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Fii
2016-01-12, 04:26 PM
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------------------------------------------For The Swallowfeld Children------------------------------------------------------------------------
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------------------------------------------Bunnykin------------------------------------------------------------------------------------------------
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[RP]
Ability
Benefit


[0]
Type(Subtype):
Humanoid(Bunnykin)


[0]
Size:
Medium


[0]
Standard Languages
Common, Rabbish. May Choose: Dwarven, Elven, Sylvan, Halfling, Orc, Gnome, or Tengu


[0]
Speed:
30ft


[0]
Standard Stats
+2 Dex, +2 Wis, -2 Str


[2]
Quick Reactions:
Improved Initiative as a Bonus Feat


[3]
Fast
Base Speed +20 feet


[3]
Fleet Footed
Run as a Bonus Feat, +2 racial bonus to initiative


[2]
Jumper
Always considered to have a running start when making Acrobatics checks to jump.


[1]
Sprinter
Gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.


[2]
Static Bonus Feat
Fleet(which gives +5 base speed).


[2]
Lucky, Lesser
Members of this race gain a +1 racial bonus on all saving throws.


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-----------------------------------Advanced Template------------------------------------------------------------------------------------------
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CR1
+4 All Stats
+2 Natural Armor


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----------------------------------------------- Cleric, Devout Pilgrim Archetype -------------------------------------------------------------
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Luck Domain:
Bit of Luck (Sp)
Touched creature may roll a d20 twice and take the best result for a round.
3+Wis/day, Standard Action


Travel Domain:
+10 feet speed and Agile Feet (Su)
For the next round, ignore all difficult terrain/take no penalties for moving through it.
3+Wis/day, Free action.


Spontaneous Casting:
Can spontaneously cast cure spells.
--------------
--------------


Channel Energy:
30-ft radius burst heals/damages either undead or living, centered on you. Will DC 10+.5lv+cha to halve.
All excess healing is lost. Standard action, doesn't provoke an AoO. May choose yo include herself in this effect.
2d6, (5+Cha)/day


Orisons:
May prepare 4 Orisons to use at will each day.
--------------
--------------


Bonus Feat
Traded: Aura(Good) and Bonus Languages
--------------
--------------


Caravan Bond (Su):
By leading a group prayer for 1 minute, may select clericLv+Wis entities.
May use domain-granted powers on any of them as if they were her.
Replaces Med. Armor/Shield proficiency. Range 30 feet, even if normally touch


Spell Casting
Divine Spells from Cleric List
See the Spells Section
--------------


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-----------------------------------------------Fortune-Favored Sworn Scion Archetype, -----------------------------------------
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Bonus Feat:
At 2nd,7th,12th, and 17th level, the mystic gain a bonus combat or item creation feat.
She must still meet any prerequisites for these bonus feats.
--------------


Fortunate Defense (Ex):
+1 luck bonus to her AC and saves vs psi/psi-like powers, spells/spell-like abilities.
This bonus increases by +1 at 6th level, and again at 11th level, 16th level, and 20th level.



Withstand Spell (Su):
Replace Ref/Fort with Will if targeted by a spell/(Sp)/psionic power with a lesser effect for those saves.
If successful, she is unaffected by it. Else, suffers the effect as normal, and adds one point to her pool.
Must be unencumbered/light-or-no armor to use. A helpless mystic does not gain this benefit.


Maneuvers
Martial Maneuvers and Stances
See the Maneuvers Section
GL, MC, RH, VM, BB


Fate-Favored Weapon (Ex)
See it's spoiler.




Wrath of The Fortune-Blessed (Ex)
See it's spoiler




Fortune Flame
See it's spoiler
.....
.....


Lucky Recovery(Ex)
See it's spoiler
.....
.....


Sworn Mastery: Blessing of Martial Grace (Ex)
See it's spoiler
.....
.....


Those Who Chase The Sky (Ex)
See it's spoiler
.....
.....


Run Like Hell (Ex)
See it's spoiler
.....
.....


Sworn Mastery: Blessing of Fallen Sky (Su)
See it's spoiler
.....
.....


Lamentations of The Luckless (Ex)
See it's spoiler
.....
.....


Moving Towards Stillness (Su)
See it's spoiler
.....
.....


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-----------------------------------------------Equipment: 12/81,800g remaining -------------------------------------------------------------
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--------------------------ought, [C]rafted, Price [Mun]dane/3. I have 5% of [Mag]ic trait.-----------------------------------------
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Acquired?
Type?
Cost
Item
Quantity
Notes


B
Mun
7
Aventurine Ring
1
Birthstone


B
Mun
1s
Garlic
1
1w


B
Mun
750
Wand of Endure Elements
1
[50/50]


B
Mun
50
Platinum Rings
2
-


B
Mun
200
Healy Myrrh
4
-


B
Mun
50
Henna Paint
50
-


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Acquired?
Type?
Cost
Item
Quantity
Notes


B
Mun
12c
Fortune Cookie
12
-


B
Mun
750
Wand of Lesser Restoration
1
[50/50], As made by a paladin


B
Mun
2.5k
Ring of Spellcraft
1
+5 competence


B
Mun
2.5k
Ring of Jumping
1
+5 competence


B
Mun
1k
Wayfinder
2
May hold one ioun stone


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Acquired?
Type?
Cost
Item
Quantity
Notes


B
Mun
1,200
Dull Gray Ioun Stone
48
Effects vary.


C
Mun
23.33
Masterwork Surgeon’s Tools
1
5w, Tool


C
Mun
16.66
Heal Kit [10/10]
1
1w, Tool


C
Mun
3,333.33
Grand Master Tools for My Crafts
4
+5 competence, 20w, Tool


C
Mun
300
MW Dwarven ThunderHammers
2
16w, Weapon


C
Mun
2
gunpowder loads
60
Weapon


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Acquired?
Type?
Cost
Item
Quantity
Notes


C
Mun
166.66
Platinum Holy Symbol
1
5w, Tool


C
Mun
1.66
Wooden Holy Symbol
5
5w, Tool


C
Mun
266.66
Masterwork Darkwood Portable Altar(40w);
1
40w, Tool, [20/20]


C
Mun
33.33
Harrow Deck
1
Tool


C
Mun
3.8
Modified Cleric’s Kit
1
10w, removed things I don't need


C
Mun
6.7
Hanging Tent
1
15w


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Acquired?
Type?
Cost
Item
Quantity
Notes


C
Mun
7c
Collapsing Pole
1
10w


C
Mag
712.5
Wand of Cure Light Wounds
2
[100/100], 1d8+1


C
Mag
19k
Belt of Physical Might
1
+4 Dex/Con, Leatherwork


C
Mag
1.9k
Gloves of Crafter's Fortune(Leatherwork)
1
+5 Luck bonus, Luckcraft


C
Mag
1.9k
Robe of Divine Favor
1
+1 Luck hit/damage, Luckcraft


C
Mag
4,275
Rabbit Wrap of Mighty Healing
2
[3/10][3/10], Leather


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Acquired?
Type?
Cost
Item
Quantity
Notes


C
Mag
1,187.5
Eyes of the Eagle
1
+5 competence Perception, Tool


C
Mag
9.5k
Cloak of Lucky Saves
1
+4 Luck bonus to all saves, Luckcraft


C
Mag
4,512.5
Boots of Cheetah's Sprint/The Cat
1
Leatherwork


C
Mag
2,375
Jingasa of the Fortunate Soldier
1
3w, Luckcraft


C
Mag
2,850
Amulet of Bullet Protection +2
1
Luckcraft


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Acquired?
Type?
Cost
Item
Quantity
Notes


C
Mag
3.8k
Lucky Charm Braclet
1
Luckcraft, [5/5]Lucky Star


C
Mag
3,657.5
Fortune's Favor
1
Luckcraft


C
Mag
6,080
Dragonbane Divination Sticks:
2



C
Mag
2,693.25
Sustaining Spoon of Good Taste
1
Prestidigitation added


C
Mag
3,233.33
+1 Mithral Dwarven Thunderhammer of Infinite Powder
1
8w, "Song of Mountains"


C
Mag
950g
Handy Haversack
1
-


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Slot
Item
Effect 1
Effect 2
Notes
Weight


Weapon
Dwarven Thunderhammer
+1, Mithral, of Infinite Powder
1d12+1d6(fire)+mods
"Song of Mountains"
4


Belt
Belt of Physical Might
+4 Dexterity/Constitution
--none--
--none--
1


Hand
Gloves of Crafter's Fortune
+5 Luck bonus to Craft(Leatherwork)
--none--
--none--
1


Body
Robe of Divine Favor
+1 Luck bonus to hit and damage
--none--
Worn inside out for good luck
1


Chest
Rabbit Wrap of Mighty Healing[3/10]
+4 competence bonus to heal checks
Each day gains 1d6 charges, but begins with 3
Spend thusly: 1: 2d8 hp, 2: 3d8hp, 3: 4d8 hp
1


Eyes
Eyes of the Eagle
+5 competence bonus to Perception checks
--none--
--none--
0


[B]Shoulders
Cloak of Lucky Saves
+4 Luck bonus to all saves
--none--
--none--
1


Feet
Boots of Cheetah's Sprint/Cat
Run/Charge speed becomes x10
Take minimum fall damage.
That is, receive 1 damage per die rolled.
1


Head
Jingasa of the Fortunate Soldier
+1 Luck AC
1/day as an immediate action negate a critical hit that has been confirmed against you.
This makes it a regular hit.
3


Neck
Amulet of Bullet Protection +2
+2 Luck AC against firearm attacks that target touch AC
--none--
--none--
0


Wrists
Lucky Charm Braclet[5/5]
Lucky Star: +2 Luck on ability checks, attack rolls, saving throws, and skill checks
in a 20ft-radius burst for 1 round.
As Charm Bracelet, but with only Lucky Stars
0


Headband
Headband of Fortune's Favor
+1 Luck saves, Luck durations extended by 1 round
--none--
--none--
1


Ring1
Ring of Spellcraft
Spellcraft +5 competence
--none--
--none--
0


Ring2
Ring of Jumping
Jump+5 competence
--none--
--none--
0


Slotless
x2 Dragonbane Divination Sticks
+3 Luck on a save randomly chosen each day.
--none--
All sticks provide a bonus to the same save
2


Slotless
Sustaining Spoon of Good Taste
Produce enough food daily to feed 4 people
The food tastes good
--none--
0


Slotless
Handy Haversack
As small bags of holding
Sought item always on top
[20/20][65/80][20/20]
5


Slotless
Wayfinder
Shine as Light, +2 circumstance to Survival to not get lost
Has a slot for an ioun stone, which it may empower
Active Stone Effect:
1


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Quantity
Genre (what it affects)
Effect


x3
Saves
+1 Resistance bonus on all saves


x1
Saves
+2 Resistance bonus on all saves


x1
Saves
+2 resistance bonus on Reflex saves.


x1
Saves
+1 resistance bonus on Will saves.


x1
Saves
+4 resistance bonus on saves against disease.


x1
Saves
+1 resistance bonus on Fortitude saves.


x1
Saves/Abilities
+2 enhancement bonus* to Constitution and +4 resistance bonus on saves against curses.


x1
Saves
+2 resistance bonus on saves against disease.


x1
Saves
Immune to magic sleep effects, +2 saving throw bonus vs enchantment spells and effects.



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Quantity
Genre (what it affects)
Effect


x1
Skills
+2 competence bonus on Climb


x1
Skills
+1 competence bonus on Handle Animal and Survival.


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Quantity
Genre (what it affects)
Effect


x1
Abilities
+2 enhancement bonus to Strength.


x1
Abilities
+2 Enhancement Intelligence, Cracked


x1
Abilities
+2 Enhancement Intelligence.


x1
Abilities
+2 Enhancement Constitution.


x1
Abilities/Saves*
+2 enhancement bonus* to Constitution and +4 resistance bonus on saves against curses.


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Quantity
Genre (what it affects)
Effect


x1
Feats/Class/Race Features
Quicken Spell.


x1
Feats/Class/Race Features
Combat Expertise.


x1
Feats/Class/Race Features
Obfuscate Story rogue talent.


x1
Feats/Class/Race Features
Ki Pool rogue talent. (Ki = wis or +.5wis). May gain a +10-foot speed bonus for 1 Ki.


x1
Feats/Class/Race Features
Stonecunning, as a dwarf.


x1
Feats/Class/Race Features
Favored enemy(Orc) (as a Lvl 1 ranger). Stacks with any existing favored enemy bonus.


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Quantity
Genre (what it affects)
Effect


x2
Wayfinder
Wayfinder points toward a secret location (eg: cache of treasure, hidden city, etc.)


x1
Wayfinder
Wayfinder needle points at the nearest aboleth, gillman, mimic, or skum within 100 feet.


x1
Wayfinder
Wayfinder needle points at the nearest tiefling or other part-human outsider within 30ft.


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Quantity
Genre (what it affects)
Effect


x1
Spells
Mirror image (1 image) 1/day.


x1
Spells
Disguise self at will to: Female Goblin Ranger, Male Merfolk Wizard, or Male Dwarf Fighter


x1
Spells
Disguise self at will to: Male Gnoll Monk, Female Gnome Monk, or Female Ratfolk Bard


x1
Spells
Disguise self at will to: Male Gnome Fighter, Female Goblin Monk, or Female Dwarf Druid


x1
Spells
Infernal Healing. Only Arcane Casters may use this.


x1
Spells
Burning Hands. Only Arcane Casters may use.


x1
Spells
Unseen Servant 3/day, Cracked


x2
Spells
Virtue at will (self only).


x1
Spells
Dancing lights at will.


x1
Spells
Misdirection (constant); The bearer registers to detect effects as lawful, as the stone.


x1
Spells
Misdirection (constant); The bearer registers to detect effects as neutral, as the stone.


x1
Spells
Endure elements (constant, self only).


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Quantity
Genre (what it affects)
Effect


x2
Other
May safely fall +10 feet.


x1
Other
5% chance per Reflex save of granting the bearer evasion against that effect.


x1
Other
Bearer may channel energy 1 additional time per day.


x1
Other
Breathe Water 10 minutes/day


x2
Other
Stone burns out, becoming dull gray and powerless.


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[44] Whenever the bearer is polymorphed against his will, he may revert to his natural form as a standard action.
[4] +2 enhancement bonus to Intelligence.
[63] SR equal to bearer's Hit Dice –5.
[11] Bearer gains orc ferocity, as if he were a half-orc. If he is a half-orc, this grants him another daily use of his racial ability.
[49] +1 resistance bonus on all saves.
[36] Misdirection (constant); the bearer detects as if he were the stone(neutral).
[20] Blind-Fight.
[69] Defensive Combat Training.
[8] +2 natural armor bonus to Armor Class.
[18] +5 bonus on Constitution checks made to stabilize.
[56] +2 resistance bonus on Reflex saves.

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-----------------------------------------------------Domain Spells------------------------------------------------------------------------------
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Luck:
1:True Strike || 2:Aid || 3: Prot. vs Energy || 4: Free. of Move. || 5: Break Enchant. || 6: Mislead || 7: Spellturning || 8: Moment of Presc. || 9: Miracle


Travel:
1:Longstrider || 2:Locate Obj. || 3:Fly || 4:Dim. Door || 5:Teleport || 6:Find the Path || 7:Gr. Teleport || 8:Phase Door || 9:Astral Projection


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-----------------------------------------------------------Spells not on PFSRD-----------------------------------------------------------------------------
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[2] Future's Boon (http://tinyurl.com/q23cj8r):
Choose before rolling, roll d20 roll twice, take better. One active at a time.


[1] Lucky Number (http://tinyurl.com/hz8sg5p):
Roll a d20; if target rolls #, before success known, reroll or +2 luck to result. 1 at a time.


[2] Cleromancy (http://tinyurl.com/jygww2f):
Roll 1d4/CL. Group dice by #s, +result of one group to #diced20 rolls.



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-----------------------------------------------------------Disciplines-----------------------------------------------------------------------------
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Golden Lion (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/golden-lion-maneuvers),
Mithral Current (https://docs.google.com/document/d/1dKCPPIpRoR9CZv0A35gLDnXl5itgRufjWTq83BIsMfs/edit),
Riven Hourglass (https://docs.google.com/document/d/1rmHuI_JcLiDJ2_g0jyrP0lQ1a8wyXh-yL4-3njLpnZk/edit),
Veiled Moon (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/veiled-moon-maneuvers),
Broken Blade (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/broken-blade-maneuvers)


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-----------------------------------------------------------Maneuvers-----------------------------------------------------------------------------
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Flying Rabbit Technique =[constant]Broken Blade Stance+[Swift]Momentum Crash+[Part of a Charge] Diving Charge+[Strike]Steel Flurry Strike+[Part of an attack] Power Attack + [Attack] One regular attack

It goes like this: If I have BBS up, I decided to charge. I use my swift action to activate the Momentum Crash boost. When I charge, I may leap 20 feet in the air and activate Diving Charge, which by a class ability of mine, gives me x4 damage. Thanks to Martial charge, I may make a strike instead of an attack at the end of my charge, so I use Steel Flurry Strike- which gives me 3 attacks at -2 that deal +3d6 each. My stance gives me +level to acrobatics checks to avoid AoOs, which is useful, but primarily useful for giving me an extra regular attack at the end of my charge. I attack, as regular, and power attack applies to all of it.. as does Diving Charge.

Normal= 1d12+1d6(fire)+DmgN.
1.5*dex mod= 13.
DmgN:+19=13+2Weapon Specialization+2Luck+2 Enhancement
With Maneuvers, Discipline Weapons =+ 2, and
DmgM: 21= DmgN+2.
Fall Damage (for Diving Charge):
Fall=2d6.
x(steel flurry strike)=21=DmgM and y(regular attack)=29=DmgN+MC

FRT= 1d12+1d6(f)+4y+fall+x3(1d12+1d6(f)+3d6+4x)

allHit:4d12+4d6(f)+11d6+368




Level
Disc.
Type/Action
Name
Effect
Notes


1
GL
Stance/Swift
Pride Leader's Stance
The initiator and all allies within 20-ft. of his position gain a +4 morale bonus to saves vs fear/demoralization effects.
The radius of this effect increases by 10-ft. per five initiator levels starting at initiator level 6.


1
RH
Stance/Swift
Distorted Clock(Su)
Applies Extend Spell to a beneficial spell/ability on you. +2 circ. on saves vs. non-instant. harmful effects.
Extend another effect at 6th,10th,14th, 18th. May reroll the save to end the effect each round.


3
BB
Stance/Swift
Broken Blade Stance
+Level comp. to Acro. checks to avoid AoOs, and may make an additional attack when making a full attack action.
The attack(s) uses the initiator's full BAB, plus any modifiers.


1
BB
Strike/Stand.
Flurry Strike
May make two attacks against a single target.
This is at full BAB + mods.


1
GL
Strike/Stand.
Hunting Party
When this strike is initiated, a successful melee attack may grant one adjacent ally who is attacking the same target an AoO against that target.
???


1
RH
Boost/Swift
Minute Hand(Su)
-2 Hit, +2 Damage for one round.
----------------------------------------------------------------------------------------------------------------


1
RH
Strike/Stand.
Strike the Hourglass(Su)
Struck foe loses next move action.
Foe only takes a move or standard action on his next turn.


1
MC
Strike/Stand.
Tidal Blade
Attack 2 adjacent opponents.
If you draw your weapon as part of this attack you get +2 to hit.


1
VM
Boost/Swift
Ghost Hunting Blow(Su)
Effects of Ghost Touch Property for 1 round.
----------------------------------------------------------------------------------------------------------------


1
GL
Boost/Swift
Pride Movement
May grant a move action to an adjacent ally. They may immediately to move up to their base speed.
This is as if it were a free action taken on the initiator's turn.


1
GL
Strike/Stand.
Tactical Strike
Attack a foe in melee; if successful, any chosen ally within 10-ft. of his position may make an immediate free 10-ft. movement without provoking AoOs.
----------------------------------------------------------------------------------------------------------------


2
RH
Strike/Stand.
Rapid Strike(Su)
2 attacks at -2 hit, dealing +1d6 dmg vs same target.
----------------------------------------------------------------------------------------------------------------


2
PF
Boost/Swift
Momentum Crash
+10 damage to a successful charge attack.
This is Readied.


2
VM
Strike/Stand.
Fading Strike(Su)
Teleport up to base speed before or after attacking a foe.
----------------------------------------------------------------------------------------------------------------


3
BB
Strike/Stand.
Steel Flurry Strike
Make three attacks against his foe at full BAB-2. Hits do +3d6 damage per hit.
This is Readied.




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--------------------------------------------Feats--------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------------


Type
Name
A description of its effect.


Free
Improved Unarmed Strike
Always armed, provoke no AoOs when attacking unarmed. Choice of (non)Lethal damage.


Free
Weapon Finesse
+Dex to hit with applicable weapons.


Free
Power Attack
-1 to hit, +3 damage 2-H.


Free
Deadly Aim
-1 to hit, +2 damage ranged.


Racial
Run
x5 Speed, keep Dex to AC, and +4 Jump while running.


Racial
Fleet
Base Speed +5 feet.


Racial
Improved Initiative
Initiative +4.


1
Tribal Scars(Raptor Scale)
+6HP, +2 Acro, +5 Speed.


3
Selective Channeling
When channeling, may exclude Cha mod targets.


5
Bunnykin Exemplar (Fast Sprinter)
Improve Fast Sprinter by +10.


Martial Tradition
Martial Charge
You may initiate a strike instead of an attack at the end of a charge.


Bonus 1
Too Fast to Fight
No AoO for leaving threatened squares while running 60+. AoO for moving through foe's square.


Trade for Cleric Weapon Proficiencies
Extra Traits
Receive 2 extra traits.


Trade for Cleric Light Armor Proficiency
Skill Focus
+3 Spellcraft


For M.Drawback
Advanced Study
Knows (2)Momentum Crash.


Fortune-Sworn Scion Archetype
Weapon Finesse(Hammer)
Allows weapon to be finesse-able.


Trade for All Mystic Profs.
Weapon Proficiency (Exotic)
Proficient with Dwarven Thunderhammers.


Trade for All Mystic Profs.
Weapon Focus(DTH)
+1 Hit with DTHs.


Trade for All Mystic Profs.
Weapon Specialization(DTH)
+2 Damage with DTHs.


Trade for All Mystic Profs.
Discipline Weapon(DTH)
DTH is a Discipline weapon.


Trade for Cleric Aura/Languages
Extra Channeling
Channel +2 times a day


Trade for Solar Wind Discipline
Fast Movement
+10 Speed


Taking at 7th
Too Fast to Dodge
TFtF on Charge, No AC penalty, and +4 to hit. Same conditions as TFtF.


-----------------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------Traits/Drawbacks---------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------------


Type
Name
Description of effect.


Religion Trait
Second Chance
1/day reroll a failed save.


Magic Trait
Spark of Creation
+1 all crafts, 5% off cost to create magic items.


Faith Trait
Fate's Favored
Any luck bonus that applies to you is improved by +1.


Social Trait
Rich Parents
+900g


Regional Trait
Chosen Child
+900g


Major Drawback
Spell Vulnerability(Divination)
-2 saves vs Divination Magic


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Fii
2016-01-16, 02:40 AM
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------------------------------------------For The Swallowfeld Children------------------------------------------------------------------------
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La'Min's Character Sheet (http://www.myth-weavers.com/sheet.html#id=676962)
Born in captivity, La’Min spent the first half of her life with her parents and siblings in a slave camp somewhere in the frigid reaches of the world, and was raised to be superstitious. Her father (a member of the Bladeless)

and her mother (A Cleric of Luck- Luck and Liberation) had both been captured when they tried to liberate the many enslaved animalkin races from the slavers(The Bloodchains), who ran the camp. The Bloodchains were a predominantly human organization who believed animalkin of any variety were only slightly better than animals, and thus treated them as such. (For more info on them, the Bladeless, or her superstitions: see the relevant spoilers). She had taken after her mother since she had been old enough to talk, and had begun to learn the way of the Cleric from her mother. Although she knew little of religions, she worshiped Luck like her mother. She found from a young age that she was incredibly lucky and attributed this in part to Lady Luck and in part to her strict adherence to superstitious beliefs. She was initially very timid as a child- but that was about to change.

After losing several of her brothers to a bloodthirsty Wulfkin in one of the Bloodchain’s underground fights, La’Min learned how to fight from her father who sparred her and, finding her performance worthy, inducted her into the Bladeless. Her first personal challenge was to avenge her brothers against the Wulfkin who had slain them when they were defenseless. Usually the combatants were males about the age of 12+, but the slavers were impressed with 10 year old La’Min’s apparant bravery, and they set up the fight. Surprisingly, but not without consequence, she won and thus completed her first challenge and transition into the Bladeless order. She had received a gash at the base of her right ear which left a scar. Her mother tended her wound, and the next morning father taught her how to apply her first band in mud given the absence of henna. She would reapply this band each morning.

Being superstitious, she paid close mind to particular patterns and signs deemed ominous or fortuitous. She collected numerous lucky charms which she would carry about her person. She wore her clothes inside-out, and she’d break wishbones with friends and wish for freedom for her friends and family. She religiously avoided as much as was possible on the 13th day of any month. Due to their shared superstitions, she became quite close to a band of Raptorkin Barbarians. They admired her speed and adopted her as an honorary member of their tribe (Tribal Scars feat). They taught her to use her speed as a weapon, not just a means of evacuation.

She came to challenge those who enjoyed attacking the defenseless, and set for herself a series of challenges to defeat and kill those who sought out matches against the helpless. She prayed to her goddess for good fortune before every match, and she managed to earn a second band by the time her victory drew the attention of an unexpected patron. One morning, after she and her father had applied their bands, there was a disturbance in the camp, and when they investigated, they found that Raph'æl had liberated the camp. She was 12 years old. He whisked the survivors away to a foreign city the likes few of them had ever imagined, where he helped her father establish a Bladeless monastery of his own which also served to house the surviving ex-slaves, who were more comfortable together. Raph'æl taught La’Min most of what she knows now, both as a Mystic and as a Cleric. His training raised her beyond the ordinary, making her advanced for her kind. . When she saw a Dwarven Thunderhammer for sale in the city, she became quite taken with it, and knew she had to make one for herself. She dedicated herself to the use of this weapon, to such extent that she was proficient with no other manufactured weapons. Because she'd spent so much time crafting and learning, she didn't learn about the Pathfinders until Vosper mentioned them to her. Lots of travel, adventuring-it seemed like a worthy challenge, and so she took it upon herself to gain membership. She performed well on her initial tests and successfully became an initiate, after which she spent the requisite 3 years getting more familiar with society as a whole and adventuring for experience. The day finally came when she would be given the opportunity to prove she had what it takes to be a Pathfinder. She was given her first mission...To delve into a dwarven ruin and defeat its guardian. The completion of this, her third challenge, saw the both advent of the “Flying Rabbit Technique” - a particular combination of abilities in a single round and the official naming of her Dwarven Thunderhammer: “Song of Mountains.” She would surely be admitted. A ninja- already a Pathfinder- who had bore witness to her incredible feat while safely tucked away unseen in the shadows shortly made their presence known. La'Min was at first very suspicious of this shadowed figured, but soon came to trust them enough to strike up conversation. The ninja introduced herself as Samazi and commented that she could never have taken out a foe from such a great distance. The pair talked all the way back to town, where La'Min decided to make Samazi a set of Sniper Goggles at cost in exchange for signing a document claiming she witnessed La'Min's third accomplishment for her Martial Order, as well as confirming she had completed the mission with the Pathfinders. After she was accepted to the Pathfinders, they went their separate ways. La'Min dedicated herself to reforging her hammer and inscribing its now earned moniker "Song of Mountains" in Dwarven Runes- inspired by what she had seen in the ruins. She had only just pulled the hammer from its last quenching when the summons came. It was time.. and she was ready.

The Bladeless
Alignment: Any nonChaotic
Symbol: A hand clasping the bladeless, jagged-edged hilt of a short sword.
Discipline: A member may trade access to one martial discipline of his choice for access to the Broken Blade.

Oath: Vows are taken in conjunction with the first lesson. Prospective Bladeless are pitted against a stronger opponent in a mismatched sparring match. When the stronger foe inevitably sunders, steals, or otherwise casts the Prospective’s weapon aside, the Prospective must have the heart to continue the fight. Should their performance be worthy in the eyes of the Masters who oversee such spars, they will be invited to take on the vows of their order and become Bladeless.

The vows are separated into 3 parts. The first is spoken in front of a mirror and focuses on the transformation of the self. “I, who have faced the towering flames of the glorious phoenix and risen from the ashes of battle to stand against odds insurmountable, vow to be reborn as the fires cleanse my very soul. As I go on to face adversity, I shall never shy away from a challenge- I shall take each as an opportunity to grow. I no longer require the tools of man to rise victorious in battle, though I may yet make use of them in the same way as a sword would use a wet stone to make keen its blade.” The second part is spoken as the Bladeless walks barefoot over a bed of hot coals and focuses on their new purpose. “Now, as I walk across the burning coals, my heart remains steady as my feet are guided by that inner fire, for we are one. I shall foster my inner flame, and direct it to a greater purpose. I shall utilize every skill that I possess, and every ounce of talent to better myself and the world around me. What is broken is not worthless, it is merely in a transitional state much like the penetrating curtain of midnight before the righteous rise of dawn.” The third part of the vow is taken as part of a ceremony in which a special tea is drunk from a broken cup while the Bladeless contemplates a worthy personal challenge to be taken at the end of the last vow. When he is ready, he states “I shall mend the broken and improve the irreparable. I shall find use in the useless. To this effect, I do hereby give myself my first challenge: __________,” wherein the Bladeless states their first challenge.

Their vows mean that they must offer repair services to others when possible, must not leave an item broken, must not abandon people who have no means to defend or provide for themselves, and must seek to help those who may be seen as broken. They must also pursue their personal challenge as a sign of their commitment to personal- and community- growth. To abandon this quest would be a violation of the vow. What constitutes a worthy challenge is up to DM discretion.

A Bladeless may take on more than one challenge, but usually goes about completing them one at a time. They use the number of challenges they have completed as a sort of inherent rank within their order. They wear a thin henna-tattooed band on their arm near the left shoulder for each challenge they have completed. The application of this tattoo is performed each morning. Only once they have filled their left arm with bands may they move to the right arm, then left leg, then right leg, etc. Grandmasters and the leaders of the Bladeless commonly have such tattoos on both arms and, in rare cases, down their legs. An annual record of accomplishments is kept within the monasteries to keep track of each member’s challenges/completions. Bladeless are expected to make an annual pilgrimage to such a monastery to report/prove their accomplishments.

Allegiance Benefit: Martial Charge Feat.

A member that violates his oath (see above) loses his Allegiance Benefits until he atones by winning in an unarmed fight against a superior armed opponent or by successfully performing an additional challenge given to them by a superior. Regardless of the method of atonement, a Bladeless who has violated his oath must start again on his challenge-associated ranks.

Description: Legend has it the first practitioner of the Broken Blade style was a powerful swordsman who in the middle of a life-or-death duel with an old enemy found his sword broken by his opponent and had to toss it aside. Disheartened by his lack of weapons, he quickly realized that his years of training, exercise, and conditioning had made his body a weapon all on its own. Using only his fists and his nerve, this long-forgotten swordsman became the first to develop this discipline’s techniques, and he passed his experience on to others. Disciples of the Broken Blade teach these methods in monasteries, to cloistered warrior-monks who learn to operate without the use of traditional weapons of combat. Others learn from parents or individual mentors, haphazard or otherwise, and scrap their way through as it suits them. The Broken Blade’s associated skill is Acrobatics, and its associated weapon groups are close, monk, and natural.

Common Tasks: Although there is a lot of focus on personal challenges, the Bladeless also focus their efforts on assisting others with theirs. They are often dispatched to aid those in need of a champion- someone to fight for them. They may be tasked to repair broken equipment, or simply repurpose it. The katar is a prime example of how to repurpose a broken sword blade. Bladeless members are most often tasked with combating monsters, beasts, and tyrants- those things which many shy away from. They are also charged with passing on their arts to worthy apprentices beginning when they have completed 5 challenges. This can be done by simply participating the entrant’s spar against would-be disciples and subsequently inducting them into the order, or can be done with prolonged master-apprentice relationships.

Available Services: Bladeless are frequently crafters with experience and skill enough to make whatever they think they will need in advance of when they think they will need it. They will sell these goods to those who seek to purchase them. Bladeless will offer their services as mercenaries. They will trade techniques for magic items and even other techniques.
In my character's(La'Min Vorpalkin) background, The Bloodchains are a criminal organization that engage in slavery among other crimes.
They operate a number of slave camps in the frigid reaches of the world where their captives are considered outside of civilized jurisdictions. The group is composed of mostly humans and other sentient humanoid races that share the philosophy that humanoids that exhibit visible animal traits (such as Catfolk, Kitsune, etc) are less than human, and only slightly better than animals. They operate a lucrative crime ring involving the acquisition, trade, and sale of slaves as well as the sale of chemicals that have passed slave-testing. They organize animalkin fights- a sort of gladiator-like sport of pitting one animal folk against another type, sometimes in 2 vs 1 battles for the entertainment and gambling revenue. Those that survive these battles become exponentially more valuable in the same way that a champion race horse would in the modern world. The Bloodchains are lead by a brutish, wealthy man. The hierarchy changes with his whims based on nepotism and favoritism. Low-mid level grunts act as security for the camps.
Lucky:
A rabbit's foot brings good luck
To find a four-leaf clover is to find good luck
To find a horseshoe brings good luck
Clothes worn inside out will bring good luck
Wearing your birthstone will bring you good luck
A beginner will always have good luck: beginner's luck
A cricket in the house brings good luck
A lock of hair from a baby's first haircut should be kept for good luck
Goldfish in the pond bring good luck
For good luck, wear new clothes on the 7th of each month.
To find a copper heads up, brings good luck
Some stones are lucky. (Aventurine, Citrine, Tourmulated Quartz..)

Unlucky:
Friday 13th is an unlucky day
If you walk under a ladder, you will have bad luck
If a black cat crosses your path you will have bad luck
To break a mirror will bring you seven years bad luck
To open an umbrella in the house is to bring bad luck
It is bad luck to sing at the table
It is bad luck to sleep on a table
A bird that comes in your window brings bad luck
To refuse a kiss under mistletoe causes bad luck
Goldfish in the house bring bad luck
To drop a dishcloth means bad luck is coming
It is bad luck to chase someone with a broom
You must get out of bed on the same side you got in on or you will have bad luck
It is unlucky to rock an empty rocking chair
To kill an albatross is to cause bad luck to the ship and all upon it
Wearing an opal when it is not your birthstone is bad luck
To give someone a purse or wallet without money in it will bring that person bad luck
It is unlucky for a woman to be aboard a ship.
It is unlucky to set sail on a Friday
Viewing one's doppelgangar
Walking under a ladder
Hanging a horseshoe points-down
Placing chopsticks in a bowl straight up
Spilling salt
Giving a pocket knife as a gift
Shoes on a table


Other:
An apple a day keeps the doctor away
Step on a crack, break your mother's back
Our fate is written in the stars
At the end of a rainbow is a pot of gold
If you blow out all candles on bday cake with 1st breath you will get a wish
2 people make a wish and pull on a wishbone, longer end when broken gets wish.
An itchy palm means money will come your way
A cat has nine lives
Eating fish makes you smart
Toads cause warts
After receiving a container of food, the container should never be returned empty
To cure a sty, rub it with a gold wedding band
Animals can talk at midnight on Christmas Eve
A drowned woman floats face up, a drowned man floats face down
A person cannot drown before going under three times
To drop a fork means a woman will visit
To drop a knife means a man will visit
To drop a spoon means a child will visit
If the bottom of your feet itch, you will make a trip
When a dog howls, death is near
A sailor wearing an earring cannot drown
If you shiver, someone is casting a shadow on your grave
For a happy marriage, bride wears: st old, st new, st borrowed, st blue
Washing a car will bring rain
A cat will try to take the breath from a baby
Warm hands, cold heart; Cold hands, warm heart
Smell dandelions, wet the bed
A forked branch held by forks will dip and point when it passes over water

Reversing/Preventing from Bad Luck:
You can break a bad luck spell by turning seven times in a clockwise circle
Garlic protects from evil spirits and vampires
Crossing your fingers helps to avoid bad luck and helps a wish come true
An acorn at the window can keep lightning out of the house
The wedding veil protects the bride from the evil eye
Evil spirits cannot harm you when you are standing in a circle



Luck Pool= 30.
Aura(LP/4)= 7.
Cloak +4
Robe +1
Gloves +5
Hat +1
Amulet +2
Dragon. Stick +3
Dragon. Stick +3
Headband +1
Fortunate Defense +1
Trait: +9 =1 per source.

Potential(If used remember to add 1 from trait):
Braclet +2
Spells.

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At 1st level, a Fortune-Sworn Scion may creates a flickering ball of energy formed from a combination of arcane power and her own soulstuff, known as her candle as a Standard Action. The Fortune-Sworn Scion’s candle is a fist-sized mote of light that normally hovers in the Fortune-Sworn Scion’s space, and has the following properties:

-The candle is not a creature or an object and is not subject to attacks of any kind.
-The candle sheds bright illumination out to a distance of 5 feet per point of illumination the Fortune-Sworn Scion has in her illumination pool (see below), and shadowy illumination for an equal distance beyond that.
-Once per round as a free action, the Fortune-Sworn Scion can will her candle to move up to her speed. The candle’s movement is not inhibited in any way by difficult terrain or environmental conditions, although it cannot move through solid objects. The candle remains within one mile of its creator at all times; the Fortune-Sworn Scion may not move the candle beyond that radius, and if she attempts to move further than one mile from her candle, it floats along gently at the limit of its range. If the Fortune-Sworn Scion moves outside this range faster than the candle can follow (for example, by teleportation), the candle appears one round later in a random space precisely one mile from the Fortune-Sworn Scion.
-If the candle is in the Fortune-Sworn Scion’s space, she can instruct it to move with her; it moves when she does, remaining in her space until directed elsewhere. In addition, the Fortune-Sworn Scion may include her candle in teleportation effects that affect her. If she does so, it arrives in the same space she does.
-As a swift action, the Fortune-Sworn Scion may summon her candle to her space from wherever it is.

Unlike other supernatural abilities, a Fortune-Sworn Scion’s candle is not completely suppressed when it or the Fortune-Sworn Scion is within an antimagic field or similar effect. If the Fortune-Sworn Scion or her candle enters the area of such an effect, the candle immediately dims, shedding shadowy illumination with a radius of 5 feet, rather than its normal light. It loses all other abilities (including those gained through other class features) except for the Fortune-Sworn Scion’s ability to direct it to move once per round as a free action. The candle regains its full power once both it and the Fortune-Sworn Scion remove themselves from the area of effect suppressing the ability.

Unlike a normal mystic, a Fortune-Sworn Scion tempers her inner animus into an energy called illumination, fueling her candle and its effects. Outside combat, a Fortune-Sworn Scion has one point of illumination in her illumination pool; she may not gain additional points of illumination outside of combat. When a Fortune-Sworn Scion enters combat, she adds one point of illumination to her illumination pool at the start of her first turn, and one more point of illumination to her illumination pool at the start of each turn thereafter. In addition, a Fortune-Sworn Scion gains one point of illumination whenever she initiates a boost, and she can focus her power as a swift action to add two points of illumination to her pool. Finally, a Fortune-Sworn Scion gain's 1/4th of her Luck Bonuses from all sources while in combat to her Illumination. A Fortune-Sworn Scion’s illumination pool persists for one minute after the last enemy combatant is defeated or the encounter otherwise ends, after which it drops back down to one point.

Her levels in Fortune-Sworn Scion count as arcane spellcaster levels for the purposes of qualifying for prerequisites (such as those of item creation feats or the Arcane Strike feat), and if a Fortune-Sworn Scion ever develops arcane spellcasting from another class, she may add her Fortune-Sworn Scion level to her levels in that class to determine her overall caster level for the purposes of item creation feats.

A Fortune-Sworn Scion’s inner illumination manifests in both her candle and a powerful enhancement of her body and soul:
Starting at 1st level, a Fortune-Sworn Scion can empower her attacks with a brilliant luminescence. Whenever theFortune-Sworn Scion hits a creature with an attack, she can choose to have her target become outlined as if by a faerie fire spell, with a caster level equal to the Fortune-Sworn Scion’s initiator level. Successive uses of this ability against the same creature do not stack; instead, they extend the duration.

Starting at 4th level, a Fortune-Sworn Scion deals additional damage equal to her initiator level on any attack she makes as part of a strike against an opponent that threatens one of her allies other than herself.

Starting at 9th level, when a Fortune-Sworn Scion hits a creature outlined by her illumination with an attack, she can choose to snuff out the light affecting that creature to heal herself for a number of hit points equal to 1/2 the damage dealt by her attack. Activating this ability is a free action that can be taken even if it isn’t the Fortune-Sworn Scion’s turn, although it can only be used once per round. The Fortune-Sworn Scion cannot heal more damage than her target’s maximum hit points with this ability.

Starting at 17th level, the Fortune-Sworn Scion can perceive the surroundings of her candle as if she herself were there. She can treat the candle’s space as her own for the purposes of determining line of sight, making Perception checks, or the range of any special senses she possesses (such as blindsense). In addition, once per encounter, the Fortune-Sworn Scion can teleport to her candle as a standard action. The Fortune-Sworn Scion does not require line of effect to use this ability, although if her candle’s space is occupied by another creature, she is shunted to the nearest unoccupied space. This is a teleportation effect.

The Fortune-Sworn Scion has abandoned the arms and armor of men, trusting in the higher powers of fortune and fate. She strides unarmored into battle wielding the chosen tool of the flighty and intangible forces which bless her with the essence of luck. Her training has made it an object of worship and a weapon of deadly efficiency in every discipline she is trained.

A Fate-Sworn Scion is not proficient with all weapons, or armor. However the Fate-Sworn Scion gains proficiency with the weapon of her deity. This weapon becomes a Discipline Weapon for all Disciplines she knows, and becomes a Discipline Weapon with future Disciplines she learns. Additionally She gains Weapon Focus as a bonus feat for this weapon. All effects of Fate-Favored Weapon are lost when the Fortune-Sworn Scion uses another weapon or when she is no longer unarmored. At 5th level the Fortune-Sworn Scion gains Weapon Specialization as a bonus feat with her Fate-Favored Weapon. If the Fortune-Sworn Scion worships a deity with unarmed strike as its favored weapon, the Fortune-Sworn Scion gains Improved Unarmed Strike as a bonus feat.

The Fortune-Sworn Scion may make Run, Charge, and Withdraw actions across surfaces otherwise impossible to cross. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops. However, she does need to make Acrobatics checks to avoid falling on slippery or rough surfaces, as normal.
The Fortune-Sworn Scion may expend her Fortune Flame to bound up from the ground to her feet - standing from Prone as an Immediate Action without provoking Attack of Opportunity. At 3'rd level she may expend her Fortune Flame to make a free 5ft Step while prone as an Immediate Action. If she moves through an enemy square, she may attempt an Acrobatics Check instead of her CMB to make a free Trip attempt without provoking attack, or risking tripping herself. On Success, the target falls prone and she may stand as a Free Action without provoking attack. Both creatures occupy the same square. At 5th level she may expend her Fortune Flame to prevent all fall damage, however she looses the ability to Focus her Fortune Flame for 1d6+1 hours upon use.
Starting at 1st level, the fortuitous power within her body makes her resilient to the mundane and supernatural. These energies defend her from the energies of misfortune, granting her a +1 Luck Bonus to her AC and saving throws against psionic powers, psi-like abilities, spells, and spell-like abilities. This ability stacks with other Luck Bonuses granted from other sources. This bonus increases by +1 at 6th level, and again at 11th level, 16th level, and 20th level.
Starting at 2nd level, the Fortune-Sworn Scion has mastered the use of her Fate-Favored Weapon. When wielding your Fate-Favored Weapon, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon need not be one appropriate for your size, nor wielded one handed.

Those Who Chase The Sky (Ex):
Starting at 3'rd level, the Fortune-Sworn Scion has been blessed with supernatural agility. A vision has been granted to her, a message from her deity; Fortune Dwells Within The Sky - the challenge has been issued. However, she has been forbidden from using magical or mechanical means other then her own body in unearthing this vision's meaning. As long as she has her Fortune Flame active, she treats any Acrobatics skill check made to jump as if she had a running start. Additionally at 5th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows). Using sources other then her own ability to achieve flight breaks the Fortune-Sworn Scion's vow to her deity. Whenever she breaks her vow (either purposefully or unintentionally), she become sickened and looses all benefits of this ability for 24 hours, or until she spends 10 minutes of uninterrupted prayer for forgiveness, whichever comes first.

At 4th level, a Fortune-Sworn Scion may expend her Fortune Flame to gain a +20-foot bonus to her speed for 1 minute, and an additional 1 minute per 3 levels beyond 4th. Additionally, while under the effect of this bonus, if she moves more than her normal speed in a round, she gains a +4 bonus to AC until the start of his next turn. Furthermore, her movement while jumping only counts as 1/2 for the purpose of determining how much of her movement has been used. Upon reaching 8th level the Fortune-Sworn Scion's jump reduction increases to 1/4th.
At 4th level, a Fortune-Sworn Scion has learned to expend her all of her fortune to unleash it upon her enemies with supernatural force. The Fortune-Sworn unleashes an aurora-like blast of luminescent light as she lands from the sky with a crashing explosion. While falling, the Fortune-Sworn Scion may expend her Fortune Flame and consume all points within her Luck Pool, these points are lost for 24 hours and returned if from a still existing source. The Fortune-Sworn Scion takes full falling damage - this damage cannot be prevented by any means. For each d6 of fall damage the Fortune-Sworn Scion takes, her blast radius expands by 5ft (minimum 5ft). This explosion deals an amount of damage based on the damage she has received from her fall; Total her fall damage, and all Luck Points spent - multiplied by 2.5 times: This damage is inflicted to all creatures and objects within the area, bypassing hardness. Any creature or object reduced to 0 or fewer hit points by this ability is entirely disintegrated, rupturing into streams of multi-colored light.
At 5th level the Fortune-Sworn Scion has unlocked the secrets of sky, empowering her with a surge of divine power. Those who spread ill-fortune and suffering must be punished. When charging a minimum of 15ft, the Fortune-Sworn Scion may leap vertically into the air making an acrobatics check (DC40 - Reduced to DC20). The Fortune-Sworn Scion must successfully leap 10ft or more into the air, during her charge to gain the benefits of this ability. If she lept 10ft, she may continue her charge while falling gaining the benefits of Spirited Charge as if she were making a mounted charge. Her fall must end adjacent to her target to complete the charge. If the Fortune-Sworn Scion leaps 20ft or greater, or falls from similar height - she gains the benefits of Diving Charge as if she were making a mounted charge, her Fortune-Favored Weapon gains the benefits of a lance when used in this way. The Fortune-Sworn Scion takes fall damage normally while attempting to use this ability.
At 5th level, the Fortune-Sworn Scion begins to understand the mystery of fortune and her deity. She is not faster - the world is slower, and anything is possible. The Fortune-Sworn Scion may choose to expend her Fortune Flame to gain an additional 30 ft of movement. Additionally, she gains the ability to make run, charge, or withdraw actions along horizontal surfaces such as walls. Movement along this surface counts as x4 that of normal. Her movement must end on solid ground or she must attempt an acrobatics check (DC 5 + Distance Traveled), if passed she falls to the nearest square on her feet, but taking fall damage normally. On failure the Fortune-Sworn Scion falls prone in a crushing heap taking fall damage and an additional 1d8 points of Bludgeoning Damage. Additionally she must succeed a Fortitude Save (DC10+Damage Taken), on failure she is Staggered for 1d4 Rounds. Upon reaching 8th level, the Fortune Sworn Scion learns to run up vertical surfaces. Movement in this way counts as x5 that of normal for the purposes of distance which can be traveled. Finally, upon reaching 10th level the Fortune-Sworn Scion masters movement across all surfaces. She may move across inverted surfaces, such as ceilings and other upside-down surfaces otherwise impossible to cross. Additionally she gains the benefits of the Haste Spell, while running across horizontal, vertical and inverted surfaces. This is not a magical effect and simply provides identical benefits which the spell provides.
The bright energy that the Fortune-Sworn Scion’s candle releases is more than mere light; it is her raw power, infused with her blessings and fortune. As her illumination builds, the Fortune-Sworn Scion can shape this energy into various effects.

At 1st level, the Fortune-Sworn Scion can project a Fortune's Glim Effect from her candle. At 5th level, she can also project a Fortune Ward Effect from her candle. Finally, at 11th level, the Fortune-Sworn Scion can also project a Bastion Effect from her candle.

The Fortune-Sworn Scion may change which effects her candle projects as a swift action, though she can never project more than one effect of the same type at a time. All allies within 15 feet of the Fortune-Sworn Scion’s candle gain the benefits of the projected effect.


~ The Fortune-Sworn Scion may choose to spend Illumination Points as a Swift Action to bolster her allies defenses. Affected allies gain a morale bonus to saving throws against mind-affecting abilities equal to the Fortune-Sworn Scion’s spent Illumination, up to a maximum bonus equal to her Fortune-Sworn Scion initiation modifier.

The Fortune-Sworn Scion may choose to spend Illumination Points as a Swift Action to call forth an elemental spirit from the Inner Sphere to inhabit her Fortune Flame - Affected allies weapons are sheathed with magical energies: Roll 1d6 to randomly determine which Elemental Spirit answers the summons.
1.) Br'rykl (Flame/Fire)
2.) Cil'val-cal (Water/Ice)
3.) Etrobal (Lighting/Electricity)
4.) Gaer'unds (Earth/Acid)
5.) Silsaiss (Air/Sonic)
6.) Valsharess'nossta (Void/Force)

Affected allies add energy damage of the Fortune-Sworn Scion’s active Elemental Spirit's associated energy type equal to the Fortune-Sworn Scion’s spent illumination to their melee and ranged attacks, up to a maximum amount equal to her class level. The Fortune-Sworn Scion may choose to sacrifice an additional 5 points of Illumination to the spirit. In doing so, she may treat her Fortune-Sworn Scion level as 1 higher, for the purpose of determining her maximum bonus with this ability. Repeated uses of this sacrifice stack, but may only be done once a day.

~ Affected allies gain the ability to a take 5-foot step as a swift action, even if they’ve already moved or taken a 5-foot step during their turn. Each time they do, the Fortune-Sworn Scion's Illumination pool decreases by an amount equal to their HD. If the Scion does not possess the required Illumination to grant them this movement, then the action fails and is wasted.

~ Affected allies gain the ability to tap into the candle’s energy as a swift action, gaining temporary hit points equal to the Fortune-Sworn Scion’s illumination, up to a maximum number of temporary hit points equal to her class level. These temporary hit points do not stack with themselves, and last for up to 1 minute. For each ally effected, the Fortune-Sworn Scion spends 5 points of Illumination. The Scion may spend an additional 5 points on an individual ally effected to grant them a bonus as if she possessed additional class levels equal to 1/2 her current level (rounded down). This ability cannot be stacked with itself.

~ Affected allies gain the ability to teleport to an unoccupied space adjacent to the Fortune-Sworn Scion as a move action. If there is no such space available, the ally does not spend their move action and does not teleport, instead getting a sense of being impeded. The Fortune-Sworn Scion cannot benefit from this effect when it is projected from her own candle. Each time an ally successfully teleports, 5 points are expended from the Scion's Illumination Pool.

~ Affected allies gain immunity to death effects, and gain a bonus on saving throws against psi-like abilities, psionic powers, spell-like abilities, spells, and supernatural abilities of undead creatures equal to the Fortune-Sworn Scion’s illumination, to a maximum bonus equal to the Fortune-Sworn Scion’s initiation modifier. Activating this ability consumes 5 Illumination Points for each ally effected. The Fortune-Sworn Scion may select which of her allies are effected by this ability.

~ Affected allies gain immunity to death effects, and gain a bonus on saving throws against psi-like abilities, psionic powers, spell-like abilities, spells, and supernatural abilities of Evil Outsiders equal to the Fortune-Sworn Scion’s illumination, to a maximum bonus equal to the Fortune-Sworn Scion’s initiation modifier. Activating this ability consumes 5 Illumination Points for each ally effected. The Fortune-Sworn Scion may select which of her allies are effected by this ability.

~ The Fortune-Sworn Scion may choose to spend Illumination Points as a Swift Action to enhance her allies magical abilities and skills. Affected allies gain a bonus on caster level checks, manifester level checks, and skill checks equal to the Fortune-Sworn Scion’s illumination, up to a maximum bonus equal to her Fortune-Sworn Scion initiation modifier.

~ The Fortune-Sworn Scion may choose to spend Illumination Points as a Swift Action to reinforce her allies mundane defenses. Affected allies gain a deflection bonus to their AC equal to the Fortune-Sworn Scion's illumination, to a maximum bonus equal to her Fortune-Sworn Scion initiation modifier.

~ The Fortune-Sworn Scion may choose to spend Illumination Points as a Swift Action to greatly bolster her allies defenses. The Fortune-Sworn Scion may select 1 Save (Fortitude, Reflex, or Will). Affected allies gain a morale bonus on the selected Save equal to the Fortune-Sworn Scion’s spent Illumination, up to a maximum bonus equal to her Fortune-Sworn Scion initiation modifier. The Fortune-Sworn Scion may choose to sacrifice an additional 5 points of Illumination. In doing so, she may treat her Fortune-Sworn Scion level as 1 higher, for the purpose of determining her maximum bonus provided with this ability. Repeated uses of this sacrifice stack, but may only be done once a day.


~ The Fortune-Sworn Scion may choose to spend Illumination Points as a Swift Action to greatly bolster her allies healing. Affected allies gain fast healing equal to the Fortune-Sworn Scion’s spent illumination, to a maximum amount equal to her class level. Activating this ability consumes 5 Illumination Points for each ally effected. The Fortune-Sworn Scion may select which of her allies are effected by this ability.

~ Whenever an affected ally recovers one or more maneuvers, that ally heals up to 2 points of ability damage to a single ability score of their choice. If an ally does not have maneuvers or does not wish to recover maneuvers, they can activate this ability as a standard action. Activating this ability consumes 5 Illumination Points for each ally effected. The Fortune-Sworn Scion may select which of her allies are effected by this ability.

~ Affected allies gain the ability to move up to twice their speed as a swift action without provoking attacks of opportunity. Activating this ability consumes 5 Illumination Points for each ally effected. The Fortune-Sworn Scion may select which of her allies are effected by this ability.

~ If an affected ally would be reduced to 0 or fewer hit points, that ally can trigger the candle’s power as an immediate action. If they do, that ally is immediately restored to 1/2 their maximum hit point total, and all of the following adverse conditions affecting that ally (if any) immediately end: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. The damage that would have reduced the ally to 0 or fewer hit points is negated.
Triggering the candle’s power in this fashion is draining to the Fortune-Sworn Scion; doing so expends her Fortune Flame, reduces the Fortune-Sworn Scion’s illumination pool to one point (even if her minimum is normally higher) and renders her incapable of projecting bonfire effects for the remainder of the encounter.

Fii
2016-01-16, 06:10 PM
This is now reserved for a continuation of my class abilities.

Fii
2016-01-24, 01:07 AM
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--------------------------------------------------------For My Campaign------------------------------------------------------------------------
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The sentient history of the universe is that only one solar system has been explored. Technological means to reach other planets has never existed. Magical means once existed. Out of 9 planets and dozens of moons, only 2 planets and 1 moon are inhabited. Elans were once a race that could breed as normal, but this changed sometime in their history. They, and many psionic races, hale from the planet of Psionith. After their entire race was cursed to be unable to breed, they sought means to induct new members a different way, and thus, their special ritual was created. Their presence on the main world was limited at first because it required interplanetary travel, which in itself was a rare thing. Those who could accomplish it came to the main world either to recruit more Elans, or pursue the advancement of knowledge. After a century or so they installed psionic gates to link both planets to each other and the moon. After this point, psionic races became very common on the main world.

Fey originally come from the moon (named Fai'runa, short for Faerie Luna) orbiting the main world. The moon is coated in a metallic silver dust. On some rare nights, the moon will glow a beautiful shade of electric blue. This phenomenon is not well understood, and is what people refer to as a "blue moon." The phrase "once in a blue moon" still means that something is rare. Some believe that the moon is actually a large crystal that has been coated in rock and dust. This was once considered by some cultures to the be the origin of fey and even nature-based magics. When the gates became open, some fey ventured to the main world to adventure or to mess with the human folk. Some went with intent to assist human folk, and others were malicious in their intentions. There were two courts of Fey- the Seelie Court and the Unseelie Court* (Borrowing heavily from Irish myth with regards to the Fey, as fey themselves likewise derive). While most fey were chaotic, those who were good fell in the Seelie Court, whereas those who were evil fell into the Unseelie Court. Although some fey were neither, it was similar in nature to how most dragons are either metallic or chromatic, and there were a lot of biases regarding various fey as a result of their associations.

The main world, whose name is not unanimously agreed upon and called many different things in many different cultures, has a variety of climates and landscapes that make it hospitable to many races. Many different races once lived in relative harmony here- each finding their own niche in the world. All of the non-3PP races once existed here, though some were not native to the main world, and were instead imported with magic.

Magic in all of its forms was especially common 10,000 years from when the game picks up. Those who didn't know magic themselves had magic equipment, and almost always either knew someone who was inherently magical, or had access to wands/scrolls and the like. One day, however, 2 rival Sorcerers got into a duel, and rather than defeat each other, they created an area of wild magic. Things became so erratic, they had to abandon their duel. Wizards came from all over to investigate this strange place where magic didn't function as it normally should. Scholars and Bards came to study it, to record it, and to understand it. It was eventually realized that the magical energies they had thrown at each other had merged, becoming something inconsistent. It was later learned that there was a type of energy that is produced when magic is not used carefully, called flux. Wild Magic occurs when an area becomes overcome by Flux. The natural world has a natural resistance, and when this is breached, magic in the area becomes erratic. Flux can cause all kinds of magic maladies, even curses. It can produce effects that are not otherwise reproducible with classic spells. Despite the dangers, whole legions of casters flocked to come to understand it, eager to learn to use it for themselves. A fluxometer was eventually devised- a device that measures the levels of flux in a given area. Despite some minor advances in academic knowledge, the areas of wild magic began to expand. Noone knew how to reverse the effects, as spells of magic cancellation never functioned on the areas themselves and seemed only to make them worse.

Around this time a young Psion by the name of Iouna Wayfinder began studying Ioun stones*. She was a crafter, primarily, and had mastered the art of crafting new and wondrous materials. She advanced her own knowledge and ability to the point of becoming a minor deity- the Goddess of Ioun Stones*.

*Ioun Stones are -not- the Ioun Stones in traditional Pathfinder. They are simply inherently magical gems whose magical properties are often sought after. Similar, but different. At this time in the story, most of them are incredibly rare. They do function like traditional Ioun Stones, but they have different, and more plentiful effects.

The wild magic fields began spreading on their own and with the curious effect of rendering things which remained in it for long periods of time- such as magical plants- nonmagical after a while. The abundance of mages made the shortage of magical ingredients and the like problematic as people began warring over claims of unaffected locations. The magical creatures of the world, which had already moved into such areas, pushed back against these would be claimants. A Gold dragon, by the name of Aurel'ivus, unified the metallic and nonmetallic dragons as well as all of the main-world-bound Fey, who were previously involved in their own war. Together, they declared war on the humanoid races. It was a devastating war, and unfortunately caused an increase (rather than decrease) in destructive magic use by both sides.

But then the wild magic reached the core. It turns out that the surface wasn't the only problem. The wild magic had been silently spreading towards the core which was- much as the moon was theorized to be- a giant Ioun stone. There was an explosion of magical energy, and by the end of it, nearly everything was dead and the world was coated in a thick layer of multi-hued crystal. All magical energy had been converted into this layer, which began to crack in many places. It took 5,000 years, but the cracked crystal plates broke away to form new continents. A few thousand years later and plants grew back from the cracks in the crystal and re-coated the world in a variety of mundane flora. The few pockets of lifeforms that had managed to survive began to flourish and evolve. Humans, and a few others survive in a mundane world that uses gray ioun stones as currency in the absence of available metals to mine.


Bb= Barbarian, F= Fighter, Rg=Rogue, B= Bard, M= Monk, S= Sorcerer, C= Cleric, P= Paladin
W= Wizard, R= Ranger, D= Druid
1 [1CP]Fast movement(Bb)
2 [2CP]Rage(Bb)
3 [2CP]BF (F)
4 [2CP]Sneak attack +1d6 (Rg),
5 [1CP]Trapfinding(Rg)
6 [4CP]Bardic knowledge(B)
7 [1CP]Bardic Performance: countersong, (B)
8 [1CP]Bardic Performance: distraction (B)
9 [1CP]Bardic Performance: fascinate (B)
10[1CP]Bardic Performance:inspire courage +1 (B)

11[1CP] Cantrips (B)
12 [2CP]1st-level Spells (B)
13 [3CP]Flurry of Blows (M)
14 [1CP]Stunning Fist (M)
15 [1CP]Unarmed Strike (M)
16 [1CP]Unarmed Damage (M)
17 [1CP]AC Bonus (M)
18 [1CP]Fast Movement (M)
19 [1CP]BF(M),
20 [1CP]Eschew Materials (S)

21 [1CP]Cantrips(S)
22 [4CP]Bloodline Power (S)
23 [2CP]1st-level Spells (S)
24 [4CP]Domains (C)
25 [1CP]Orisons (C),
26 [3CP]Spontaneous Casting (C)
27 [1CP]Aura (C)
28 [2CP]Channel Energy 1d6 (C)
29 [2CP]1st-level Spells (C)
30 [1CP]Aura of Good (P)

31 [1CP]Detect Evil (P)
32 [2CP]Smite Evil 1/day (P)
33 [2CP]Arcane Bond (W)
34 [2CP]Arcane School (W)
35 [1CP]Cantrips (W)
36 [1CP]Scribe Scroll (W)
37 [2CP]1st-level Spells (W)
38 [3CP]1st Favored Enemy (R)
39 [1CP]Track (R)
40 [1CP]Wild Empathy (R)

41 [4CP]Nature Bond (D)
42 [1CP]Nature Sense (D)
43 [1CP]Orisons (D)
44 [1CP]Wild Empathy (D)
45 [2CP]1st-level Spells (D)
46 [1CP]Good Fort, Bad Ref and Bad Will
47 [1CP]Bad Fort, Good Ref, and Bad Will
48 [1CP]Bad Fort, Bad Ref, and Good Will
49 [2CP]Good Fort, Good Ref, and Bad Will
50 [2CP]Good Fort, Bad Red, and Good Will

51 [2CP]Bad Fort, Good Ref, and Good Will
52 [3CP]Good Fort, Good Ref, and Good Will
53 [0CP]All bad saves. + Roll again.
54 [3CP]BAB of a Fighter.
55 [2CP]BAB of a Rogue.
56 [1CP]BAB of a Wizard.
57 [1CP]Skill Points 2+int.
58 [2CP]Skill Points 4+int.
59 [3CP]Skill Points 6+int.
60 [4CP]Skill Points 8+int.

61 [0CP]Not proficient with weapons. + Roll again.
62 [1CP]Simple Weapon Proficiency.
63 [2CP]Martial Weapon Proficiency
64 [3CP]Exotic Weapon Proficiency(determine randomly)
65[0CP]Not proficient with armor.+Roll again.
66 [Light Armor Proficiency
67 Medium Armor Proficiency
68 Heavy Armor Proficiency
69 Shield Proficiency (all except Tower)
70 Shield Proficiency(Tower Shields)

71 HP: d6
72 HP: d8
73 HP: d10
74 HP: d12
75 Skills: All Str skills class.
76 Skills: All Dex skills class.
77 Skills: 10 Skills of choice class.
78 Skills: All Int skills class.
79 Skills: All Wis skills class.
80 Skills: All Cha skills class.



81 Concentration +2
82 CMB +1
83 CMD +1
84 Damage +1
85 Hit +1
86 Thrown Range +5ft.
87 Range +10.
88 +2 to 2 skills.
89 +1 CL with single spell.
90 Bonus Cantrip Slot.

91 Initiative +2
92 +1 With one type of combat maneuver.
93 +2 Str
94 +2 Dex
95 +2 Con
96 +2 Int
97 +2 Wis
98 +2 Cha
99 Roll twice, ignore results of 99 or 100.
100 Roll again, double result.



1 Charger Trait
2 Berserker of the Society (Barbarian, Society) Trait
3 Finding Haleen Trait.
4 Blade of the Society (Rogue, Society) Trait
5 Trapfinder Trait
6 Historian Trait
7 Famed Performer Trait
8 Maestro of the Society (Bard, Society) Trait
9 Warrior Poet Trait
10 Lillend's Harp (Aasimar) Trait

11Arcane Dabbler Trait
12 Precocious Spellcaster Trait
13 Martial Manuscript Trait
14 Bullied Trait
15 Martial Performer Trait
16 Style Sage Trait
17 Enlightened Warrior Trait
18 Wanderlust Trait
19 Boar Resilience (Wereboar-kin) Trait
20 Shrouded Casting Trait

21 Greater Adept of the Society (Wizard, Society) Trait
22 Ascendant Recollection Trait
23 Metamagic Master Trait
24 Beacon of Faith Trait
25 Child of the Necropolis Trait
26 Birthmark Trait
27 Worthless Pawn Trait
28 Exalted of the Society (Cleric, Society) Trait
29 Two-World Magic Trait
30 Purity of Faith Trait

31 Stalwart of the Society (Paladin, Society) Trait
32 Ambush Training Trait
33 Dedicated Defender Trait
34 Havoc of the Society (Sorcerer, Society) Trait
35 History of Heresy Trait
36 Self-Taught Scholar Trait
37 Outlander (Rise of the Runelords) Trait
38 Knowing the Enemy Trait
39 Bounty Hunter Trait
40 Animalistic Affliction Trait


41 Thoroughbred (Human) Trait
42 Nature's Mimic Trait
43 Cross-Knowledge Trait
44 Wasp Whisperer Trait
45 Distance Aptitude Trait
46 Making Good on Promises (Carrion Crown) Trait
47 Necropolis Native (Mummy's Mask) Trait
48 Blood of Pharaohs (Mummy's Mask) Trait
49 Peg Leg (Skull & Shackles) Trait
50 Resilient Trait

51 Deft Dodger Trait
52 Indomitable Faith
53 Failed Apprentice (Half-Elf)
54 Anatomist Trait
55 Sword Scion Trait
56 City Defender Trait
57 +2 to 2 Skills (as a Trait)
58 +1 to 3 Skills(as a Trait)
59 +3 to 1 skill (as a trait)
60 Get +1 skill point/level in addition to FCB (as a trait)

61 Heirloom Weapon (new version) Trait
62 Quick Learner Trait
63 Proficient with one fighter weapon group. (as a trait)
64 Proficient with, and start with, 1 Weapon. (as a trait)
65 Defender of the Society (Fighter, Society) Trait
66 Armor Expert Trait
67 Armor Master Trait
68 Steel Skin Trait
69 Shield Bearer Trait
70 Shield-Trained Trait

71 Devoted Healer Trait
72 Faithful Feedback (any religion) Trait
73 Reviving Rest (Werebear-kin) Trait
74 +1 HP/ level, +normal FCB (As a trait)
75 Climb/Swim are class. (As a trait)
76 Skills: 2 Dex skills are class. (As a trait)
77 Skills: 2 skills are class, +2 on them. (As a trait)
78 Skills: 2 Int skills are class. (As a trait)
79 Skills: 2 Wis skills are class. (As a trait)
80 Skills: 2 Cha skills are class. (As a trait)



81 Desperate Focus Trait
82 Bred for War Trait
83 Iron Grip Trait
84 Damage with one weapon +1 (as a Trait)
85 Hit with one weapon +1 (as a Trait)
86 Strong Arm, Supple Wrist Trait
87 Storm Hunter Trait
88 Wisdom in the Flesh Trait
89 +1 CL with level-0 spell. (as a Trait)
90 Spark of Creation Trait

91 Reactionary Trait
92 Pillager Trait
93 +1 Str (as a Trait)
94 +1 Dex (as a Trait)
95 +1 Con (as a Trait)
96 +1 Int (as a Trait)
97 +1 Wis (as a Trait)
98 +1 Cha (as a Trait)
99 Roll twice, ignore results of 99 or 100.
100 Roll again, double result.

Fii
2019-04-09, 09:09 PM
I am resurrecting this and am going to edit this comment with new stuff for my new creations.

Things to add:

* The Hasenshi and other custom races.
* The Herbalist, Reaper, and other custom classes.
* Various custom weapons.
* Various custom Path of War-esque disciplines.


Edit: I actually have this information but it's on my broken laptop, so I never was able to edit this with it.

The Herbalist is made fairly obsolete these days by the Druid's Herbalism feature of the Druid in PF1.

Most custom weapons double as everyday objects:
ex: Umbrella, Violin Bow

I have a PoW inspired discipline based on potions and consumables.. but I'll have to remake it to post it.

The Hasenshi are japanese-inspired wasp/bee folk. I'll see if I can find anything about them without having to redo it all.

Fii
2022-02-21, 12:57 PM
Races:

Mutakin

((shape shifter aliens, with an elemental resistance changed daily.. plays with the planar adaptation stuff. They adapt for a specific plane every day and their form shifts accordingly. They're adventurous explorers seeking to explore the universe to its fullest.)).. +2 Con.


Teleji

(( Psionic race of telepaths who are telepathically connected to the "network". Daily access to augury type effects to consult the network on either a knowledge or a psychic thing. They are attempting to learn what has been forgotten by the world. Inspired by the lost library of Alexandria, basically.)) .. +2 Wis


Oasyad

(( Desert dryad type race. Bound to a sacred pool of water or oasis. Can become puddles in the way dryads become trees. Also have fire resistance and other useful stuff for tolerating desert conditions. )) +2 Dex

Grivori

(( Undead race created by wild magic. They contain the "boundless" grief of the deceased and inherit the unfinished business of another. Instead of going on when this is complete, they merely get stronger and gain new business to pursue. Like they're constantly under a Geas that cannot be removed. )) +2 Cha

Buromu

(( Humans that have "fused" with an intelligent item in a permanent fashion to become an entirely new race. They have an ever present duality of competing egos. This gives them some ability to "communicate" with items in a limited way- such as identifying them. Variety of effects depending on the intelligent item origin. Each generation away from "The Fusing" gets weaker. Attempts to recreate the conditions of "The Fusing" have failed. )) +2 Int

No'arima

(( A sort of "spirit" people that interact with the world by wearing "suits". Kinda like mecha people, but not large and it's not really a construct. More like a ghost becoming corporeal with assistance. In this form they appear as human. Each suit is unique to the spirit, and they only get one. The material, no matter appearance, seems to be steel. As such, they don't understand the weakness of others since they don't judge strength on appearances. They're crafters and manual labor. )) +2 Str