Xuldarinar
2016-03-06, 01:20 AM
Vasharans
-Vile and violently misotheistic, vasharans are often described as the dark reflection of humanity. Born out of anger and pain, they understand only hate, selfishness, and greed. Many have speculated they are an early offshoot of humanity, another entity's attempt at the creation of a race, or even by some to be of a failed first attempt at creation. Regardless of their origins, they love to kill, to maim, and most of all are driven towards deicide. It is this goal, this burning hunger to slay the gods, that has bound them together in a tenuous society.
-Physical Description: Vasharans are similar to humans, so much so that they are nearly indistinguishable from humans to the uninitiated. Their skin ranges from fair to very pale, and their hair is typically straight and black. To those not aware of the vashar, it is unlikely they would be able to tell the difference.
-Society: Vasharan society is tenuous at best. Status is achieved through power, and all members of their society are willing to what ever it takes to get what they desire. Strangely enough though, as violent and vile as they are, vasharans seldom kill others of their kind. Furthermore, their society is run democratically, overseen by a council of elected elders.
-Relations: Other races generally treat vasharans as they do humans, largely because few know the difference. While abroad, vashar often treat other races as humans do.
-Alignment and Religion: Vasharans do not understand concepts such as mercy, mindless, or love. Not even towards each other. Such things are so alien to them they would seldom think to even use them as leverage against members of other races. They have no aversion to gore, to filth, and they hold not even the concept of taboos. When it comes to religion, vasharans are intrinsically and violently misotheistic. The thought of being beholden to another being, a deity no less, is utterly repulsive and infuriating.
-Adventurers: Their desire of deicide has driven some to travel the world as adventurers. Favoring arcane and psychic magics, many have taken up the wizard, magus, and occultist classes, though many others are born into sorcery or become psychics. Despite their distaste for divine magic, some have been known to use it, typically in the form of ur-priests. Far more mundane combatants, from fighters to rogues, are also fairly common. Druids along with bards are virtually nonexistent.
Vasharan Racial Traits
+2 to any one ability score: Vasharan characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Vashar: Vasharans are humanoids with the Evil and Vashar subtypes.
Medium: Vasharans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Vasharans have a base speed of 30 feet.
Bonus Vile Feat: Vasharans gain a vile feat as a bonus feat at 1st level.
Skilled: Vasharans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Vasharan Mind: Vasharans gain a +2 bonus on their saves vs fear effects and effects that bestow the sickened or nauseated conditions. This bonus does not apply against any poisons or diseases that bestow either effect.
Languages: Vasharans begin play speaking Common. Vashar with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Alternative Racial Traits
The following alternative racial traits may be selected in place of one or more of the standard racial traits above.
Betrayer: While all vasharans are wicked of heart, some are skilled at utilizing their supposed allies in combat. They gain a betrayal feat of their choice as a bonus feat. This racial trait replaces the vasharan's bonus vile feat trait.
Born Council Member: Some vashar hail from lineages that frequent the elected council. These vashar gain a +2 racial bonus on Intimidate checks and any skill checks to recruit members and teams for an organization. They also gain a +1 racial bonus on their Leadership scores (if they gain the Vile Leadership feat). This racial trait replaces the vasharan's skilled trait.
Divine Defiance: While all vasharans stand against the gods, there are those particularly resilient against the servants of the divine. They gain a +2 racial bonus on saving throws against divine spells and the spell-like abilities of outsiders. This racial trait replaces the vasharan's bonus vile feat trait.
Tainted: Vasharan, as a race, are inherently touched by evil. Some, however, are much more suited for tapping into it. They gain Malevolent Surge or Surge of Malevolence as a bonus feat. This alternative racial trait may only be taken in campaigns that utilize taint. This racial trait replaces the vasharan's bonus vile feat trait.
Favored Class Options
Antipaladin: Add +1 to the antipaladin's energy resistance to one kind of energy (maximum +10).
Cavalier: Add +1/4 to the cavalier's level for the purpose of determining the effects of the cavalier's challenge in regards to the cavalier's order.
Fighter: Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
Magus: Add +1/4 point to the magus's arcane pool.
Medium: When gaining a taboo, the medium can use spirit surge without incurring influence and additional 1/4 time per day.
Mesmerist: Increase the mesmerist's bonus damage from painful stare by 1/2 point.
Occultist: Deal an additional 1/2 point of damage with focus powers.
Psychic: Add one spell with the evil descriptor to the psychic's spells known. This spell must be at least one level below the highest spell level he can cast if it is on the psychic spell list, or two levels below the highest spell level he can cast if it is not normally found on the psychic spell list.
Rogue: Add +1/2 to sneak attack damage dealt to divine spellcasters and creatures with the outsider type.
Sorcerer: Add +1/4 to the sorcerer's caster level when casting spells with the evil descriptor.
Spiritualist: Add +1 to the spiritualist's phantom's spell resistance. This spell resistance only applies against divine spells and the spell-like abilities of outsiders.
Summoner: Add +1 to the summoner's eidolon's spell resistance. This spell resistance only applies against divine spells and the spell-like abilities of outsiders.
Ur-Priest: Add +1/2 to the ur-priest's divine spell resistance.
Wizard: Add one spell with the evil descriptor to the wizard's spellbook. This spell must be at least one level below the highest spell level he can cast if it is on the wizard spell list, or two levels below the highest spell level he can cast if it is not normally found on the wizard spell list.
Vasharan Feats
The following feats are available to a vasharan character who meets the prerequisites.
(Nothing, as of yet)
Class Options
Vasharan society exists not only in the absence of worship, but a rejection and hatred of the divine unrivaled by other races. As such, they are prone to devising unique routes to channel this very hatred. Though the following class options are most common among vasharan, any creature could conceivably choose them.
Irreverence (Psychic Discipline)
Your hatred of the gods fuels your psychic abilities. Whether your mental abilities were sparked by this hatred, or merely are enhanced by these emotions is anyone's guess. In many ways, you are akin to an ur-priest, your rejection of faith both making you more resilient against it and able to steal it away.
-Phrenic Pool Ability: Wisdom.
-Bonus Spells: Murderous command (1st), disfiguring touch (4th), bestow curse (6th), debilitating portent (8th), foster hatred (10th), phantasmal revenge (12th), greater scrying (14th), greater planar binding (16th), miracle (18th).
-Discipline Powers: Your powers serve to scorn the devout.
-Forsake Divinity: You may not prepare or cast divine spells, aside from those drawn from the ur-priest class. However, you may add half of your levels in any divine spellcasting class aside from ur-priest to your psychic level for the purpose of your discipline's abilities.
-Divine Spell Resistance (Su): You gain a spell resistance equal to your class level plus your Wisdom modifier, but only against divine spells and the spell-like abilities of outsiders. If you gain levels in the ur-priest class, the levels stack for the purpose of this effect.
-Faith-Stealing Spell (Su): At 5th level, when you cast a harmful spell against a creature capable of casting divine spells, you may force them to make a Will save (DC 10 + 1/2 your psychic level + your Wisdom modifier) or be unable to cast any divine spells for 1 round. If your spell fails to have any effect on the target, this ability is expended with no effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
-Steal Spell-Like ability (Su): At 13th level, you gain the ur-priest's steal spell-like ability class feature. For the purpose of this class feature, you treat your effective ur-priest level as your psychic level.
Order of the Shattered Chain (Cavalier Order)
While cavaliers who follow the order of the first law typically are humans who hail from Rahadoum, seeking to forever keep worship from their lands, there exists another order that is motivated towards a much more ambitious goal. These evil cavaliers follow the order of the Shattered Chain, and their goal is nothing short of the demise of the gods.
Cavaliers of the order of the Shattered Chain function identically like cavaliers of the order of the first law- They are simply instead vasharans or those who have aligned themselves with them and work towards deicide, rather than being humans of Rahadoum who seek to simply put an end to worship.
Promethean Kineticist (Kineticist Archetype)
Not all kineticists are bound inherently to the elements or by some blessing. Some, having studied the methods of ur-priests, have devised a means of drawing raw elemental matter from the gods themselves. Often referred to as promethean kineticists, these individuals steal fire and other elemental matter from the gods to raze their foes.
-Forsake Divinity: Promethean kineticists may not prepare or cast divine spells, except from classes that also grant the forsake divinity class feature. If a promethean kineticist possesses levels in a divine spellcasting class that does not possess the forsake divinity class feature, they may add half of their levels in such classes to their effective kineticist level for the purpose of utilizing their wild talents.
-Divine Reservoir (Su): Promethean kineticists can enter a meditative trance each day. Each promethean kineticist must choose a time at which he must spend 1 hour each day to spend pilfering the divine energy necessary power their wild talents, storing them in their divine reservoir. At the end of this process, a promethean kineticist gains a number of points equal to 3 + her Wisdom modifier. Points from this reservoir are used in place of burn. This ability replaces the Kineticist's Burn.
-Divine Spell Resistance (Su): At 2nd level, a promethean kineticist a spell resistance equal to their class level plus their Wisdom modifier, but only against divine spells and the spell-like abilities of outsiders. This ability replaces the kineticist's defensive talent.
(WiP)
Additional Options
The vashar have few true racial archetypes of their own. However, there are other options that are also frequent among their kind. Typically involving applying minor training as an ur-priest to other classes, these individuals find new and inventive ways to pilfer the divine. Such examples include;
Phantom Slaver: Spiritualist (Onmyoji Archetype) VMC Ur-Priest.
Relic Defiler: Occultist (Reliquarian Archetype) VMC Ur-Priest.
Warpriest of Ur: Warpriest VMC Ur-Priest.
Blood of the Vashar Traits
Human are not alone in their ability to intermingle with other races, though in the case of a vasharan's chosen companion it is seldom a voluntary ordeal. The following alternative racial traits are available to the non-vasharan descendants of a vasharan.
Scion of Blasphemy: The blood of the vashar runs strong, even in those touched by the planes. A character with this racial trait counts as an outsider (native) and a humanoid (evil, vashar) for any effect related to race, including feat prerequisites and spells that affect humanoids. They can pass for pure vasharan without using the Disguise skill. This racial trait alters the native subtype and replaces the non-common automatic language(s). This racial trait can be taken by aasimar, ifrit, oread, slyph, suli, tiefling, and undine.
Vashar Blood: Some half-elves or half-orcs are born not to unions between a human and a member of another race, but that of a vasharan. Half-elves with this trait count as both elves and vasharan for any effect related to race. Half-orcs with this trait count as both orc and vasharan for any effect related to race. Regardless of race, you no longer qualify for any feats that relate to possessing human ancestry, such as Pass for Human. This replaces elf blood and orc blood respectively.
Blood of the Vashar Feats
The following feats traits are available to the non-vasharan descendants of a vasharan.
Pass for Vashar
Your vasharan ancestry is more evident in you than most, making you easily mistakable for one of them.
-Prerequisite: Vashar Blood racial trait
-Benefit: You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of another race when you do so. In areas populated or settled by vashar, you can take a 10 on your Disguise check, meaning most people tend to assume you are vashar unless given reason to think otherwise. To those unaware of the vashar, this bonus and check equates to disguising as human.
Vasharan Mind
The blood of the vashar runs strong through your veins. Many of the concepts held by your non-vasharan forebearers of fear and disgust are distant to you, invoking nothing in you if not delight.
-Prerequisite: Scion of Blasphemy racial trait or Vasharan Blood racial trait.
-Benefit: You possess the Vasharan Mind racial trait, granting you a +2 bonus on saves against fear effects and effects that bestow the sickened or nauseated conditions. This bonus does not apply against any poisons or diseases that bestow either sickened or nauseated.
-Special: You can only take this feat at 1st level. If you are a half-elf and take this feat, you cannot take the Drow Spirit or Elven Spirit feat.
Background Generator Assets
The following tables are for use with pathfinder's Background Generator (http://paizo.com/pathfinderRPG/prd/ultimateCampaign/characterBackground/backgroundGenerator.html), specifically if one wishes to play a vasharan or a half-vashran. If one wishes to play a half-elf or half-orc of vasharan decent, they may treat all instances and references to humans on the half-elf and half-orc tables as references to vasharan.
Vasharan Homeland
d%Result
01-75Vashar Homeland: You gain access to the History of Heresy faith trait and the Survivor regional trait.
76-90Human Homelands: Roll on the Human Homeland table.
91-100Unusual Homeland: Roll on the Unusual Homeland table.
Vasharan Parents
d%Result
01-70Both of your parents are alive
71-80Only your father is alive.
81-90Only your mother is alive.
91-100Both of your parents are dead. You gain access to the Orphaned social trait.
Vasharan Siblings
d%Result
01-501d6 siblings.
61-901d4 siblings
91-100No siblings.
-Vile and violently misotheistic, vasharans are often described as the dark reflection of humanity. Born out of anger and pain, they understand only hate, selfishness, and greed. Many have speculated they are an early offshoot of humanity, another entity's attempt at the creation of a race, or even by some to be of a failed first attempt at creation. Regardless of their origins, they love to kill, to maim, and most of all are driven towards deicide. It is this goal, this burning hunger to slay the gods, that has bound them together in a tenuous society.
-Physical Description: Vasharans are similar to humans, so much so that they are nearly indistinguishable from humans to the uninitiated. Their skin ranges from fair to very pale, and their hair is typically straight and black. To those not aware of the vashar, it is unlikely they would be able to tell the difference.
-Society: Vasharan society is tenuous at best. Status is achieved through power, and all members of their society are willing to what ever it takes to get what they desire. Strangely enough though, as violent and vile as they are, vasharans seldom kill others of their kind. Furthermore, their society is run democratically, overseen by a council of elected elders.
-Relations: Other races generally treat vasharans as they do humans, largely because few know the difference. While abroad, vashar often treat other races as humans do.
-Alignment and Religion: Vasharans do not understand concepts such as mercy, mindless, or love. Not even towards each other. Such things are so alien to them they would seldom think to even use them as leverage against members of other races. They have no aversion to gore, to filth, and they hold not even the concept of taboos. When it comes to religion, vasharans are intrinsically and violently misotheistic. The thought of being beholden to another being, a deity no less, is utterly repulsive and infuriating.
-Adventurers: Their desire of deicide has driven some to travel the world as adventurers. Favoring arcane and psychic magics, many have taken up the wizard, magus, and occultist classes, though many others are born into sorcery or become psychics. Despite their distaste for divine magic, some have been known to use it, typically in the form of ur-priests. Far more mundane combatants, from fighters to rogues, are also fairly common. Druids along with bards are virtually nonexistent.
Vasharan Racial Traits
+2 to any one ability score: Vasharan characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Vashar: Vasharans are humanoids with the Evil and Vashar subtypes.
Medium: Vasharans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Vasharans have a base speed of 30 feet.
Bonus Vile Feat: Vasharans gain a vile feat as a bonus feat at 1st level.
Skilled: Vasharans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Vasharan Mind: Vasharans gain a +2 bonus on their saves vs fear effects and effects that bestow the sickened or nauseated conditions. This bonus does not apply against any poisons or diseases that bestow either effect.
Languages: Vasharans begin play speaking Common. Vashar with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Alternative Racial Traits
The following alternative racial traits may be selected in place of one or more of the standard racial traits above.
Betrayer: While all vasharans are wicked of heart, some are skilled at utilizing their supposed allies in combat. They gain a betrayal feat of their choice as a bonus feat. This racial trait replaces the vasharan's bonus vile feat trait.
Born Council Member: Some vashar hail from lineages that frequent the elected council. These vashar gain a +2 racial bonus on Intimidate checks and any skill checks to recruit members and teams for an organization. They also gain a +1 racial bonus on their Leadership scores (if they gain the Vile Leadership feat). This racial trait replaces the vasharan's skilled trait.
Divine Defiance: While all vasharans stand against the gods, there are those particularly resilient against the servants of the divine. They gain a +2 racial bonus on saving throws against divine spells and the spell-like abilities of outsiders. This racial trait replaces the vasharan's bonus vile feat trait.
Tainted: Vasharan, as a race, are inherently touched by evil. Some, however, are much more suited for tapping into it. They gain Malevolent Surge or Surge of Malevolence as a bonus feat. This alternative racial trait may only be taken in campaigns that utilize taint. This racial trait replaces the vasharan's bonus vile feat trait.
Favored Class Options
Antipaladin: Add +1 to the antipaladin's energy resistance to one kind of energy (maximum +10).
Cavalier: Add +1/4 to the cavalier's level for the purpose of determining the effects of the cavalier's challenge in regards to the cavalier's order.
Fighter: Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
Magus: Add +1/4 point to the magus's arcane pool.
Medium: When gaining a taboo, the medium can use spirit surge without incurring influence and additional 1/4 time per day.
Mesmerist: Increase the mesmerist's bonus damage from painful stare by 1/2 point.
Occultist: Deal an additional 1/2 point of damage with focus powers.
Psychic: Add one spell with the evil descriptor to the psychic's spells known. This spell must be at least one level below the highest spell level he can cast if it is on the psychic spell list, or two levels below the highest spell level he can cast if it is not normally found on the psychic spell list.
Rogue: Add +1/2 to sneak attack damage dealt to divine spellcasters and creatures with the outsider type.
Sorcerer: Add +1/4 to the sorcerer's caster level when casting spells with the evil descriptor.
Spiritualist: Add +1 to the spiritualist's phantom's spell resistance. This spell resistance only applies against divine spells and the spell-like abilities of outsiders.
Summoner: Add +1 to the summoner's eidolon's spell resistance. This spell resistance only applies against divine spells and the spell-like abilities of outsiders.
Ur-Priest: Add +1/2 to the ur-priest's divine spell resistance.
Wizard: Add one spell with the evil descriptor to the wizard's spellbook. This spell must be at least one level below the highest spell level he can cast if it is on the wizard spell list, or two levels below the highest spell level he can cast if it is not normally found on the wizard spell list.
Vasharan Feats
The following feats are available to a vasharan character who meets the prerequisites.
(Nothing, as of yet)
Class Options
Vasharan society exists not only in the absence of worship, but a rejection and hatred of the divine unrivaled by other races. As such, they are prone to devising unique routes to channel this very hatred. Though the following class options are most common among vasharan, any creature could conceivably choose them.
Irreverence (Psychic Discipline)
Your hatred of the gods fuels your psychic abilities. Whether your mental abilities were sparked by this hatred, or merely are enhanced by these emotions is anyone's guess. In many ways, you are akin to an ur-priest, your rejection of faith both making you more resilient against it and able to steal it away.
-Phrenic Pool Ability: Wisdom.
-Bonus Spells: Murderous command (1st), disfiguring touch (4th), bestow curse (6th), debilitating portent (8th), foster hatred (10th), phantasmal revenge (12th), greater scrying (14th), greater planar binding (16th), miracle (18th).
-Discipline Powers: Your powers serve to scorn the devout.
-Forsake Divinity: You may not prepare or cast divine spells, aside from those drawn from the ur-priest class. However, you may add half of your levels in any divine spellcasting class aside from ur-priest to your psychic level for the purpose of your discipline's abilities.
-Divine Spell Resistance (Su): You gain a spell resistance equal to your class level plus your Wisdom modifier, but only against divine spells and the spell-like abilities of outsiders. If you gain levels in the ur-priest class, the levels stack for the purpose of this effect.
-Faith-Stealing Spell (Su): At 5th level, when you cast a harmful spell against a creature capable of casting divine spells, you may force them to make a Will save (DC 10 + 1/2 your psychic level + your Wisdom modifier) or be unable to cast any divine spells for 1 round. If your spell fails to have any effect on the target, this ability is expended with no effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
-Steal Spell-Like ability (Su): At 13th level, you gain the ur-priest's steal spell-like ability class feature. For the purpose of this class feature, you treat your effective ur-priest level as your psychic level.
Order of the Shattered Chain (Cavalier Order)
While cavaliers who follow the order of the first law typically are humans who hail from Rahadoum, seeking to forever keep worship from their lands, there exists another order that is motivated towards a much more ambitious goal. These evil cavaliers follow the order of the Shattered Chain, and their goal is nothing short of the demise of the gods.
Cavaliers of the order of the Shattered Chain function identically like cavaliers of the order of the first law- They are simply instead vasharans or those who have aligned themselves with them and work towards deicide, rather than being humans of Rahadoum who seek to simply put an end to worship.
Promethean Kineticist (Kineticist Archetype)
Not all kineticists are bound inherently to the elements or by some blessing. Some, having studied the methods of ur-priests, have devised a means of drawing raw elemental matter from the gods themselves. Often referred to as promethean kineticists, these individuals steal fire and other elemental matter from the gods to raze their foes.
-Forsake Divinity: Promethean kineticists may not prepare or cast divine spells, except from classes that also grant the forsake divinity class feature. If a promethean kineticist possesses levels in a divine spellcasting class that does not possess the forsake divinity class feature, they may add half of their levels in such classes to their effective kineticist level for the purpose of utilizing their wild talents.
-Divine Reservoir (Su): Promethean kineticists can enter a meditative trance each day. Each promethean kineticist must choose a time at which he must spend 1 hour each day to spend pilfering the divine energy necessary power their wild talents, storing them in their divine reservoir. At the end of this process, a promethean kineticist gains a number of points equal to 3 + her Wisdom modifier. Points from this reservoir are used in place of burn. This ability replaces the Kineticist's Burn.
-Divine Spell Resistance (Su): At 2nd level, a promethean kineticist a spell resistance equal to their class level plus their Wisdom modifier, but only against divine spells and the spell-like abilities of outsiders. This ability replaces the kineticist's defensive talent.
(WiP)
Additional Options
The vashar have few true racial archetypes of their own. However, there are other options that are also frequent among their kind. Typically involving applying minor training as an ur-priest to other classes, these individuals find new and inventive ways to pilfer the divine. Such examples include;
Phantom Slaver: Spiritualist (Onmyoji Archetype) VMC Ur-Priest.
Relic Defiler: Occultist (Reliquarian Archetype) VMC Ur-Priest.
Warpriest of Ur: Warpriest VMC Ur-Priest.
Blood of the Vashar Traits
Human are not alone in their ability to intermingle with other races, though in the case of a vasharan's chosen companion it is seldom a voluntary ordeal. The following alternative racial traits are available to the non-vasharan descendants of a vasharan.
Scion of Blasphemy: The blood of the vashar runs strong, even in those touched by the planes. A character with this racial trait counts as an outsider (native) and a humanoid (evil, vashar) for any effect related to race, including feat prerequisites and spells that affect humanoids. They can pass for pure vasharan without using the Disguise skill. This racial trait alters the native subtype and replaces the non-common automatic language(s). This racial trait can be taken by aasimar, ifrit, oread, slyph, suli, tiefling, and undine.
Vashar Blood: Some half-elves or half-orcs are born not to unions between a human and a member of another race, but that of a vasharan. Half-elves with this trait count as both elves and vasharan for any effect related to race. Half-orcs with this trait count as both orc and vasharan for any effect related to race. Regardless of race, you no longer qualify for any feats that relate to possessing human ancestry, such as Pass for Human. This replaces elf blood and orc blood respectively.
Blood of the Vashar Feats
The following feats traits are available to the non-vasharan descendants of a vasharan.
Pass for Vashar
Your vasharan ancestry is more evident in you than most, making you easily mistakable for one of them.
-Prerequisite: Vashar Blood racial trait
-Benefit: You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of another race when you do so. In areas populated or settled by vashar, you can take a 10 on your Disguise check, meaning most people tend to assume you are vashar unless given reason to think otherwise. To those unaware of the vashar, this bonus and check equates to disguising as human.
Vasharan Mind
The blood of the vashar runs strong through your veins. Many of the concepts held by your non-vasharan forebearers of fear and disgust are distant to you, invoking nothing in you if not delight.
-Prerequisite: Scion of Blasphemy racial trait or Vasharan Blood racial trait.
-Benefit: You possess the Vasharan Mind racial trait, granting you a +2 bonus on saves against fear effects and effects that bestow the sickened or nauseated conditions. This bonus does not apply against any poisons or diseases that bestow either sickened or nauseated.
-Special: You can only take this feat at 1st level. If you are a half-elf and take this feat, you cannot take the Drow Spirit or Elven Spirit feat.
Background Generator Assets
The following tables are for use with pathfinder's Background Generator (http://paizo.com/pathfinderRPG/prd/ultimateCampaign/characterBackground/backgroundGenerator.html), specifically if one wishes to play a vasharan or a half-vashran. If one wishes to play a half-elf or half-orc of vasharan decent, they may treat all instances and references to humans on the half-elf and half-orc tables as references to vasharan.
Vasharan Homeland
d%Result
01-75Vashar Homeland: You gain access to the History of Heresy faith trait and the Survivor regional trait.
76-90Human Homelands: Roll on the Human Homeland table.
91-100Unusual Homeland: Roll on the Unusual Homeland table.
Vasharan Parents
d%Result
01-70Both of your parents are alive
71-80Only your father is alive.
81-90Only your mother is alive.
91-100Both of your parents are dead. You gain access to the Orphaned social trait.
Vasharan Siblings
d%Result
01-501d6 siblings.
61-901d4 siblings
91-100No siblings.