Difference between revisions of "User:Temia Eszteri/Teru Tribe"
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=== Standard Racial Traits === | === Standard Racial Traits === | ||
| − | + | '''Ability Scores:''' Teru are resilient and in tune with the world around them. They gain +2 Constitution and +2 Wisdom. [2 RP] | |
| − | + | ||
| − | + | '''Type:''' Teru are outsiders with the native and genom subtypes. [3 RP] | |
| − | + | ||
| − | + | '''Size:''' Teru are medium creatures and thus have no bonuses or penalties due to their size. [0 RP] | |
| + | |||
| + | '''Base Speed:''' Teru have a base speed of 30 feet. [0 RP] | ||
| + | |||
| + | '''Languages:''' Teru begin play speaking Common and Teru. Teru with high intelligence scores can choose from the following languages: Draconic, Emotional Song Pact, Elven, Hymmnos, and Sylvan. [0 RP] | ||
=== Defense Racial Traits === | === Defense Racial Traits === | ||
Revision as of 05:29, 14 June 2019
Teru rules created for use in Ar Tonelico-related Pathfinder games, and sometimes entirely unrelated Pathfinder games (until I came along).
Contents
Race: Teru
Not unlike those aligned to the various planes, the teru are mortals with the blood of the strange and otherworldly creatures known as the genom.
Standard Racial Traits
Ability Scores: Teru are resilient and in tune with the world around them. They gain +2 Constitution and +2 Wisdom. [2 RP]
Type: Teru are outsiders with the native and genom subtypes. [3 RP]
Size: Teru are medium creatures and thus have no bonuses or penalties due to their size. [0 RP]
Base Speed: Teru have a base speed of 30 feet. [0 RP]
Languages: Teru begin play speaking Common and Teru. Teru with high intelligence scores can choose from the following languages: Draconic, Emotional Song Pact, Elven, Hymmnos, and Sylvan. [0 RP]
Defense Racial Traits
Harmonic Resilience (Ex): Teru have a +2 racial bonus to saving throws against sonic or language-dependent effects. [2 RP]
Skill Racial Traits
Survivalist: Teru gain a +2 racial bonus to survival checks. [2 RP]
Magical Racial Traits
Teru Magic (Sp): Teru with a wisdom score of 11 or higher can use comprehend languages and speak with animals each once per day as a spell-like ability (caster level equal to the teru's character level). [2 RP]
Senses Racial Traits
Draconic Vision: Unlike most outsiders, teru have the sensory perception befitting a dragon. They gain Darkvision out to 60 feet and Low-Light Vision. [1 RP]
Alternative Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
- Dragon's Teeth: Some teru bear a strangely draconic connection and have an especially powerful bite. They gain a bite attack that deals 1d4 damage. This racial trait replaces Spell-Like Ability.
- Genometrics: While rare, the genom blood of a teru can be especially powerful, allowing a teru to bond with their peers. They gain the Genom Magic and Genometrics abilities of a Genom. This racial trait replaces Spell-Like Ability and Survivalist.
- Song Magic: While rare, some teru have a powerful affinity for song magic, being able to craft it exceptionally well. Teru bards or reyvateils treat their Charisma score as 2 points higher for Bardic Performance and all bard or reyvateil class abilities. Teru spellcasters cast spells with the sonic or language-dependent descriptors at +1 caster level. This replaces Spell-Like Ability and Survivalist.
Favoured Class Options
- Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
- Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +½ to the number of uses per day of that domain power.
- Druid: Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds +½ to the number of uses per day of that domain power. For teru druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the teru ever replaces her animal companion, the new companion gains these bonus skill ranks.
- Ranger: Gain +1/6 of a ranger combat style feat.
- Shaman: Add one spell from the bard spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
- Sorcerer: Add +1/2 of a point to damage for sonic spells or spell-like abilities.
- Witch: Add 1 skill rank to the witch's familiar. If the teru ever replaces the familiar, the new familiar gains these bonus skill ranks.
Teru Clans
While rare, teru may not have a clear connection to a clan, especially if they were born apart from their normal community. This leads them to connect more with nature and the spiritual world rather than hone their powers. More often, however, a teru will align with a clan and show more specialised abilities. Depending on the clan they belong to, their ability score modifiers, skill modifier and spell-like ability are modified. They do not automatically gain a familiar based on the text—this is merely what they are bound to if they take the Clan Familiar feat, or typically seen with if they gain familiars from another source.
| Clan Name | Middle name | Familiar | Ability Modifiers | Skill Modifier | Alternate Spell-Like Ability |
|---|---|---|---|---|---|
| Munoph | Pel | — | +2 Dex, +2 Cha | Bluff | augury 1/day |
| Plune | Nene | Brownie | +2 Dex, +2 Con | Acrobatics | expeditious retreat and floating disk 1/day |
| Nino | Ray | Owl | +2 Wis, +2 Cha | Sense Motive | commune 1/week |
| Zeppen | Plue | Cat | +2 Str, +2 Dex | Stealth | alter self 1/day |
| Jemina | Ross | Falcon | +2 Dex, +2 Int | Perception | dimension door 1/week |
| Sarra | Ma | Lyrakien | +2 Con, +2 Cha | Intimidate | burning hands and magic missile 1/day |
| Ougus | Zak | Special1 | +2 Con, +2 Int | Heal | read weather 3/day |
| Alca | De | Pseudodragon | +2 Int, +2 Wis | Spellcraft | limited wish single-use at 13th level2 |
| Oca | Lu | Sprite | +2 Int, +2 Cha | Diplomacy | mage hand 3/day |
| Noraph | Sora | Koropokkuru | +2 Str, +2 Cha | Sleight of Hand | message 3/day |
| Deenel | Vee | Leshie | +2 Str, +2 Wis | Knowledge (nature) | enlarge person and entangle 1/day |
| Purarura | Low | Special3 | +2 Dex, +2 Wis | Use Magic Device | reincarnate single-use at 7th level2 |
1Any familiar with the figment familiar archetype. 2The teru gains the spell-like ability at the appropriate character level. No focus or material components are required, but the ability can't be regained after use except by use of a miracle or wish. 3Any familiar with the decoy familiar archetype.
Half-Teru
Unlike other outsider races, the blood of the teru does not manifest suddenly—they breed true with other members of their race as well as with those outside of it. Descendants with weak teru blood end up being merely half-teru, which share their parental traits much like the offspring of humans and elves.
Half-teru function as half-elves with the following changes:
- Type: Half-teru are humanoid creatures with the human and genom subtypes. This alters the half-elf's type.
- Languages: Half-teru begin play speaking Common and Teru. This alters the half-elf's starting languages.
- Harmonic Resilience: Half-teru gain the teru racial trait in place of Elven Immunities.
- Blended View: Half-teru gain the half-elven alternative racial trait in place of Multitalented.
- Teru Blood: Half-teru count as both humans and teru for any effect related to race. This replaces Elf Blood.
Feat: Clan Familiar
As part of your coming of age ritual, you have obtained a familiar.
Prerequisites: Teru clan, character level 3rd
Benefits: You gain a familiar, as the wizard arcane bond class feature. The choice of familiar must reflect the clan you're aligned to (which means you may not be able to get one until you take Improved Familiar), and it automatically gains the Genom template. This otherwise functions as the Familiar Bond feat.
Special: If you have (or later gain) levels in a class that grants a familiar, if you choose to apply only your levels in classes that grant the familiar, it still gains the Genom template, and it can additionally synchronise with you without using up one of its available Genometrics connections (see the Genom template). If you get Improved Familiar, your new familiar gains the Genom template. A teru with this feat can take Improved Familiar Bond without meeting the Iron Will prerequisite.
Feat: Improved Teru Magic
Your powers show greater promise.
Prerequisites: Teru, spell-like ability racial trait
Benefit: You can use your limited-use spell-like ability more often. If it's 3/day, you can use it at will. If it's 1/day, you can use it 2/day. If it's 1/week, you can use it 1/day. If it's single-use, you can use it 1/year once you are of sufficient level to gain access to it.
Special: You can take this feat twice, unless your spell-like ability is already usable at will or 1/year.
Template: Genom
Genom is an inherited template that can be applied to any living, corporeal creature. A Genom retains the base creature's statistics except as noted here.
CR: +1
Type: The creature's type changes to Outsider (native, genom). Do not recalculate HD, BAB or saves.
Special Abilities: A Genom gains access to the following supernatural abilities.
Genom Magic (Sp): A Genom has a number of spell-like abilities based on its nature equal to half of its hit dice (minimum 1, to a maximum of 9), of which it can select and use one per day, using its hit dice for its caster level. If the Genom is not normally capable of verbal and somatic components, it can only provide these spell-like abilities through Demigenomization (see below).
Genometrics (Su): A Genom can emotionally bond with another creature through a process called Synchronisation. A Genom can maintain a number of bonds equal to its charisma modifier (minimum 1). Genoms can form a bond with another Genom, creating a chain where they can communicate and lend their power.
- Synchronization: This is the simplest state to achieve, simply requiring a free action and the consent of the Genom. A Genom and their synchronized creature are able to communicate with each other telepathically, along with any other Genoms present in a chain.
- Demigenomization: Once per day, a creature can request to use a willing Genom's power, creating a superficial fusion for a number of minutes equal to the higher of the creature's charisma modifier or the Genom's (minimum 1). When in this state, they can gain one spell level's charge by concentrating as a standard action, which they can accumulate and spend to cast magic from the Genom's spell-like abilities (to the maximum spell level of half the creature's hit dice, minimum 1st). These charges are lost when the fused creature doesn't concentrate or cast a spell. After casting a spell, the fused creature must make a concentration check (DC equal to 10 + double the number of rounds spent in Demigenomization). Any failed concentration checks made during Demigenomization prematurely end the effect.
When casting magic from Demigenomization, the fused creature uses the higher of their hit dice or the Genom's for the caster level, and the higher of their charisma modifier or the Genom's for the save DC. Additionally, by requesting aid on multiple willing Genoms in a chain, the caster level and save DC increase by +1 for every willing Genom.
Demigenomization exhausts the Genom's daily use of their spell-like abilities, as well as that of any Genoms in the chain, and cannot be activated if the Genom has already used their spell-like abilities for the day.
There exists a theoretical state of perfect unity called Evangenomization where the Genom and their bonded creature become one to use incredibly powerful magic, but it is both rare and brief. It is said that the teru are the product of a permanent evangenomization with their forebearers.
Abilities: A Genom gains a +2 bonus to Charisma. A Genom gains an Intelligence, Wisdom and Charisma score of 3 if it doesn't already have higher.
Creature Subtype: Genom
The genom cover a wide range of species, distinguished by their triple-helixed DNA and ability to bond with other creatures to grant them powerful magic. While most have access to Genometrics, there remain some exceptions (such as most teru and half-breeds thereof).