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View Full Version : Pathfinder Vgilmat - A Race of Little Giants (P.E.A.C.H.)



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.

dragonjek
2014-08-21, 09:44 PM
Archetypes

Druid Archetype: Child of the Great Forest
The Shalkom Forest of Kolomach is so broadly spread across the continent that four nations could fit within its borders with room to spare. These woods can be many things; vegetation can grow so thick that the sky is blocked out completely; the trees can grow in such layering heights and with such widely spread branches that the sun shines almost as clearly as it would in the plains. The plant growth provides food, yet can at times be as dangerous as the monsters that stalk amongst its branches. Vgilmats have gained great talent and shaping the trees, but the forest has shaped them in return. A Child of the Great Forest realizes and embraces the connection vgilmats have to the great forest, and gains great powers in doing so.

Plant Bond: Children of the Great Forest replace the Nature Bond ability with Plant Bond (http://www.d20pfsrd.com/races/core-races/elf/treesinger-druid-elf), as per the Treesinger archetype’s ability.

Imbuement of the Ancient Oak (Su): At 4th level, the Child of the Great Forest learns how to channel the spirit of the immense trees of her homeland. The Child gains a +4 sacred bonus to Strength, and lose the Wiry Build class feature (thus taking a -2 penalty to Fly, a -4 penalty to Stealth, and occupying a 10 ft by 10 ft area) as they bulk up and their skin thickens in bark-like patterns. They may use this imbuement for a number of rounds per day equal to their class level + their Wisdom modifier. The Child can spread his rounds over the course of the day. At 8th level, they gain damage reduction of 1/cold iron for each 4 class levels; at 10th level the Strength bonus increases to +6; at 12th level, they can spend an additional round to grow one size (gaining a +4 size modifier to Strength, taking a -2 penalty to Dexterity, increasing their size penalties to attack and AC to -2, granting a +2 size bonus to CMD and CMB, occupying a 15 ft. space, and imposing a -4 penalty to Fly and a -8 penalty to Stealth) until the beginning of their next turn.

At 14th level, the Child may take 10 points of real damage to increase his reach to 15 ft for the duration of the imbuement (20 ft if huge), and losing the Extension ability when doing so, and also gains a +2 bonus to Constitution; at 16th level, if a spell cast on or by the Child while using his imbuement has a duration, the Child may spend an additional round to keep its effects active for 2 more rounds or until his imbuement ends; at 18th level the bonus to Strength increases to +8 and the bonus to Constitution to +4. Upon reaching level 20, the duration increments are increased to minutes and he need no longer take damage to benefit from the increased reach. The density of the natural power within them can interfere with expressing it as skillfully as normal, and any spell they cast while using the Imbuement of the Ancient Oak has its DC and caster level reduced by 1. This ability replaces Wild Shape.

In the Forest’s Trust (Sp): At 4th level the Child surrenders his ego and allows the power of the Shalkom Forest to act as it wills once invoked. When the Child of the Great Forest casts the spell Barkskin, it does not possess a maximum bonus; it continues to increase past +5 should the Child reach high enough level. The Child may opt to give up any increment of +1 bonuses when casting the spell; for each one given up, the Child can make one immediate action during the spell’s effect to heal himself a number of hit points equal to ½ his class level from the small fruit growing on his body. He cannot reduce his bonus to natural armor beyond +1. This replaces Resist Nature’s Lure

Bountiful Are Its Branches: When the Child casts Goodberry the berries heal 2 hp each. This replaces Nature Sense at 1st level and the ability of Wild Empathy to influence magical beasts.

Inquisitor Archetype: Voice of the Tribal Pantheon
Clerics who worship a deity do so out of great reverence and devote themselves to this entity; those who are granted their power by a pantheon must hold all within to the same measure of respect. And although they may occasionally drop prayers for the rest of their gods, it is undeniable that most vgilmat clerics hold Lob Oshalos in the highest esteem. It falls to others to carry on the faith in these manifold powers, and this duty is given to those called the “Voices of the [tribe’s name] Pantheon”, or simply “Voices”. A Voice’s purpose is to speak the combined will of the patrons of the tribe and to ensure that their worship is never forgotten by those within.

Inquisition: A Voice selects the Persistence (http://www.d20pfsrd.com/classes/base-classes/inquisitor/inquisitions/inquistions---paizo/persistence-inquisition), Restoration (http://www.d20pfsrd.com/classes/base-classes/inquisitor/inquisitions/inquistions---paizo/restoration-inquisition), Tactics (http://www.d20pfsrd.com/classes/base-classes/inquisitor/inquisitions/inquistions---paizo/tactics-inquisition), or Truth (http://www.d20pfsrd.com/classes/base-classes/inquisitor/inquisitions/inquistions---paizo/truth-inquisition) Inquisition; he gains the granted power of that Inquisition. Tribal Pantheons feature many gods of many alignments and many domains; which are available is dependent upon the individual tribe, but the Voice’s duties are not, and he does not gain a domain. This replaces the Domain class feature at 1st level.

Declarations of the Collective Divinity (Su): A Voice speaks the will of the divine to their followers. At first level a Voice of the Tribal Pantheon may give an order as per the spell Command a number of times per day equal to his class level, with a DC equal to (10 + ½ class level + Wisdom modifier). This is not a spell like ability, and the Declaration thus cannot be counterspelled or resisted as a spell. A Voice may sacrifice a daily use of Declaration to increase his caster level for a single spell by 1. Doing this gives the spell a verbal component if it did not already have one.

Murderous Command, Suggestion, and Mass Suggestion are added to the Inquisitor’s spell list as 1st, 2nd, and 5th level spells, respectively; these are only added to their class spell list, not to their spells known, and must be learned like any other spell. This ability replaces his ability to use the Destruction, Justice, Piercing, and Smiting Judgments, although his other Judgments are not affected.

Incite Faith (Ex): Voices are called to ensure that the worship of the pantheon does not diminish, and they have learned how to alight the hearts of others. A Voice receives a morale bonus to Diplomacy and Sense Motive equal to ½ his class level. This ability replaces Stern Gaze at 1st level.

Monster Insight (Ex): vgilmats have a keen understanding of the behavior of monsters. Voices can use their Wisdom modifier in place of Intelligence for Knowledge checks to identify monsters and their strengths/weaknesses. Should the Knowledge check come up short, he may make a Sense Motive check at the same DC + 3: if the monster is a living being and within the Voice’s line of sight, he figures out half each of the monster’s strengths and weaknesses (rounded down) despite not knowing what the monster is. He can also use Sense Motive in the same manner as learning monster’s strengths and weakness to determine what a living being’s highest physical and highest mental ability scores are, or his lowest. This ability replaces Monster Lore at 1st level.

Herding the Flock (Su): It is important for a Voice to safeguard his people, and be ready to act in their defense whenever they should need it. The Voice knows the location of every individual or object that he has cast a spell on within the last hour, within a range of 50 ft. This ability replaces one each of his orisons and 1st level spells known. From this level on his number of orisons and 1st level spells known are permanently decreased by 1.

Where Loyalties Lie (Sp): The Voice is capable of using Detect Charm and Detect the Faithful at will as spell-like abilities. This ability replaces Detect Alignment at 2nd level.

By Faith be True (Ex): The Voice is given great powers to preserve the lives of those in his charge. When the Voice uses a Judgment, all his allies within 10 ft. benefit from its effect. This ability replaces one of the Voice’s 2nd level spells learned at 4th level. The amount of 2nd level spells the Voice knows is forevermore reduced by 1.

Dictates of the Powers That Be (Su): No one can obey all the gods of a pantheon at once; one must prioritize throughout one’s life so as not to be caught between conflicting demands. A Voice may spend a daily use of Declaration as a standard action to speak with the voices of many deities in a mix-matched jumble of commands. He selects one target within fifty ft., who must make a Will save (DC of 10 + 1/2 class level + Wisdom modifier) or be subject to an innumerable collection of incomprehensible divine orders. Roll a 1d6: On a roll of 1, the target is dazed for 1d4 rounds; on a 2, he is stunned for two rounds; on a 3, he is confused for two rounds; on a 4, he takes ½ class levels/d4 damage; on a 5, he is blinded and deafened as per the spell Blindness/Deafness; on a 6, he may act normally, but suffers a -2 morale penalty to attack rolls and saving throws until the end of the battle. If he successfully save, he only takes 3d6 damage.

A Voice may instead expend a Declaration to inflict 3d6 damage on all enemies within fifty feet, but the successful Will save negates all damage. The subject does not need to understand, or even be able to hear, to be subject to the Dictates; the Dictate speaks directly to the being’s inherent essence. This ability replaces Bane at 5th level.

So Mote it Be: The Voice speaks for the gods, and sometimes gods don’t like the world the way it is and think they should make some changes. The Voice can expend a number of Declarations up to his class level at once to cast a spell of a level equal to ½ the Declarations sacrificed. This spell can be from the Inquisitor list, Cleric list, or a spell from any Domains possessed by a deity of his pantheon. This ability replaces one of the Voices 3rd level spells gained at 7th level. The mount of 3rd level spells the Voice knows is forevermore reduced by 1.

Revival of Prayer (Su): Giving blessings to those who acknowledge them is the tribal pantheon’s way of keeping their belief alive. Those within 25 ft. of a 10th level Voice can spend a standard action requesting aid to receive a gift; a +2 sacred bonus to AC, a +2 sacred bonus to skill checks, a +2 sacred bonus to one saving throw, a +2 sacred bonus to the DC of one ability or spell, or a non-magical item of under 300 gold pieces. These are given (and in the case of the item, if able to be equipped, is appears on the person’s body. All the benefits last for only one minute, and an individual can only receive 1 blessing a day.

At 13th level Voice instead provides a +4 bonus (or a non-magical item worth up to 1,000), which can be received twice a day by each individual. If an enemy of the Voices attempts to gain these benefits, he must make a saving throw or suffer a negative level (or 2 negative levels, once achieving level 13), which fades in one day, and receives no benefits. This ability replaces one of the Voice’s 4th level spells obtained at level 10, and one of his 5th level spells obtained at level 13. From those levels on, the number of 4th and 5th level spells the Voice knows are forevermore reduced by 1.

Edicts of the Pantheon (Su): An order from the Voice is not to be denied, for he speaks with greater authority than any mortal could achieve. A Voice may expend 4 Declarations to mimic the effect of the Greater Command spell, although it remains a supernatural ability and is not subject to counterspelling or spell resistance. Should anyone succeed at a save against this ability or a normal Declaration, the Voice can spend an additional use of Declaration to stagger the subject for one round and inflict 2d6 damage upon him.

A Voice can expend 4 Declarations to reroll an attack or saving throw. He may instead expend 5 or more Declarations as an immediate action to grant SR against divine spells equal to (10 + ½ class level + Wisdom modifier + ½ Declaration uses spent) to an ally within 50 feet, lasting for one round per Declaration. This replaces the Greater Bane ability at 12th level.

Exploit Vulnerability (Su): The Voice’s keen insight allows him to find mental weaknesses in others and capitalize on them. When a Voice lands a critical hit on an enemy, any spell resistance, spell immunities, or energy immunities on the enemy are nullified until the end of your next turn. He can also spend 3 Declarations when using a mind-affecting ability to ignore any bonuses a being may have to saving throws against mind-affecting effects; this also allows the Voice to bypass an immunity to them, although the target still benefits from a +5 bonus to its saving throws. This ability replaces Exploit Weakness at 14th level

Judge of Character (Su): A Voice must understand the wayward tribesmember if he wishes to rekindle her devotion. A Voice can expend a Declaration to make a Sense Motive roll on a living creature with an Intelligence score, with a DC of (10 + 1/2 hit dice + double their Cha modifier). On a successful check, they gain a +4 sacred bonus to Bluff, Intimidate, and Diplomacy checks against that subject for 24 hours. The Voice may also expend 2 Declaration to read their mind during this period as a supernatural ability, as per Detect Thoughts, regardless of the distance between them. The subject only receives 1 saving throw against the mind-reading effect in the 24 hour period, which either gives the Voice unbarred access or pushes him away from looking within. The other benefits remain, however. If the Voice possesses bonuses to DC or CL specifically for divination spells, he applies these bonuses to his Sense Motive roll and to the DC of the effect. This ability replaces one of the Voice’s 6th level spells obtained at level 16, and from that level on the number of 6th level spells the Voice knows is forevermore reduced by 1.

Aegis Commandment (Su): A Voice acts in defense of his faith and his people, and will do whatever it takes to keep them alive. The range of By Faith be True is increased to 25 ft. He may expend 3 Declarations to increase his effective Inquisitor levels by 4 for purposes of the benefits provided by his Judgments. This ability replaces Slayer at 17th level.

Absolute Pantheon Directive (Su): His pantheon gifts the Voice with their words, and the world harkens to his speech. A Voice may expend 8 Declarations to give an order carried by the world; he can reproduce the effect of Edict of the Pantheon on everything within a 25 ft. range; he can exclude specific individuals from the effect, but otherwise affects everything; if the objects can do what he demands, they do so (although, being inanimate, they can do little). He affects even that which is otherwise immune to mind-affecting effects. Attended or magical objects may make a Will save against this effect. He may alternatively, at the same cost, elect to extend his reach to issue an Edict across the world; he may use an effect identical to Demand, but containing an Edict rather than a Suggestion.

The Voice can spend 12 Declarations to target an individual within 25 ft., who upon failing a saving throw (DC 10 + ½ class level + Wisdom modifier) will obey your every order as though subject to a long-term Command effect. The subject may make another saving throw every hour until the effect expires after its 4 hour duration. The Voice can extend the duration by another four hours by spending 4 more Declarations when the effect would otherwise expire. However, the subject gains a +1 bonus to its saving throws for every 4 hours it is under the Voice’s control.

By spending 3 Declarations, the Voice’s conversations are heard and understood by any being he addresses, regardless of language, Intelligence (or lack thereof), race, ability to hear, or sound-suppressing effects not cast by something with more Hit Dice that the Voice. This does not guarantee that they are capable of making any sort of reply or are obligated to respond in any way, nor that they process information in a way that would result in any fathomable response. This effect lasts 10 minutes. This replaces True Judgment at 20th level.

Rogue Archetype: Tenacious Creeper
Vgilmats are willing to do a lot to stay alive. Desperation can lead to impressive acts, the stubborn refusal to die allowing them to find paths to keep all their blood in their bodies that someone of another race might never think of. However, the traps so many other rogue worry about are a rarity in Kolomach, and they are ill prepared to encounter them.

Defy Death (Ex): At 1st level the Tenacious Creeper gains Diehard as a bonus feat, even if he doesn’t fulfill the prerequisites of the feat. While reduced below 0 hit points, he gains a +2 morale bonus to saving throws and AC. He also gains 1 additional hit point. This replaces Trapfinding.

Creepy Crawly (Ex): The Tenacious Creeper gains a climb speed of 15 ft.. If he is hidden before beginning his climb, no one present gains another Perception check to notice his presence. This replaces Trap Sense +1 at level 3. He gains 1 additional hit point.

Poised for Action (Ex): A Tenacious Creeper realizes that danger can happen at any time, in any location, and that he must be prepared to act at a moment’s notice. He may always act during the surprise round of a combat, and is always considered to be actively examining his environment in regards to making Perception checks. He halves the penalty to Perception checks for being asleep. He gains 1 additional hit point. This replaces Trap Sense +2 at level 6.

Absent From the Action (Ex): If he successfully detects the approach of someone before they are aware of him, a Tenacious Creeper of 9th level can take a move action and make a Stealth check to hide as an immediate action. If the situation then erupts into combat, he loses his Dexterity modifier to initiative. He gains 1 additional hit point. This replaces Trap Sense +3

Treewalker (Ex): The Tenacious Creeper’s climb speed increases to match his land speed, and when using Acrobatics to jump the Tenacious Creeper halves the DC. When falling, The Tenacious Creeper’s Climb check to catch himself is lowered to (wall’s DC + 15) and (slope’s DC + 5). He gains 1 additional hit point. This replaces the Trap Sense +4 feature upon reaching level 12.

Refusal to Die (Ex): The Tenacious Creeper does not die until he is reduced to (Constitution score x 2, + Constitution modifier) hit points. Merely reducing the Tenacious Creeper to negative hit points does not make him start dying; he does not take the 1 point of damage per round normally inflicted on those below 0 hit points. Further damage must be inflicted to kill him. His morale bonuses while in negative hit points increase to +4, and he gains a +4 morale bonus to Stealth. He gains 1 hit point. This replaces Trap Sense +5 at level 15.

Escape Route (Ex): At 18th level the rogue reaches special skill in planning how to get out of danger. The Tenacious Creeper may spend a standard action surveying the area. Until the end of his next turn, he does not provoke attacks of opportunity for moving, can move into other creature’s squares without affect either himself or the other being, and his speed is not reduced by difficult terrain. He gains 1 hit point. This replaces Trap Sense +6.

dragonjek
2014-08-21, 09:45 PM
Racial Feats
Arcane Bone Nexus (General)
Your horns have grown so as to better channel all your magical power to a single location, enabling you to perform unparalleled acts of destruction.
Prerequisites: Vgilmat, ability to cast 7th level arcane spells, Horn Channeling, two feats with Horn Channeling as a prerequisite
Benefits: You may sacrifice an arcane spell to create a ray attack doing (spell level + primary spellcasting ability modifier)d6 arcane damage with a range of 60 feet.
You may take an amount of damage to your hp equal to the number of dice the ray deals to turn it into a line.
You may take a point of damage to Constitution to turn this into a 120 ft. ray or line.
When it has become a line, you may take two points of damage to your primary ability score to make it’s width 20 feet.
You can take a further 2 points of Constitution damage to increase its range to 240 ft.
By taking one point of damage to all ability scores, you can increase the damage to (spell level + primary spellcasting ability modifier) x 2.
You can make an arcane spell that would normally affect an area or multiple targets only affect a single target, increasing its caster level by 1.
Special: Because of the size and magical nature of your horns, your head magic item slot is considered to always be occupied.
If you are a sorcerer, you may obtain this feat as a bloodline feat, regardless of your actual bloodline. If you are a wizard, you may take this feat as a wizard bonus feat.

Barrier Spell Incursion (Combat)
Your wicked piercing horns obtain new power as a small number of your lesser horns turn to meld into the base of your natural weapon. These serve to visibly channel magical power into your primary horns, making magic manifest physically and wrap around these lengthy horns in a dangerous sheathe. Upon striking an enemy, fragments of your magic remain behind, making a form of resonance with the main body of your magic.
Prerequisites: Vgilmat, Horn Channeling, Impaling Horn Pikes, Weapon Focus (gore) ability to cast 3rd level spells, base attack bonus +7
Benefits: For every time in a day that you damage a target with your gore attack, that enemy gains a -1 penalty to saving throws against your arcane spells and you gain a +1 bonus on caster level checks to surpass its spell resistance with arcane spells.
Additionally, when you are holding the charge of a touch spell or a spell sacrificed for damage via the Impaling Horn Pikes feat, you gain an enhancement bonus to your gore’s attack and damage rolls equal to ½ the spell’s level, rounding up. You may elect to sacrifice a second arcane spell slot of at least 2nd level to make the ordinary damage of your horn into force damage until you lose the charge of the original spell.
Special: Because of the size and magical nature of your horns, your head magic item slot is considered to always be occupied.
If you are a sorcerer, you may obtain this feat as a bloodline feat, regardless of your actual bloodline. If you are a wizard, you may take this feat as a wizard bonus feat.

Crown of Horns (General)
Your mastery of the arcane has let you grow an impressive crest of bone and keratin, your horns resembling nothing so much as an ornate, dangerous headdress. Even through the intricate patterns of horn, anyone looking at you can clearly make out the crown-like curves around your brow. When you cast spells, such intense power courses through your crown of horns that they become incandescent, their shape even more defined that normal.
Prerequisites: Vgilmat, ability to cast 8th level arcane spells, Horn Channeling, any 3 feats with Horn Channeling as a prerequisite.
Benefits: You treat every feat in the Horn Channeling chain that would benefit from it as though you always had 1 hp invested in it.
You may, 1/day, reroll a failed caster level or concentration check.
You may as an immediate action increase or decrease by 1 the caster level of any arcane spell cast within 20 feet of you that you are aware of, but not one that you cast.
Special: Because of the size and magical nature of your horns, your head magic item slot is considered to always be occupied.
If you are a sorcerer, you may obtain this feat as a bloodline feat, regardless of your actual bloodline. If you are a wizard, you may take this feat as a wizard bonus feat.

Don’t Step on Me! (Combat)
Accidentally being crushed by an unaware giant remains the 2nd leading cause of death in vgilmat society. They’ve learned a number of tricks to avoid the danger such titans cause by merely existing.
Prerequisites: Vgilmat, Dodge, Combat Reflexes
Benefits: You gain a +1 bonus to AC against enemies at least one size category larger than you. Further, whenever you are subjected to the trample maneuver—regardless of its success or failure—the trampler always provokes an attack of opportunity from you. Additionally, whenever a creature larger than you enters your space, you gain an attack of opportunity, resolved just before they actually enter your space. Grappling does not provoke this.

Eldritch Horn Growths (General)
The flowing of the same type of arcane energy through your horns again and again has made them expand, augmenting your power in that realm of magic. A group of horns (normally symmetrically placed) grows thicker and longer, generally between 3-4 inches long, curling in patterns unique to each vgilmat. The more branches of magic the vgilmat can apply this feat to, the more of his horns will grow.
Prerequisites: Vgilmat, Horn Channeling, ability to cast 3rd level arcane spells, Spell Focus
Benefits: You, as a full-round action, can take damage equal to the spell’s level to open up a used arcane spell slot (and filling it with the cast spell, if you are a caster who prepares spells), but only so long as the spell is one included in your Spell Focus feat(s). He may use this a number of times per day equal to your primary ability score bonus
He may take 2 points of ability damage to his primary spellcasting ability when casting an arcane spell to cast it at +1 caster level.
Special: Because of the size and magical nature of your horns, your head magic item slot is considered to always be occupied.
You are also unable to wear conventional helmets, and must have them custom-made. If you are a wizard you can select this as one of your bonus feats. If you are a sorcerer, you may obtain this feat as a bloodline feat, regardless of your actual bloodline.
Each school this feat is applied to produces a different color of crackling pseudo-lightning moving amongst your horns, giving a +2 bonus on Spellcraft checks to identify the spell you are casting.

Enchanted Crest (General)
Your horns form a fanning crest sweeping back along your head, their grooves and indents capturing and containing the specialized blend of magic you desire to draw upon. Light spirals down the ridges of your horns as you wield this magic
Prerequisites: Vgilmat, Horn Channeling, ability to cast 3rd level arcane spells
Benefits: You may each week elect to give up a 2nd level arcane spell slot for the entire week to select 1 1st level spell or 3 cantrips from the spell list of your arcane spellcasting class. You may use these spells as spell-like abilities usable at-will.
Special: You may take this feat a second time, upon becoming able to cast 8th level spells. Your horns grow larger and more elegant, and you may each week give up a 7th level arcane spell slot to select one 2nd level spell to use at-will.
Because of the size and magical nature of your horns, your head magic item slot is considered to always be occupied.
If you are a sorcerer, you may obtain this feat as a bloodline feat, regardless of your actual bloodline. If you are a wizard, you may take this feat as a wizard bonus feat.

Forceful Expansion Thrust (Combat)
When you extend your limbs your muscular contractions make the motion surprisingly powerful.
Prerequisites: Vgilmat, Quick Draw, Extension racial feature
Benefits: When you extend your arm to increase your reach, your rapid strike deals an additional +1d4 damage on the attack, which is increased to +2d4 when using a piercing weapon.

Helm of Bone (General)
Your horns grow thick and their curves encompass all but the front of your head, the skin beneath only visible in the cracks between the twists of bone. Some jagged point emerge from your brow, while the horns on the back of your head have merged into thicker forms, angling down and rounding outwards to give an appearance similar to a cobra’s hood before dipping past the shoulders. The coursing of magical sparks when casting a spell displays its potency as a support for spell matrices, and you can partially affix spells to it to take advantage of this.
Prerequisites: Vgilmat, Horn Channeling, the ability to cast 4th level arcane spells, any Metamagic feat
Benefits: When you cast an arcane spell with a duration on yourself, you may take ((2 x spell level) -1) damage to apply the effects of Extend Spell on it. If you are casting a spell modified by Extend spell already, the multipliers add to one another.
Should you cast an arcane spell upon yourself that grants a bonus to AC or grants energy resistance, spell resistance, or damage reduction, you increase this amount by 1.
Special: If you have taken Spell Focus (Abjuration), you can take one point of Constitution to increase the bonus to 2.
Because of the size and magical nature of your horns, your head magic item slot is considered to always be occupied.
If you are a sorcerer, you may obtain this feat as a bloodline feat, regardless of your actual bloodline. If you are a wizard, you may take this feat as a wizard bonus feat.

Horn Channeling (General)
With your further use of arcane power, the spines on your head that were once scalp ridges have grown curved, longer, and thicker, reaching nearly an inch in length. They now protrude far enough from your body to assist in the act of spellcasting, and when doing so glow slightly as sparks of magic dart from tip to tip.
Prerequisites: Vgilmat, ability to cast 2nd level arcane spells
Benefits: By taking damage equal to the spell’s level, you can increase the DC of an arcane spell by 1 as you cast it. He may elect to also take 1 point of Wisdom, Intelligence, and Wisdom damage to increase the DC by 1 more (this damage, and that of other feats in this chain, occurs after the casting of the spell as the magical feedback vents out through the horns). Nothing can reduce this damage or that of any feat in this feat chain. It is not typed, but is usually described as feeling hot.
You gain a +1 circumstance bonus to Intimidate checks upon taking this feat and with each 2 feats you take after this with Channeling Horns as a prerequisite; however, if made against other vgilmats you instead gain a +1 bonus per feat.
If you are a wizard, Horn Channeling is an option for your bonus feats. If you are a sorcerer, you may obtain Horn Channeling as a bloodline feat, regardless of your actual bloodline.
You cannot take this feat if you have the feats Taboo Spell Resonance or The Mark Defying Death.

Horns of the Devil (Combat)
Your horns—particularly those used in your gore attack—become porous and slightly serrated; when you pierce flesh your horns greedily absorb the blood. The sensation of tasting with horns is uncomfortable, but most vgilmat learn to enjoy the flavor of blood. Less horrifyingly, you can drink fluids or consume potions through the medium of your horn.
Prerequisites: Vgilmat, Horn Channeling, Impaling Horn Pikes, Toughness, base attack bonus +6, ability to cast 5th level arcane spells
Benefits: Whenever you inflict damage onto a being with blood with your gore attack, you heal 2 points of damage, to a maximum amount per day equal to your primary spellcasting ability score x 2. You may sacrifice an arcane spell slot on a successful hit to heal additional damage up to the spell’s level, which does not count against your limit of healing for the day.
You can consume liquids through your horns. If you make a combat maneuver to steal an item and take a potion, you may pierce the potion on your horn to gain its benefits as a free action.
Special: Beyond the normal bonus to Intimidate for a Horn Channeling feat, you gain an additional +1 bonus to all Intimidate checks for the particularly imposing nature of your set.
Because of the size and magical nature of your horns, your head magic item slot is considered to always be occupied.
If you are a sorcerer, you may obtain this feat as a bloodline feat, regardless of your actual bloodline. If you are a wizard, you may take this feat as a wizard bonus feat.

Hybrid Woodcraft/Spellwork Unification (Item Creation)
Through your mastery of Vgilmat Woodcraft and understanding of the relationship between living beings and magic, you have learned how to apply conventional spellwork to your craft, combining the two into a single process as you work.
Prerequisites: Vgilmat, The Perfect Art of Vgilmat Woodcraft, Vgilmat Woodcraft’s Full Potential, Craft (woodworking) 14 ranks, and Knowledge (nature) 7 ranks, Spellcraft 7 ranks
Benefits: You can treat your Craft (woodworking) skill ranks as your caster level in regards to creating magic items; however, you do not gain any actual spellcasting talent and will need to find another source to actually get the spell cast. You perform the magic item creation process as normal, but you do not enchant existing items; instead, the skill is merged into the act of crafting the magic-item-to-be. You make the Craft check as if creating something ¼ the cost of the magic item (as you require additional materials to make a suitable vessel for the magic/ritual merge). Until both forms of crafting are completed, the item is nothing more than a chunk of wood.
The Spellcraft check normally required in the creation of a magic item may instead be substituted with a Knowledge (nature) check at your discretion.
Special: If your caster level and ranks in Craft (Woodworking) are equal, you ignore any requirements a magic item might have other than caster level and the spells needed.

Impaling Horn Pikes (Combat)
Your horns have grown to impressive size, with some reaching as much as two feet from their base and resembling more and more an elaborate, pointy headdress. They continue to curve around the head, with the ends pointing moderately pointing out… at least, most of them do. Between two to four horns face outward, reaching past the head or stabbing up as obvious instruments of battle. Seeing the opportunity this presents, you have learned to blend your horns and magic into melee combat, letting you imbue your horns with the tinted false flames of magic. It is unlikely you would ever have bothered to learn such a tactic in Kolomach.
Prerequisites: Vgilmat, Horn Channeling, ability to cast 2nd level arcane spells, base attack bonus +6
Benefits: You gain a primary natural attack (gore 1d6 + 1 ½ primary spellcasting ability bonus, regardless of the number of horns you possess). When making a melee touch attack for an arcane spell, you may instead make a normal attack with your horns, discharging the spell upon hitting the enemy.
You may instead opt to sacrifice one arcane spell to add 1d4 points of arcane damage to your gore attack (1/2 of a creature’s spell resistance works like energy resistance against arcane damage). Charging your gore attack in either way is a move action and can be held for five rounds. You may only have one charge at a time.
Special: If you have taken (or ever do take) Weapon Finesse, your gore attack also benefits from the feat.
Because of the size and magical nature of the horns, your head magic item slot is considered to always be occupied. You are also unable to wear conventional helmets, and must have them custom-made.
If you are a wizard you can selects Impaling Horn Spears a bonus feat. If you are a sorcerer, you may obtain this feat as a bloodline feat, regardless of your actual bloodline.

Knows Every Trick in the Book (Combat)
Your people have been the smallest in the neighborhood for longer than your history can recount. Odd though the existence of even smaller people is, you are intimately familiar with the tactics of confronting those more vertically gifted than oneself.
Prerequisites: Vgilmat, Dodge, Mobility, Walk a Mile in Miniscule Shoes, base attack bonus +5
Benefits: Nothing of small size or smaller gains size modifiers to attack or armor class against you. Non-magical feats, abilities, class features, or similar effects that only effect someone larger than the user consider you to be the same size as the user, and have no effect.

Laurelled Antlers (General)
Your connection with nature has influenced the shape of your horns, causing them to branch apart and for your largest to merge together to form a magnificent rack of antlers crowning your head. These antlers allow you to better harness the power of the world, magic gathering at the tips of your antlers to drain down into your body like flowing water.
Prerequisites: Vgilmat, Horn Channeling, ability to cast 3rd level arcane spells, as well as one of the following: possess the Elemental, Fey, or Verdant sorcerer bloodlines; have either Animals or Elements as your witch’s patron; use of the Wood school of magic; have the Voice of the Wild or Animal Speak bard archetypes; access to the Plant domain; the ability to cast 1st level druid or ranger spells
Benefits: Whenever you cast an arcane spell or a spell from any class that let you qualify for this feat, you gain temporary hit points equal to the spell’s level -1, to a maximum amount equal to your character level; this temporary hp lasts one hour.
You may take 1 point of Dexterity damage to consider your type to be your choice of plant, animal, vermin, or humanoid for the affects of one spell targeting you. You always possess the giant subtype.
Special: Because of the size and magical nature of your horns, your head magic item slot is considered to always be occupied.
If you are a sorcerer, you may obtain this feat as a bloodline feat, regardless of your actual bloodline. If you are a wizard, you may take Laurelled Antlers as a wizard bonus feat.

Masterful Body Compression (General)
You have trained for great control over your body, and by your mastery of your own musculature are capable of keeping yourself reduced in size even without outside pressure.
Prerequisites: Vgilmat, Contraction, Loose Skeletal Structure, Athletics, Meditation Master
Benefits: You can use you Contraction ability to actually reduce yourself one size (reducing your reach to 5 ft and negating your size modifiers to attack, AC, CMD, and CMB, and reducing your Dexterity by 2). You do not actually reduce your Strength score, as your muscles are simply more compact at the moment. You take 2 points of nonlethal damage for each 1 minute of this. You do not take nonlethal damage when squeezing into an area as though you were two sizes larger.
Special: If gain the Body Mastery feat, or if you possess the Timid Body Reduction alternate race feature along with the Body Control feat, you can reduce your size 2 stages (giving a +1 size bonus to attack and AC, a -1 penalty to CMB and CMD, a +2 size bonus to Fly, a +4 size bonus to Stealth). Your speed is reduced to 20 ft. Your Strength still is not reduced, but you actually reduce your Dexterity by 2 for being so tightly wound; you take 4 nonlethal damage for each minute of this. You take no damage when using the normal use of this feat.
Should you then take the Body Mastery feat with your Timid Body Reduction racial feature, you take no nonlethal damage when reducing yourself 2 sizes; further, your Dexterity score decreases by only a single increment of 2.
Normal: Contraction can only be used for squeezing into tight spaces.

Name of My Soul(General)
Your appellation is more than simply a descriptor of what you have done; the title captures completely the basic essence of your being, and the use of it makes you more ‘you’ than ever before.
Prerequisites: Given a vgilmat appellation by a figure of authority, Vgilmat, character level 9+
Benefits: Even should someone discover your True Name, using it grants no one else power over you. You gain a +1 inherent bonus to one ability score.

Sensory Keratin Extensions (General)
With the further development of your horns, 7 of them have grown exceptionally thin and long coatings of keratin, the tips of the narrow whip-like structures reaching a two feet away from the skull. Wisps of magic dart from end to end before a barely-visible pulse of transparent color flows inwards from the six outer horns to the slightly thicker horn in the middle. This pattern grants you incredible insight into your surroundings and the spellwork present therein.
Prerequisites: Vgilmat, Horn Channeling, ability to cast 3rd level arcane spells, Perception 4 ranks
Benefits: You can use Detect Magic as a spell-like ability at will.
You may sacrifice a daily arcane spell slot to gain a version of the Scent ability that “smells” only magic, which remains for 1 hour per spell level.
You may take damage to gain the benefits of blindsense with a 15 ft radius: for each 2 points of damage, this effect lasts for one round, and you can extend its range by another 5 ft for another 2 points of damage.
When you possess 10 HD, you may take 1 point of damage to your primary ability score modifier to make this blindsight for the duration of use.
Special: Because of the size and magical nature of your horns, your head magic item slot is considered to always be occupied.
If you are a sorcerer, you may obtain this feat as a bloodline feat, regardless of your actual bloodline. If you are a wizard, you may take this feat as a wizard bonus feat.

Spell Latching (General)
The influence of arcane magic upon your body results in you scalp ridges growing into small horns; you have learned of the unusual properties they possess even at this fledgling stage of growth and can “attach” a spell to them to delay its effect; however, you aren’t truly drawing upon the native powers of your growths so much as taking advantage of passive effects, and it has no visible manifestation. These horns are yet small, and although they bestow the stigma of being a user of arcane magic they are not developed enough to incite fear.
Prerequisites: Vgilmat, ability to cast 1st level arcane spells
Benefits: When you cast a spell you can hook it to your horns to put its effect on hold for 1 round per caster level (to a maximum number of rounds equal to your primary spellcasting ability modifier), allowing you to delay a spell after completing its casting.
Special: If you are a sorcerer, you may obtain this feat as a bloodline feat, regardless of your actual bloodline. If you are a wizard, you may take this feat as a wizard bonus feat.

Spell Reinforcement Arcs (General)
Your horns have influenced one another’s growth to develop two arcing structures that narrow to points shortly after the apex of the curve; between these tips, magic spirals as it is concentrated and shaped between the twin compound horns. Your spells obtain greater power than you could have hoped for without the focusing tool that is your body.
Prerequisites: Vgilmat, Horn Channeling, one feat with Horn Channeling as a prerequisite, ability to cast 7th level arcane spells, any 2 metamagic feats
Benefits: The swirling power forced into your spell allows you to use metamagic when you otherwise couldn’t. You can sacrifice an amount of hp equal to (original spell level + (2 x metamagic level adjustment)) to apply a metamagic feat you know to an arcane spell as you cast it without adjusting the spell level; however, if the spell has a casting time of less than a full-round action, it becomes a full-round action.
You gain a +2 bonus on checks to overcome spell resistance when casting arcane spells.
Special: Because of the size and magical nature of your horns, your head magic item slot is considered to always be occupied.
If you are a sorcerer, you may obtain this feat as a bloodline feat, regardless of your actual bloodline. If you are a wizard, you may take this feat as a wizard bonus feat.

Spiral Horn Confluence (General)
A number of your horns reach upwards, twisting around one another until their tips meet between 8 to 12 above your head (although they are sometimes angled). This horn formation creates a concentrated apex of power above your head, the magic swirling around the central point as you cast the spell. This growth is from the influence of greater powers upon your magical aura.
Prerequisites: Vgilmat, ability to cast 4th level arcane spells, ability to cast 2nd level divine spells, Horn Channeling
Benefits: For each character level, select 2 spells from your divine spellcasting list that you are capable of casting; when casting these spells, they count as arcane spells for Horn Channeling and its accompanying feats. You must possess at least three spells of each spell level before you can select higher level spells.
You may elect to add 1 round to the casting time of an arcane spell that takes 1 round or less to cast; doing so condenses your spell power to easier break through magical defenses. If your opponent has a spell, spell-like ability, or magic item that would negatively impact the spell you are casting (by increasing AC, granting energy resistance/immunity, giving/increasing spell resistance, etc.), and this effect is of or below the level of the spell you are casting, you can make a dispel attempt against it as though casting Dispel Magic. If you fail, however, your spell is completely negated. This can only dispel 1 effect per casting.
Special: Because of the size and magical nature of your horns, your head magic item slot is considered to always be occupied.
If you are a sorcerer, you may obtain this feat as a bloodline feat, regardless of your actual bloodline. If you are a wizard, you may take this feat as a wizard bonus feat.

Taboo Spell Resonance (General)
Having had so much arcane magic cast upon you, your scalp ridges have begun to change despite not casting arcane spells yourself. But not into majestic horns—you don’t actually use arcane magic. Your ridges become soft and slowly begin to grow, but flop down as though lifeless, flaccid tentacles. It can at times grotesquely resemble hair; needless to say, you aren’t too attractive to others of your kind.
Prerequisites: Vgilmat, must have been subject to or have cast via scroll at least 30 arcane spells of 1st level or higher, no arcane spellcaster levels
Benefits: You increase the caster level of all arcane spells cast on you by 1, and the caster may make a Spellcraft check (DC 10 + spell level + your Wisdom modifier) to not expend a spell slot casting it; any given spellcaster can only benefit from this once per day.
If you succeed at a saving throw against an arcane spell, you can redirect the spell at any target within the spell’s normal range as though they had been targeted by the original spellcaster. If the effect was halved due to the successful saving throw, you still suffer the remaining effects. You can redirect a total number of spell levels per day equal to your hit dice.
Special: You cannot take this feat if you possess Horn Channeling or The Mark Defying Death feats.
Your scalp ridges do not fall off on a yearly basis, remaining throughout your life.
You take a -2 penalty on Diplomacy checks resolved against vgilmats.

The Mark Defying Death (General)
Your scalp ridges are unusually developed, their ends sometimes connected together to make interconnected chains of raised bone. When you were young you developed horn ridges earlier than your fellows, and they continued to develop until you reached your teens—such a sign is auspicious, and you are blessed with a unusually strong grasp on life.
Prerequisites: Vgilmat, 1st level in a class other than Warrior, Expert, Commoner, Aristocrat, or Adept
Benefits: When failing a saving throw would result in you dying from the effect forcing the save, you may reroll that saving throw a second time This feat cannot be used in conjunction with other abilities granting multiple rolls of a saving throw.
You gain a +2 bonus to saving throws against effects that would drain or damage your Intelligence, Charisma, or Wisdom scores.
Special: You must take this feat at 1st level.
You lose the benefits of this spell if you ever cast arcane spells (but not by being subject to them or casting an arcane spell from a scroll; you have surpassed the point of being negatively affected by such means).
If by some means you obtain another feat at 1st level, you cannot take this feat in conjunction with Horn Channeling or Taboo Spell Resonance.
You gain a +2 circumstance bonus to Diplomacy checks resolved against vgilmats.

The Perfect Art of Vgilmat Woodcraft (Item Creation)
You have learned the mystical tree-carving techniques your people use to cut incredible objects out of large, solid pieces of wood. The image of the tree’s bark is carried in from the first cut, making the entire item share the appearance of the trees outermost layer on its smooth surface.
Prerequisites: Vgilmat, Craft (woodworking) 8 ranks and 2 ranks of either Knowledge (nature) or Spellcraft
Benefits: When carving an object out of wood, you can effectively double its cost (in terms of the cost of base materials and in the time needed to craft it); doing so allows you to make the resulting item a Vgilmat Woodcraft item, giving it the properties of darkwood. You can alternatively triple its cost; doing so allows you to imitate the first effect of the Ironwood spell, making the wood permanently as hard as metal.
Special: If you use actual darkwood as the material for this, the process that would make normal wood like darkwood instead lets the darkwood object repair damage to itself at a rate of 2 hp per 3 hours. The process that grants it ironwood properties instead treats the item as though it were made of adamantine (although the difficulty of such work makes this is as expensive as though it were actually made of adamantine, but the price is only increased by 50%).
Vgilmat Woodcraft cannot be used as materials for this feat.

Vgilmat Woodcraft’s Full Potential (Item Creation)
Your people’s woodshaping abilities let you give timber traits it would never naturally have.
Prerequisites: Vgilmat, Craft (woodworking) 10 ranks and 3 ranks either Knowledge (nature) or Spellcaftt, The Perfect Art of Vgilmat Woodcraft
Benefits: You can use wood and Craft (woodworking) as though it were any ordinary material and every Craft skill, respectively (special material such as dragonskin, adamantine, etc. are beyond the scope of this feat. This feat cannot be used to turn normal wood into darkwood). Dresses of flowing wood, paintings made of liquid bark, glass that is simultaneously wood while possessing all the properties of glass, leather made out of no living creature—under your talented hands, a tree can become anything. Using wood as though it were another material adds +50% to the cost due to the rituals required.

Walk a Mile in Miniscule Shoes (Combat)
Predicting the actions of other small people is easy, even if they are even littler than you—you just have to remember home.
Prerequisites: Vgilmat, Dodge
Benefits: Creatures of small size do not gain a size modifier to attack or AC against you. Creatures of tiny size and lower have their size modifiers halved in regards to you.

Wild Conduit Configuration (General)
Your horns curl into uneven, asymmetrical forms. Your head is covered in horns that twine together, go straight, curve, loop, and overall make a mess of your appearance. However, this small hit to your attractiveness is outweighed by the connection to primal wild magic this inherently chaotic array grants you, seemingly solid ghostly imprints of magic rolling across your horns as you shape your spells.
Prerequisites: Vgilmat, Horn Channeling, any non-lawful, any feat with Horn Channeling as a prerequisite, the ability to cast 5th level arcane spells
Benefits: When casting an arcane spell, you can roll a d4, with each number correlating to -1, 0, +1, and +2. You then add this modifier to the spell DC (if applicable), the spell damage (if applicable), or to the caster level check to overcome SR (if applicable). This number is doubled when casting a spell with the chaotic descriptor You can take 1 point of Constitution damage to apply this to caster level.
When you roll percentage, you can sacrifice an arcane spell slot to move the result (spell level x 2%) higher or lower. Finally, when you cast spells that cause, or risk causing, confusion, you gain a +1 bonus to spell DC.
Special: Because of the size and magical nature of your horns, your head magic item slot is considered to always be occupied.
If you are a sorcerer, you may obtain this feat as a bloodline feat, regardless of your actual bloodline. If you are a wizard, you may take this feat as a wizard bonus feat.

dragonjek
2014-08-21, 09:47 PM
Associated Material for Any Character

Rogue Talent:
Easy Duplicity (Ex): The rogue’s racial bonuses to Sense Motive applies also to Bluff. None of his messages when trying to convey a secret message risk giving a false message. Requires a racial bonus to Sense Motive.

Archetype:
Cleric Archetype: Devotee of Kesh
The Great Tree of Kesh is found in Kolomach, and is visible to some extent across much of the continent. The Great Tree is the largest tree in the world, reaching above the peaks of mountains. But it is much more than a mere tree; it is one of few physical planar materializations of the dimensions-spanning World Tree Yggdrasil, which brushes against every plane in its inconceivable vastness. Indeed, one managing to climb the Tree of Kesh, whose its bark is large and thick enough to hold small cities, would eventually find that many of the smaller branches that seem to fade into nothingness, but in truth is reaching out past the simple dimensions of the Material Plane.

Even before Kolomach was discovered, people dreamed of the Great Tree under a dozen different names and knew that it existed somewhere in the world. It is a spiritual entity with an unusual form of self-awareness not understandable by non-plants or mono-planar beings, but those who give prayer to the tree are gifted with some of its power as its devotees, the form in which all clerical gifts of Kesh manifest.

Path of Kesh’s Branches: Kesh is True Neutral, but its devotees can be of any alignment; its favored weapon is the greatclub, and it provides access to only the Plant Domain; however, he also gains access to the domain ability and spells of the subdomain Growth in addition to those of the Plant Domain. These are added to his Cleric spells known; a Devotee of Kesh does not possess special spell slot reserved for domain spells. This ability replaces the Domains a Cleric normally receive at 1st level.

Spontaneous Casting: A Devotee of Kesh can spontaneously cast the Summon Monster spells, as well as spells from the Plant Domain and Growth subdomain. This modifies Spontaneous Casting

Channel Energy (Su): Devotees of Kesh channels positive energy. When channeling energy, the Kesh may elect to, instead of healing/dealing damage, to instead provide one of the following benefits. All modifiers are equal to the number of Channel Energy dice he possesses and last one round per 2 Cleric levels.
Leaves shelter those within the area, imposing a penalty to attack rolls against his allies.
Roots grasp at opponent’s legs, imposing a penalty to Reflex saves.
Healing sap flows through their veins, granting a bonus on saving throws against any effect that deals damage.

Multiplicity of Essence (Su): The nature of the Great Tree of Kesh is difficult for many to comprehend, in the limited sense that mortals are capable of. But the nearest understanding a mortal could understand would be that the Great Tree of Kesh is the physical expression of one of the souls of Yggdrasil’s soul. Copying this feat is a deed reserved for entities on the level of gods; it is by the curious spiritual touch of Kesh that the Devotee’s soul is gifted with a soul of its own at 3rd level. This sapling-soul grants the Devotee a +4 bonus to saving throws against death effects and soul-affecting effects, and he may roll twice on such effects and take the better result. He always stabilizes when brought to negative hit points, and if the same attack that brought him to negative hit points would kill him, he survives at 1 hp before the point of death; he needs to be damaged while in negative hit points to be killed by damage. If he should ever have his soul destroyed or stolen, it is instead his sapling-soul that is removed from him; he takes a -2 morale penalty to every roll for one year or until he regains his sapling-soul. Should his Wisdom or Charisma ever be reduced to 0, his sapling soul is destroyed and he returns his Wisdom and Charisma to their original, un-penalized numbers.

At 7th level, with his sapling-soul managing part of the duties normally performed by the soul itself, a Devotee of Kesh can benefit from the strange freedom his soul experiences. As a standard action, he may force a selection of beings with a soul within 30 feet of the Devotee to make a Will and Fortitude save; failing the Will save imposes a -4 penalty to Will saving throws for 1 minute, while failing the Fortitude save saps their vitality, forcing a -2 penalty to attack rolls. Should they have a Dexterity or dodge bonus to AC, they are reduced by 2 each upon failing the Fort save. The Devotee gains 1 temporary hit point for each person who fails their Fortitude save, which last 24 hours. He may instead opt to gain the ability to maintain two concentrations at once for 1 minute, allowing him to act normally while concentrating on maintaining/directing a spell. Using either ability costs a daily use of Channel Energy.

At 11th level the possession of his soul’s soul allows the Devotee to continually focus a part of himself on his connection to the Great Tree of Kesh, and following these paths grant him strange powers. The Devotee can choose to leave one of his highest level spell slots unfilled to bypass the hour of prayer normally required to connect to a divine being when refilling spell slots. A Devotee of Kesh can expend a prepared spell (or a number of uses of Channel Energy equal to the spell level) to benefit from his connection to other planes. The effects of each spell level are as follows:
1st: The Devotee may make a combined use of all Detect spells, gaining information as though from casting them all at once.
2nd: The Devotee gains a +1 bonus to the DC of water, fire, earth, and air spells for one round per Wisdom modifier.
3rd: The Devotee may spontaneously cast a Summon Monster spell by giving up a spell slot of the same level. The Devotee is not restricted by alignment when choosing what to summon while under the effects of this ability.
4th: The Devotee can partially exist in two planes at once; he can see in a location on a second plane as though scrying, but possesses a visible (but immaterial) form and can move and speak. He cannot truly be harmed or affected while only barely materialized in that other plane; however, any attempt to harm him by any method inflicts 1 point of Wisdom damage. He is slightly disjointed from normal reality in the use of this ability, gaining the benefits of the Displacement spell for this ability’s duration (1 minute per point of Wisdom modifier, but it can be cut short as a swift action).
5th: He can initiate a pseudo planar jump, elevating him out of a truly physical existence for 1 minute per point of Wisdom modifier, at which point he snaps back to reality, with the mechanical effect of making him incorporeal.
6th: The Devotee can throw pieces of planar energy as a ranged touch attack with a range of 30 ft, which quickly fades away after being thrown. The effect of the plane chosen influences the result of this ability, but a Devotee cannot select the plane he currently resides upon. Using the this of a being native to your selected plane has no effect.
The Ethereal Plane: A blob of sticky, unpleasant ectoplasm deals 1d4/3 levels force damage and forces a Fortitude save against being sickened and a Reflex save to avoid being entangled. By succeeding at both saves, the damage is reduced by half.
The Shadow Plane: Swirling shadows that are blacker than black, forcing a Fortitude save against 1 negative level/6 levels.
The Negative Energy Plane: An emptiness that seems not to move as it flies through the air. It inflicts 1d4 negative energy damage/2 levels to living beings, and heals that much hp to undead. A Fortitude save can half the damage.
The Positive Energy Plane: Boiling possibilities of creation that seem to improved the air around it, healing living beings 1d4/2 levels in hit points, and inflicting that much hp to undead. A Fortitude save can half the damage.
The Elemental Plane of Air: A tornado in miniature inflicts 1d4/2 levels bludgeoning/slashing damage and forces a Fortitude save; failure hurls the target 1d6 x 10 ft. in a random direction (random can include “down”). If he hits an object he takes damage as though he had fallen the distance he flew. A successful save halves the damage and only moves him 10 ft (although he still takes 1d6 falling damage if he is hurled straight down into the ground)
The Elemental Plane of Water: A distorted loop of flowing water inflicts 1d6/2 levels bludgeoning damage and forces a Reflex save to avoid having their armor bonus reduced by 4 and/or their natural armor bonus reduced by 1 until the armor can be repaired/heals to full health. A successful save negates the penalty and halves the damage.
The Elemental Plane of Earth: A chunk of miscellaneous earthen material randomly dealing bludgeoning, bludgeoning/piercing, or slashing. Roll 1d4: on a 1, it inflicts 1d6/3 levels damage; on a 2, 1d4/2 levels damage; on a 3, 1d6/2 levels damage; on a 4, 1d6/level damage. This damage can be halved with a successful Reflex save.
The Elemental Plane of Fire: Burning many-colored flames deal 1d6/2 levels fire damage to the person and ½ that damage their possessions. A successful Reflex save reduces the damage by half and leaves the possessions unharmed.
The Astral Plane: A chunk of silvery potential deals 1d4/2 levels untyped damage, and teleports the target 20 feet in a random direction. A successful Reflex save halves the damage and prevents the teleportation effect.
The Maelstrom: A chunk of everything and anything and something and nothing forces a Will save against confusion for 1d6 rounds.
Axis: Glyphs that represent the fundamental laws governing the world force a Will save against being paralyzed for 1d4 rounds.
Abaddon: Oblivion inflicts 1 point of Constitution damage per 5 levels, negated by a Fortitude save.
Nirvana: The image of perfection forces a Will save vs being fascinated for 1d4 rounds.
Heaven: Judgment condensed into a star-like gem deals 1d6/2 level holy damage to a target who dealt damage to another sentient being last round.
Hell: A crumpled and bloody wad of paper (a contract, if read in the few seconds before it fades away) forces a Will saving throw against a [i]Charm Monster effect, duration of ten minutes.
The Abyss: A screaming stone weeping blood inflicts 1d4/2 levels of piercing and bludgeoning damage, and forces a Fortitude save against 2 points of bleed, lasting ten minutes or until healed.
Elysium: Blessed amber liquid cures nausea, sickening, fear effects, paralysis, fatigue, or exhaustion.
The Boneyard: A black skull forces a Will save against being panicked for 1d4 rounds.
The First World: Glowing elf-shot mimics the spell Contagion, resisted on a successful Will save, nor Fortitude.
The Dimension of Time: Flowing not-sand causes 1 point of Dexterity damage per 4 levels, resisted on a Fortitude save.
The Dimension of Dream: Shifting half-illusions force a Will saving throw against falling asleep for 1d4 rounds
The Material Plane: Writhing tentacled mass of colour out of space wrapped in the darkness between the stars inflicts 1d3/3 levels untyped damage and forces a Will save against confusion for 1d4 rounds. A successful save also halves the damage. The Devotee gains temporary hit points equal to ½ the damage dealt.
7th: He can Plane Shift, as the spell, along with 1 passenger per level within 20 feet of him.
8th: He can target one person within 30 feet, who must make a Will save or be banished to any plane the Devotee desires. He cannot reenter the plane the Devotee banished him from for 1 year, but cannot be barred from any other plane during this duration.
9th: He adds +2 to the caster level of a single spell with the fire, water, earth, air, good, evil, chaotic, lawful, death, teleportation or shadow descriptor, a spell that involves sleep or dreams, a spell applying a confusion effect, a spell affecting aging, a spell that involves incorporeality or etherealness, or a spell that deals positive or negative energy damage.

At 15th level the sapling-soul allows easy contact with other planes, increasing the caster level of his planar traveling spells and summoning spells by 1, and granting him a +2 bonus to Diplomacy, Sense Motive, Intimidate, and Bluff against beings with the Extraplanar subtype.

At19th level, the sapling-soul can possess entities without an intelligence score, allow the Devotee to control it as though using the Magic Jar spell (although there is no soul container, and the existence of lack thereof of a soul in the target is of no consequence). It may be used once per day, and has a duration of 1 day.

This ability replaces the dice added to the Devotee’s Channel Energy ability at levels 3, 7, 11, 15, and 19.

Feats:
Emergency Concealment (General)
Learning to get yourself out of sight quickly has kept you alive more than once. Paying attention to your fellow beings can be just as life-saving as watching for enemies
Prerequisites: Lightning Reflexes, Stealthy, Improved Initiative, Perception 5 ranks
Benefits: Whenever you see someone making a Stealth check to hide, you may take an immediate action to make a 5 ft step and a Stealth check.

It Isn’t Paranoia if it Keeps You Alive (General)
People insist that your nervous habits of continually looking for danger or pointing out possible escape routes/hiding places is unhealthy. These people are much more likely to be eaten than you are.
Prerequisites: Either Stealth or Awareness are not class skills
Benefits: You gain Stealth and Awareness as class skills, and you gain 1 skill rank to put in one of them. If you already have one of these skills as class skills, the new one gains the skill rank.
Special: Vgilmat Fighters may select this feat as a bonus feat.

Lob Oshalos
The Careful Man, the King of Rats, the Laugh That Surpassed the Mountain, Divine Lob Oshalos Who Waged War on Death
God of observation, laughter, and the will to live
Alignment: Neutral Good
Domains: Community (Cooperation), Good, Healing (Restoration), Luck, Protection (Defense), Trickery
Favored Weapon: Spiked shields

Lob Oshalos is a pleasant and cheerful deity. He is famed for being a keen judge of character, and the attention to detail he demand of his followers has caused no small number of his followers to excel as politicians, detectives, or businessmen (this is, however, only a pleasant side-effect of his faith, and is given no particular emphasis when discussing the religion.

Lob Oshalos is a god driven to live; in the ancient war between the gods he was struck down by a deity of jealousy, and his soul fell into the afterlife. But a spark born from fear ignited in his heart and in a titanic struggle against the powers of the planes, forced himself back to life. Other tales say that he stole his own soul, or that he snuck out past the innumerable guardians of the afterlife. The true story is unknown, as all three behaviors are well within his personality.

Survival is the first and most important thing. The world may offer wonderful things, and one may have wonderful things to offer to the world—but not a one of these will matter in the slightest if a person dies before ever truly achieving the joys that can only be found in life. Vgilmats have found in this aspect of the god a part of themselves and although they do not make up the majority of his believers, nearly all of their race worship him, and Lobite priests possess a certain fondness for them.

His faith features a number of regularly repeated rituals; the first bite of a meal is taken only after a short meditation on a relevant passage of the Scriptures of Bodily Vigor. Less healthy foods are guilty pleasures for many of his follows, but guidelines written in the Scriptures are less commandments than suggestions. A Lobite can live as unhealthily as he wants, but he to submerge oneself in such a life is considered a life-damaging decadence. Others of the most common rituals likewise regard taking care to keep the body in best shape.

More significant ceremonies can be seen in the Catalogue of the World, a weekly ritual where in a Lobite combs their memories of the last week, writing down as much of the minutiae as they can possibly remember—not the big events, but the most minor of occurrences. With these writings, they try to decipher what the meaning was behind the background events that they’ve remember. They also use this time to recall their actions and awareness over the course of the week, trying to find what they could have done better. The result is then burned in a brazier. The Gift of Joy is held without any sort of regular schedule, wherein the followers of Lob Oshalos try to show those around them how wonderful the world they live in is. Helping others is considered the best way to do this, but not all have that option; for these, their preferred method of accomplishing this is to delve into humor that will brighten up someone’s day.

Rats, stubborn and enduring vermin that they are, are considered sacred animals to Lob Oshalos, who he adopted as his own when they were spurned by other gods. Many of his followers keep them as pets. However, despite his title as the King of Rats, he is deeply offended by the existence of the abominable rat kings, and demands that they be burned when found.

dragonjek
2014-08-23, 01:33 PM
If anyone could review and/or critique this, I'd appreciate it.

ThreadNecro5
2014-08-23, 04:42 PM
this looks cool, quite a lot of fun looking options to. iv only skimmed the feats but the race itself looks balanced, but by subdual damage do you mean nonlethal? iv never heard of subdual. the background is an interesting idea, help set them apart.

with what I read of the feats the idea of arcane casters growing horns as they use magic is a cool concept, and besides, one (admittedly high lv) feat makes this a race that shoots lazes with its horns. that is cool in and of itself

also the whole compression thing helps set them apart from the other races. looks balanced and overall I rather like it.

dragonjek
2014-08-23, 07:09 PM
this looks cool, quite a lot of fun looking options to. iv only skimmed the feats but the race itself looks balanced, but by subdual damage do you mean nonlethal? iv never heard of subdual. the background is an interesting idea, help set them apart.

with what I read of the feats the idea of arcane casters growing horns as they use magic is a cool concept, and besides, one (admittedly high lv) feat makes this a race that shoots lazes with its horns. that is cool in and of itself

also the whole compression thing helps set them apart from the other races. looks balanced and overall I rather like it.

Thank you! I'm glad tha--
What?
*Goes and checks books*
*Goes and checks the internet in a desperate attempt to not be wrong*

...

It appears that I have somehow been mentally substituting the word "subdual" in for "nonlethal" in every gaming book I've read since since 2003. I have, by some heretofore unmeasured feat of self-deception, managed to never notice the word changed with the switch from 3.0 to 3.5, or that Pathfinder doesn't use the word at all.

My apologies. I edited the proper word back in.