such as half-elves and half-orcs. Most vgilmats learn the folly of assigning any sort of racial archetype to humankind, and after their first few years in the wide world they form their opinions on human based solely on their actions, as they have nothing resembling a race-wide culture.
Vgilmat society engages in very little commerce with others due to the difficulty in reaching their tribes. Those peddlers who do manage to reach their villages—which widely possess a barter economy—will find themselves overwhelmed with offers all manner of objects or services in exchange for items from beyond their homeland. When vgilmats do trade with outsiders, the special talents of their woodworkers make for unusual and greatly valued creations, and many the peasant folk only know of the race from the famed products of Vgilmat Woodcraft.
Alignment and Religion: The daily courtesies and rituals of most vgilmat tribes find their origins in faith. The thought of aid gifted from beyond the sky, of receiving help from a being greater than any of the colossi of Kolomach, is a comforting one for a people who stand on the verge of death by mere virtue of sharing living space with giants beyond giants. A multitude of gods are the recipients of heartfelt prayers, but concepts such as “attending church” don’t exist amongst these people. Although each tribe has its own collection of gods it acknowledges, there is one deity universally revered amongst the tribes of the vgilmats; Lob Oshalos, a god of perception, laughter, and survival, known as the Careful Man, the King of Rats, and the Laugh That Surpassed the Mountain.
Vgilmats have a strong sense of community, but their society is ruled by unspoken conventions rather that stratified laws. Cooperation and the goodwill of one’s neighbor are vital to living in the lands they call home; however, the strongest drive in a vgilmat is the drive to survive, and it is not unknown for a vgilmat to abandon his fellows to save his own skin. They are primarily neutral and neutral good, with a slight, but noticeable, trend towards chaos.
Adventurers: Many a young vgilmat has left Kolomach behind to see what the rest of the world has to offer. The fact that there are predators and monsters they could feasibly defeat is an enticing one to a species whose only recourse to the dangers of their continent is to hide and flee. Taking their lives into their own hands in such a way appeals to no small number of vgilmats, while others find themselves forced into the life to avoid prejudice in the cities of other races. Vgilmats take naturally to adventuring, as their lives were already fraught with danger; the stresses of this career are less taxing after having such a life.
Still, despite their size they make poor combatants; not only are they physically weak, but vgilmats in Kolomach rarely encounter enemies they are capable of fighting, and have only a token martial tradition in the form of ceremonial combat with the kris—a type of wavy-bladed dagger with a partially curved hilt. Straightforward melee combat is avoided whenever a vgilmat doesn’t have some form of advantage over their opponent. What martial skills they possess are better expressed through ranged attacks or trickery. Vgilmat have an ancient magical traditions that lead no small number of vgilmat to take levels in spellcasting classes, but for the most part this is restricted to divine magic. Due to the physical changes using arcane magic can make to their body, they have a strong distrust for that branch of magic (to the woe of many a young sorcerer). Despite this, those who do follow the path find that their bodies become greater in reflection of their magical prowess.
Names: Vgilmat names from the tribes in Kolomach follow certain conventions, of which only the verbal parts can be conveyed here; body language allows each of these vocalizations to have up to a half-dozen different meanings when fully understood in Vgil. Traditional vgilmat names include at least one vowel – consonant – different consonant – different vowel set. Male names have a harder middle sound and end with a consonant; female names are softer middle and end in vowels. With the increase of vgilmats born outside of Kolomach, however, these rules have sometimes been blurred or ignored entirely. Vgilmats of particular success are gifted with a suitable title created by the tribe’s leaders, which is normally said as a normal part of their name (however, when speaking with non-vgilmats, many have found it easier to be addressed by only their given name).
Male Names: Chamdol, Gomcus, Hakbutdin, Larkintow, Vudnoz, Tfadrox
Female Names: Vufnoa, Shansui, Damzoa, Buvfai, Lviswu, Mashyonri
Appellations: X Who Danced With Stars, Clever Insightful X, Tree Cutter X the Carefree, X the Never Falling, Conqueror of the Mountain X, X the Celebrant of Knives, Prideful X of Even Judgement, Beloved X, X Who Walked the Ocean, Magnificent X the Living Martyr, X the King Who Saved the Child, Moon-Son X Who Dreamt of Dreams
VGILMAT RACIAL TRAITS
-4 Str, +2 Dex, +2 Wisdom: A vgilmat’s musculature is largely devoted to keeping their bones in place; with the species’ focus on hiding and surviving, they possess little strength to be expressed outwardly, but what they do use allows the race to make fantastic feats of mobility and coordination. They possess keen senses and those without a good dose of common sense do not survive their continent.
Size: Large. The vgilmat takes a -1 penalty to attack rolls and AC, while gaining a +1 size modifier to CMB and CMD. They possess 10 ft. reach. Other size effects are negated by Wiry Build.
Speed: 30 ft.
Type: Humanoid (Giant)
Wiry Build: vgilmats are thinner and lankier than other beings of their size: they do not suffer a size penalty to Fly or Stealth and have space of only a 5 ft. square.
Justified Paranoia: Vgilmats gain a +2 racial bonus to Stealth and Perception. However, they suffer a -2 penalty on saving throws versus fear, and are never capable of gaining an immunity to fear: instead, they swap out the penalty for a +2 untyped bonus to such saves. If they ever get an immunity to fear from multiple sources, each adds another +2 to their saving throws against fear.
Contraction: One of the most notable traits of the vgilmat is their ability to disappear when faced with a threat—their body is designed to compress into a more compact form should need arise. Rarer known is their ability to invert this to temporarily grow larger. Vgilmats can hide and fit into tight spaces as though they were one size smaller. Their speed is not reduced when moving in tight quarters.
By taking 2 points of nonlethal damage per round, a vgilmat can hide and fit into tight spaces as though they were two sizes smaller, although they do not benefit from the above maneuverability when doing so.
Extension: By taking 2 points of nonlethal damage as a full-round action, a vgilmat can rapidly reverse the contraction process to make a single attack with an additional 5 ft. reach, totaling to 15 ft. reach, which remains until the beginning of their next turn. After taking nonlethal damage equal to their hit dice in one day, they begin to take actual damage instead. They may also elect to take two points of nonlethal damage to increase their height by 6 feet for a single round as a swift action, gaining a +2 size modifier to Intimidate checks; they do not actually change size categories, but do suffer an additional -1 penalty to AC until the beginning of their next turn.
Loose Skeletal Structure: Due to their affinity for extreme shifts in their body, vgilmats receive a +2 racial bonus to Escape Artist; however, their limbs are frail and they suffer a -2 penalty to CMB and CMD for grappling, also losing their size bonus to CMB and CMD in regards to grappling.
Body Linguist: Vgilmats have a natural proclivity for understanding body language. A vgilmat gains a +2 racial bonus to Sense Motive, increased to +4 when he can see the person causing skill check. Each round he may select one living being he can see: he gains a +1 racial bonus to attack or AC against this being, chosen each round.
Languages: A vgilmat begins play knowing Common, Vgil, and Giant. Vgilmats with a high Intelligence score may select Cyclops, Draconic, Drow Sign Language, Elven, Sylvan, Treant, or Undercommon as their bonus languages.
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Random Starting Ages
Adulthood
Intuitive
Self-Taught
Trained
14 years
+1d6
+2d4
+4d4
Aging Effects
Middle Age
Old[b]
[b]Venerable
Maximum Age
57 years
114 years
325 years
+2d100 years
Random Height and Weight
Gender
Base Height
Height Modifier
Base Weight
Weight Modifier
Male
9'1"
+4d12
180 lb.
×4 lb.
Female
9'4"
+5d12
182 lb.
×5 lb.
Alternate Racial Features
Throwback: Some vgilmats retain the traits of a more ancient form of the race, before they evolved the talents in stealth they possess today. Although their more solidly muscled body was certainly stronger than other vgilmats’, it wasn’t a large enough increase to provide any measure of defense against the gigantic inhabitants of Kolomach and so has largely disappeared from their people. They replace all their abilities score modifiers with +2 Con, +2 Wisdom. They lose the Contraction, Justified Paranoia, Loose Skeletal Structure, and Extension features, instead receiving the Toughness feat. They replace the Wiry Build feature with the following; vgilmats only occupy a single 5 ft. square, and suffer only a -2 penalty to Fly and a -4 penalty to Stealth, while gaining a +10 ft. bonus to land speed.
Social Observer: Their understanding of the body’s echo of its emotions and thoughts has more uses than its mere combat applications, and this social talent is the one more focused on by no few vgilmats. Body Linguist no longer provides any bonus to attack or AC, and the vgilmat instead gain a +2 racial bonus to Diplomacy, Bluff, Intimidate, and Sense Motive (which stacks with Body Linguist).
Ratpack Raiser: The faithful of the Careful Man develop a relationship with the sacred servants of their god, becoming just a bit removed from the world in the process. Every rat they encounter is subject to a Charm Animal effect, with a permanent duration. Should they ever gain a rat animal companion, familiar, or similar creature bound to his class levels, it progresses as though the vgilmat is one level higher than normal. When using transformation abilities to take the form of a rat, do so as though one level higher. This feature replaces Justified Paranoia and Body Linguist, and causes Extension and Contraction to cost 3 instead of 2 nonlethal damage.
Timid Body Reduction: This vgilmat is more specialized than others of his race, their body lacking the mechanics to expand beyond its normal size. Instead, they are capable of even greater contortions and compression than others of their kind. The vgilmat with this ability loses Body Linguist and the Extension ability. They can contract down one or two sizes without taking any damage, although they still do not possess full maneuverability when doing so, and gain a further +2 bonus to Escape Artist. So long as there is suitable cover within five feet, an observed vgilmat can still make a Stealth check to hide with only a -10 penalty. They do not take a penalty for hiding behind sparse cover.
Timber Touched: Vgilmat possess mystical woodworking traditions that stretch back for millennia, and the careful rites of these techniques have occasionally been known to permanently affect very young children and the unborn. For a number of (not necessarily congruent) rounds per day equal to their hit dice, this vgilmat can treat non-magical wood like it had the malleable properties of clay. The vgilmat can detect plants as per the spell Detect Plants and Animals once per day for each point of Wisdom modifier. This replaces the vgilmat’s +2 bonus to Dexterity, and also gives a vulnerability to fire, increasing such damage by +50%.
Traits
Combat Traits
Traditional Kris Combat: Although your people only rarely participate in battle, ceremonial fighting with krises is something of an art and ritual to the vgilmats. You gain a +2 trait bonus to damage when wielding daggers in melee combat, and may use daggers to deal nonlethal damage without penalty.
Practicality, Not Cowardice: Violence can cost every side of the conflict a great deal, and some things can never be replaced. The best response of conflict is sometimes to stay away from it. You gain a +1 trait bonus to AC from attacks of opportunity. This is increased to +2 when making a retreat action.
Fights Aren’t Fair: Should combat ever break out, the best answer is to end it as quickly as possible before others are drawn into it. You gain a +1 trait bonus to damage when flanking an enemy or when making attacks of opportunity.
Equipment Traits
Hidden Villages: You helped make the buildings of your village blend into their environments, a skill that serves you well in other area as well. You gain a +1 trait bonus to Sleight of Hand checks to hide an item on your person, and a +2 trait bonus to the relevant skill check to camouflage an item to blend into its surroundings.
Carving the Tree: You know the secret art that makes the Vgilmat Woodcraft of your people so unique. You gain a +2 trait bonus to Craft (woodworking), and should you carve wooden objects normally made of multiple pieces as one single piece, it functions as though it were crafted “properly” (even if it logically shouldn’t, like a crossbow), although any additional materials needed for the item (twine, metal, etc.) must still be included in the item for it to function.
Weight of Tradition: Your initial training was focused almost entirely on wielding daggers, and it remains close to heart regardless of the techniques you’ve learned since. In regards to any ability or feature involving fighter weapon groups, you consider the dagger to be a part of every group.
Faith Traits
Render the Gods Their Due: There are so many deities that praying to only one is a ridiculous concept; there is so much more to the world than the pieces of it each god surveys. Spells that only affect the faithful of the caster or a given deity affect you as though you were a follower of that god, for both beneficial and detrimental ends. You do not, however, count as a follower of a god with an alignment opposed to yours (if you are not neutral, you select the opposite of one of your alignment components at character creation for this exception; if you are true neutral, you do not count as a follower of a lawful good, chaotic good, chaotic evil, or lawful evil deities).
Receptive Supplicant: That the gods are willing to intercede on your behalf and give you some help is in and of itself a miracle, and one you are grateful for. A number of times per day equal to your Wisdom modifier you may increase the caster level of a divine spell cast on you by 1.
Magic Traits
Listener to the Whispering Forest: You paid attention to the quiet words of the spirits of the enormous forests of your home. You cast spells involving plants with a +1 trait bonus to DC.
Quiet Spellwork: Magic can be of great use in escaping potentially life-ending situations, but drawing a beast’s attention with its incantation can make the situation even worse. Although magic typically requires clearly intoned chants, you have learned your people’s secret for muffling your voice without ruining the spell. You can make a Spellcraft check (DC 15 + spell level) when casting a spell with a vocal component; on a success, no one who does not have a line of sight to you hears your incantation unless they succeed at a Perception check opposed by your Spellcraft result. If the spell has a casting time shorter than a full-round action, casting the spell in this manner becomes a full-round action.
Race Traits
Clingy: You have learned to take advantage of your frail flexibility in close quarters. You reduce the penalty from Loose Skeletal Structure to -1.
Nimbleness of the Small People: Your flexibility grants you a +2 trait bonus to Acrobatics when tumbling.
Bone Headed: You have particularly tough scalp ridges that can even deflect blades, granting you a +1 trait bonus to AC against critical hits.
Regional Traits
On Avoiding Giants: The way to survive fights with the giants of Kolomach is simple; do not fight the giants of Kolomach. You gain a +2 trait bonus to Stealth when hiding from anything at least one size category larger than you.
Climbing Massive Trees: You were one of the vgilmats who foraged for food for your people. You gain a +1 trait bonus to Climb checks when climbing plantlife and a +1 trait bonus to Acrobatics checks to jump.
Religion Traits
Rat Race: You have been raised on the teachings of Lob Oshalos since you were a child, and have picked up a smattering of his power. You can use Speak to Animals as a spell-like ability with a caster level equal to your hit dice, but you can only speak with rats. You may split its duration into multiple segments so long as they are in units of minutes.
Desperate Endurance: The first duty of a servant of Lob Oshalos is to live. The joys and wonders that the world could give to you, and achievements and emotions you could give to the world, are meaningless if you are not alive to appreciate them. You add ½ your Wisdom score to your Constitution score when determining how far into negative hit points you can go before dying.
Social Traits
Apprenticed to an Elder: You have spent time around the wizened leaders of your people, and have picked up some of their keen understanding of others. You gain a +2 trait bonus to Sense Motive checks to interpret hidden messages.
Deception in the Vgil Language: You have a way with words, and the intricacies of Vgil, and have picked up the difficult skill of double-speaking in the language. You gain a +2 trait bonus on Bluff checks to pass on a hidden message. You only deliver a wrong message on a natural 1.
Favored Class Options
Alchemist: Add +1/4 bonus to natural armor when using a mutagen.
Antipaladin: Deal +1/2 damage when attacking someone suffering from a fear effect.
Barbarian: Add +1/3 to Reflex saving throws while raging.
Bard: Add +5 feet to the radius one of the bard’s bardic performances.
Cavalier: Add +1/3 dodge bonus to AC against a flanked opponent.
Cleric: Add +1/2 of a daily use of the Wooden Fist power of the Plant domain, or +1/3 of a daily use of the Bramble Armor power of the Plant domain.
Druid: Add +1 bonus to the Stealth checks of both you and your animal/plant companion.
Fighter: Gain a +1 bonus to CMD or CMB when wielding a dagger.
Gunslinger: Reduce the costs when using the Gunsmithing feat by -3%.
Inquisitor: Add +1 to damage or +1/2 to attack when you attack an enemy unaware of your presence.
Magus: Gain +1/3 of a point to your arcane pool, usable only for the Spell Recall class feature.
Monk: Gain a +1/2 bonus to AC against opponents at least 1 size category larger than you.
Ninja: Add +1/3 to the DC of poisons the Ninja uses.
Oracle: Gain +1/2 bonus to Sense Motive checks and caster level checks against beings you’ve cast a spell on or used a Revelation on within the last 24 hours. Apply this bonus also to any Sense Motive rolls made through a divination spell.
Paladin: Gain a +1/2 to attack and damage rolls with a dagger when using Smite Evil.
Ranger: Gain 1/6th of a daily use of the Desperate Dodge ability; add +10 competence bonus to AC as an immediate action when attacked by your favored enemy.
Rogue: Gain a +1 bonus to damage when sneak attacking an enemy you’ve successfully feinted against in that battle.
Samurai: Add +1/5 of an additional daily use of the Resolve class feature.
Sorcerer: Add 1 to the amount of hp you heal when subject to healing magic (if you are given magical fast healing or regeneration, you only heal this damage once, at the initial casting).
Summoner: Gain +1/2 daily uses of the Summon Monster class ability.
Witch: Gain a +1 bonus to the damage of two spells in your familiar (to a max of +5 for any given spell). Should your familiar die, you can reassign these points.
Wizard: Add +1/3 bonus to saving throws against spells with a somatic component that you’ve identified via Spellcraft, so long as you have line of sight to the caster.
The continent of Kolomach is famous—or infamous—worldwide for its vast size. This doesn’t refer to its landmass (it is only the second largest continent, in that respect), but to the beings that live upon it. Trees grow with trunks that are hundreds, or even thousands, of feet in circumference—the awe-striking Great Tree of Kesh is a full four miles around. The giants of this land truly exemplify the name, with many of their kind reaching such great sizes that they could fit a “normal” giant in their mouth. Dragons reaching past their third millennia are known to travel to Kolomach, as there are few other places in the world that can support a monster the size of a well-populated city. The animals, the insects, the vegetation—everything about the continent is enlarged to titanic proportion.
Thus, in such a realm as Kolomach, “small” has a very different meaning from what anyone from anywhere in the planes would think of the word.
Vgilmats are the little folk of this wild land, much too small to fight the colossal monsters inhabiting it. They have by necessity become a race driven to be inconspicuous; without this wariness, they would be consumed or crushed by the great predators of Kolomach. As such, travelling vgilmats are typically bewildered by the rest of the world, where they tower over the smaller humanoids that populate it.
Physical Description: Vgilmats are tall, often standing more than twice the height of a human, with smooth, cool flesh that is stretchy to the touch. They are very thin, looking almost to be made of sticks. Their limbs have an uncanny appearance, almost—but not quite—looking to have an additional two joints. The vgilmat’s bones look almost like broken fragments, but this is only because the many bones of the race attach to each other to form a rough approximation of the bone structure of the typical humanoid. Their muscles have specialized almost entirely in forcing these small bones to stay in place or moving them, so their limbs don’t collapse from the shifting bone structure.
Because of this design, vgilmats are able to extend their bones beyond their normal clusters, briefly making the vgilmat appear larger. On the other hand—and more importantly to the vgilmat’s survival—they can exert more force on their bones to push them together in a much more compact arrangement, allowing the vgilmat to compress into a smaller form. Neither of these uses are painless, but vgilmats are good at enduring travails that could save them from certain death.
Vgilmats have large, brightly-colored eyes and pointed ears reaching around three inches higher than a human’s. Their ears are capable of limited movement to catch quiet sounds or express emotion. They have narrow faces, but despite their lanky frame the skin is not pulled or drawn on their head at all. Vgilmat bodies are a shade of gray, and they possess no body hair; however, the top, back, and sides of the head feature a number of small, thin ridges of bone that grow in shortly before they become teenagers, no more than a couple centimeters high and three or four long, and may be white, a light brown, a dark brown, or black in color. These scalp ridges are spread intermittently across the head—vgilmats who learn the arcane are immediately identifiable as such, as the casting of such magics causes these ridges to develop into equally small horns. With time, practice, and power, these can grow into elaborate and intimidating shapes.
Due to this disturbing change in appearance, arcane magic is stigmatized by the vgilmats—that developed horns often produce light as a side-effect of magic only makes them further shunned, lest the caster draw the attention of predators. Should these ridges or horns be broken, they re-grow fully within one week. Once each autumn, their ridges or horns snap off and grow back over the course of one week, during which time the effects of their horns and ridges no longer apply. Vgilmats tend to be more aggressive during this time, which has an unusually high death rate.
Society: Vgilmats have a tribal culture, for they are too weak even in numbers to make cities that could survive the titanic beings that would hungrily bear down on any such gathering. Such monsters are beyond the ability of normal people to combat, and their response to such attacking monsters is to simply stay out of their sight. Vgilmat have turned hiding into an art form, and often seem to other races to have a nervous edge even when calm and at rest. Even a foreign-born vgilmat who never set foot on Kolomach possesses senses that are keenly tuned to their environment in an instinctive search for danger.
Knowing how an giant animal or monster is going to act is a vital skill for a vgilmat to learn, and they have become adept at predicting the movements of the beasts that so greatly endanger them. This is a trait enforced by their very culture; if merely listened to, Vgil can only convey simple statements in a crude, manner reminiscent of the speech of an orc struggling to speak Common. Greater statements, abstract concepts, and the multiple layers of meaning that the language is capable of can only be shown when the voice is combined with body language, with the head & shoulders, the arms & hands, and waist & legs working together as units to make complex and elaborate words conveying a depth of meaning normally seen in languages such as Elven, Draconic, and Infernal; or each unit can each make different statements, allowing Vgil to say two or three different things at once—or hide multiple meanings in what at first appears to have only one interpretation. Vgil does not have a written form, in no small part because the many-layered nature of their language is almost impossible to transcribe to paper. Instead, vgilmats use the Giant language for written conversation, and typically learn new languages through their understanding of Giant, rather than the overly complex Vgil.
Although survival is more important to them than appearances, vgilmats still want to appear attractive, in no small part as an attempt (like so many other races) to impress the opposite sex. Necklaces, bracelets, and earrings of Vgilmat Woodcraft are not associated with either particular gender, and can be dyed in the process of their carving in multicolored patterns. Emblems sewn into clothing are seen as a particularly tasteful form of fashion (so long as they are not too close to one another, which is considered quite gauche). Painting their scalp ridges is another form of expression, and is actually what draws some vgilmats to experiment with arcane magic; the growth of these ridges provide more area for painted patterns, invoking a dangerous, forbidden attraction amongst others of their race.
Vgilmats are omnivorous, but meat is a rare treat for them when they reside very close to the bottom of the food chain—scavenging meat from a predator’s abandoned meal is their primary source of it. They instead survive off the giant flora of the land, working in groups to bring house-sized fruit to their hidden village, pluck head-sized seeds from otherwise inedible plants, or digging up roots to cut away giant slabs of the vegetable material. As inhospitable as Kolomach’s inhabitants are to the small, it is still a lush land and teeming with edible plants. Due to the necessity of working together, few vgilmats manifest their pride in the form of denying help or assistance.
Vgilmat societies are led by a small council of elders, who by simple virtue of living to any significant age have proven their wisdom and luck, which the race views as essential for any leader. Although they possess a strong sense of family loyalty, they only possess a single, given name; the thought of a family having its own name is an alien one to the vgilmats. However, accomplished vgilmats are often granted appellations for their deeds, talents, or admirable features, which in Vgil are entirely communicated via body language; they sometimes struggle to convert these titles into other languages. The non-nomadic tribes reside in villages cunningly designed to resemble and blend into the surrounding plants. These villages can be found on the ground or resting on the giant branches of the massive trees. Neither is safer than the other—more predators can be found on the ground, but the titanic beings roaming Kolomach often leave trails of shattered tree limbs in their wake.
It is only in the last couple of centuries that the vgilmat have ventured from their inland realm and discovered the sea; now, many of their youth flee from the continent to less dangerous lands. Their vessels, carved via Vgilmat Woodcraft as one single piece from a tree branch, possess an unusual appearance not seen even in the treeweaving techniques of elvenkind. Despite this, even such a dangerous land as Kolomach is still home, and no small number of its expatriates return to its shores after decades—or more recently, centuries—away from their tribe. However, it is not unheard of for them to return home to find their tribe has been destroyed by the continent’s hungry or violent fauna.
Relations: The mere fact that they are taller than others is an unusual and uncomfortable change for vgilmats. This discomfort can make many of their dealings with smaller races stressed as they default to cautious wariness in the strange situation. Some vgilmats embrace the novel experience of being tall, gaining confidence and a feeling of power from being the one to look down on others for a change. Such an attitude can remain for the entirety of the vgilmat’s stay amongst the smaller races, but the uneasiness the majority have with the height difference fades with time. Getting used to the unpleasant sight of hair on people’s heads may take longer, however.
They have an uncanny ability to perceive people’s true feelings about them—the body language of other races is laughably simple in comparison to the complexity of Vgil. They have a keen insight into how the behavior of others, and many a vgilmat has found employ as a bodyguard to wealthy figures distrustful of the intents of his fellow sentient beings.
Vgilmats have a closeness to nature that elves can appreciate, but the same fear the race has for it can at times be off-putting to the elder race. Dwarves, halfings, and gnomes make the odd height difference even more pronounced, filling vgilmats alternatively with a greater sense of awkwardness or of superiority. They strongly identify with the struggle to make one’s way in the world, and many easily make friends with beings such as half-elves and half-orcs. Most vgilmats learn the folly of assigning any sort of racial archetype to humankind, and after their first few years in the wide world they form their opinions on human based solely on their actions, as they have nothing resembling a race-wide culture.
Vgilmat society engages in very little commerce with others due to the difficulty in reaching their tribes. Those peddlers who do manage to reach their villages—which widely possess a barter economy—will find themselves overwhelmed with offers all manner of objects or services in exchange for items from beyond their homeland. When vgilmats do trade with outsiders, the special talents of their woodworkers make for unusual and greatly valued creations, and many the peasant folk only know of the race from the famed products of Vgilmat Woodcraft.
Alignment and Religion: The daily courtesies and rituals of most vgilmat tribes find their origins in faith. The thought of aid gifted from beyond the sky, of receiving help from a being greater than any of the colossi of Kolomach, is a comforting one for a people who stand on the verge of death by mere virtue of sharing living space with giants beyond giants. A multitude of gods are the recipients of heartfelt prayers, but concepts such as “attending church” don’t exist amongst these people. Although each tribe has its own collection of gods it acknowledges, there is one deity universally revered amongst the tribes of the vgilmats; Lob Oshalos, a god of perception, laughter, and survival, known as the Careful Man, the King of Rats, and the Laugh That Surpassed the Mountain.
Vgilmats have a strong sense of community, but their society is ruled by unspoken conventions rather that stratified laws. Cooperation and the goodwill of one’s neighbor are vital to living in the lands they call home; however, the strongest drive in a vgilmat is the drive to survive, and it is not unknown for a vgilmat to abandon his fellows to save his own skin. They are primarily neutral and neutral good, with a slight, but noticeable, trend towards chaos.
Adventurers: Many a young vgilmat has left Kolomach behind to see what the rest of the world has to offer. The fact that there are predators and monsters they could feasibly defeat is an enticing one to a species whose only recourse to the dangers of their continent is to hide and flee. Taking their lives into their own hands in such a way appeals to no small number of vgilmats, while others find themselves forced into the life to avoid prejudice in the cities of other races. Vgilmats take naturally to adventuring, as their lives were already fraught with danger; the stresses of this career are less taxing after having such a life.
Still, despite their size they make poor combatants; not only are they physically weak, but vgilmats in Kolomach rarely encounter enemies they are capable of fighting, and have only a token martial tradition in the form of ceremonial combat with the kris—a type of wavy-bladed dagger with a partially curved hilt. Straightforward melee combat is avoided whenever a vgilmat doesn’t have some form of advantage over their opponent. What martial skills they possess are better expressed through ranged attacks or trickery. Vgilmat have an ancient magical traditions that lead no small number of vgilmat to take levels in spellcasting classes, but for the most part this is restricted to divine magic. Due to the physical changes using arcane magic can make to their body, they have a strong distrust for that branch of magic (to the woe of many a young sorcerer). Despite this, those who do follow the path find that their bodies become greater in reflection of their magical prowess.
Names: Vgilmat names from the tribes in Kolomach follow certain conventions, of which only the verbal parts can be conveyed here; body language allows each of these vocalizations to have up to a half-dozen different meanings when fully understood in Vgil. Traditional vgilmat names include at least one vowel – consonant – different consonant – different vowel set. Male names have a harder middle sound and end with a consonant; female names are softer middle and end in vowels. With the increase of vgilmats born outside of Kolomach, however, these rules have sometimes been blurred or ignored entirely. Vgilmats of particular success are gifted with a suitable title created by the tribe’s leaders, which is normally said as a normal part of their name (however, when speaking with non-vgilmats, many have found it easier to be addressed by only their given name).
Male Names: Chamdol, Gomcus, Hakbutdin, Larkintow, Vudnoz, Tfadrox
Female Names: Vufnoa, Shansui, Damzoa, Buvfai, Lviswu, Mashyonri
Appellations: X Who Danced With Stars, Clever Insightful X, Tree Cutter X the Carefree, X the Never Falling, Conqueror of the Mountain X, X the Celebrant of Knives, Prideful X of Even Judgement, Beloved X, X Who Walked the Ocean, Magnificent X the Living Martyr, X the King Who Saved the Child, Moon-Son X Who Dreamt of Dreams
VGILMAT RACIAL TRAITS
-4 Str, +2 Dex, +2 Wisdom: A vgilmat’s musculature is largely devoted to keeping their bones in place; with the species’ focus on hiding and surviving, they possess little strength to be expressed outwardly, but what they do use allows the race to make fantastic feats of mobility and coordination. They possess keen senses and those without a good dose of common sense do not survive their continent.
Size: Large. The vgilmat takes a -1 penalty to attack rolls and AC, while gaining a +1 size modifier to CMB and CMD. They possess 10 ft. reach. Other size effects are negated by Wiry Build.
Speed: 30 ft.
Type: Humanoid (Giant)
Wiry Build: vgilmats are thinner and lankier than other beings of their size: they do not suffer a size penalty to Fly or Stealth and have space of only a 5 ft. square.
Justified Paranoia: Vgilmats gain a +2 racial bonus to Stealth and Perception. However, they suffer a -2 penalty on saving throws versus fear, and are never capable of gaining an immunity to fear: instead, they swap out the penalty for a +2 untyped bonus to such saves. If they ever get an immunity to fear from multiple sources, each adds another +2 to their saving throws against fear.
Contraction: One of the most notable traits of the vgilmat is their ability to disappear when faced with a threat—their body is designed to compress into a more compact form should need arise. Rarer known is their ability to invert this to temporarily grow larger. Vgilmats can hide and fit into tight spaces as though they were one size smaller. Their speed is not reduced when moving in tight quarters.
By taking 2 points of nonlethal damage per round, a vgilmat can hide and fit into tight spaces as though they were two sizes smaller, although they do not benefit from the above maneuverability when doing so.
Extension: By taking 2 points of nonlethal damage as a full-round action, a vgilmat can rapidly reverse the contraction process to make a single attack with an additional 5 ft. reach, totaling to 15 ft. reach, which remains until the beginning of their next turn. After taking nonlethal damage equal to their hit dice in one day, they begin to take actual damage instead. They may also elect to take two points of nonlethal damage to increase their height by 6 feet for a single round as a swift action, gaining a +2 size modifier to Intimidate checks; they do not actually change size categories, but do suffer an additional -1 penalty to AC until the beginning of their next turn.
Loose Skeletal Structure: Due to their affinity for extreme shifts in their body, vgilmats receive a +2 racial bonus to Escape Artist; however, their limbs are frail and they suffer a -2 penalty to CMB and CMD for grappling, also losing their size bonus to CMB and CMD in regards to grappling.
Body Linguist: Vgilmats have a natural proclivity for understanding body language. A vgilmat gains a +2 racial bonus to Sense Motive, increased to +4 when he can see the person causing skill check. Each round he may select one living being he can see: he gains a +1 racial bonus to attack or AC against this being, chosen each round.
Languages: A vgilmat begins play knowing Common, Vgil, and Giant. Vgilmats with a high Intelligence score may select Cyclops, Draconic, Drow Sign Language, Elven, Sylvan, Treant, or Undercommon as their bonus languages.
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Random Starting Ages
Adulthood
Intuitive
Self-Taught
Trained
14 years
+1d6
+2d4
+4d4
Aging Effects
Middle Age
Old[b]
[b]Venerable
Maximum Age
57 years
114 years
325 years
+2d100 years
Random Height and Weight
Gender
Base Height
Height Modifier
Base Weight
Weight Modifier
Male
9'1"
+4d12
180 lb.
×4 lb.
Female
9'4"
+5d12
182 lb.
×5 lb.
Alternate Racial Features
Throwback: Some vgilmats retain the traits of a more ancient form of the race, before they evolved the talents in stealth they possess today. Although their more solidly muscled body was certainly stronger than other vgilmats’, it wasn’t a large enough increase to provide any measure of defense against the gigantic inhabitants of Kolomach and so has largely disappeared from their people. They replace all their abilities score modifiers with +2 Con, +2 Wisdom. They lose the Contraction, Justified Paranoia, Loose Skeletal Structure, and Extension features, instead receiving the Toughness feat. They replace the Wiry Build feature with the following; vgilmats only occupy a single 5 ft. square, and suffer only a -2 penalty to Fly and a -4 penalty to Stealth, while gaining a +10 ft. bonus to land speed.
Social Observer: Their understanding of the body’s echo of its emotions and thoughts has more uses than its mere combat applications, and this social talent is the one more focused on by no few vgilmats. Body Linguist no longer provides any bonus to attack or AC, and the vgilmat instead gain a +2 racial bonus to Diplomacy, Bluff, Intimidate, and Sense Motive (which stacks with Body Linguist).
Ratpack Raiser: The faithful of the Careful Man develop a relationship with the sacred servants of their god, becoming just a bit removed from the world in the process. Every rat they encounter is subject to a Charm Animal effect, with a permanent duration. Should they ever gain a rat animal companion, familiar, or similar creature bound to his class levels, it progresses as though the vgilmat is one level higher than normal. When using transformation abilities to take the form of a rat, do so as though one level higher. This feature replaces Justified Paranoia and Body Linguist, and causes Extension and Contraction to cost 3 instead of 2 nonlethal damage.
Timid Body Reduction: This vgilmat is more specialized than others of his race, their body lacking the mechanics to expand beyond its normal size. Instead, they are capable of even greater contortions and compression than others of their kind. The vgilmat with this ability loses Body Linguist and the Extension ability. They can contract down one or two sizes without taking any damage, although they still do not possess full maneuverability when doing so, and gain a further +2 bonus to Escape Artist. So long as there is suitable cover within five feet, an observed vgilmat can still make a Stealth check to hide with only a -10 penalty. They do not take a penalty for hiding behind sparse cover.
Timber Touched: Vgilmat possess mystical woodworking traditions that stretch back for millennia, and the careful rites of these techniques have occasionally been known to permanently affect very young children and the unborn. For a number of (not necessarily congruent) rounds per day equal to their hit dice, this vgilmat can treat non-magical wood like it had the malleable properties of clay. The vgilmat can detect plants as per the spell Detect Plants and Animals once per day for each point of Wisdom modifier. This replaces the vgilmat’s +2 bonus to Dexterity, and also gives a vulnerability to fire, increasing such damage by +50%.
Traits
Combat Traits
Traditional Kris Combat: Although your people only rarely participate in battle, ceremonial fighting with krises is something of an art and ritual to the vgilmats. You gain a +2 trait bonus to damage when wielding daggers in melee combat, and may use daggers to deal nonlethal damage without penalty.
Practicality, Not Cowardice: Violence can cost every side of the conflict a great deal, and some things can never be replaced. The best response of conflict is sometimes to stay away from it. You gain a +1 trait bonus to AC from attacks of opportunity. This is increased to +2 when making a retreat action.
Fights Aren’t Fair: Should combat ever break out, the best answer is to end it as quickly as possible before others are drawn into it. You gain a +1 trait bonus to damage when flanking an enemy or when making attacks of opportunity.
Equipment Traits
Hidden Villages: You helped make the buildings of your village blend into their environments, a skill that serves you well in other area as well. You gain a +1 trait bonus to Sleight of Hand checks to hide an item on your person, and a +2 trait bonus to the relevant skill check to camouflage an item to blend into its surroundings.
Carving the Tree: You know the secret art that makes the Vgilmat Woodcraft of your people so unique. You gain a +2 trait bonus to Craft (woodworking), and should you carve wooden objects normally made of multiple pieces as one single piece, it functions as though it were crafted “properly” (even if it logically shouldn’t, like a crossbow), although any additional materials needed for the item (twine, metal, etc.) must still be included in the item for it to function.
Weight of Tradition: Your initial training was focused almost entirely on wielding daggers, and it remains close to heart regardless of the techniques you’ve learned since. In regards to any ability or feature involving fighter weapon groups, you consider the dagger to be a part of every group.
Faith Traits
Render the Gods Their Due: There are so many deities that praying to only one is a ridiculous concept; there is so much more to the world than the pieces of it each god surveys. Spells that only affect the faithful of the caster or a given deity affect you as though you were a follower of that god, for both beneficial and detrimental ends. You do not, however, count as a follower of a god with an alignment opposed to yours (if you are not neutral, you select the opposite of one of your alignment components at character creation for this exception; if you are true neutral, you do not count as a follower of a lawful good, chaotic good, chaotic evil, or lawful evil deities).
Receptive Supplicant: That the gods are willing to intercede on your behalf and give you some help is in and of itself a miracle, and one you are grateful for. A number of times per day equal to your Wisdom modifier you may increase the caster level of a divine spell cast on you by 1.
Magic Traits
Listener to the Whispering Forest: You paid attention to the quiet words of the spirits of the enormous forests of your home. You cast spells involving plants with a +1 trait bonus to DC.
Quiet Spellwork: Magic can be of great use in escaping potentially life-ending situations, but drawing a beast’s attention with its incantation can make the situation even worse. Although magic typically requires clearly intoned chants, you have learned your people’s secret for muffling your voice without ruining the spell. You can make a Spellcraft check (DC 15 + spell level) when casting a spell with a vocal component; on a success, no one who does not have a line of sight to you hears your incantation unless they succeed at a Perception check opposed by your Spellcraft result. If the spell has a casting time shorter than a full-round action, casting the spell in this manner becomes a full-round action.
Race Traits
Clingy: You have learned to take advantage of your frail flexibility in close quarters. You reduce the penalty from Loose Skeletal Structure to -1.
Nimbleness of the Small People: Your flexibility grants you a +2 trait bonus to Acrobatics when tumbling.
Bone Headed: You have particularly tough scalp ridges that can even deflect blades, granting you a +1 trait bonus to AC against critical hits.
Regional Traits
On Avoiding Giants: The way to survive fights with the giants of Kolomach is simple; do not fight the giants of Kolomach. You gain a +2 trait bonus to Stealth when hiding from anything at least one size category larger than you.
Climbing Massive Trees: You were one of the vgilmats who foraged for food for your people. You gain a +1 trait bonus to Climb checks when climbing plantlife and a +1 trait bonus to Acrobatics checks to jump.
Religion Traits
Rat Race: You have been raised on the teachings of Lob Oshalos since you were a child, and have picked up a smattering of his power. You can use Speak to Animals as a spell-like ability with a caster level equal to your hit dice, but you can only speak with rats. You may split its duration into multiple segments so long as they are in units of minutes.
Desperate Endurance: The first duty of a servant of Lob Oshalos is to live. The joys and wonders that the world could give to you, and achievements and emotions you could give to the world, are meaningless if you are not alive to appreciate them. You add ½ your Wisdom score to your Constitution score when determining how far into negative hit points you can go before dying.
Social Traits
Apprenticed to an Elder: You have spent time around the wizened leaders of your people, and have picked up some of their keen understanding of others. You gain a +2 trait bonus to Sense Motive checks to interpret hidden messages.
Deception in the Vgil Language: You have a way with words, and the intricacies of Vgil, and have picked up the difficult skill of double-speaking in the language. You gain a +2 trait bonus on Bluff checks to pass on a hidden message. You only deliver a wrong message on a natural 1.
Favored Class Options
Alchemist: Add +1/4 bonus to natural armor when using a mutagen.
Antipaladin: Deal +1/2 damage when attacking someone suffering from a fear effect.
Barbarian: Add +1/3 to Reflex saving throws while raging.
Bard: Add +5 feet to the radius one of the bard’s bardic performances.
Cavalier: Add +1/3 dodge bonus to AC against a flanked opponent.
Cleric: Add +1/2 of a daily use of the Wooden Fist power of the Plant domain, or +1/3 of a daily use of the Bramble Armor power of the Plant domain.
Druid: Add +1 bonus to the Stealth checks of both you and your animal/plant companion.
Fighter: Gain a +1 bonus to CMD or CMB when wielding a dagger.
Gunslinger: Reduce the costs when using the Gunsmithing feat by -3%.
Inquisitor: Add +1 to damage or +1/2 to attack when you attack an enemy unaware of your presence.
Magus: Gain +1/3 of a point to your arcane pool, usable only for the Spell Recall class feature.
Monk: Gain a +1/2 bonus to AC against opponents at least 1 size category larger than you.
Ninja: Add +1/3 to the DC of poisons the Ninja uses.
Oracle: Gain +1/2 bonus to Sense Motive checks and caster level checks against beings you’ve cast a spell on or used a Revelation on within the last 24 hours. Apply this bonus also to any Sense Motive rolls made through a divination spell.
Paladin: Gain a +1/2 to attack and damage rolls with a dagger when using Smite Evil.
Ranger: Gain 1/6th of a daily use of the Desperate Dodge ability; add +10 competence bonus to AC as an immediate action when attacked by your favored enemy.
Rogue: Gain a +1 bonus to damage when sneak attacking an enemy you’ve successfully feinted against in that battle.
Samurai: Add +1/5 of an additional daily use of the Resolve class feature.
Sorcerer: Add 1 to the amount of hp you heal when subject to healing magic (if you are given magical fast healing or regeneration, you only heal this damage once, at the initial casting).
Summoner: Gain +1/2 daily uses of the Summon Monster class ability.
Witch: Gain a +1 bonus to the damage of two spells in your familiar (to a max of +5 for any given spell). Should your familiar die, you can reassign these points.
Wizard: Add +1/3 bonus to saving throws against spells with a somatic component that you’ve identified via Spellcraft, so long as you have line of sight to the caster.