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View Full Version : Pathfinder Touched [Human+ ANYTHING][Race][Crossroads]



Admiral Squish
2014-10-09, 05:05 PM
Touched
Created for Crossroads: The New World (http://www.giantitp.com/forums/showthread.php?345327-Crossroads-II-I-m-on-a-Mammoth)

The touched are what happens when human bloodlines come in contact with inhuman sources. The majority of touched are influenced by powerful spirits of some sort, but some touched have gained their unusual traits from more earthly sources, such as dragons or undead. Whatever changed them, the touched are a rare sight, often forced to live in hiding thanks to their unusual traits. Some are revered, some are feared, but they all stand apart from the humans they live among.
Personality: The touched are isolated by their inhuman nature. They never quite fit in with the humans around them, and even those who encounter other touched are unlikely to find anything more in common than they would with another human. This isolation takes its toll on them as they grow. Some become ashamed of their inhuman nature, other become fiercely proud, some become jokers to take the power from those who abuse or bully them.
Physical Description: The touched have highly varied appearances, even more widely varied than the humans they’re descended from. As many different kinds of humans there are, there are infinitely more spirits and inhuman creatures that can give rise to a touched, and when the two combine, the possibilities are staggering. Touched are, thanks to their human nature, usually between 5 and 7 feet in height, and they always have the same frame, two arms and two legs.
Relations: The touched interact with humans in different ways. There is always a clear division between them and the humans they live with, but how things flow across that divide varies. Some touched are seen as freaks, abominations, corruptions of humankind. Many are simply killed at birth in some places, or hidden away and taught to hide their nature. Others are seen as living connections to the powerful spirits and forces that shape the world, and rise to positions of authority and power. Others turn their hurt sideways into humor, becoming jokers, pranksters, and tricksters of all sorts.
Alignment: Touched come in all alignments, good, evil, lawful, chaotic, and neutral. It’s all but impossible to predict a touched characters alignment. Even those with otherworldly parents strongly associated with one alignment or another aren’t guaranteed to take that particular alignment.

LNC
G101010
N102010
E101010
Touched Lands: The touched have no lands of their own, they live among humans. They’re born to humans, and most are raised among them. Some live their whole lives among them, either as part of society or drifting through it on the outskirts. Some will leave, living alone out on the frontiers of society. Others will seek to merge into inhuman societies.
Religion: The touched often have strong relationships with the spirits. Whether those relationships are positive is another matter. Some spirits see their touched offspring as tools, pieces on a cosmic board to be played to their advantage, with their knowledge or without. Some touched seek out spirituality to try and connect with their inhuman heritage, or even contact their otherworldly influence directly. Others shun the spirits, resenting their meddling in mortal affairs.
Language: The touched speak the languages of the humans they were born into. Many will learn a variety of languages, to allow them to roam through different regions freely in the search for a place to accept them.
Names: Touched are given many different kinds of names Typically, they are named in the language of their human culture, but their names are usually uncommon at best and unheard of at worst.
Adventurers: Touched almost always become adventurers to one degree or another. It would be almost as unusual to see a touched commoner as it would be to see an adventurer among humans. Touched naturally gravitate toward Chosen and Priest classes, but they can easily settle into almost any class.


+2 to any one ability score Touched are highly varied creatures. Note, there are additional ability modifiers detailed under the sources. They cannot apply this bonus to any ability modified by their source.
Humanoid Type Touched are humanoid creatures with the [Touched] subtype.
Medium Size Touched are medium creatures, and thus receive no bonuses or penalties due to their size.
Normal Speed Touched have a base speed of 30 feet.
Touch of the Inhuman Touched are influenced somehow by an inhuman force, through blood, spirit, or magic. Select one of the following sources when creating a character. The touched gains the ability modifiers and universal abilities associated with the source, and may select any two of the variable abilities listed, gaining them as well. Once these selections are made, they cannot be changed.

Spirit Sources
The spirit touched are those touched influenced by otherworldly forces, granted inhuman powers by the powers of the natives of the spirit world, be they gods, demons, animals, or stranger beings. Spirit touched are only rarely created by actual mating between a spirit and a mortal being, those that are often becoming very powerful chosen or priests. The most are created indirectly, when the spirits change or bless a child in the womb. Sometimes they do this with the parent’s knowledge, in gratitude for some heroic act or to show their favor to a devout worshiper, and sometimes without, the parent only finding their child is changed when they’re born with something obviously abnormal. Some are even created accidentally, the sheer presence of some more powerful beings enough to alter the unborn nearby. However they come about, the spirits that granted them their inhuman traits only rarely directly interact with the spirit touched after that first interaction. Those that do usually seek to use them as pawns in supernatural power games, to varying degrees of success. Others may have more pure intentions, but the attentions of powerful spirits often draws a target upon their progeny.

Beast (http://www.giantitp.com/forums/showsinglepost.php?p=18234228&postcount=2)
Wood (http://www.giantitp.com/forums/showsinglepost.php?p=18234231&postcount=3)
Air (http://www.giantitp.com/forums/showsinglepost.php?p=18234237&postcount=4)
Earth (http://www.giantitp.com/forums/showsinglepost.php?p=18234245&postcount=5)
Fire (http://www.giantitp.com/forums/showsinglepost.php?p=18234250&postcount=6)
Water (http://www.giantitp.com/forums/showsinglepost.php?p=18234258&postcount=7)
Chaos (http://www.giantitp.com/forums/showsinglepost.php?p=18234264&postcount=8)
Evil (http://www.giantitp.com/forums/showsinglepost.php?p=18234268&postcount=9)
Good (http://www.giantitp.com/forums/showsinglepost.php?p=18234275&postcount=10)
Law (http://www.giantitp.com/forums/showsinglepost.php?p=18234282&postcount=11)

Blood Sources
The blood touched are those touched who trace their inhuman traits to more earthly sources. Many blood touched are many generations removed from an inhuman ancestor, whose supernatural influence on the bloodline became just strong enough to alter the touched for reasons inscrutable to man. Many are accidentally created when a pregnant mother is attacked by some supernatural being, or spends time in a place heavy with magical power, the magical influence enough to change the unborn child. Some are more directly traced to supernatural beings living under some magical guise, something that made them human enough to breed with them, but inhuman enough to grant their offspring some unmistakable trait. Blood touched are typically more obviously inhuman than the spirit touched, and they are much less likely to survive to adulthood. Many human societies that wouldn’t dare harm a child under the protection of a mighty spirit would smother an infant with a more mortal parentage. Others are abandoned, or starve to death, or are slain by angry mobs as they grow. While spirit touched often have a chance, albeit a slim one, of meeting their inhuman source, the generations of distance often make such contact impossible for the blood touched.

Aberration (http://www.giantitp.com/forums/showsinglepost.php?p=18234287&postcount=12)
Dragon (http://www.giantitp.com/forums/showsinglepost.php?p=18234298&postcount=13)
Fey (http://www.giantitp.com/forums/showsinglepost.php?p=18234305&postcount=14)
Undead (http://www.giantitp.com/forums/showsinglepost.php?p=18234314&postcount=15)

Example Touched:
Catboy/Catgirl
Touched (Beast)
Ability Modifiers: +2 Dexterity, +2 Wisdom, -2 Intelligence
Universal Abilities: Natural Weapon (Claws), Beast Tongue
Variable Abilities: Extra Weapon (Bite), Balancing Tail
Extra Boon: Sharp Senses

Flower-Touched
Touched (Wood)
Ability Modifiers: +2 Charisma, +2 Wisdom, -2 Dexterity
Universal Abilities: Regrowth
Variable Abilities: Fragrant Cloud, Photosynthesis
Extra Boon: Plant Resistance

Paracelsian Sylph
Touched (Air)
Ability Modifiers: +2 Charisma, +2 Dexterity, -2 Strength
Universal Abilities: Wind Shield, Energy Resistance
Variable Abilities: Breeze Talker, Storm Walker
Extra Boon: Float

Paracelsian Gnome
Touched (Earth)
Ability Modifiers: +2 Constitution, +2 Strength, -2 Dexterity
Universal Abilities: Stone Hide, Stability
Variable Abilities: Burrow, Stone Tongue
Extra Boon: Treacherous Earth

Paracelsian Salamander
Touched (Fire)
Ability Modifiers: +2 Charisma, +2 Dexterity, -2 Wisdom
Universal Abilities: Fiery Assault, Fire Resistance
Variable Abilities: Flame Tongue, Searing Body
Extra Boon: Fire In The Blood

Paracelsian Undine
Touched (Water)
Ability Modifiers: +2 Strength, +2 Dexterity, -2 Charisma
Universal Abilites: Water Born
Variable Abilities: Ocean Warrior, Water Tongue
Extra Boon: Water is Life

Tempter Demon
Touched (Evil)
Ability Modifiers: +2 Charisma, +2 Dexterity, -2 Wisdom
Universal Abilities: Minor Telepathy
Variable Abilities: Corrupting Influence, Deadly Touch
Extra Boon: Dark Aura (Concealing Shade)

Angel
Touched (Good)
Ability Modifiers: +2 Charisma, +2 Strength, -2 Wisdom
Universal Abilities: Tongues
Variable Abilities: Blessing, Halo (Light of Protection)
Extra Boon: Sense Intentions

Illithid:
Touched (Aberration)
Ability Modifiers: +2 Intelligence, +2 Charisma, -2 Wisdom
Universal Abilities: Darkvision, Unnatural Appearance, Warped Body (Stealth)
Variable Abilities: Psychic Blast, Tentacles (On the face, duh).
Extra Boon (Optional):

Dragon-Kings
Touched (Dragon)
Ability Modifiers: +2 Strength, +2 Charisma, -2 Dexterity
Universal Abilities: Dragon Scales (Fire)
Variable Abilities: Dragon Breath, Imperious Presence
Extra Boon: Human Shape

Nymph/Arnobos
Touched (Fey)
Ability Modifiers: +2 Charisma, +2 Dexterity, -2 Constitution OR +4 Charisma, -2 Constitution
Universal Abilities: Fey Toughness, Low-Light Vision
Variable Abilities: Plant Walk, Unearthly Grace
Extra Boon: Glamour

Vampires:
Touched (Undead)
Ability Modifiers: +2 Constitution, +2 Charisma, -2 Dexterity
Universal Abilities: Undead Resilience, Unsettling Presence
Variable Abilities: Crimson Fangs, Necrotic Heart
Extra Boon (Optional): Undying Persistence

Feats

Extra Boon
You are more gifted than most touched, with a wider array of powers.
Prerequisites: Touched, 1st level only
Benefit: You select a third varied ability from the list for your source, and gain its benefits.

Admiral Squish
2014-10-09, 05:06 PM
Beast

Sources: Beast touched are usually created by the Named Beasts, but some other powerful entities with strong ties to animals can create beast touched, such as various gods of animals. Named Beasts are the most common source, and they come in all different shapes and sizes. Named Beasts take the form of a spiritual representation of a single kind of animal, such as Wolf being the Named Beast of all wolves, the fundamental nature of all wolves combined into one being. These powerful spirits often descend to the mortal plane for a variety of reasons, ranging from an urge to experience the mortal world’s natural places, to protect their animal children, or even to take mortal wives and husbands. Sometimes, they will bless the child of a skillful hunter who earned their respect, or one who has done some great kindness to the Named Beast’s children. Sometimes they simply bear a half-mortal child and then disappear. Other beastly spirits and deities will sometimes bless the children of their priests to show their favor.
Physical Description: Beast touched are some of the most inhuman-looking spirit-touched. Typically, they take on the appearance of an anthropomorphic animal or a very animalistic human, their appearance matching the sort of beast the Named Beast represented, or one of the favored animals of the beastly spirit or deity. In rare cases, they may take on the appearance of humans with some beastly features, such as an animal’s head, or feathers for hair, or clawlike hands.
Personality: Beast touched, being so obviously inhuman, are dramatically set apart by their nature. In old world societies, they are often killed at birth or kept hidden from the rest of the world. Invariably, those that survive in these societies are poorly-adjusted, sometimes furious at the people that rejected them, sometimes ashamed of themselves and their ‘monstrous’ form. In new world societies, they enjoy a bit more acceptance, but still are almost never truly ‘part of’ the people they live with..Whatever their origin, they float through human lands like drops of oil in a lake, never mixing.
In the World Beast touched usually arise in native societies, as most colonial powers kill them at birth out of fear and superstition. those that do survive in colonial regions usually live in hiding, in the shadows. Beast touched take on many roles, usually settling upon roles that set them apart from their human neighbors. They may become priests as they learn about the spirits that made them what they are. Many become hunters, drawn inexorably to wild places and the thrill of the hunt. Some beast touched become Chosen, called by spirits of the natural world to protect the balance of nature. In the old world particularly, beast touched may become rogues, trading on their bestial parent’s aptitude for stealth.


Ability Modifiers
+2 Wisdom, -2 Intelligence The beast touched are in tune with their environment and have sharp senses, but they simply aren’t as clever as the average human.


Universal
Natural Weapon: Beast-touched are granted the weapons of their feral parents, gaining one of the following natural weapons. This is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Fangs: The beast touched gains a bite attack that deals 1d6 points of damage. This attack can take the form of sharp teeth, a ripping beak, or deadly mandibles.
Claws: The beast touched gains a pair of claw attacks that deal 1d4 points of damage. This attack can take the form of claws, talons, or pincers.
Horns: The beast touched gains a gore attack that deals 1d6 points of damage. This attack can take the form of horns, antlers, or tusks.
Slam: The beast touched gains a slam attacks that deals 1d6 points of damage. This attack can take the form of strong legs, hard fists, or a hard skull.
Sting: The beast touched gains a sting attack that deals 1d4 points of damage. This attack can take the form of a stinger, a sharp spur, or a spike.
Beast Tongue: Beast-touched are further gifted with the ability to communicate with the animals of the world. They gain the ability to speak with any animal as though they were under the effects of a permanent Speak With Animals spell. Not all animals they encounter will be willing to talk, friendly, helpful, or even honest.


Varied
Amphibious: The beast touched possesses both gills and lungs. They gain the ability to breathe both air and water freely.
Armored Hide: The beast touched has tough hide, scales, or even bony armor. They gain a +2 natural armor bonus to armor class.
Balancing Tail The beast touched possess a long, flexible tail that serves to balance their weight. They gain a +4 racial bonus to acrobatics checks made to cross narrow or uneven surfaces, and are not considered to be flat-footed while doing so. They also gain a +2 bonus to combat maneuver defense when resisting trip attempts.
Burrow: The beast touched can dig with great speed. They gain the ability to burrow 5 feet though earth, clay, gravel, or sand as a move action. They cannot burrow through stone. As a full-round action, they can fortify the tunnel as they dig, leaving a usable tunnel large enough for a medium creature to squeeze through. They cannot leave a usable tunnel unless the material they’re burrowing through can support it. Unless leaving a tunnel, they cannot breathe while underground, and must hold their breath and take only short trips.
Camouflage: The beast touched has special coloration that allows them to hide more easily in some terrain. They gain a +2 racial bonus to stealth checks. In addition, they selec one of the following terrain types: Cold, Desert, Forest, Jungle, Mountain, Plains, Swamp, Underground, or Water. Their racial bonus to stealth increases to +4 in this type of terrain.
Climb: The beast touched is a skillful climber. they gain a climb speed of 30 feet. This climb speed grants a +8 racial bonus to climb checks, and they can take 10 on climb checks, even if rushed or threatened.
Endurance: The beast touched is at home in difficult environments. They gain a +4 racial bonus on constitution checks and fortitude saves to resist fatigue or exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Extra Weapon: The beast touched bristles with natural weapons. They gain a second natural weapon from their Natural Weapon ability.
Scent: The beast touched has a sensitive nose. They gain the scent ability.
Sharp Senses: The beast touched has sharp eyes or ears. They gain a +4 racial bonus to perception checks.
Sprint: The beast touched is particularly fast. They gain the run feat as a bonus feat, and their base speed increases by 10 feet.
Swim: The beast touched is a swift swimmer. They gain a swim speed of 30 feet. This grants a +8 racial bonus to swim checks to perform a special action or avoid a hazard, they can always choose to take 10 on swim checks, even if rushed or threatened, and they can take the run action while swimming, provided they swim in a straight line.
Low-Light Vision: The beast touched has exceptional night vision. They gain low-light vision, allowing them to see twice as far as normal in low light conditions. They gain a +2 racial bonus to perception checks at night.
Winged: The beast touched has feathered, leathery, or even insect like wings, and while they cannot fly, they can use them in some capacity. They take no damage from falling, as though subject to a constant non-magical feather fall effect, as their wings give them enough lift to avoid falling painfully. In addition, they gain a +2 racial bonus on acrobatics checks from the extra balance and lift their wings offer.
Venom: The beast touched possesses potent venom. They must possess the bite or sting natural weapons to select this ability. Their bite or sting attack inflicts poison on a successful hit. When they select this ability, they must choose the type of poison.
Life-Stealing Venom: Injury; save Fort (DC = 10 + 1/2 beast touched’s hit die + their constitution modifier); frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.
Paralytic Venom: Injury; save Fort (DC = 10 + 1/2 beast touched’s hit die + their constitution modifier); frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Weakening Venom: Injury; save Fort (DC = 10 + 1/2 beast touched’s hit die + their constitution modifier); frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

Feats
Grab Grapple enemies with successful bite, claw, or slam.
Powerful charge Deal double damage with a charging gore.
Pounce Make a full attack when charging
Rake Gain claws of your feet to rake grappled foes.
Trample Stomp enemies as you overrun them.

Grab
You can seize hold of an enemy when you hit them.
Prerequisites: Beast Touched, Improved Grapple, Natural Weapon (Fangs, Claws, or Slam)
Benefit: When you successfully hit an opponent of your size or smaller with a claw or bite attack, you can latch on and attempt to grab them. As a swift action that does not provoke an attack of opportunity, you can attempt to start a grapple with that creature.

Powerful Charge
You can strike with incredible force when charging.
Prerequisites: Beast Touched, natural weapon (horns)
Benefit: When you make a charge and successfully hit with your gore attack, you deal double damage.

Pounce
You have mastered the art of lunging into battle in a frenzy of strikes.
Prerequisites: Beast Touched, BAB +6
Benefit: When making a charge, you can make a full attack against the target, instead of a single attack. If you possess a rake attack, you can also rake as part of a pounce.

Rake
You possess claws on your hands and your feet, and can shred opponents in close range.
Prerequisites: Beast Touched, natural weapon (claws), 1st level only.
Benefit: You gain two rake attacks. These rakes deal 1d4 points of damage, and are treated as secondary natural weapons. You can only use these rake attacks against a grappled foe. you must begin your turn grappling to use your rake attacks- you cannot begin a grapple and rake in the same turn.

Trample
You can crush those you overrun with deadly stomps.
Prerequisites: Beast Touched, Improved Overrun
Benefit: When you make a successful overrun maneuver, you can choose to trample the target. If you choose to trample them, the target automatically takes damage equal to 1d6 plus one and half times your strength modifier as your stomp and crush them underfoot on the way past.

Admiral Squish
2014-10-09, 05:07 PM
Wood

Sources: Wood touched are created by the innumerable spirits of the plants that surround us all. While they may be known as wood touched, the spirits of almost any kind of plant, herb, tuber, or fungus can give rise to them. Tree spirits are some of the most common sources of wood touched, as their long lives let them accumulate the power necessary to give rise to touched, but flowers, herbs, and other small plants aren’t unheard of sources. On the great plans, the seas of grass can throng together into enormous conglomerates easily capable of the power necessary. Wood touched are rare, even by the standards of touched, most of them too passive and stoic to take such dramatic action. when one is made, they can be sure the spirits have great plans for them.
Physical Description: Wood touched vary widely in how their heritage manifests. some may show as little flower-like irises, shaped or colored like blossoms. Others may be much more plant-like, with leaves or flowers sprouting among their hair. And still others may be almost entirely plant-like, resembling dryads, miniature treants, or other plant creatures. What sort of plant spirit gives rise to the wood touched influences their appearance, their inhuman traits resembling those of the particular plant.
Personality: Wood touched vary widely in personality, but there is a notable trend towards slowness and caution. They usually consider their actions slowly and carefully before following through. This may seem overly cautious to some, but their caution often can save lives where haste would cause disaster. Wood touched may have many other personality traits, often inherited from human family, but they may take on other plant-like personality traits, such as the flexibility of reeds or the stalwart stoicism of an oak.
In the World Wood touched fill many roles in the world. They can mostly be found in native societies where the people have a close relationship with the wilderness. They are most often found in forested or jungle areas, where the sheer number of plants increases the chance that one will take action. Wood touched take on many mantles, be they hunters who use the plants against their foes, druids who wield the power of nature, or warriors emobdying the strength and toughness of plants. They can be protectors who maintain the forests, or destroyers, turning their power to destroy intrusive settlements.


Ability Modifiers
+2 Wisdom, -2 Dexterity Wood touched are in tune with nature, but they are often somewhat slow to react.


Universal
Regrowth: Wood touched are blessed by the spirits of plants to regrow somewhat when injured. When their total HP is less than one-half their maximum, they gain fast healing 1, regaining one hit point per round until their hit point total is greater than one-half their maximum HP. This hit point gain otherwise focuses just like natural healing. Fast healing does not restore hit points lost to starvation, thirst, or suffocation, and it does not allow the touched to regrow lost body parts. Fast healing continues to function, even if they reach negative hit points, until the character dies, at which point the fast healing immediately ends.


Optional Abilities
Barkskin: The wood touched possess tough, plant-like flesh or wood-like skin. They gain a +2 natural armor bonus to armor class.
Camouflage: The wood touched has unusual coloration, usually green or brown, that lets them blend into the plants of their environment. The wood touched selects on of the following terrain types: Forest, Jungle, Plains, or Swamp. While in this terrain, they gain a +4 racial bonus to stealth checks, and can use stealth to hide even if they do not have cover or concealment.
Fragrant Cloud The wood touched sheds a faint aura of pollen, spores, or odor, which can have various effects. The wood touched selects one of the following options. As a standard action, they can create a 15-foot-radius cloud of poisonous pollen or spores centered on them, which act as an inhaled poison with the effects described below. The cloud lingers in the air until the start of their next turn. After using this ability, they must wait one minute before using it again.
Beguiling Cloud Inhaled; Save fort (DC = 10 + 1/2 the wood touched's hit die + their constitution modifier); Frequency 1/minute for 10 minutes; Effect -2 penalty to resist any charisma-based skills for one minute; Cure 1 save
Numbing Cloud Inhaled; Save fort (DC = 10 + 1/2 the wood touched's hit die + their constitution modifier); Frequency 1/round for 5 rounds; Effect 1d2 dex; Cure 1 save
Stinking Cloud Inhaled; Save fort (DC = 10 + 1/2 the wood touched's hit die + their constitution modifier); Frequency 1/round for 5 rounds; Effect sickened for 1 round; Cure 1 save
Toxic Cloud Inhaled; Save fort (DC = 10 + 1/2 the wood touched's hit die + their constitution modifier); Frequency 1/round for 5 rounds; Effect 1 con damage; Cure 1 save
Tranquil Cloud Inhaled; Save fort (DC = 10 + 1/2 the wood touched's hit die + their constitution modifier); Frequency 1/minute for 10 minutes; Effect Sleep for 1 minute; Cure 1 save
Grasping Creepers: The wood touched can urge plants of an area to rise against creatures in the area. The wood touched can use entangle as a spell like ability at will, with a caster level equal to their hit dice, and a DC equal to 10 + ½ their hit dice + their wisdom modifier. They cannot have more than one entangle effect active at a time. If they use it again while the first is still active, the first one immediately ends.
Healing Fruit: The wood touched can grow healing fruits or berries from their body. They can produce a number of such fruit equal to their hit dice each day. Eating a fruit heals the eater 1d4 HP, and both nourishes and satisfies as though they’d eaten a full day’s rations. These fruits lose potency once picked. After one hour, they lose their healing effect and become normal fruits or berries.
Improved Regrowth The wood touched heals more thoroughly than usual. The wood touched loses the regrowth ability and instead gains fast healing 1.
Lashing Vine The wood touched grows a long, sinuous vine they can use to attack at a distance. They gain a single tentacle attack that deals 1d4 points of damage. They can attack targets up to 10 feet away with this tentacle attack. The vine can grab or manipulate objects like a hand, but cannot be used to wield a weapon.
Photosynthesis: The wood touched can supply themselves with nourishment in unusual ways, through roots on their feet or through the sun on their skin. A wood touched can spend an hour rooted into the ground to absorb one day’s rations of water, or an hour in sunlight to be nourished as though they’d eaten one day’s rations. They can be rooted and photosynthesize at the same time. In addition, they gain a +4 bonus to fortitude saves to resist the effects of starvation or thirst.
Plant Resistance: The wood touched has a plant-like metabolism, gaining a +2 bonus to saves against paralysis, poison, polymorph and sleep effects.
Plant Stride The wood touched’s connection to nature allows them to move freely through plants. The wood touched can move normally through any difficult terrain created by natural plant growth. They do not take damage from moving through thorny plants or other negative effects associated from contact with natural plants. Magically manipulated plants still affect them normally.
Roots: The wood touched can supernaturally ‘root’ themselves in place. The wood touched gains a +4 bonus to CMD when resisting bull rush or trip attempts while standing on the ground. In addition, as a swift action while standing on the ground, they can mystically ‘root’ themselves in place. The bonus to CMD increases to +8 while rooted, but they cannot move until the end of their next turn.
Treant Smash: The wood touched can strike with the power of nature to destroy creations of man. The wood touched gains a +2 bonus to strength check to break objects and a +2 bonus to combat maneuver checks to sunder.
Treespeech: The wood touched is in tune with the plants of the world, and can speak to plants as though under the effects of a constant speak with plants spell. Not all plants they encounter will be willing to talk, friendly, helpful, or even honest.
Vegetable Toughness: The wood touched has tough, plant-like flesh. They gain damage reduction 5/slashing.

Feats

Greater Regrowth: fast healing doesn’t have a cap
-Regeneration: Rapid healing of ability damage.

Admiral Squish
2014-10-09, 05:08 PM
Air

Sources: Air touched are brought to being by the spirits of wind, sky, and weather, creatures born of ephemeral breezes and looming thunderheads. Air spirits are notoriously flighty and fickle, even by the standards of spirits. They may create air touched on nothing more than a faint whim as they dance among the clouds. Some may even do so by accident, their power touching unborn children as they gust through villages and cities. They often forget about those they touch within months, even days of their creation, but others may blow through the touched’s life many years later, as unpredictable and life-changing as a tornado.
Physical Description: Air touched may manifest their spiritual influence in many different ways. It may be as subtle as hair that always seems to catch a breeze, even when there’s none to be found, or steely-gray eyes that flash when their anger grows. Others may be much more dramatic in their appearance, with traits such as sky-blue skin, or they may have sparks of electricity dance over their muscles, or perhaps they conjure a tiny breeze with every movement. Some may even float lightly over the ground.
Personality: Air touched often take on a measure of their supernatural source’s flighty nature, layered atop their natural personality. Air touched often drift from one interest to another, never truly settling into a single hobby or lifestyle for very long. Some take this wandering, flitting mindset a step further and roam far and wide once they come of age. Air touched are often restless and energetic, fidgeting constantly, but others are placid, floating effortlessly and serent through life.
In the World: An air touched’s mercurial nature often leads them to sample many different roles and many lands. They can be found all across the new world, any place where humans live under the sky. They show up more frequently in lands where wind and weather play a more prominent role in the daily life of the inhabitants. These air touched are more common on wide open plains, and high on mountainsides. Many air touched become hunters, who use their mastery over wind to steer their attacks, others may become Chosen Ones, or may be steered to walk the path of the Druid.


Ability Modifiers
+2 Dexterity, -2 Strength Air touched are quick and nimble, but not particularly physical.


Universal Abilities
Wind Shield Air touched are surrounded by a swirling cloak of winds that protects them from ranged weapons. They gain a +2 deflection bonus to AC against projectiles and thrown weapons. This bonus does not apply against large thrown weapons, such as a giant’s thrown rocks or siege weapons.
Energy Resistance Air touched have the storm in their veins, and are protected from it’s fury. They gain electricity resistance 5.


Optional Abilities
Breeze Tongue The air touched can speak with the sound of a whirlwind, and can communicate with elemental creatures. They can understand and be understood by any creature with the air subtype, regardless of whether they share a language or not.
Bubble The air touched can create a protective air bubble around a creature’s head or an object. They can use Air Bubble as a spell like ability at will.
Feather Step The air touched is particularly light on their feet. They can move normally over any type of difficult terrain.
Float The air touched is extremely light on their feet and practically floats across the ground. They take no damage from falling, as though subject to a constant non-magical feather fall effect, as they float enough to avoid falling painfully. In addition, they gain a +2 racial bonus on acrobatics checks from the extra balance and lift their lightness offers them.
Gust The wind touched can create a powerful gust of wind to push their enemies around. As a standard action that provokes an attack of opportunity, the touched creates a powerful blast of wind to bull rush a creature or object within 30 feet. The air touched’s CMB for this bull rush is equal to their HD plus their charisma modifier. This bull rush does not provoke an attack of opportunity.
Lightning Speed The air touched can react with lightning speed. They gain the Improved Initiative feat as a bonus feat.
Nimble Strikes The air touched can use their speed and finesse to great effect in combat. They gain the Weapon Finesse feat as a bonus feat.
Storm in the blood The air touched is healed by lightning. The air touched gains fast healing 1 for one round any time they take electricity damage (whether or not this damage overcomes their electricity resistance).
Storm Walker The air touched can see and hear normally in any sort of natural weather conditions. They do not have their visibility range reduced by natural weather conditions, and do not take penalties to perception checks in such conditions.
Thunderstrikes The air touched brings the power of storm into battle. All successful attacks they make deal 1 electricity damage in addition to their normal damage. They can suppress or resume this ability as a free action.
Weather Savvy The air touched can read the weather by spending one minute studying the sky. At the the end of this minute, they can accurately predict the natural weather of the area for the next 24 hours.
Whispering Wind The air touched can send short whispered messages at a distance. They can use Whispering Wind as a spell-like ability at will, with a caster level equal to their HD.
Wind guidance: The wind touched’s wind shield aids them as it protects them, subtly steering their attacks. They gain a +2 bonus to ranged attack rolls with ranged or thrown weapons, and they take no penalty to ranged attacks in windy conditions. This bonus does not apply to large ranged weapons, such as a giant’s thrown rocks or siege weapons.
Wind Magic The air touched is attuned to the magic of the air and the wind. They gain a +1 bonus to caster level when casting spells with the [Air] or [Electricity] subtypes.

Feats

Thunderclap: thunderstrike also deals 1 sonic damage, target is dazzled for 1 round. (stacking -1 penalty to hearing-based perception checks?)
Whirlwind Defense: Wind shield’s bonus to AC doubles when fighting defensively or taking the total defense action.
-Hurricane Defense: 1/round, deflect incoming ranged attack as with deflect arrows feat. When taking total defense action, you can deflect at will.

Admiral Squish
2014-10-09, 05:09 PM
Earth

Sources: Earth spirits are traditionally slow-moving and sedentary, often slumbering for many decades at a time, deep within the earth’s crust. when they do rately rise high enough to interact with humankind, they do so with careful methodical thought followed by explosive power and unstoppable momentum. Earth spirits typically only create touched after much consideration, a long period of observation. They endeavor to make sure to place the touched into environments that will give them the traits the earth spirits need them to possess. Whether the environment is one the touched will enjoy growing into or not is a different issue. They will do all they can to set up things in such a way that the touched’s actions will serve their needs, whether they want to aid them or not.
Physical Description: Earth touched are some of the more obviously inhuman touched. All earth touched have some measure of their parent’s stony hardness, be it stony skin, crystalline scales, a metallic exoskeleton, or pebbly, leathery hide. They may manifest any number of other traits, from glittering and gemlike eyes, to blunt, stony fists, or even more unusual traits like hair of wire or crystal nails.
Personality: Earth touched often take on the stoic, pragmatic outlook of their inhuman ancestors. They tend to be slow-moving and carefully considering their options before taking action. When they do take action, they are as unstoppable as an avalanche. Some are forced to rely on their physical toughness and resilience to carry them through adversity, barreling headlong through any obstacles placed in their path.
In the World: Earth touched can be found anywhere that humans walk across the surface of the earth. But they appear more often in place where the interactions between humans and the earth are deeper and more involved, such as farms, mines, quarries, and caves. Earth touched commonly become warriors, their toughness and hide making them unstoppable juggernauts. They also can become priests, and some may become gunslingers, relying on their toughness and their mastery of metal to become master marksmen.


Ability Modifiers
+2 Constitution, -2 Dexterity Earth touched are durable and tough, but slow to react.


Universal Abilities
Stone Hide Earth touched have thick, stone-like skin. They gain a +2 natural armor bonus to armor class.
Stability Earth touched are stable on their feet. They gain a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.


Optional Abilities
Acid Resistance The earth touched’s stony skin resists acidic attacks quite effectively. They gain acid resistance 5.
Burrow The earth touched can dig with great speed. As a move action, they can dig 5 feet though earth, clay, gravel, or sand. They cannot burrow through stone. As a full-round action, they can dig 5 feet and fortify the tunnel as they go, leaving a usable tunnel large enough for a medium creature to squeeze through. They cannot leave a usable tunnel unless the material they’re burrowing through can support it. Unless leaving a tunnel, they cannot breathe while underground, and must hold their breath and take only short trips.
Crystal Skin The earth touched has shimmering, crystalline skin, or polished metallic skin. They gain a +2 deflection bonus to AC against rays and light-based attacks. In addition, as an immediate action, they can deflect a ray attack targeting them as if using the deflect arrows feat.
Deepsense The earth touched is attuned to the earth and is at home deep beneath it. they gain a +2 racial bonus to knowledge (dungeoneering) and survival checks while underground. The earth touched can sense how deep underground they are, and can tell if a given path will lead upward or downward.
Earthen Appraisal The earth touched is intimately familiar with works of earth, stone, and clay. They gain a +4 racial bonus to appraise checks relating to items of earth, stone, or clay.
Earth magic The earth touched is attuned to the magic of the earth and stone. They gain a +1 bonus to caster level when casting spells with the [Earth] or [Acid] subtypes.
Earthworker The earth touched is inherently familiar with stone and metal, and can create beautiful works from them. They gain a +4 racial bonus to craft and profession checks made to create items out of clay, metal, or stone.
Iron Bones The earth touched is exceptionally tough and resilient. They gain damage reduction 5/adamantine.
Iron Hide The earth touched’s stone skin is extremely thick or made of tough metal. Their natural armor bonus to AC increases to +4.
Iron Shape The earth touched can supernaturally shape iron and metal into new shapes. As a standard action, they can reshape a metallic item of 10 pounds or less freely, transforming it into any other metallic object of equal weight. This reshaping lasts as long as the earth touched remains in contact with the item, and up to one minute afterward, before returning to its original shape. To create a weapon or tool with this ability requires a craft check. An enchanted weapon or piece of armor reshaped in this way retains its enchantments as long as they could be normally applied to the new form. If it could not, the enchantments are suppressed until it returns to its original shape.
Stonecunning The earth touched has an intuitive understanding of stone formations. They gain a +4 racial bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. In addition, They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Stone Fist The earth touched has powerful stony fists that can batter their foes. They gain two slam attacks that deal 1d4 points of damage. These are primary natural weapons. In addition, the base damage of their unarmed strike increases by one die size.
Stony Resistance: The earth touched is tough and resilient in mind and body. They gain a +2 racial bonus to saves against poison, disease, and mind-affecting spells and abilities.
Stony Step The earth touched can stride effortlessly over even the roughest stone. They can ignore difficult terrain in mountainous and underground terrain, they are immune to altitude sickness, and do not lose their dexterity bonus to AC when making climb checks or acrobatics checks to cross narrow or slippery surfaces.
Stone Tongue The earth touched can speak with the sound of an avalanche, and can communicate with elemental creatures. They can understand and be understood by any creature with the earth subtype, regardless of whether they share a language or not.
Traitorous Ground The earth touched can reshape the earth around them to create difficult terrain. As a standard action that provokes an attack of opportunity, they can touch the ground to turn all squares of natural earth or stone within 10 feet into difficult terrain, which lasts for one minute before it returns to its natural state. They can move normally over terrain affected by this ability.

Feats

(?)Stony Armor: lose natural armor bonus, gain 2x bonus as armor bonus to AC +½ HD. This plating occupies armor slot. (see composite plating)

Admiral Squish
2014-10-09, 05:10 PM
Fire

Source: Fire spirits have close ties to civilizations of all kinds. Human myths often credit fire as the force that first raised humankind from animals to something greater, and fire can be found in various uses in every human civilization. fire spirits as extremely passionate beings, with fiery temperaments. The can be friendly one moment, only for a slight or disrespect to send them into a fury. Dealing with fire spirits requires the same caution and respect as handling open flame, lest one end up burned. Most fire spirits create touched in those that respect and use flame often, hearth-tenders, smithes and forge-masters, and spellcasters that use fire to destroy their enemies.
Physical Description: Fire touched can be subtle or obvious about their inhuman natures, some even becoming more or less so based on their mood. their heritage usually presents itself with an unusually warm body, which flares to searing-hot in combat. They may show a wide variety of other traits, such as bright red hair, reddish or bloodshot eyes, or a faint trace of smoke on their breath when angered. Others are dramatically inhuman, with hair that bursts into flame at their whim, a heat shimmer in the air around them, or even tongues of flame on their skin.
Personality: Tire touched are often as fickle as their supernatural sources. They tend to have unusually wide swings of emotion. When angered, they become enraged, when saddened, they despair, when pleased, they rejoice. The ofter are easy to anger, and comments on their ‘hot temper’ usually only speed their descent to rage. They love and hate with equally intense passion, and there are as many lotharios as there are berserkers.
In the World: Fire touched can be found in any society that uses fire, or, in other words, all of them. Fire touched particularly appear in the families of those who have a particularly close relationship with fire, such as smiths. They most commonly arise in european societies, but they often kill the infants, mistaking their connection to fire for a connection to hellfire. Many european myths confuse fire spirits and demonic spirits.


Ability Modifiers
+2 Charisma, -2 Wisdom Fire touched are passionate and forceful, but they tend to be hot-tempered and can be somewhat easy to manipulate.


Universal Abilities
Fiery Assault Fire touched become burning hot in combat. All successful melee attacks that make deal 1 fire damage in addition to their normal damage. Their bodies are even hot enough to ignite flammable materials with a touch. They can suppress or resume this ability as a free action at will.
Fire Resistance Fire touched are inured to the heat of flames. They gain fire resistance 5.


Optional Abilities
Burning Fury The fire touched has a fiery temper, and can channel it into a burning fury. Entering or leaving a burning fury is a free action. While in burning fury, they gain a +1 morale bonus to attack and damage rolls, a +1 morale bonus to will saves, and the fire damage dealt by their fiery assault ability is doubled, but they take a -2 penalty to AC. They can enter a burning fury at will, but they can only remain in burning fury for a maximum number of rounds equal to ½ their HD (minimum 1), and when the burning fury ends, they are fatigued for a number of rounds equal to the rounds they spent in burning fury.
Courage The fire touched is filled with unwavering courage. They gain a +2 racial bonus to saves against fear effects, enchantment spells and spell-like abilities.
Fireballs The fire touched can conjure balls of mystic fire and hurl them at foes. As a free action, they can create a ball of fire in a free hand. They can throw a fireball like a thrown weapon or wield it as a touch attack. A thrown fireball is a ranged touch attack, with a range of 60 and no range increment. A melee attack with a fireball is a melee touch attack. If the fireball hits when thrown or touched, it deals 1d6 points of fire damage plus the fire damage from fiery assault. A fireball dissipates harmlessly after it strikes.
Fire in the blood The fire touched is healed by the touch of fire. They gain fast healing 1 for one round any time they take fire damage (whether or not this damage overcomes their fire resistance).
Fire Magic The fire touched is attuned to fire magic. They gain a +1 bonus to caster level when casting spells with the [Fire] subtype.
Flame Breath The fire touched can breathe forth a destructive blast of elemental fire on their foes. Breathing fire is a standard action and fills a 15 foot cone with fire. Creatures in the area take 1d6 fire damage plus 1d6 fire damage per 2 hit die the fire touched possesses. they can attempt a reflex save (DC = 10 + 1/2 the fire touched’s hit die + their charisma modifier) for half damage. After using this breath weapon, the fire touched must wait one minute before they can use it again.
Flame Tongue The fire touched can speak with the sound of a raging inferno, and can communicate with elemental creatures. They can understand and be understood by any creature with the fire subtype, regardless of whether they share a language or not.
Hot-blooded The fire touched is stubborn and passionate, able to call forth reserves of willpower to break free of magical compulsion. If they fail a will save against an ongoing effect, they can attempt a second saving throw on the following round. If this save is successful, the effect ends. They can attempt this save even in they could not normally take actions.
Improved fire resistance The fire touched is even more resistant to heat than normal. Their fire resistance increases to 10.
Inferno Assault The fire touched burns hotter than most, it’s burning body more deadly. The fire damage from fiery assault increases to 1d4.
Light The fire touched bears torchlight with them wherever they go, sometimes a floating ball overhead, sometimes searing light from their eyes, sometimes igniting their hair. These flames are magical in nature and do not produce heat or consume oxygen. The fire touched sheds light like a torch. They can suppress or resume this ability as a free action at will. While active, this light imposes a -10 penalty on their stealth checks. As a swift action, they can flash this light to momentarily blind their foes, dazzling all enemies within the area of bright light for one round.
Searing Body The fire touched has searing-hot skin, so hot it can damage those that touch them. If a creature hits them with a natural weapon attack, unarmed strike, or melee touch attack, the attacker automatically takes fire damage equal to the bonus fire damage from fiery assault. If the fire touched is involved in a grapple, the other creature takes this damage each turn at the start of their turn. They can suppress or resume this ability as a free action at will.
Smoldering Passion The fire touched smolders with passion. They gain a +2 racial bonus to diplomacy and intimidate checks.

Feats

Exploding Fireballs: Fireballs deal 1 fire damage to all creatures within 5 feet feet of the target if they hit.

Admiral Squish
2014-10-09, 05:12 PM
Water

Source: Water spirits are as many and varied as bodies of water. there are fickle and furious river spirits, calm and placid lake spirits, fetid swamp spirits, and immense, inscrutiable ocean spirits. All human societies interact with water in some way, rivers being the most common as they require fresh water to live. Water spirits often create touched in communities and in families that place great importance and reverence on the waters. Sailors, canoeists, swimmers, riverside farmers, and the like. They usually are patient an enduring enough for the perfect candidate to come along before creating a touched.
Physical Description: Water touched are widely varied, but there are some traits that can be relied upon. All water touched are perfectly at home in the water, able to move and breathe in the water as easily as fishes. They are usually somewhat stronger than most of their human relatives, but it’s not a guaranteed trait. Water touched are somewhat divided, some being formed by spirits of liquid water, and others by frozen spirits of ice. The distinction is usually sharp, most of one having little to do with the other. Water touched have a range of traits, as subtle as sea-blue eyes, hair that never seems completely dry, or faint wisps of cold fog on their breath, or as dramatic as blue flesh, or shimmering skin of frost.
Personality: Water touched are as varied in personality as the natures of their supernatural sources. Some may be deep thinkers, other raging savages. Some are unstoppable tidal waves, others crystal-clear springs, others restless rivers. Still others may be immovable glaciers, cruel arctic frost, or destructive avalanches. Almost all water touched are fond of the water in some degree or another, either appreciating its beauty, or enjoying water-related activities like sailing or swimming.
In the World: Water touched appear in every human civilization, and fill many different roles. Water touched are one of the most accepted sorts of touched in many societies, their affinity for the water making them extremely valuable to a wide variety of communities. Many become Priests or Chosen Ones, the call of the waters taking on a deeply religious, spiritual tone to them. Others become warriors, taking advantage of their great strength to embody the power and wrath of torrential waters.


Ability Modifiers
+2 Strength, -2 Charisma Water touched are as strong and unrelenting as the pounding surf, but can come off as somewhat bland.


Universal Abilities
Water-born Water touched are perfectly at home in the water. They gain a swim speed of 30 feet, and a +8 racial bonus to swim checks. In addition, they can breathe water and air freely.

Optional Abilities
Arctic Assault The water touched is infused with cold energy. All successful melee attacks they make deal 1 cold damage in addition to their normal damage. They can suppress or resume this ability as a free action at will.
Bitter Chill The water touched can chill the air around an opponent, creating arctic conditions. The water touched can chill a single creature within 30 feet. as a standard action. The target must make a fortitude save (DC 10 + ½ the water touched’s hit die + their charisma modifier) or suffer the effects of this sudden cold snap, taking 1d6 nonlethal cold damage plus the water touched’s hit die and becoming fatigued. The fatigue lasts until all the nonlethal damage from this ability is healed. Protection from cold weather, such as the bonus from a successful survival check, from warm clothes, or from magical protections, apply.
Cold Resistance The water touched is inured to the cold. They gain cold resistance 5.
Frost Shaper The water touched can turn water to ice with a touch, and shape it at their whim. They can freeze a gallon of water per hit die with a touch as a standard action. They can also shape the ice as it forms, creating nearly any sort of shape desired. This ice is magically hardened, as tough and keen-edged as steel. To create a weapon or tool with this ability requires a craft check. Items frozen this way remain frozen as long as the touched remains in contact with them and up to one minute afterward, at which point they revert to normal ice and, normally, begin melt back to water.
Geyser The water touched can create a blast of water to push their foes or nourish their companions. As a standard action that provokes an attack of opportunity, the touched creates a powerful blast of water to bull rush a creature or object within 30 feet. Their CMB for this bull rush is equal to their HD plus their charisma modifier. This bull rush does not provoke an attack of opportunity. The water blast soaks the target, extinguishing any normal fires and soaking any exposed gunpowder on the creature, object, or 5-foot square it’s targeted against, but has no effect on magical flames. Most of the water from this ability is supernatural and dissipates harmlessly in minutes, but the water touched can hold on to some of it each day, as much as 2 gallons per hit die. This water is always fresh, clean, and safe to drink.
Ice-walker The water touched is at home on the ice. They can move normally over natural difficult terrain in Cold terrain. Magically manipulated terrain still affects them normally. In addition, they can move normally on ice, and do not need to make balance checks to avoid falling.
Ocean Warrior The water touched is an ally to the waters, and they stand aside to allow them to fight. They can fight freely underwater, their attacks taking no penalty from the water. Even ranged attacks underwater do not take the usual underwater penalties as they travel, though they still take range penalties against targets more than one range increment away as normal. The surface of the water does not provide cover against their attacks. In addition, if they and their target are in the same body of water, they gain a +1 circumstance bonus to attack and damage rolls. This ability only refers to water, other liquids impose penalties as normal.
Touch of the Sea The water touched can grant an ally a measure of their affinity for the water. As a standard action, they can touch a willing creature and grant them a temporary swim speed equal to their base speed, which lasts for one minute. This swim speed grants a +8 racial bonus to swim checks. In addition, their touch grants the creature the ability to breathe both air and water for one round, allowing them to refill their lungs and begin holding their breath again.
Water is Life The water touched is restored by the presence of water. They gain fast healing 1 in any round they are submerged completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water does not activate this ability.
Water Magic The water touched is attuned to the magic of the seas and the ice. They gain a +1 bonus to caster level when casting spells with the [Cold] or [Water] subtype.
Water Senses The water touched is able to navigate even in the lightless depths underwater. While underwater, they gain darkvision out to 60 feet. In addition, they can detect nearby objects and creatures while underwater, gaining blindsense out to 30 feet. This blindsense only detects creatures or objects in the same body of water as the water touched, and does not extend beyond the surface.
Water Tongue The water touched can speak with the sound of crashing surf, and can communicate with elemental creatures. They can understand and be understood by any creature with the water or cold subtype, regardless of whether they share a language or not.

Feats

Blizzard blows: Arctic assault damage increases to 1d4 cold.

Admiral Squish
2014-10-09, 05:13 PM
Chaos
Source: Chaos spirits are, by their very nature, unpredictable. No two are identical, and what they use in place of logic tends to make what they do and why they do it almost entirely unknowable. Spirits of chaos seem to take special glee in disrupting order, and may try to use chaos touched as their means to do so, both is how they come to the world and in their actions later in life. Chaos spirits may create touched as a sort of reward to the children of rebels and madmen, but they are just as likely to touch the child of a family that prides itself on purity, or a particularly orderly ruler.
Physical Description: Chaos touched vary very widely in appearance, but most of their supernatural traits aren’t obvious and are easy enough to conceal. Many have skin, eyes, or hair colors that are extremely unusual for their parent’s ethnicities, or in more extreme cases are entirely impossible in normal humans. Many only reveal their inhuman traits when they shift their body in some unnatural fashion, or work some supernatural ability.
Personality: Chaos touched are often as chaotic as their spiritual source, or at least influenced in that direction. They are often fickle, and rarely remained unchanged for long. Most are open to new ideas and changes, rarely holding a belief or idea so deeply and so tightly it is entirely unalterable. They can let go of those things that are no longer useful with relative ease, be it an old grudge or an ally. Many are extremely fond of music and art, and some even create works of great beauty and emotional power. Chaos touched are also more likely to break from cultural traditions when the need arises.
In the World: chaos touched appear in almost every society, and their relatively subtle otherworldliness allows them to pass as perfectly normal individuals in most places. The revelation of one’s true nature may cause quite a stir, as most human cultures are centered around order. The chaos touched may be seen as a threat to that delicate balance, and many are. Many people may be uncomfortable around them, as they often have little respect for cultural norms. Chaos touched rarely become priests, the order of most organized religions being somewhat stifling to their need for freedom. They often take on professions and roles that allows them this freedom, such as hunters, Chosen Ones, Warriors, and Gunslingers. Some possess arcane talents in their bloodlines, becoming warlocks as these powers manifest with time.


Ability Modifiers
+2 Charisma, -2 Wisdom Chaos touched have forceful personalities and can be quite persuasive, but they are often somewhat out of touch with reality.


Universal Abilities
Freedom Chaos touched are difficult to restrain or contain. They gain a +2 racial bonus to escape artist checks, a +2 racial bonus to CMD against grapple attempts and on CMB checks to escape from a grapple, and a +2 racial bonus to saves against paralysis or other effects that slow or impede movement, such as web or slow.
Sow Chaos Chaos touched are masters of chaos, always glad to stir a bit of unpredictability into the everyday. As an immediate action, they can force a creature within 30 feet to reroll a single d20 roll. This ability must be used before the result of the roll is declared, and the new roll must be used, regardless of the result. It cannot be used on themself.

Optional Abilities
Arcane Babble The chaos touched possesses a mind swimming with random bits of arcane knowledge. They can choose to let this flow out their mouth, babbling a distracting mashup of arcane terms and spell fragments. Any creature within 30 feet trying to identify a spell being cast takes a -10 penalty to the spellcraft check. In addition, other casters within 30 feet are distracted by their babbling, and any spellcaster attempting to cast a spell must make a concentration check (DC 15 + chaos touched’s hit die) or lose the spell as though they had cast it to no effect.
Destructive Warp The chaos touched can introduce chaos to the delicately balanced structures of a creature or object. They can bring chaos upon on a single creature or object within 30 feet as a standard action, warping flesh and bone and shattering fragile items. The target takes 1d12 points of damage, plus 1d12 for every 5 hit die the chaos touched possesses, unless they succeed on a fortitude save (DC 10 + 1/2 the chaos touched’s hit die + their charisma modifier) to resist it. This damage ignores the hardness of objects.
Favored by Chaos The chaos touched can direct chaos in their favor. When they use their sow chaos ability, they can choose to allow the target to use the first roll or the new roll.
Maddening A chaos touched can inflict their untamable thoughts onto other creatures. They can focus on a creature within 30 feet as a standard action. The target must make a will save (DC 10 + 1/2 the chaos touched’s hit die + their charisma modifier) or become confused for one round. A successful save grants immunity to this ability for one hour.
Master of Chaos The chaos touched can use chaos to their advantage. As an immediate action before making a d20 roll, the chaos touched can choose to roll twice and choose the result they desire.
Master of Mutation The chaos touched can harness its power over chaos to reshape others. They gain a +1 bonus to caster level when casting a spell of from the transmutation school.
Morphic Warrior The chaos touched can partially shift their body into a battle form, becoming more dangerous. They gain one of the following traits, selected when this ability is used. The transformation lasts up to one hour.
Natural Weapon The chaos touched gains a primary natural weapon, chosen when this trait is selected. They can gain a bite or gore attack that deals 1d6 points of damage, or a pair of claw attacks or slam attacks that deal 1d4 points of damage each. You must have free hands to use the claw or slam attacks.
Natural Armor The chaos touched gain armored hide, granting a +1 natural armor bonus to AC.
Damage Reduction The chaos touched’s body shifts to resist injuries. They gain damage reduction two, which is overcome by their choice of bludgeoning, piercing, or slashing damage, chosen when this trait is selected.
Energy Resistance The chaos touched becomes resistant to energy. They gain energy resistance 5, which applies against their choice of Acid, Cold, Electricity, Fire, or Sonic damage, chosen when this trait is selected.
Music of the Spheres The chaos touched is gifted with a supernatural gift for music. Perform is always treated as a class skill for them, and they can use it to create mystical, otherworldly music, one of the following tunes, selected with each use. These are sonic, mind-affecting effects.
Fear The chaos touched creates a fearful melody that unnerves those nearby. As a standard action, they make a perform check. They can use the result of this check in place of an intimidate check to demoralize an opponent, which applies to all creatures within 30 feet.
Charm The chaos touched creates a cheerful, luring melody that makes those who hear it more friendly. With one minute of playing or singing, they make a perform check. They can use the result of this check in place of a diplomacy check to improve the attitude of the listener, which applies to all creatures within 30 feet.
Inspire The chaos touched creates a thrilling, soaring melody that inspires those who hear it to new heights. As a standard action, they make a perform check with a DC of 15. If they succeed, they can inspire those nearby, granting a +1 morale bonus to attack rolls and armor class for one round. For every 10 points they beat the DC by, this bonus increases by +1.
Reformation The chaos touched has a body that constantly seeks to return to its natural state, allowing it to avoid the effects of some shape-changing spells. When they fail a save against an ongoing transmutation effect, such as a polymorph spell, petrification, or any ability that physically alters their body, they can roll a new save on the following round. If this save is successful, the effect ends. They can attempt this save even in they could not normally take actions.
Semi-amorphous The chaos touched is a bit less solid than they appear. When a critical hit or sneak attack is scored against them, there is a 25% chance the extra damage is negated and damage is instead rolled normally. In addition, they can squeeze through tight spaces as though they were one size category smaller.
Unpredictable The chaos touched has a knack for zigging when their foe was expecting a zag. They can tap that unpredictable nature as a swift action, making a sudden change in stance or movements. Their next attack roll before the end of their turn comes from an unexpected direction, and their target is treated as flat-footed against that attack. If the attack misses, the attempt is wasted.
Warped Mind The chaos touched’s untamed mind makes them difficult to read and control. They gain a +2 racial bonus to saves against mind-affecting effects. Sense motive checks against them automatically fail. In addition, they are immune to mind-reading or thought detection effects. Attempts to read their minds or thoughts backlash, dealing 1d4 wisdom damage to anyone one receiving the information.
Warp Space The chaos touched can warp space around them to escape confinement. As a move action, they can teleport themselves and their equipment up to 5 feet. They must have a line of effect to their destination. Though limited, this ability can allow them to warp their way out of cages, bindings, or even out of a grapple.
Warp Spasm The chaos touched can warp their own body to unleash great power, but harming themselves in the process. As a full-round action, they can enter a warp spasm, twisting their body in a grotesque fashion and taking one point of constitution damage. While in warp spasm, they gain a +4 racial bonus to strength, and a +2 circumstance bonus to intimidate checks, but they take nonlethal damage equal to their hit die each round at the start of their turn. The nonlethal damage cannot be reduced by any means. They can end the warp spasm as a swift action.
Warp Touch The chaos touched can warp flesh with a touch. When they make a successful unarmed strike, natural weapon attack, or melee touch attack, they deal 1 point of charisma damage and 1d2 points of ability damage to a random physical ability score, in addition to their normal damage. Roll 1d6 to determine the physical ability that is damaged (1-2; strength, 3-4; Dexterity, 5-6; Constitution).


Feats

Admiral Squish
2014-10-09, 05:14 PM
Evil

Source: Evil spirits are cruel, foul beings, dark spirits that often inhabit regions of the spirit world devoted to the punishment and torment of mortal souls. These fould beings have many different appearances, widely varied by culture, but they are almost universally horrible and terrifying to behold. they take on many different roles, sometimes as tormentors, others as gatekeepers, executioners, taskmasters, or simple mindless entities composed of pure cruelty. The arrival of an evil touched is almost never greeted by grateful parents. Evil spirits create touched in those vulnerable to their influence, those that have fallen to corruption or evil. Some are ‘rewards’ for those who indulge in foul acts, but they may place them to bring as much sorrow and strife as possible, particularly in good or holy organizations and families.
Physical Description: Devil touched are as widely varied in appearance as their inhuman sources. Some are perfectly human looking with unusually dark features. Others are decidedly inhuman in appearance, with traits such as short horns on their foreheads, a barbed tail, hooved feet, or crimson skin. Many seem to bear the scent of brimstone or sulfur on their breath, or they may seem to darken any room they enter.
Personality: Evil touched are not controlled by their heritage. More than any other spiritual source, they often fight their nature and the dark impulses they inherit. Many seek to prove, both to themselves and to those around them, that they are not inherently evil, that they can accomplish good. These ones stand strong against their darker impulses, becoming truly virtuous individuals. Of course, not all can be strong in the face of such drives. The incessant urges can wear down all but the most unyielding of resolves. When evil touched do succumb to their darker natures, they tend to sink deep into corruption, reveling in cruelty and debauchery.
In the World: Evil touched are born to a world that fears the potential darkness they bear, and many are killed as infants. Those that avoid this fate are usually hidden away from the outside world, both for their safety and from shame, and may even be outcasts in their own homes, regarded with fear and shame by their parents and siblings. As they grow, their inhuman traits and powers become increasingly pronounced and powerful. Those that grow into adults often become adventurers in some fashion or another, allowing them to escape the persecution that follows them, at least for a while. They often use their great powers to either oppose evil of spread it far and wide. Priests are common among the evil touched, but relatively few spirits will make an evil touched into a Chosen One. Warriors are also relatively common, as are rogues and gunslingers.


Ability Modifiers
+2 Charisma, -2 Wisdom Evil touched have forceful personalities and can be quite persuasive, but they are often somewhat out of touch with reality.


Universal Abilities
Lesser Telepathy Evil touched are able to sense the minds of those nearby, though their ability as not refined as their spiritual sources. They can communicate silently and empathically with any non-mindless creature within 60 feet. This communication only allows them to convey emotions and simple concepts, such as fear, anger, or hunger. Any creature in this area can send similar emotional messages to the touched. In addition, they can focus on a single non-mindless creature in range to read their passive emotions, gaining a +2 competence bonus to all charisma-based skill and ability checks against them. The targeted creature can make a will save (DC 10 + 1/2 the evil touched’s hit die + their charisma modifier) to resist this reading.

Optional Abilities
Corrupting Influence The evil touched has a skillful tongue and a tendency to worm their way into the mind of allies. They gain the ability to weaken the defenses of those they manipulate. If they successfully make a bluff or diplomacy check against a creature, that creature takes a -1 penalty to resist any of their charisma-based skills for 24 hours. If they succeed on another bluff or diplomacy check against a creature taking this penalty, the penalty is increased by 1, to a maximum penalty equal to the evil touched’s hit die, and the duration of the effect is renewed.
Cruelty The evil touched particularly enjoys hurting creatures of goodness. They gain a +1 profane bonus to attack and damage rolls against good creatures. This bonus is doubled against outsiders with the good subtype.
Curse The evil touched can imbue an item with foul luck, cursing it. They can curse an item with a standard action melee touch attack. A curse remains on an item for one hour, and they can curse up to one item per hit die at a time. Different kinds of items inflict different kinds of penalties.
Weapon A cursed weapon makes its wielder less skillful, inflicting a -1 profane penalty to attack and damage rolls.
Armor/shield A cursed piece of armor or shield is less protective, inflicting a -1 profane penalty to armor class.
Equipment A cursed piece of worn equipment makes the wielder less powerful. The touched selects a single ability score. The cursed equipment inflicts a -1 profane penalty to all skill or ability checks based on that ability.
Tool A cursed tool impedes its user’s attempts to use it, inflicting a -2 profane penalty to all skill checks made with it.
Dark Aura The evil touched is surrounded by an aura of darkness. This aura reduces the ambient light within 30 feet of the touched by one step. In addition, the darkness has a minor additional effect, selected from the list below. The touched can suppress or resume this ability as a free action.
Concealing Shade The aura of darkness conceals the truth. Creatures in the area gain a +1 circumstance bonus to bluff and stealth checks, and take a -1 circumstance penalty to sense motive or perception checks made to detect a lie or see through a disguise.
Painful Shade The aura of darkness makes the living weaker and weaker. Any living creature in the area at the start of the touched’s turn takes one point of nonlethal negative energy damage. Any creature in the area with 0 or fewer hit points instead takes one point of negative energy damage, which is enough to start a creature bleeding if stable.
Frightful Shadow The darkness makes everything more intimidating. Any creature in the area gains a +1 circumstance bonus to intimidate checks, and the duration of all fear effects on creatures in the area is increased by one.
Darksight The evil touched is drawn to shadows, at home in the deepest darkness. They can see normally in darkness, even magical darkness. However, sudden exposure to bright light blinds them for one round. As long as they remain in an area of bright light, they are dazzled.
Deadly touch The evil touched can inflict foul wounds on their enemies with a touch. They gain a pool of points equal to 2 x (the evil touched’s hit die + their charisma modifier). As a standard action, they can make a melee touch attack. If it hits, they can expend points from their pool to deal an equal amount of damage to the target. This ability cannot be used to heal undead. Any points expended from this pool are regained after a standard period of rest.
Hellfire Strike The evil touched can strike with the burning fury of fiends. As a swift action, they can declare their next melee attack to be a hellfire strike. If the attack is successful, their weapon flashes with unholy fire as it hits, it deals extra damage equal to the hit die, half fire damage and half untyped. If the attack misses, or they do not attack before the end of their turn, the attempt is wasted.
Hellish Minion The evil touched gains the services of a hellish minion. A hellish minion is a demonic version of a familiar that attaches itself to the touched. The most common form for a hellish minion is a black cat, raven, owl, or snake, but they can take the form of any animal suitable to be uses as a familiar (once selected, this form cannot be changed). See familiar (“http://www.d20pfsrd.com/classes/core-classes/wizard/familiar“) for the basics. However, there are some important differences to note. If the touched would gain a familiar, their hellish minion gain the traits a familiar of the touched’s sorcerer/wizard level would possess in addition to their normal traits.
The hellish minion uses it‘s master’s hit die instead of their wizard/sorcerer level to determine their abilities.
A hellish minion is treated as an outsider instead of a magical beast.
If a hellish minion is lost or slain, it reforms after 24 hours, appearing somewhere near its master. The touched can summon their hellish minion to their side from anywhere on the material plane with a one-minute ritual.
A hellish minion does not gain the ‘share spells’ ability. Instead, it gains the ability to see normally in darkness, even magical darkness.
A hellish minion does not gain ‘deliver touch spells’ ability. Instead, the hellish minion is infused with hellfire. Their natural attacks deal extra damage equal to the master’s HD, half fire and half untyped.
A hellish minion gains ‘speak with master’ as normal, however, instead of speaking aloud, the hellish minion gains the ability to telepathically communicate with it’s master as long as it is within 60 feet.
A hellish minion does not gain the ‘speak with animals of it’s kind’ ability. Instead, it can now use it’s telepathy to communicate with any creature with an intelligence score within 60 feet. This is rarely used, as it somewhat gives away the hellish minion’s true nature.
A hellish minion does not gain the ‘scry on familiar’ ability. Instead, the range of the minion’s telepathy with it’s master increases to one mile.
Hellish Resistance The evil touched is resistant to the destructive energy of the pit. They gain energy resistance 5 against Acid and Fire.
Resilience The evil touched inherited fiendish resilience from their spiritual source. They gain a +2 racial bonus to saves against poison, disease, and fear effects.
Soul Keeper The evil touched possesses power to sever souls from the dead and dying. They can spend a full round action to use this ability on a dead or dying creature they can touch. A dying creature instantly dies. A body that has been affected by this ability cannot be restored to life by any means. It cannot be raised as an undead creature, or have the soul restored to it. Attempts to do so fail. In order to restore a creature affected by this ability to life, an entirely new body must be created.
Winged: The evil touched has feathered, leathery, or even insect like wings, and while they cannot fly, they can use them in some capacity. They take no damage from falling, as though subject to a constant non-magical feather fall effect, as their wings give them enough lift to avoid falling painfully. In addition, they gain a +2 racial bonus on acrobatics checks from the extra balance and lift their wings offer.

Feats
Deeper Darkness (Aura of darkness lowers light by 2 steps)

Admiral Squish
2014-10-09, 05:15 PM
Good

Source: Good spirits come in many different forms, but they are most commonly beautiful, pure beings. Hailing from areas of the spirit world where the good and honored dead come before passing on, they are usually deeply concerned with the virtue and well-being of humans and other mortals. This interest often leads them to create emissaries and messengers on the mortal plane, the good touched. Typically, the good touched try to favor those who have ‘earned’ the blessing of a touched, sacred and holy families and organizations that align with their views. Sometimes, however, they will place a good touched in a corrupt or unholy circumstances, in the hopes that the child will reform and purify the problem from within.
Physical Description: Good touched are usually physically attractive, with few blemishes or marks. Some simply look normally human, with slightly fairer than normal traits. Others are much more dramatically touched. Some may be surrounded by a luminous halo of light, or have snow-white hair or skin. Others may have intense, flashing eyes, or may exude an aura of calm. regardless of their appearance, the presence of a good touched is generally pleasant, calming and reassuring.
Personality: Good touched are not controlled by their heritage. Many do indeed choose to embrace the path of virtue and goodness, becoming exemplars of good behavior. Others, however, find themselves constantly falling short of the impossible standards that they and others hold over their heads. The supernatural goodness of their source can turn from an example to strive toward into a mocking, judgemental figure, forever out of reach. Many resign themselves to neutrality, trying to live a normal life. Others become infuriated with those that try to hold them to the standards of their supernatural sources, and with themselves for failing to meet them, turning cruel and dark of heart.
In the World: Good touched can be found in any human society, more commonly in those that place particularly strong emphasis on the duality of good and evil, and have high standards of behavior. More faithful and religious groups also seem to attract more touched. good touched are usually accepted into human society, but their inhumanity may make others uncomfortable, who may believe the touched to be judging them for every tiny failing. Many good touched become Priests and Chosen Ones, serving higher powers wherever they can. Others bcome virtuous warriors championing a cause and rooting out evil. Still others have arcane gifts, becoming marlocks or wizards, though some religions may frown on such practices.


Ability Modifiers
+2 Charisma, -2 Wisdom Good touched have forceful personalities and can be quite persuasive, but they are often somewhat out of touch with reality.


Universal Abilities
Tongues Good touched are communicators, able to tap into a supernatural gift for languages. They gain a +2 racial bonus to linguistics checks made to understand or be understood, and linguistics is always a class skill for them. In addition, they can speak in tongues. They can tap their gift of tongues as a full-round action, selecting a single language. They can speak and understand as though they had a number of ranks in that language equal to their charisma modifier (minimum 1, maximum 5) for the next hour. When the hour is over, however, all their speech devolves into meaningless babble for the next hour. They lose all language proficiencies, and automatically fail all linguistics checks made to make their speech understood while this lasts.

Optional Abilities
Beams of Light The good touched conjure a blast of searing holy light from their eyes. They can glare at a enemy to fire a damaging beam of light at them as a swift action. This is a ranged touch attack with a range of 60 feet and no range increment. If the attack hits, it deals 1d6 points of damage plus their charisma modifier. The light’s base damage increases to 1d8 against undead or evil outsiders.
Blessing The touched can perform a blessing upon an item, making it more effective. They can place a blessing on an item they can touch with a full round action. A blessing remains on an item for one hour, and they can bless up to one item per hit die at a time. Different kinds of items inflict grant different kinds of bonuses.
Weapon A blessed weapon makes its wielder more skillful, granting a +1 sacred bonus to attack and damage rolls with the weapon..
Armor/shield A blessed piece of armor or shield is more protective than normal, granting +1 sacred bonus to armor class.
Equipment A blessed piece of worn equipment makes the wearer more powerful. The touched selects a single ability score. The blessed equipment grants a +1 sacred bonus to skill and ability checks based on that ability.
Tool A blessed tool is more effective than usual, granting a +2 sacred bonus on skill checks made with it.

Courageous the good touched is a courageous figure, inspiring allies to resist fear. they gain a +2 racial bonus to saves to resist fear effects. All allies that can see the touched gain a +1 morale bonus to saves against fear.
Crusader The good touched is resolute in their opposition to the forces of evil and darkness. They gain a +1 morale bonus to attack and damage rolls against evil creatures.This bonus is doubled against outsiders with the evil subtype.
Deathless Spirit The good touched is bound to the powers of life. They gain negative energy resistance 5, and a +2 racial bonus to saves against death effects, energy drain, ability drain, and necromancy spells and spell-like abilities.
Halo The good touched is surrounded by a halo of holy light. This aura increases the ambient light within 30 feet of the touched by one step. In addition, the light has a minor additional effect, selected from the list below. The touched can suppress or resume this ability as a free action. While the light is active, the touched takes a -10 penalty to stealth checks to hide.
Light of Revelation The area of light reveals the hidden and compels truth. Creatures in the area gain a +1 circumstance bonus to perception and sense motive checks to detect a lie or see through a disguise, and take a -1 circumstance penalty to bluff and stealth checks.
Soothing Light The aura of light soothes aches and bruises and guards the life of the fallen. Any living creature in the area at the start of the touched’s turn is healed one point of nonlethal damage. Any creature in the area with 0 or fewer hit points is instead healed one hit point and automatically stabilized.
Light of Protection The aura of light surrounds and protects allies within it. All allies within the area gain a +1 circumstance bonus to AC and saves.
Blinding glare The aura of light burns the eyes of the impure. All enemies in the area are dazzled as long as they remain in the halo. Creatures sensitive or vulnerable to sunlight treat the aura as sunlight.

Peacebringer The good touched has a calming presence and is skilled at negotiations. They gain a +2 racial bonus to diplomacy checks, and all creatures that can see and hear them have their starting attitude improved by one step.
Purity The good touched possesses an almost untouchable purity. They gain a +2 racial bonut to saves against poison, disease, and petrification effects.
Restoring Touch The good touched can heal wounds on their allies with a touch. They gain a pool of points equal to 2 x (the good touched’s hit die + their charisma modifier). As a standard action, they can lay their hands on a willing or helpless creature. They can expend points from their pool to heal the target an equal amount of hit points. This ability is a positive energy effect, but it cannot be used to harm undead. Any points expended from this pool are regained after a standard period of rest.
Sense Intentions The good touched can sense the intentions of those nearby. They gain a +2 circumstance bonus to sense motive checks against all creatures within 30 feet. In addition, they can focus on a single creature to attempt to detect their intentions as a standard action. The target can make a will save (DC 10 + 1/2 the good touched’s hit die + their charisma modifier) to resist. If the save is failed, the good touched’s bonus to sense motive is doubled against that creature, and they can determine the creature’s attitude toward those it interacts with as long as they concentrate.
Soothing Touch The good touched can soothe an allies conditions with a touch. As a standard action, they can touch a willing or helpless creature and remove one of the following conditions from them: bleeding, blinded, dazzled, deafened, fatigued, shaken or sickened. In addition, they can reduce the severity of the exhausted, frightened, nauseated, or panicked conditions by one step (to fatigued, shaken, sickened, and frightened, respectively).
Winged: The good touched has feathered, leathery, or even insect like wings, and while they cannot fly, they can use them in some capacity. They take no damage from falling, as though subject to a constant non-magical feather fall effect, as their wings give them enough lift to avoid falling painfully. In addition, they gain a +2 racial bonus on acrobatics checks from the extra balance and lift their wings offer.
Unassailable The good touched radiates an aura of unassailable purity that makes them harder to strike against. In any round that the touched takes no aggressive actions, such as attack rolls, combat maneuver checks, or casting damaging or targeted spells, any non-mindless creature that directly targets the touched with an attack, combat maneuver, or targeted spell, must make a will save (DC 10 + ½ the good touched’s hit die + their charisma modifier). If they fail the save, they lose the action targeted against the touched.


Feats
Brilliant light (halo increases light by two steps)

Admiral Squish
2014-10-09, 05:16 PM
Law

Source: Spirits of law are beings of impeccable order and unyielding perfection. They take many forms, but each is timeless and unchanging, a crystalline distillation of all things rigid and unbreakable. Many have wholly or partially inorganic bodies, such as flawless constructs of intricate clockwork, beings of flawless faceted diamond, or patterns of pure energy. The law spirits are usually quite predictable in a given situation, but the logic behind their behavior is often so complex and in-depth that it’s unfathomable to mortal minds. One can be sure, that no matter where they create a touched in the world, the child will be situated to have the greatest influence, should they be able to perform the tasks necessary.
Physical Description: Law touched, like most spirit touched, can be quite subtle in how their inhuman nature presents itself, or they can be quite obvious. Most simply look human, but quite well-formed and highly symmetrical. Some have traits like gear-shaped or geometric pupils, or perfectly flawless skin. Others can look as though they were partially made of crystal or clockwork.
Personality: Law touched are often somewhat rigid and uncompromising. Some create routines that they obey rigidly, others may go so far as to obsessively control everything around them in their environment. Some are so strict about these things they simply fall apart when they can’t make things work properly. Most law touched will have some sort of logical, orderly approach to any situation they encounter regularly, be it combat or preparing food, and will implement this approach whenever possible.
In the World: Law touched often strive to create order on some scale, be it simply making sure their belongings are delicately organized, or striving to create a lasting system of government in a chaotic region. How they accomplish their goals, and what form of order is the ideal varies, and many law-touched clash on this question. Some seek to establish themselves as kings or dictators and take direct control. Others seek to nurture order among the people, creating a movement toward a new system that’s self-sustaining. Many law touched become priests, their connection to the spirits and their affinity for the order of an organized religion helping to elevate them to a leadership position. Others may become Wizards, the ruels and logic of arcane magic appealing to them. Others become Warriors, studying forms and stances until they can master every movement.


Ability Modifiers
+2 Charisma, -2 Wisdom Law touched have forceful personalities and can be quite persuasive, but they are often somewhat out of touch with reality.


Universal Abilities
Order’s Rule Law touched can take the unpredictability out of the chaos of battle, creating order where there was random chance. They can remove chance from the equation by spending an immediate action when called on to make a d20 roll. Using this ability allows them to act as though they rolled a 10, without actually rolling the die. They must use this ability before rolling.



Optional Abilities
Clockwork Traits The law touched was most likely touched by some manner or otherworldly construct or mechanical being, and many have some trace evidence of this supernatural machinery in their appearance. They gain a +2 racial bonus to saves against poison, disease, mind-affecting effects, effects that cause fatigue or exhaustion, negative energy effects, death effects, energy drain, and necromancy spells and spell-like abilities. However, they also lose some of their emotional capacity, and cannot benefit from morale bonuses.
Command The law touched commands obedience. They gain a +2 racial bonus to diplomacy and intimidate checks made to improve a creature’s attitude. In addition, they can make simple commands imbued with the power of unyielding law to creatures within 30 feet as a standard action. A command is a one-word instruction, and is considered a sonic, mind-affecting, language-dependant effect. The target may make a will save (DC 10 +½ the law touched’s hit die + their charisma modifier) to resist the effect. If they fail this save, they must obey the command to the best of their ability for one round. A successful save renders a target immune to commands from that law-touched for one hour. They cannot command a creature to ‘die’ or take some obviously lethal action, and the GM ultimately decides how the command is interpreted.
Covenant The law touched can enforce mortal agreements with supernatural sanctions. They can perform a ritual covenant, wherein they write or describe the terms of an agreement between the touched and another individual, imbuing the words with the power of law, for one minute. At the end of the minute, the deal is sealed with some sort of physical contact, usually a handshake or similar. Both they and the other party are supernaturally bound to follow the terms of the agreement for a term of up to 24 hours per hit die the law touched possesses, the duration being specified in the agreement. Should either party violate the terms of the agreement, that party immediately takes a -1 penalty to all attack and damage rolls, saving throws, armor class, skill checks, and ability checks, which remains until the specified duration expires. Both parties must understand and willingly agree to the terms of the covenant.
Diamond Clarity The law touched can thinks and perceive with perfect clarity, allowing them a measure of defense against some spells. They gain a +2 racial bonus to saves against spells and spell-like abilities from the enchantment or illusion schools.
Diamond Soul The law touched is difficult to affect with magical abilities.They gain spell resistance equal to 10 plus their hit die.
Halt The law touched can prevent other creatures from moving. They can paralyze a single creature within 30 feet as a standard action. The target must make a will save (DC 10 + 1/ 2 the law touched’s hit die + their charisma modifier) or be paralyzed for one round. A successful save means a creature cannot be affected by this ability for one hour. This is a mind-affecting effect.
Order from Chaos The law touched can instill order and predictability in other chaotic moments. They can use their order’s rule ability on other die rolls, treating the result as the average for that die, rounded down. See table below.
Die Valued2d3d4d6d8d10d12d20d100
Average1.522.53.54.55.56.510.550.5
Perfect Defense The law touched can deflect and parry blows with great skill. They gain the ability to double the normal bonuses to armor class from fighting defensively, taking the total defense action, or making use of the combat expertise feat.
Perfect Strike The law touched can deliver a masterful attack in the heat of battle, perfect in form and execution in every way. They can make a perfect strike as a full-round action with a weapon they’re wielding, targeting a creature or object within melee range, if wielding melee weapons, or within one range increment, if wielding a ranged or thrown weapon. They make an attack as though they had rolled a natural 20 on the attack roll, except the attack does not threaten a critical strike and is not automatically successful. In addition, a perfect strike maximizes the weapon’s base damage, dealing damage as though the weapon’s damage die rolled its maximum value. This does not affect bonus damage from enchantments, special abilities, or high strength.
Prediction The law touched can catch glimpses of the future in battle by predicting what will come next. They can use this ability as an immediate action to gain a +2 insight bonus to a single attack roll, saving throw, or to their armor class against a single attack.
Repair The law touched has a special affinity for constructs and mechanical devices. They gain a pool of points equal to 2 x (the law touched’s hit die + their charisma modifier). As a standard action, they can touch a willing or helpless object or construct. They can expend points from their pool to heal the target object or construct an equal amount of hit points. Any points expended from this pool are regained after a standard period of rest.
Resistance The law touched are resistant to change. They gain a +1 racial bonus to all saving throws.
Statuesque The law touched may have a stonelike or crystal-like appearance, and can freeze in place to become a living statue. They can freeze in place as a swift action, locking themselves in the pose they stand in. While frozen, they gain hardness equal to their hit die, can see and hear normally, and do not need to breathe. However, they can take no physical actions, and the freezing does not protect or alter their equipment. They can un-freeze as a purely mental swift action. While frozen, they appear to be nothing more than nonliving statues to any sort of detection spells. Being frozen pauses the duration of any spell or condition they are under the effect of, which immediately returns when they un-freeze. Any spell or ability that is targeted at them while frozen is ineffective unless it affects objects too.
Stability The law touched is difficult to move if they do not wish to be. They gain a +4 bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Tactical Advice The law touched is a skillful tactician, able to direct allies to great effect. They can give tactical direction to an ally within 30 feet as an immediate action when they would make an attack roll, saving throw, or be the target of an attack. If they follow the advice, they gain a +1 competence bonus to the attack roll, saving throw, or to their AC against that attack. They can take a full-round action to actively direct all their allies within 30 feet, granting a +1 competence bonus to all attack rolls, saving throws, and armor class to all allies within 30 feet until the start of their next turn. This benefit end if the law touched is unable to continue giving advice. All allies to benefit from this advice must be able to hear and understand the touched, be able to act on the advice given, and cannot be flat-footed.

Feats

Admiral Squish
2014-10-09, 05:17 PM
Aberration

Source: Aberrations are a widely varied group of beings, bizarre creatures with strange anatomy, alien mindsets, and unfathomable supernatural powers. Aberrations can be ancient, antediluvian beings, mindless monstrosities, or entities as short-lived as mayflies. Aberrations can mostly be found in alien landscapes, deep underground or underwater, or drifting on the wind at the edge of the atmosphere. Some have been inhabiting these lands since long before human civilizations arose. Many aberrations are immensely powerful, and may be worshiped by cults of obsessive followers. Aberration touched may arise from the members of such cults who consummate unnatural unions with these beings. Others may come about from simply coming too close to the powers wielded by the abominations.
Physical Description: Aberration touched are all dramatically warped by their inhuman aspects. Each possess at least one dramatic, physical change, a mutation of some sort that they can use to their advantage. The lucky ones can disguise their mutation somehow, or play it off as something less unnatural. Not all are lucky. Some constantly sweat slippery slime, or have tentacles emerging from their bodies, or bulging stalk eyes, or any number of bizarre alien traits. These inhuman traits make most people uncomfortable in their presence.
Personality: The aberration touched seldom make strong personal connections, their unsettling presence making it challenging to make friends. This lack of contact doesn’t particularly bother some, but others crave connection and find their isolation intolerable. Aberration touched are often highly intelligent, but the alien influence on their mind leaves them somewhat unstable and unsociable. Many end up living lonely lives as hermits and outsiders, only seldom emerging into often unfriendly societies. Some come to hate those that cast them out, others simply long to be accepted.
In the World: Aberration touched can appear in almost any region, in any society, but that doesn’t mean they can thrive. Most societies kill unexpected aberration touched as freaks and monsters, some even hunting down those that make it to adulthood. Those that survive usually are hidden away from society or distance themselves, in an effort to avoid awkward and often agonizing interactions. Many aberration touched become adventurers, as adventurers are known to accept even the strangest individuals as long as they can prove useful. Aberration touched are most commonly arcanists, warlocks or wizards that use their advanced intellect to command magical forces. Others may become warriors, hunters, or gunslingers, using their unnatural anatomy to their advantage in combat.


Ability Modifiers
+2 Intelligence, -2 Wisdom Aberration touched are quick studies with strong memories, but they are often a bit mentally unstable or unbalanced.


Universal Abilities
Darkvision Aberration touched can see in the darkest conditions. They can see in the dark up to 60 feet.
Unnatural Appearance The touched has an unsettling appearance, one that makes others uncomfortable. All living creatures other than aberrations that can see the touched have their initial attitude toward them lowered by one step.
Warped Body Aberration touched are somehow warped or mutated by their contact with the aberrant. These mutations can be beneficial, however. They gain a +4 racial bonus to a single strength or dexterity based skill of their choice, by virtue of some unusual anatomy that aids them. The exact nature of this unusual anatomy is varied, but it is usually hard or impossible to disguise. Once selected, this skill bonus cannot be changed.


Optional Abilities
Abberant Eyes The aberration touched has extremely unusual eyes, usually able to be pushed out on stalks, or wide compound eyes. They gain a +2 racial bonus to perception checks, and cannot be flanked.
Acidic Spray The aberration touched drools corrosive spit, and can spray it at foes. They can spit their acid as a swift action, making a ranged touch attack with a range of 30 feet and no range increment. If successful, the target takes 1d6 acid damage plus their constitution modifier.
Arcane Eyes The aberration touched can fire blasts of energy from their eyes. They can fire and eye ray, making a ranged touch attack with a range of 60 feet and no ranged increment, as a swift action. If successful, the attack deals 1d8 points of damage. In addition, they can channel magic into their eye-rays. They can cast a single-target arcane spell or spell-like ability into their eyes, rather than targeting a creature. Once the spell is in their eyes, they can hold the spell there for up to one hour. The next time they make an eye ray attack, the spell is carried by the ray. If the ray hits, the target is affected by the spell.. If the ray misses, the spell is wasted.
Burst of Speed The aberration touched has a supernatural quickness to them, often jittery or twitchy with energy. They gain a +2 racial bonus to initiative checks. In addition, they can push their bodies to act faster as a swift action, allowing them to immediately take a free move action. However, this taxes the body and mind, and the aberration touched becomes staggered for one round at the end of their turn. After using this ability, they must wait one minute before they can use it again.
Foul Stench The abberation touched produces a foul odor that can sicken foes. All living creatures (other than the abberation touched) within 10 feet must make a fortitude save (DC = 10 + ½ the abberation touched’s hit die + their constitution modifier) or be sickened for one minute. A successful save renders a creature immune to their stench for 2 hours. This is treated as a poison effect.
Gibbering Madness The aberration touched can babble maddening whispers of otherworldly origin. They can begin or end babbling as a free action, filling a 20-foot radius with crazed whispers. A creature starting their turn in this area must make a will save (DC 10 +½ the aberration touched’s hit die + their charisma modifier) or become confused for one round. A successful save renders a creature immune to this ability for one hour.
Mask of Humanity The aberration touched can shift their body to suppress their inhuman traits. They can shift their form as a full-round action. They lose the positive and negative effects of all universal abilities and varied abilities other than mask of humanity while using mask of humanity. This is a physical transformation, not an illusion. They can return to their true form as a move action.
Psychic Blast The aberration touched can lash out with a blast of psychic energy. They can target a single creature within 30 feet as a standard action. The target must make a will save (DC 10 + ½ the aberration touched’s hit die + their intelligence modifier) or take 1d10 points of damage plus the aberration touched’s intelligence modifier and be dazed for one round. A successful save renders a creature immune to this ability for one hour. This is a mind-affecting effect.
Screech The aberration touched can release a deafening scream. They can let loose a scream as a standard action, filling a 15 foot cone with destructive sound. Creatures in the area take 1d4 points of sonic damage plus 1d4 points of sonic damage per 2 hit die they possesses. Creatures can attempt a reflex save (DC = 10 + 1/2 the aberration touched’s hit die + their constitution modifier) for half damage. Alternately, the aberration touched can choose to have their scream deal nonlethal damage instead of lethal sonic damage, or to have their scream only affect objects, in which case the scream deals no damage to creatures, but the sonic damage ignores the hardness of objects. After using this scream, the aberration touched must wait one minute before they can use it again. This is a sonic effect.
Semi-Amorphous The aberration touched is less solid than they appear to be. When a critical hit or sneak attack is scored against them, there is a 25% chance the extra damage is negated and damage is instead rolled normally. In addition, they can squeeze through tight spaces as though they were one size category smaller.
Slime The aberration touched secretes slime or mucus of some sort. They gain a +2 racial bonus to all escape artist checks. In addition, the slime may have unusual properties. Select one of the options below. Once selected, this cannot be changed. The slime’s effects cannot be suppressed, but heavy clothing may be able to protect others from its effects. Any creature that successfully hits them with an unarmed strike, natural weapon, or melee touch attack is exposed to this slime, as is any creature that they successfully hit with such attacks.
Aquatic Slime The slime causes rapid mutation in creatures, turning them into water-breathers. A creature exposed to this slime must make a fortitude save (DC 10 + ½ the aberrant touched’s hit die + their constitution modifier) or change on the following round, gaining the ability to breathe water but becoming unable to breathe air. This change lasts for one minute. A successful save renders a creature immune to this ability for one hour. An aberration touched is immune to this slime.
Paralytic Slime The slime paralyzes those it touches. Any creature exposed to this slime must make a fortitude save (DC 10 + ½ the aberrant touched’s hit die + their constitution modifier) or take 1 point of dexterity damage. A successful save renders a creature immune to this ability for one hour.
Acidic Slime The slime burns flesh and blisters skin. Any creature exposed to this slime takes 1d2 points of acid damage. The touched is immune to their own acid.
Stretching Limbs The aberration touched can unhinge their limbs to stretch them when attacking. They gain an extra 5 feet of reach when attacking. They do not threaten this area, as their limbs return to their normal length when not attacking.
Tentacles The abberation touched possess a number of short tentacles somewhere on their body. They cannot attack with these limbs, but they are not without their uses. They gain a +2 racial bonus on CMB checks to start or maintain a grapple. In addition, they can retrieve an item stowed on their person as a swift action.
Tongue The aberration touched possesses a long, sticky tongue. They can use this tongue for many purposes. The tongue has a maximum range of 15 feet, and to affect a creature or object, it must be launched out as a ranged touch attack. A tongue can deliver touch spells and abilities or retrieve small items. It can also make combat maneuver checks to disarm, steal or trip. Finally, it can make a special combat maneuver check to pull the target 5 feet closer to the touched in a straight line. This movement does not provoke attacks of opportunity. Any bonuses against bull rush attempts apply against this special pull maneuver.

Feats
Greater Darkvision: darkvision 120
Extra Mutation: Warped body applies to a second skill

Admiral Squish
2014-10-09, 05:18 PM
Dragon

Source: Dragons are mighty beasts. Physically powerful, with strong mystical abilities and a wide array of natural armaments and attacks, they strike fear into the hearts of those who challenge them. European dragons, the most iconic breeds, have been hunted nearly to extinction with the rise of firearms and a long campaign against them. Chinese dragons, a more serpentine type, are relatively rare, as they have long been hunted in search of the many powerful alchemical ingredients to be found within their immense bodies. The most common sort of dragon is now the New World dragon, long, limbless creatures, sometimes bearing feathers in place of scales, are commonly referred to as ‘horned serpents’ in the various languages of the land. Dragons of all types often take on human forms to mingle with the mortal being that dwell across the land. Some simply do so out of curiosity, others to escape notice, and some seek to take mortal mates. The children of these unions are dragon touched. sometimes the dragon blood disperses through the bloodlines enough that one will seem to arise from nowhere.
Physical Description: Dragon touched are obviously different from their human kin, and they are marked as such by scales. Some bear only patches of scales on certain parts of their bodies, others are armored head to toe. These scales vary in color and appearance, some bony, others feather-like, some even brilliantly reflective. Dragon touched have a wide variety of other draconic traits, from claws or fangs to elemental breath or other elemental magics. Some even inherit their ancestor’s ability to appear as a human.
Personality: Dragon touched usually end up viewing their inhuman heritage in one of a few different ways. Where the touched was born often influences this. Some become ashamed, embarrassed of their nonhuman heritage, and try to hide it however they can. They fear the judgement of the humans around them, and try to avoid confronting their true nature. This is particularly common in europe, both all old world societies share this to a certain degree. Others are proud of their dragon blood, flaunting their ancient, regal lineage. They see themselves as above the average humans, like nobles or even kings. This outlook is more common in new world societies and asia.
In the World: Dragon touched can arise anywhere, but the extreme scarcity of european dragons make them very hard to find in europe and european colonies. They can be found periodically in asia, and some noble families there even claim a very distant draconic bloodline. In the new world they are as common as any other type of touched, and may live peaceably among other humans. Dragon touched may take many different professions, their dragon blood helpful to many different pursuits. Warriors are among the most common, as their great strength aids them on the battlefield. Warlocks are similarly common, the dragon blood bearing a strong arcane power within it. Wizards and priests are also valid options, priest being particularly popular among mesovespuccian dragon touched.



Ability Modifiers
+2 Strength, -2 Dexterity Dragon touched are physically powerful, but they can be slow to react.


Universal Abilities
Dragon Scales Dragon touched are armored in tough scales that protect them against blows and energy. They gain a +2 racial bonus to natural armor, and energy resistance 5 against one of the following energy types: Acid, Cold, Electricity, or Fire.

Optional Abilities
Arcane Claws The dragon touched possesses powerful claws enhanced by their mystical blood. They gain two primary natural claw attacks, that deal 1d4 damage each. These claws gain a +1 enhancement bonus to attack and damage rolls for ever 4 hit die they possess.
Arcane Resistance The dragon touched’s scales shimmer with magic-repellant energy. They gain spell resistance equal to 10 + the dragon touched’s hit die.
Burrow The dragon touched can tunnel through the earth like their draconic ancestor. As a move action, they can dig 5 feet though earth, clay, gravel, or sand. They cannot burrow through stone. As a full-round action, they can fortify the tunnel they dig, leaving a usable tunnel large enough for a medium creature to squeeze through. They cannot leave a usable tunnel unless the material they’re burrowing through can support it. Unless leaving a tunnel, they cannot breathe while underground, and must hold their breath and take only short trips.
Dragon Breath The dragon touched inherited their ancestor’s destructive breath. They can breathe out a destructive gout of energy as a standard action. This breath and fills a 15 foot cone or a 30-foot line with energy, of a type matching the energy resistance from their dragon scales ability. Creatures in the area take 1d6 energy damage plus 1d6 energy damage per 2 hit die the dragon touched possesses. Creatures can attempt a reflex save (DC = 10 + 1/2 the fire touched’s hit die + their charisma modifier) for half damage. After using this breath weapon, the dragon touched must wait one minute before they can use it again.
Dragon Pearl The dragon touched creates pearls of wisdom that gleam among their whiskers, physical orbs of pure memory. These pearls are formed out of the experience and knowledge of the dragon touched. They can spend a full-round action to perfectly recall any event they've experienced.
Drake Eye The dragon touched has dragonlike eyes, and can see in the dark. They gain darkvision out to 60 feet.
Elemental Aura The dragon touched is surrounded by a nimbus of elemental energy that damages those nearby. They gain an aura of damaging energy. Any creature adjacent to them at the beginning of their turn takes 1d4 points of energy damage, of an energy type matching the energy resistance from their dragon sales ability.
Elemental Fangs The dragon touched has fearsome fangs, infused with elemental energy. They gain a primary bite attack that deals 1d6 damage. A successful hit deals an additional 1d6 energy damage, of an energy type matching the energy resistance granted by their dragon scales ability.
Energy Magic The dragon touched has an affinity for elemental magic. They gain a +1 racial bonus to caster level when casting spells with a subtype matching their energy resistance from dragon scales.
Gleaming Scales The dragon touched is covered in gleaming, almost crystalline scales that shine brilliantly in the light. If the dragon touched is in an area of normal or brighter illumination, all enemies within 30 feet are automatically dazzled.
Human Shape The dragon touched can take on a more human form. They can shift to a human shape as a full-round action. They lose the positive and negative effects of all universal abilities and varied abilities other than human shape while using human shape. This is a physical transformation, not an illusion. They can return to their true form as a move action.
Imperious Presence The dragon touched has a strong, even overwhelming presence, an air of authority and power. They gain a +2 racial bonus to diplomacy and intimidate checks. In addition, the dragon touched can attempt to demoralize an enemy in combat as a move action.
Seeing Stone The dragon touched possesses a brilliantly shining crystal in their forehead that allows them a mastery of divination. They gain a +1 racial bonus to caster level when casting divination spells. In addition, they can detect magic as though constantly under the effects of a detect magic spell with a caster level equal to their hit die.
Waterborn The dragon touched’s ancestor was an aquatic dragon. They gain the ability to breathe water and air freely.
Whiskers The dragon touched inherits its ancestor’s sharp senses. They gain blindsense out to 15 feet.
Wings The dragon touched possesses draconic wings growing from their shoulder blades. They take no damage from falling, as though subject to a constant non-magical feather fall effect, as their wings give them enough lift to avoid falling painfully. In addition, they gain a +2 racial bonus on acrobatics checks from the extra balance and lift their wings offer.

Feats

Admiral Squish
2014-10-09, 05:19 PM
Fey

Source: Fey are physical beings, similar to spirits, but not influenced by the beleifs of the people. They inhabit the wild places of the world, often inhabiting places of particular natural beauty or splendor, but no one is quite sure where they come from, or how they can be found all across the globe. Their powers are undeniable. These mystic creatures often look similar to humans, but somehow alien, and too widely varied to be related to mankind directly. they are often extremely beautiful, and possess great magical power. They often interact with humans that live on the edges of wild places. They frequently bear or sire offspring with humans, for reasons that aren’t ever truly explained, and sometimes they will take a newborn child only to return them somehow different. These children are fey touched and they are most often founds where civilization meets wilderness, such as rural farmlands, or outposts in the wilds.
Physical Description: Fey touched have varied traits from their supernatural parentage. They are the most subtly altered of the blood touched, often showing only some limited influences. Most fey touched are attractive individuals. Fey touched often have unusual hair or eye colors, though they rarely are too dramatically altered, and unusual traits such as pointed ears or an exceptionally slender or elfin build. Some may have some limited animalistic or plant-like traits, but most simply look like unusual humans. Some fey touched may be confused with beast touched or wood touched, but the nature of their bloodline makes them not quite match up.
Personality: Fey touched have personalities influenced by their otherworldly ancestry. Many are highly charismatic, with alluring and forceful personalities. They often have an appreciation for art, sculpture, and especially music, and they often have a strong creative drive, making breathtaking and entertaining works of art. They also are somewhat known for their sense of humor, which is often odd. They enjoy tricks, pranks, and deception in general, and a well-performed trick may be fodder for many years of stories. Fey touched also inherit many of the personality traits of their human parents, but these traits are often distorted through the lense of inhuman influence.
In the World: The fey touched can be found wherever civilization and wilderness meet, in any landscape and any nation. Frontier settlements, nomadic villages, farmlands, country estates, and wilderness outposts are all common places for a fey touched to come into being. Fey touched make powerful Warlocks, their supernatural power giving them great arcane ability. Hunters are also common, their strong affinity for nature making them unmatched trackers and wanderers. Fey touched also make skillful bards and stealthy rogues.



Ability Modifiers
+2 Charisma, -2 Constitution Fey touched are usually likable and persuasive, but they usually can be somewhat fragile.


Universal Abilities
Fey Toughness Fey touched are hard to injure with normal weapons. They gain damage reduction 5, which is overcome by cold iron.
Low Light Vision Fey touched can see in conditions of low light. They can see twice as far as normal in conditions of low light.


Optional Abilities
Child of Seasons The fey touched is aligned to one of the seasons, and bears the powers of that season. They gain one of the following abilities, which cannot be changed once selected.
Spring The fey touched can sooth their allies’ wounds with a touch. They gain a pool of points equal to 2 x (the fey touched’s hit die + their charisma modifier). As a standard action, they can make lay hands upon a willing or helpless creatures. They can expend points from their pool to restore an equal amount of hit points to the target. Any points expended from this pool are regained after a standard period of rest.
Summer The fey touched is surrounded by an aura of blazing heat. They gain an aura of heat that deals 1d6 points of nonlethal fire damage to any adjacent creature at the start of their turn. Any creature that takes damage from this ability must make a fortitude save (DC 10 + ½ the fey touched’s hit die + their charisma modifier) or become fatigued for as long as they remain adjacent to them, and for one round afterward. A successful save renders a creature immune to this ability for one hour. This aura can be suppressed or resumed as a free action, but it cannot damage a given creature more than once.
Autumn The fey touched can inflict wounds on their enemies with a touch. They gain a pool of points equal to 2 x (the fey touched’s hit die + their charisma modifier). As a standard action, they can make a melee touch attack. If it hits, they can expend points from their pool to deal an equal amount of damage to the target. Any points expended from this pool are regained after a standard period of rest.
Winter The fey touched is surrounded by an aura of bitter cold. They gain an aura of cold that deals 1d6 points of nonlethal cold damage to any adjacent creature at the start of their turn. Any creature that takes damage from this ability must make a fortitude save (DC 10 + ½ the fey touched’s hit die + their charisma modifier) or become fatigued for as long as they remain adjacent to them, and for one round afterward. A successful save renders a creature immune to this ability for one hour. This aura can be suppressed or resumed as a free action, but it cannot damage a given creature more than once.
Elf-Shot The fey touched can imbue their projectiles with fey magic, turning them into elf-shot. They can convert a number of projectiles equal to their hit die into elf-shot as a full-round action, selecting one of the options below. A projectile can be an arrow, crossbow bolt, bullet, or any other form of ammunition. An elf-shot projectile reverts to a normal projectile after one hour. Elf-shot projectiles look the same as they did before, but they can be marked to differentiate them from regular ammunition. An elf-shot projectile can be fired as any other projectile, but the attack roll is resolved as a ranged touch attack, and the they do no damage, disappearing into a puff of magic powder as they strike something. If the elf-shot hits, the target is exposed to the effects of the shot, as detailed below.
Sickness These rounds disappear into green, foul-smelling powder when they hit their target. The target must make a fortitude save (DC = 10 + ½ the fey touched’s hit die + their charisma modifier). If they fail this save, they are nauseated for one minute and sickened for another ten minutes after that. If they succeed, they are simply sickened for one minute.
Slumber These rounds disappear in a puff of lavender-scented purple smoke when they hit their target. The target must make a will save (DC = 10 + ½ the fey touched’s hit die + their charisma modifier). If they fail this save, they fall asleep for ten minutes. If they succeed, they simply sleep for one minute.
Charm These rounds disappear in a sparkling shower of glittering golden particles when they hit their target. The target must make a will save (DC = 10 + ½ the fey touched’s hit die + their charisma modifier). If they fail this save, they are charmed, as with the spell charm person, for ten minutes. If they succeed, they are only charmed for one minute.
Fairy Song The fey touched is gifted with a supernatural gift for music. Perform is always treated as a class skill for them, and they can use it to create magical fey music, one of the following tunes, selected with each use. These are sonic, mind-affecting effects.
Fear The fey touched creates a fearful melody that unnerves those nearby. As a standard action, they make a perform check. They can use the result of this check in place of an intimidate check to demoralize an opponent, which applies to all creatures within 30 feet.
Charm The fey touched creates a haunting, luring melody that makes those who hear it more friendly. With one minute of playing or singing, they make a perform check. They can use the result of this check in place of a diplomacy check to improve the attitude of the listener, which applies to all creatures within 30 feet.
Dance The fey touched creates a jaunty, cheerful melody that makes those who can hear it feel the need to dance. They can play this song as a standard action, andkeep playing it with a standard action each turn. All creatures within 30 feet must make a will save (DC = 10 + ½ the fey touched’s hit die + their charisma modifier) or become possessed by the urge to dance, becoming staggered for as long as they remain in the area and as long as the fey touched continues to play. A successful save renders a creature immune to this song for one hour.
Fey Tricks The fey touched has a little bit of show magic from their fey ancestor. They gain the ability to use prestidigitation and ghost sound as at-will spell-like abilities, with a caster level equal to their hit die.
Glamour Fey touched are masters of illusion, and can disguise themselves as humanoids. They can create an illusionary cloak of glamour around themselves, allowing them to disguise themselves as any humanoid or monstrous humanoid of their size as a standard action. They can dismiss this disguise as a free action. This disguise is an illusion, but a very complete one, covering visual, tactile, auditory, and thermal aspects, but not olfactory. When using this ability, they gain a +10 bonus to disguise checks, and take no penalty for disguising themselves as a creature of a different type. If a creature sees through their disguise check, they may make a will save (DC 10+½ your HD + Your charisma modifier) to disbelieve the illusion.
Little One: The fey touched is much smaller than most touched, perhaps influenced by the magic of the little folk. Their size is decreased to small, and they gain a +2 size bonus to dexterity and a -2 size penalty to strength. Their new size grants them a +1 size bonus to attack rolls and armor class, imposes a -1 penalty to CMB and CMD, and grants a +4 size bonus to stealth checks. They still have a 5 foot by 5 foot space, and 5 feet of reach.
Luring Magic The fey touched has a special affinity for control and deception magic. They gain a +1 racial bonus to caster level when casting spells of the enchantment or illusion schools.
Nature Speech The fey touched is deeply in tune with the animals and plants in nature. They can speak with plants and animals, as though constantly under the effects of a speak with animals spell and a speak with plants spell. Not all animals and plants they encounter will be willing to talk, friendly, helpful, or even honest.
Plant Walk The fey touched can stride through plants effortlessly, the plants sliding through their bodies as though they were nothing more than mist. They can ignore any difficult terrain created by living plants, even magically manipulated plants. They cannot be entangled or tripped by plants, and they are immune to the negative effects of contact with plants, such as damage from thorns or brambles or poison ivy poison. This does not provide them any sort of bonus against plant creatures.
Stealthy Strikes The fey touched has a particular talent for dealing painful blows to those who can’t defend themselves. When they make a successful attack roll against a creature that is flat-footed or denied their dexterity bonus to AC, they add their hit die to the damage dealt. This extra damage is not multiplied on a critical hit. The target must be within 30 feet, and must be vulnerable to critical hits, and they must be able to see the target clearly enough to pick out a vulnerable spot. If the weapon used deals nonlethal damage, this bonus damage is nonlethal is well, but if the weapon deals lethal damage, they cannot make a stealthy strike that deals nonlethal damage, even with the usual -4 penalty.
Unearthly grace The fey touched is supernaturally graceful, their powerful presence turning aside attacks and spells. They gain a deflection bonus to armor class and a racial bonus to saving throws equal to their charisma modifier. This bonus cannot exceed ½ their hit die (minimum 1).
Vanish The fey touched can vanish from sight for moment at a time, dancing in and out of sight. They can turn invisible as a standard action, as with the spell invisibility. This invisibility lasts for one round per hit die. Like the invisibility spell, this invisibility immediately ends if they attack a creature.
Wood Shape The fey touched can manipulate wood with a touch, shaping it to their needs. They can shape wood as a standard action, shaping a single wooden object they can touch, up to one cubic foot in volume per hit die. They can create nearly any sort of shape desired with this ability, but they cannot create objects with moving parts. To create a weapon or tool with this ability requires a craft check. This shaping lasts as long as they remain in contact with the object and up to one minute afterward, at which point it returns to its original shape.


Feats

Admiral Squish
2014-10-09, 05:20 PM
Undead

Source: Undead are foul creatures of negative energy, the antithesis of all life. While some are formed purely of this energy, the vast majority of undead are corpses or souls of the dead that have been inhabited and warped by this dark energy. Negative energy twists the dead into a wide array of terrifying shapes, and sometimes it even takes on a warped reflection of the dead one’s mind, giving them a semblance of the identity they had in life, but reflected as a horrible monster dedicated to the destruction of life. Undead are regarded as unholy and evil by almost every religion in the world. Most undead are entirely incapable of reproduction, the bodies to decayed to bear or sire children. Most undead touched are created when an unborn child is exposed to powerful negative energy, such as an unhallowed area, or their parent is attacked by a powerful undead. Some very rare undead have a strong enough semblance of life to spawn children, such as a vampire nourished by a fresh feast of blood.
Physical Description: Undead touched are extremely unsettling, no matter how they physically appear. Their very presence makes the living uncomfortable. Undead touched are often pale or sickly in appearance, though in reality they are often quite fit and healthy. They may appear bony and scrawny, or they may have lingering bruises, or sunken eyes. Some have diseased looking skin or may bear a foul odor. Others have more obvious undead traits, such as long, pointed fangs or bony claws. some may have black blood, glowing eyes, or may even seen vague and indistinct at the edges.
Personality: The unsettling presence and the unsavory nature of their inhuman influence leads a great many of the undead touched to have very low self-esteem. They despair at their lack of friends and allies, and their best efforts often come to nothing. This only serves to further their self-loathing, and leaving them vulnerable to negative emotions. Those that manage to avoid despair often become bitter and spiteful individuals, lashing out at those who come too close. Some turn to embrace their undead power, accepting it and using it to combat the forces of evil and prove they’re not inherently evil, or falling to darkness and joining with powerful undead or necromancers.
In the World: Undead touched are usually rare beings, both because of the strong magic require to create them, and because they are one of the most-disliked types of touched. Their foul heritage is despised almost every civilization and religion in the world, making it difficult for them to find a place to settle in for a long term. Most undead touched are at first believed to simply be sickly individuals, but as they grow and their powers develop, they may be cast out or chased out of their homes and communities. Most undead touched are loners, acting and working in solitude. Some find company in cults or among the undead, and some find relatively accepting groups to spend time with. Undead touched often become warriors, their natural toughness and supernatural defenses making them fearsome foes. Wizards aren’t uncommon either, the undead blood having a strong affinity for magic. Many become Priests of dark cults and unholy gods.


Ability Modifiers
+2 Constitution, -2 Dexterity Undead touched are durable and resilient, but they are usually slow to react.


Universal Abilities
Undead Resilience Undead touched are a little bit dead, granting them a bit more resistance to the frailties of mortals. They gain a +2 racial bonus to saves against poison, disease, death effects, ability drain, and mind-affecting effects. They take no penalties from negative levels, though they can still be killed if they accrue more negative levels than hit dice. After 24 hours, any negative levels they’ve gained are removed without additional saving throws.
Unsettling Presence Undead touched have an exceptionally unsettling presence. All living creatures that can see the touched have their initial attitude toward them lowered by one step.


Optional Abilities
Bloody Claws The undead touched has bony, thin-skinned fingertips that can tear away to reveal sharp claws of bloody bone. They gain two primary claw attacks that deal 1d4 points of damage each and inflict one point of bleed damage on a successful hit. This bleed damage lasts for one minute, and if they successfully hit a bleeding target with another claw attack, the bleed damage increases by one and the duration of the bleed is reset to one minute. The maximum bleed damage from these claws cannot exceed the undead touched’s hit die. These claws are normally concealed under the skin of their thin fingertips, which almost painlessly tear away when they use their claws. Their fingertips heal completely after one hour of not using the claws.
Bone Armor The undead touched has tough, sturdy bones that do a good job of protecting their vital organs from damage. When a critical hit or sneak attack is scored against them, there is a 50% chance the extra damage is negated and damage is instead rolled normally.
Crimson Fangs The undead touched has long, fanglike eye-teeth, and a hunger for blood. They gain a primary natural bite attack that deals 1d4 points of damage. If they successfully pin creature, they can automatically bite them and drain their blood, dealing their normal bite damage plus one point of constitution damage each round. For each point of constitution damage dealt, they gain temporary hit points equal to one-half the target’s hit die. These temporary hit points last for one hour. They can only use this ability on creatures that are susceptible to critical hits.
Darksight The undead touched is drawn to darkness, the light uncomfortable. They gain the ability to seen romally in darkness, even magical darkness. However, when exposed to bright light, they are blinded for one round, and they are dazzled for as long as they remain in the affected area.
Deathly Servant The undead touched is accompanied by a faint spectral servant, a mindless phantom that obeys their commands. They gain the service of a deathly servant that can be summoned to an adjacent square or dismissed as a free action. The deathly servant is treated as an unseen servant with a strength score equal to 2 + their charisma modifier, and takes on the appearance of a barely-visible ghost.
Fearful Howl The undead touched can let loose a horrifying sound, a scream, moan, or screech of blood-curdling tone. They gain the ability to scream as a standard action, rolling an intimidate check to demoralize an opponent. The result of this check is applied to all creatures within 30 feet. This is a sonic, mind-affecting effect.
Ghoul Touch The undead touched smells faintly of death, and their touch can paralyze. They gain the ability to slowly paralyze foes, dealing one point of dexterity damage to the target with any successful unarmed strike, natural weapon attack, or melee touch attack. Any creature immune or resistant to a ghoul’s paralysis ability is immune to this damage.
Master of Death The undead touched is quite effective at manipulating the powers of life and death. They gain a +1 racial bonus to caster level when casting spells of the necromancy school. They can also use their hit die in place of their caster level to determine the maximum hit die of undead they can raise with a spell or ability, or control at a time.
Master of Fear The undead touched is inherently familiar with fear and commands it to their benefit. They gain a +2 racial bonus to saves against fear effects. They also gain a +2 racial bonus to intimidate checks to demoralize an opponent, and the save DC of any fear effect they create is increased by 1.
Necrotic Heart The undead touched has a dead heart that beats with pulses of negative energy. They are healed by negative energy and damaged by positive energy. They gain a +2 racial bonus to saving throws against spells and spell-like abilities of the necromancy school. If they successfully save against a necromancy spell or spell-like ability, they gain fast healing 2 for a number of rounds equal to the spell level.
Slay The undead touched spreads death with a thought. They gain the ability to deal one point of negative energy damage to any creature within 30 feet with 0 or fewer hit points. This damage is enough to cause a stable creature to begin dying again. If a creature within 30 feet of them dies, they gain temporary hit points equal to it’s hit die. These temporary hit points last for one hour.
Spectre’s Touch The undead touched is partially spectral, granting them special benefits. Their body is treated as though it had the ghost touch property. This extends to any natural weapons or unarmed strikes they may use, and any natural armor they possess applies against incorporeal touch attacks. In addition, they can partially phase their body and their weaponry to deliver touch attacks. As a standard action that does not provoke an attack of opportunity, they can make a single melee attack, which is resolved as an incorporeal touch attack.
Tough Flesh The undead touched possesses tough, weathered flesh like a zombie. They gain damage reduction 5, which is overcome by slashing damage.
Undying Persistence The undead touched is hard to put down for good, and can return from the brink of death. When they are reduced to or below 0 hit points, they gain fast healing 1. This automatically stabilizes them if they are dying. This fast healing remains active until they reach a number of hit points equal to their hit die, at which point it stops working until they are reduced to or below 0 hit points again.
Unholy Aura The undead touched is a particularly unholy individual, who radiates foul magic. All undead allies within 30 feet gain a +1 profane bonus to attack rolls, damage rolls, armor class, and savng throws.
Untiring The undead touched is an unrelenting machine, very difficult to tire out. They gain a +4 racial bonus to constitution checks and fortitude saves to resist fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Feats

Admiral Squish
2014-10-09, 05:28 PM
FINALLY, these guys are DONE. I've been hammering my head into these guys for like, months and months. In my defense, these guys ended up being pretty enormous.
Anyways, I wanted to be absolutely sure I had some real fluff to go with all the mechanical stuff, so these guys have been just waiting for those four-paragraph fluff sections.

Mechanically, I'm reasonably confident in these guys. Each race adds up to a total of 8-10 RP, depending on the traits you select. I ended up making up a lot of race abilities, though, so I'm not certain if all of them are balanced, so I'd really love to get some real review on them.

I'm particularly concerned about law and chaos touched, their universal abilities are somewhat concerning, since there's absolutely nothing like them in the race abilities thing.

I'm going to be doing a bit formatting to these guys, making it so each source is linked up there in the first post, and I'm gong to try to look for some images that might be able to describe these different sources. If anyone happens to have suggestions regarding images, let me know!

SO, all in all, what does everyone think? I am pretty desperately in need of review to make this all work.

Oh, note that these guys are replacing the Witch-Blood (http://www.giantitp.com/forums/showthread.php?332137-Witch-Blood-PF-Race-Crossroads) and the Spirit-Born (http://www.giantitp.com/forums/showthread.php?322881-Spirit-Born-Race-Crossroads).

Mith
2014-10-09, 08:56 PM
With the Good/Evil Touched, would it be better to make them have balanced abilities, with the Evil touched being more destructive/offense orientated, while the Good touched is more Support/Defense orientated? Currently, while that is the case for the most part, there are unique abilities such as Evil having Telepathy while Good has Tongues. Or is it better to have them have some unique abilities?

I think this is pretty awesome though. Cannot really help with the balancing though. :/

Admiral Squish
2014-10-10, 11:50 AM
With the Good/Evil Touched, would it be better to make them have balanced abilities, with the Evil touched being more destructive/offense orientated, while the Good touched is more Support/Defense orientated? Currently, while that is the case for the most part, there are unique abilities such as Evil having Telepathy while Good has Tongues. Or is it better to have them have some unique abilities?

I think this is pretty awesome though. Cannot really help with the balancing though. :/

I'm glad you like them! I understand if you can't comment on balancing, it's not an easy task.

I did try to have a lot of opposite powers between good and evil touched, but some things just don't have direct opposites like that. Like, what's the opposite of telepathy? Anyways, I chose tongues because it seems to be a common thread among many different myths regarding good outsiders, and telepathy because it just seems sorta invasive and it's a common ability in D&D outsiders. I think limiting them to directly opposing abilities does definitely shrink the abilities available.

Amechra
2014-10-10, 02:12 PM
I... will have to take some time to read this.

I know it will be great (at least, I hope so), but whoo boy...

Admiral Squish
2014-10-10, 02:32 PM
I... will have to take some time to read this.

I know it will be great (at least, I hope so), but whoo boy...

I know, it did kinda grow out of hand... Just remember, you're the one who asked for it. :smalltongue:

Amechra
2014-10-10, 03:05 PM
I did, didn't I?

Didn't I?

Then I guess I'll have to tell you my thoughts when I'm done reading it, then.

Admiral Squish
2014-10-10, 05:01 PM
I did, didn't I?

Didn't I?

Then I guess I'll have to tell you my thoughts when I'm done reading it, then.

I would be most appreciative of such review!
It might be easier to get into if you were to review each source individually.

Amechra
2014-10-10, 11:08 PM
Now, let's see...

Part of the advantages of a system like this is building iconic monsters in nice, PC-ready form. So, I'll go ahead and do some of the ones that I seem to remember are the most "common":

Vampires:
Touched (Undead)
Ability Modifiers: +2 Constitution, +2 Charisma, -2 Dexterity
Universal Abilities: Undead Resilience, Unsettling Presence
Variable Abilities: Crimson Fangs, Necrotic Heart
Extra Boon (Optional): Undying Persistence

Thoughts: Hmm... It more or less works, especially on a more "legendary" than "hollywood" note, though I kinda wish that Undead (which usually have really high Charisma) didn't have a -2 penalty to Charisma. Still, it works.

Illithid:
Touched (Aberration)
Ability Modifiers: +2 Intelligence, +2 Charisma, -2 Wisdom
Universal Abilities: Darkvision, Unnatural Appearance, Warped Body (Stealth)
Variable Abilities: Psychic Blast, Tentacles (On the face, duh).
Extra Boon (Optional): None

Thoughts: Yep, that's pretty Mindflayer; I'd replace the +2 to Charisma with a +2 bonus to Strength if I was going for a Mindflayer of Thoon or the like. This does bring up the question, though - can I stack the +2 to an ability score with the ones from my "type", giving me a +4 bonus?

Nymph/Arnobos
Touched (Fey)
Ability Modifiers: +2 Charisma, +2 Dexterity, -2 Constitution OR +4 Charisma, -2 Constitution
Universal Abilities: Fey Toughness, Low-Light Vision
Variable Abilities: Plant Walk, Unearthly Grace
Extra Boon: Glamour

Thoughts: This is perfectly workable, though a little OMGBBQ for Charisma-based casters. I like how it turned out.

Catboy/Catgirl
Touched (Beast)
Ability Modifiers: +2 Dexterity, +2 Wisdom, -2 Intelligence
Universal Abilities: Natural Weapon (Claws), Beast Tongue
Variable Abilities: Extra Weapon (Bite), Balancing Tail
Extra Boon: Sharp Senses

Thoughts: I'm sorry, I was legally obliged to; that being said, Beast Touched have some pretty great options, though I'm thinking there should be an Ability that improves balancing (if only because Catgirl / Catboy)

Hippie (Flower-Touched)
Touched (Wood)
Ability Modifiers: +2 Charisma, +2 Wisdom, -2 Dexterity
Universal Abilities: Regrowth
Variable Abilities: Fragrant Cloud, Photosynthesis
Extra Boon: SporePollen Cloud

Thoughts: I am disappoint. Wood's abilities are all inappropriate to make flower people. I just... at least I got to have Rafflesia-Touched, which is neat (the pollen smells like rotting meat! It's super attractive.)

Tempter Demon
Touched (Evil)
Ability Modifiers: +2 Charisma, +2 Dexterity, -2 Wisdom
Universal Abilities: Minor Telepathy
Variable Abilities: Corrupting Influence, Deadly Touch
Extra Boon: Dark Aura (Concealing Shade)

Thoughts: Not bad... I mean, it is bad, just not in that way. Great way to have a Succubus/Incubus type character without the extra... stuff.

Angel
Touched (Good)
Ability Modifiers: +2 Charisma, +2 Strength, -2 Wisdom
Universal Abilities: Tongues
Variable Abilities: Blessing, Halo (Light of Protection)
Extra Boon: Sense Intentions

Thoughts: Angelic... though I did notice that I can't give my angels/demons wings. I think they should have the option of picking up Winged, if only because a lot of Good/Evil spirits tend to have wings.

Law/Chaos: Couldn't think of a theme I wanted to go for.

Paracelsian Gnome
Touched (Earth)
Ability Modifiers: +2 Constitution, +2 Strength, -2 Dexterity
Universal Abilities: Stone Hide, Stability
Variable Abilities: Burrow, Stone Tongue
Extra Boon: Treacherous Earth

Thoughts: Treacherous Earth... is a bit unclear. Does the effect follow you around? Does it just set up a jumbled area of stone in one 10' radius circle?

Paracelsian Salamander
Touched (Fire)
Ability Modifiers: +2 Charisma, +2 Dexterity, -2 Wisdom
Universal Abilities: Fiery Assault, Fire Resistance
Variable Abilities: Flame Tongue, Searing Body
Extra Boon: Fire In The Blood

Thoughts: Fire in the Blood is just an excuse to run around on fire. I love it. On a more pertinent level, Searing Body doesn't say how much damage it deals, referring you to check the Burning Body ability. I'm assuming that you meant it to deal the same damage as Fiery Assault? Also, they could do with a feat that boosted the fire damage that Fiery Assault does (actually, one that boosted the elemental damage dealt by the different Elemental-Touched would be nice).

Paracelsian Sylph
Touched (Air)
Ability Modifiers: +2 Charisma, +2 Dexterity, -2 Strength
Universal Abilities: Wind Shield, Energy Resistance
Variable Abilities: Breeze Talker, Storm Walker
Extra Boon: Float

Thoughts: These guys really should have gotten a straight-up Winged equivalent, instead of Slow Fall. Oh well.

Paracelsian Undine
Touched (Water)
Ability Modifiers: +2 Strength, +2 Dexterity, -2 Charisma
Universal Abilites: Water Born
Variable Abilities: Ocean Warrior, Water Tongue
Extra Boon: Water is Life

Thoughts: Nothing really surprising here; nothing stood out as especially strong or weak to me.

Dragon-Kings
Touched (Dragon)
Ability Modifiers: +2 Strength, +2 Charisma, -2 Dexterity
Universal Abilities: Dragon Scales (Fire)
Variable Abilities: Dragon Breath, Imperious Presence
Extra Boon: Human Shape

Thoughts: I'm surprised you can't get a bonus to Intimidate from being a Dragon...

Overall
I like it; I feel like there's room for expansion, but it's a good start.

:smallbiggrin:

OK, fine, it's pretty good; I did find the Undead Touched to be a little disappointing, but you decided to focus them on being tough brutes.

Admiral Squish
2014-10-11, 12:57 AM
Ability Bonus
I'll go clarify you can't add the +2 to anything modified by your source.

Undead
Ooh, yeah, the initial version was just a -2 to cha, since I didn't have the unsettling presence ability yet. I can probably change that, now that the presence ability is installed... -Dex, maybe?

Beast
I could see a balance trait of some sort getting added in. Maybe prehensile tail with a skill bonus.

Wood
Hmm... flowers. Maybe a scent aura effect? I'll have to think on it.

Good/Evil
I could see some sorta wings.

Earth
I will clarify the treacherous earth; it's supposed to be static.

Fire
Fiery assault and the fire resistance were both part of burning body in the first version, thought I fixed but I guess i forgot to save that bit. There is a variable trait that increases the fiery assault to 1d4, so you could take the extra boon feat to bump it up. I could add feat options to the other ones.

Air
I'll bump it up.

Dragon
Can't believe I didn't think of that... I'll have to ponder the wording.

Mith
2014-10-11, 01:05 AM
For the Nymph male counterpart:

A male Dryad is a Drus, although the Nymph is actually only Feminine. I think a male counterpart would be a Pan*/Satyr/Faun.

*Satyrs were sometimes referred to as Pans, with the Deity Pan being the Great Pan.

I like the negative bonus to Dex for Undead, since they are stiffer jointed then living creatures.

Admiral Squish
2014-10-11, 12:55 PM
Let's see...

Balancing Tail The beast touched possess a long, flexible tail that serves to balance their weight. They gain a +4 racial bonus to acrobatics checks made to cross narrow or uneven surfaces, and are not considered to be flat-footed while doing so. They also gain a +2 bonus to combat maneuver defense when resisting trip attempts.

Fragrant Cloud The wood touched sheds a faint aura of pollen, spores, or odor, which can have various effects. The wood touched selects one of the following options. As a standard action, they can create a 15-foot-radius cloud of poisonous pollen or spores centered on them, which act as an inhaled poison with the effects described below. The cloud lingers in the air until the start of their next turn. After using this ability, they must wait one minute before using it again.
Beguiling Cloud Inhaled; Save fort (DC = 10 + 1/2 the wood touched's hit die + their constitution modifier); Frequency 1/minute for 10 minutes; Effect -2 penalty to resist any charisma-based skills for one minute; Cure 1 save
Numbing Cloud Inhaled; Save fort (DC = 10 + 1/2 the wood touched's hit die + their constitution modifier); Frequency 1/round for 5 rounds; Effect 1d2 dex; Cure 1 save
Stinking Cloud Inhaled; Save fort (DC = 10 + 1/2 the wood touched's hit die + their constitution modifier); Frequency 1/round for 5 rounds; Effect sickened for 1 round; Cure 1 save
Toxic Cloud Inhaled; Save fort (DC = 10 + 1/2 the wood touched's hit die + their constitution modifier); Frequency 1/round for 5 rounds; Effect 1 con damage; Cure 1 save
Tranquil Cloud Inhaled; Save fort (DC = 10 + 1/2 the wood touched's hit die + their constitution modifier); Frequency 1/minute for 10 minutes; Effect Sleep for 1 minute; Cure 1 save

Imperious Presence The dragon touched has a strong, even overwhelming presence, an air of authority and power. They gain a +2 racial bonus to diplomacy and intimidate checks. In addition, the dragon touched can attempt to demoralize an enemy in combat as a move action.

Amechra
2014-10-11, 02:04 PM
Those look pretty good, I must say.

Admiral Squish
2014-10-11, 04:30 PM
Those look pretty good, I must say.

Marvelous! I've edited them into the respective posts.

I also put these guys into the main thread first posts, so they're official! Whoo!

Milo v3
2014-10-11, 07:55 PM
I really like these and how they are so variable.

Amechra
2014-10-11, 09:16 PM
I've edited the "example races" to reflect the new state of the rules.

Admiral Squish
2014-10-13, 11:27 AM
I'm quite glad you like them, and yeah, I figured, there are so many human + a little extra races that it seemed the same territory was being tread over and over again. I wanted something that would be able to express not only all the different possibilities of inhuman heritage, but all the possibilities within that heritage that one might want to focus on.

And Amechra, the example races are looking great!

I should probably hammer out some of those feats while these guys are still in the front page...

Amechra
2014-10-13, 04:22 PM
Maybe a 1st-level only feat for "Mixed Heritage", where you replace one of your starting Variable Abilities with one from a different Heritage?

Admiral Squish
2014-10-14, 10:02 AM
Maybe a 1st-level only feat for "Mixed Heritage", where you replace one of your starting Variable Abilities with one from a different Heritage?

Oooh... I will admit, it's a tempting idea. I'm not certain, though. What about varied abilities that enhance the universal abilities? You shouldn't be able to just grab, say, iron hide from earth touched. I could go through and re-word, but that seems a bit excessive.

I do like that you're suggesting feats, though, I could probably use some ideas for some of these options.

Amechra
2014-10-14, 10:44 AM
You could stick a tag of some sort on some Variable Abilities, like [Unique] or [Native]. Then just say that the feat lets you swap one out for any non-[Unique]/[Native] Variable Ability. Because, I mean, come on, if I want to play a "Lava-Touched" (Child of Pele if we were to project the setting timeline into the future), I would want my Fire-Touched to pick up Stone Tongue, wouldn't I?

Or I might want to pick up a Beast Variable Ability on my Undead-Touched to better represent a Wolf-Child.

But, anyway, FEATS!


Something that improves the Halo and its Evil counterpart.
Some minor SLAs for... pretty much everyone but Beast and Wood.
A general feat tree that nets you an alternate form which gets extra Variable Abilities as you gain levels.
Something building off the last one... maybe one that gets you the Bloodline Powers of an appropriate Sorcerer Bloodline while in your alternate form?
A high-ish level feat that changes your type to match your forebear; Outsider in most cases, though there would be a few Elementals, Dragons, Fey, and Undead.


EDIT: You know what? I forgot Eldritch Heritage exists. So scratch #4. Instead, have these on the house:

Eldritch Communion [Racial]
You can draw upon more of your potent bloodline.
Prerequisites: Eldritch Heritage, Touched race, 7th level, Bloodline chosen for Eldritch Heritage must match the Heritage you chose for Touch of the Inhuman.
Benefits: You gain the 3rd level Bloodline Power of the Bloodline you chose for Eldritch Heritage; you calculate its benefits as if you were a Sorcerer of your character level - 3. Additionally, increase your effective Sorcerer level for the purposes of Eldritch Heritage by 1, to a maximum of your character level.

Eldritch Majesty [Racial]
Your blood has almost entirely been replaced by a strange ichor that flows nearly black; a testament to your half-mortal nature.
Prerequisites: Eldritch Communion, 13th level
Benefits: You gain the 9th level Bloodline Power of the Bloodline you chose for Eldritch Heritage; you calculate its benefits as if you were a Sorcerer of your character level - 4. Additionally, increase your effective Sorcerer level for the purposes of Eldritch Heritage and Eldritch Communion by 1, to a maximum of your character level.

Half-Divine Spirit [Racial]
Your heritage is written on your face for all to see.
Prerequisites: Eldritch Majesty, 19th level
Benefits: You gain the 15th level Bloodline Power of the Bloodline you chose for Eldritch Heritage; you calculate its benefits as if you were a Sorcerer of your character level -4. Additionally, increase your effective Sorcerer level for the purposes of Eldritch Heritage, Eldritch Communion, and Eldritch Majesty by 2, to a maximum of your character level.

Edit Edit: Maybe Good-Touched and Evil-Touched should get a Variable Ability that lets them count as Aasimars/Tieflings for the purposes of prerequisites? Getting Light/Darkness 1/day as well?

SuperDave
2014-10-14, 10:23 PM
I... will have to take some time to read this.

I know it will be great (at least, I hope so), but whoo boy...

I know what you mean! I only just finished catching up with this leviathan of a race.

I admit that I was skeptical at first. I thought this project was too big, and combined so many different things, that there was no way it would feel cohesive. But once again, I am delighted to be proven wrong by my little brother.

Overall, the Touched seem very well-balanced. None of their abilities seem out of place or wildly overpowered, and all are highly thematic and linked to the fluff you’ve written for them. Just to confirm, though: the Touched do NOT get the extra feats and skill points of their human parents, right?

The only general issues I can think of is that the word "touched's" is just impossible to pronounce out loud, and some of them are still missing racial feats. But that’s really minor stuff; I’d say they’re pretty much ready for playtesting!

Here are my thoughts on each of the bloodline sources:
Beast

Looks fine.


Wood

Looks fine.


Air -

Wind guidance: I'm not sure I buy it. I don't think having a shell of wind around you could possibly make aiming EASIER.


Earth

"Earthworker" and "Stonecutting" should also cover objects and structures made of brick and clay.


Fire

How does a penalty to Wisdom make them more stubborn? They'd do worse on Will saves.
Fire-touched would have serious difficulty using gunpowder-based weapons or carrying powder-horns, without some serious magical protection for their ammo.
Important question: Do their body-flames use up oxygen, and/or require oxygen to burn?


Water

+2 Strength, -2 Charisma? I don't know about the Str bonus; I feel like a Dex bonus makes more sense. But I'm willing to hear your logic behind it.
What about a gift that makes them immune to damage from pressure and decompression sickness (a.k.a. “the bends”)? That might be more realism than D&D can handle, but it's a pertinent question nonetheless?
"Frost Shaper" is probably cooler in theory than in practice. Ice is brittle, heavy, and not very hard.
"ranged attacks underwater ... still take range penalties as normal". Does "as normal" in this context mean "as if they were on land", or "as if they were underwater"?
"Water is Life" might be a little OP. Maybe. I'm not sure.
"Water Magic: The water touched ... gain a +1 bonus to caster level when casting spells with the [Cold] or [Water] subtype." Do they have to select one or the other? If so, can this ability be taken twice?


Chaos

I want to play a Chaos-touched Koshare (http://cometogetherarticles.yolasite.com/sacred-clowns-and-fools.php) SOOOO badly! (Sacred Clown totally has to be a prestige class for this setting, and consider this my formal declaration of claiming it.)
"Warp Spasm": I dig the Cuchulain reference; nice! (I assume the Con damage from entering the warp-spasm heals at a normal rate?)
“other casters within 30 feet are distracted by their babbling” Including other chaos-touched?
“Sense motive checks against them automatically fail” Does the checker necessarily realize that it failed?
“They can teleport up to 30 feet as a standard action.” I don’t know, this seems a little 4E to me…


Evil - Looks fine, though Amechra’s right, they could use wings.

Good

“they can reduce the severity of the exhausted, frightened, nauseated, or panicked conditions by one step” So this can make status ailments less severe, but not get rid of milder ones?
Minor note: “Winged” references the Beast-touched instead of Good-touched.
Does “Unassailable” work on evil creatures who take pleasure in the suffering of others?
Amechra’s right, they could use wings.


Law

Of all the Touched, these guys seem the most inhuman. They’re almost more like Inevitables or living statues or robots than humans mixed with something else. I do NOT envy the poor woman who has to give birth to an infant made of gears and crystals!
They seem a bit Eurocentric, too. It’s hard to imagine them coming from a Native society, with the clockwork-and-crystal fluff you’ve given them. Then again, I can’t really think of any substances which embody “lawfulness” any better than these, and they’re ensconced in D&D tradition via the Inevitables, so I guess they can stay as they are. It’s just too bad that there’s not a universal visual shorthand for “Law” in Native societies. Oh well.
“The law touched can instill order and predictability in other chaotic instants.” What are “chaotic instants”?



Aberration

Does “Unnatural Appearance” affect the starting attitudes of aberrations and other aberration-touched? I could understand arguments for both cases.
“Psychic Blast”: Crossroads doesn’t support psionics, does it? This would just be a supernatural ability which deals untyped damage, I assume.
Wouldn’t “Aquatic Slime” change the aberration-touched into a water-breathing creature as well? Do you have to be aquatic or amphibious to take this ability?
Why are the slimes’ DCs Charisma-based? That doesn’t make any sense.
I guess I don’t see why “Stretching Limbs” doesn’t increase your threatened area. If you can reach them, you can attack them.
Using your tongue on someone doesn’t provoke an attack of opportunity? I don’t know about you, but if the guy I’m fighting gets grabbed from behind and dragged away-from or past me, I’m sure as heck gonna try and take a pot-shot at him as he goes by.


Dragon

These guys would basically look like the Dragonborn, but with slightly more human-looking features, right?
I don’t know if a penalty to Dex makes sense for people descended from what amount to large snakes, which are famed for their speed and dexterity. I’m not sure what other kind of penalty would suit them, though.
Why do they have burrowing? Which dragons can burrow?
Is the Dragon Pearl a real, physical part of their body? Could an evil herbalist/shaman/wizard murder a dragon-touched and use the pearl for his own nefarious devices?


Fey

You say in the first sentence that Fey-touched “usually aren’t tough”, but then in the very next sentence, their very first ability is called “Fey Toughness”. I get what you mean, but I think that you need to use a different word in one of these sentences.
Do spring and autumn fey-touched get to choose how much damage they deal? So they could theoretically blow their whole pool for the day on a single attack?
Under “Stealthy Strikes”, you say that the Fey-touched ”add their hit die to the damage dealt.” So if the Fey-touched were a level-5 fighter, would add 5 to their damage, or 1d10?


Undead

A bonus to Con makes perfect sense, but isn’t it a little ironic for them to have this, when the undead don’t have Constitution scores? Just an observation.
I feel like it would take a really long time to kill anything with “Slay”.
The penalty to Charisma makes sense for them, but Amechra is right: the undead normally depend on having really high Charisma.



Oh, and thanks, Amechra, for building up all those ready-to-play archetypes for the Touched. I vote we add ’em to the first post, bro!

Images
Will these do?

Wood-Touched
http://www.deviantart.com/art/Groot-474647475

Chaos-Touched
http://www.deviantart.com/art/Sit-Ka-Skye-153987669

Air-Touched
http://nikewings.deviantart.com/art/Asher-this-weather-follows-me-392555170

Evil-Touched
http://www.deviantart.com/art/The-Highwayman-8208733
http://www.deviantart.com/art/The-Highwayman-26143226

Fey-Touched
http://www.deviantart.com/art/Nikolai-Smoke-and-Mirrors-11269336
http://www.deviantart.com/art/Claramay-291491483
http://www.deviantart.com/art/Fey-Catamite-192821312

Good-Touched
http://th06.deviantart.net/fs70/PRE/i/2013/234/f/f/child_of_purity_by_lord_aragoon-d5z33jl.png
http://saimain.deviantart.com/art/Dreamcatcher-8333431

Undead-Touched
http://www.deviantart.com/art/The-Highwayman-339654120

Admiral Squish
2014-10-15, 12:06 PM
I dunno, tagging abilities seems overly complex for players. I suspect it would probably be easiest to just go through and fix wherever there would be problems. Maybe mention in the feat that you don't get the base ability modified by variable abilities. (So you couldn't just pick up the one that empowers fiery body)

Feats!
1: I do believe I mentioned a vague idea to make halo/aura of darkness rise/lower the illumination by an additional step.
2: I dunno... I feel spell like abilities, particularly those with daily uses, are just odd.
3: Oooh, an alternate form ability could be cool. Not sure exactly how it would work, but it's got potential.
4: No sorcerer in crossroads, alas. I could include those somewhere for out-of-setting use, though.
5: I could certainly imagine it, again, not exactly sure how it would work, but I could think of it.

I would say you could safely count good/evil touched as aasimar/tieflings. I don't think I'm gonna put a clause in there because those are not things that exist in crossroads.

Superdave
I'm glad you like them, and I'm quite glad that I managed to assuage the most dire of your concerns with this creation.

Yeah, I gotta admit, it's a tough pronunciation. But then, this same book will include a bunch of different languages, so mispronunciations are all but guaranteed. I still can't do the tl sound, and I've been at this forever.

Air
Well, it's not just a shell of wind, the wind guidance allows you to control it, or for the wind to act on your behalf, nudging your ammo one way or another.

Earth
Hmm. I suppose I always figured brick counted as stone, but I suppose I could add it in.

Fire
Stubborn does not always translate into strong will saves. A skillful manipulator can twist a stubborn one's perceptions until they think the idea was their own. Their stubbornness is more in relation to their decision making than their
There's a line in there about suppressing or resuming the ability at will, they'll be fine.
They don't actually burn (well, unless you pick one of the options that does cause them to burn or produce flames), they just heat up. Those abilities that do create flames don't consume oxygen unless they deal damage.

Water
Well, for one, wind already has a dex bonus, and water is not and flexible as wind. Earth has a con bonus, which is definitely more appropriate for them. I figured water's the element that has the most force involved. Winding rivers that carve out canyons, glaciers that crush entire forests, the pounding surf that renders rock to sand... It seemed fitting. Plus, not a lot of these option have a strength bonus and I wanted to balance out the roster a bit.
I don't think the bends is a thing in D&D, though I suppose I could put some sort of deep-sea option that ignores pressure and cold from deep water.
I'll add a thing about the ice being magically hard.
It specifically mentions they don't take the underwater penalties, but take range penalties. As in, range increment penalties, for shooting at particularly distant targets.
I think water is life will be fine, most adventures usually don't take place underwater, and using the ability too much will draw attention.
They do not select one, they get the bonus whenever they cast a [cold] spell or a [water] spell.

Chaos
Oooh, interesting idea, I bet that would be a pretty cool character.
Yes, the con damage heals at a normal rate. Unless specified otherwise, it almost always does.
I would say yes, if only so I don't have to fiddle with more text. :P
I think they would be no more aware than if they normally failed such a roll.
It's possible... I know there's some incarnum thing that does that, I figured it would be fine, but you have a point, it is a little... blatant. Oooh... perhaps instead of 30 feet and a standard action, it's five feet and (move? swift?) action? That could allow you to warp your way out of things like cages, traps, maybe even out of being tied up, or out of a grapple. I'll work on it.

Good
Er, no, they can remove the lesser conditions, they're in the first list. But they can't just remove more intense conditions with a single touch, they have to do it a couple times. It's an action tax.
Nertz, I'll fix.
Unassailable is a supernatural thing, it doesn't have to fit their psychology. It's based on a spell, and that didn't have any caveat on the subject.

Law
Yeah, law itself is a pretty inhuman concept to deal with.
There's not a lot of purely lawful outsiders out there, and I will admit, they do seem a bit eurocentric now that I think about it. I'll see if I can find anything about law spirits in native cultures.
Instant in the sense of 'a moment of time', so any chaotic moment in time. I suppose instance, circumstance, situation, and similar could work there as well. I'll reword it somehow.

Aberration
Hadn't thought of that. I think most aberration touched would find other aberration touched just as unsettling as humans do, but perhaps aberrations would be immune.
It's just untyped damage. No mention of psionics, just psychic power. I should mention it's mind-affecting, though.
good point there, I'll clarify.
I... I have no idea. I thought they were con-based. Don't know how I got that mixed up.
The limbs stretch when you reach with them, but they're not longer all the time. Plus, increasing threatened area's a big boost.
It doesn't provoke because they're not leaving themselves open to move, they're just being pulled, they can keep their guard up as they're dragged.

Dragon
Speak not of the breasted lizards! -But really, the basic model is just human with scales, the other features are varied and come from the traits. Some might only have scale patches, even.
I dunno, the classic dragons are all big, relatively slow creatures. While they might be more superficially serpentine in the new world, they still remain dragons. But yeah, dragons don't generally have a lot of low abilities, so you take what you can get.
A bunch of dragons can burrow, both in myth and D&D. Lyndwurms of myth were known to do it, and I know blue, white, and brass dragons can in PF. I'm sure there are more examples, but I can't remember them off the top of my head.
Hmm. I hadn't thought about it, I just remembered them being part of some eastern dragons. I shall clarify.

Fey
Right, I'll change a word or two.
Yes, they can choose how much with each touch, so they could blow the whole stack or dole it out in little doses.
Hit die refers to the number of levels, not the value of die they roll for hit points.

Undead
Yeah, it's a bit odd, I admit.
It's mostly so you can finish off fallen foes mid-battle without having to stop for a coup de grace.
Already switched it over to dex, it's a more logical decision.

I could certainly see putting the examples in the first post somewhere. I'll get to it sometime today.

Admiral Squish
2014-10-17, 10:28 PM
Alright, took me a while, but I made all the promised edits, and I put the example races up into the first post! (shuffled around a bit, yes)
Still need to do those feats sometime, though...