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[blurb 1]
[blurb 2]
Untamed Nature:
Friends and Family:
Shabbali Names:
Examples:
Medium: Your size is medium Speed: 30ft
- You have darkvision out to 60ft.
- Rolling [••]: You can roll into a ball and stride twice in a straight line (you may make a single turn up to 45°). While you are curled up your movement speed increases by +15ft and you gain a +2 bonus to AC, but the only actions you may take are to stride in a straight line, or uncurl [•].
- Strong Back: Your carrying capacity is 50% higher than normal for a creature of your size.
- Innate Psionics: You have telempathy as an imprecise sense, and have telepathy with a range of 50 feet.
- Eldritch Mind: You have resistance 5 against psychic damage, and gain +1 accuracy on saving throws against being charmed.
Racial Feats
3rd
- Blessed Milk – Your milk has sacred healing properties. You produce a number of servings of milk equal to 1 + your constitution modifier (minimum 2) each day you consume at least filling rations. You may use a serving of your milk in place of a charge of a healer's kit when using Medicine to restore hit points to a creature, and you may use your constitution modifier when making medicine checks to heal hit point damage or treat disease/poison on a creature.
- Deep Womb – You gain a limited ability to gestate a brood, as a broodmother. You may only have a single Child, active or gestating, and you sustain it with your natural milk production (you produce enough to sustain your brood so long as you consume half again as much food as normal). You may also use focus on this Child as normal for a broodmother. If you are a broodmother already, you instead increase your broodstock by +2.
- Powerful Mind – Your psychic resistance increases by +5, and if you roll a 1 on your racial bonus accuracy against being charmed, you may reroll it once.
- Spiny Carapace – The plates on your back and tail have developed spikes that can be used as natural weapons which deal 1d4 piercing damage. You may attack with these spikes even while using your Rolling ability, increasing their damage to 1d6.
- Tentacle Summon – You have access to one of the Greenmother's multitude of tentacles that you may command. You may summon and strike a creature within 30 feet of you with it [•], using your choice of wisdom or charisma for your attack roll, your cantrip dice in bludgeoning damage, and you may move your target 5 feet in any direction they can stand. You may also spend FP to use the tentacle to perform simple manipulations at range (up to 10 feet per FP spent), increasing the action required for that action by 1 step. As the tentacle is untrained, it cannot perform actions that require training, but it otherwise uses your proficiency bonus and charisma bonus if needed.
6th
- Intellect Seeker – (Su; sustain) [••] By concentrating, you may seek using your Telempathy as a precise sense with a range of 50 feet; you gain an adjustment to your perception check equal to the target's intelligence modifier. Whenever you sustain this ability, you may increase its range by +15ft, to a maximum of 100ft.
- Wandering Eye – You may remove your third eye [•••], granting it a semblance of life by sacrificing one or more hit dice (to a maximum number equal to your proficiency bonus). The eye gains 4 hit points per hit die sacrificed this way. While the eye is separate from you in this way, it is treated as a separate creature, though you may choose to see through it instead of your own vision, or use your telempathy through it instead, and it has a maximum range from you equal to 100ft per hit die sacrificed to animate it. You may also measure range of your telepathy from the wandering eye. If the eye is destroyed (it has an AC of 14 + your wisdom bonus if positive), you must wait for 1d4+1 days for it to regenerate naturally before you may animate your third eye again.
9th
- aeiou
12th
- aeiou
15th
- aeiou
18th
- aeiou
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