Difference between revisions of "User:Temia Eszteri/Teru"
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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. | 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. | ||
''This space to be filled in later.'' | ''This space to be filled in later.'' | ||
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| + | == Racial Traits == | ||
=== 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] | + | * '''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] | + | * '''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] | + | * '''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] | + | * '''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: Carmena Foreluna, Draconic, Emotional Song Pact, Elven, and Sylvan. [0 RP] | + | * '''Languages:''' Teru begin play speaking Common and Teru. Teru with high intelligence scores can choose from the following languages: Carmena Foreluna, Draconic, Emotional Song Pact, Elven, and Sylvan. [0 RP] |
=== Defense Racial Traits === | === Defense Racial Traits === | ||
| − | '''Harmonic Resilience (Ex):''' Teru have a +2 racial bonus to saving throws against sonic or language-dependent effects. [2 RP] | + | * '''Harmonic Resilience (Ex):''' Teru have a +2 racial bonus to saving throws against sonic or language-dependent effects. [2 RP] |
=== Skill Racial Traits === | === Skill Racial Traits === | ||
| − | '''Survivalist:''' Teru gain a +2 racial bonus to survival checks. [2 RP] | + | * '''Survivalist:''' Teru gain a +2 racial bonus to survival checks. [2 RP] |
=== Magical Racial Traits === | === 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] | + | * '''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 === | === 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] | + | * '''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 === | === Alternative Racial Traits === | ||
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* '''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. | * '''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: When taken five times, add a melody from the Reyvateil class as a bardic performance. This functions as any other Reyvateil melody, using your Bardic Performance rounds in place of a Song Pool. 00> | <!-- * Bard: When taken five times, add a melody from the Reyvateil class as a bardic performance. This functions as any other Reyvateil melody, using your Bardic Performance rounds in place of a Song Pool. 00> | ||
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* 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. | * 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.--> | 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.--> | ||
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| Purarura || Low || Special<sup>3</sup> || +2 Dex, +2 Wis || Use Magic Device || ''reincarnate'' single-use at 7th level<sup>2</sup> | | Purarura || Low || Special<sup>3</sup> || +2 Dex, +2 Wis || Use Magic Device || ''reincarnate'' single-use at 7th level<sup>2</sup> | ||
| + | |- class="footer" | ||
| + | | colspan=6 | | ||
| + | <sup>1</sup>Any familiar with the figment familiar archetype.<br /> | ||
| + | <sup>2</sup>The 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.<br /> | ||
| + | <sup>3</sup>Any familiar with the decoy familiar archetype. | ||
|} | |} | ||
| − | + | == Other Creatures == | |
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=== Half-Teru === | === Half-Teru === | ||
Revision as of 22:00, 4 July 2020
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.
This space to be filled in later.
Contents
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: Carmena Foreluna, Draconic, Emotional Song Pact, Elven, 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.
- Song Magic: While rare, some teru have a powerful affinity for song magic, being able to craft it exceptionally well. Teru bards treat their Charisma score as 2 points higher for Bardic Performance and all bard 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
- 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.
| Clan Name | Middle name | Recommended 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 or 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 or 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 | charm person or summon monster I 1/day |
| Noraph | Sora | Koropokkuru (not implemented) | +2 Str, +2 Cha | Sleight of Hand | message 3/day |
| Deenel | Vee | Leshie | +2 Str, +2 Wis | Knowledge (nature) | enlarge person or 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. | |||||
Other Creatures
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: 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 2/day, you can use it 3/day. 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.
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).