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Hazeraze

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Jan 21st, 2018
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  1. LYXARIS:
  2. +4 DEX
  3. +2 CHA
  4. -2 CON
  5. -2 STR
  6.  
  7. SIZE: SMALL-MEDIUM
  8. SPEED: 45ft
  9. OTHER:
  10. HEIGHTENED REFLEXES: Lyxaris have naturally high reflexes. They gain an innate +4 to Reflex saves and +1 Dodge AC.
  11. TELEPATHY: Lyxaris gain innate telepathy with a range of 50ft. They may telepathically link with other Lyxaris specifically, and two linked Lyxaris gain a +1 enhancement bonus to their INT scores as they share and process certain data together. Two linked Lyxaris can aid each other as an immediate action.
  12. PSIONIC IMMUNITY: Immunity to poison and disease effects.
  13. PSIONIC DEFENSE: +6 to Fortitude saves made against antipsionic effects, and +4 to will saves made against mind-affecting psionic and psychic effects. A critical success on any such roll deals 2d6 bludgeoning damage to the source of the effect and dazes it for one round as an arc of immense psionic power strikes the assailant. If the source is indirect, such as from a grenade, no such effect occurs.
  14. PSIONIC RELIANCE: Lyxaris take 1d4 damage per every 4 rounds spent inside any antipsionic effect. Any effect that completely destroys psionic energy in an area forces the Lyxaris to make a Fortitude save or be reduced to 0 HP and knocked unconscious, at which point they will be stable but any further damage will reduce them to dying.
  15. TOXIC BLOOD: You take +2 extra damage per tick of bleed. However, when you are bitten, you poison the thing that bit you. They must make a DC15+your level Fortitude save or be poisoned with Glow Poison, dealing 1d4 STR damage that wears off after two successful saves. A creature can only be affected by this poison once.
  16. DARKVISION: 60ft.
  17. FLEXIBLE: +4 racial bonus to Acrobatics and +3 racial bonus to Climb, and both become class skills if they are not already.
  18. SILVER TONGUE: +3 racial bonus to Diplomacy.
  19. DIMINUTIVE: -2 racial penalty to Intimidate.
  20.  
  21. IYALU:
  22. +2 CHA
  23. +2 WIS
  24. -2 STR
  25.  
  26. SIZE: MEDIUM
  27. SPEED: 20ft
  28. OTHER:
  29. EMPATHETIC: Iyalu gain an innate +4 on Diplomacy checks and +4 on Sense Motive checks. Both become class skills if they aren't already. Once per day, an Iyalu can make a Sense Motive check to read the surface thoughts or microexpressions of another living thing, potentially gleaming important details about their current emotional state.
  30. PSIONIC PROPULSION: Iyalu are immune to tripping and difficult terrain, but are reduced to simply scuttling on their vines in the presence of an antipsionic effect, giving them a move speed of only 5 feet.
  31. SHELL BULB: As a move action, you may choose to fold your bulb over yourself and gain +3 AC until the beginning of your next turn. Your move action and swift action are both spent in unfolding your bulb when your next turn begins.
  32. DISTRACTING PLEA: Once per day, and once more for every 5 levels you have, you can make a Diplomacy check against one target with an INT score as you bombard their mind with a plea for peace or mercy. If you roll higher than that target, they cannot make any attacks against you or your allies for 1 round, but can still take other actions. This can only work once on any individual target.
  33. TELEPATHIC: Iyalu gain innate telepathy of up to 200 feet. Because this is the only way they can speak, Iyalu are reduced only to sign language or silence inside of antipsionic fields.
  34.  
  35. ALTERNATE: Hunter Iyalu
  36.  
  37. +2 STR
  38. +2 CHA
  39. -2 WIS
  40.  
  41. SIZE: MEDIUM
  42. SPEED: 30ft
  43. PSIONIC AVAILABILITY: ALL
  44. OTHER:
  45.  
  46. DECEPTIVE APPEARANCE: Enemies do not expect much from you. You get +3 attack bonus on your first hit against any enemy.
  47. SHELL BULB: As a move action, you may choose to fold your bulb over yourself and gain +3 AC until the beginning of your next turn. Your move action and swift action are both spent in unfolding your bulb when your next turn begins.
  48. DANCE OF THORNS: Your body is blanketed with brutal thorns. When you grapple or drag an opponent, you may choose to deal 1d10 slashing damage to them as your vines rip at their body.
  49. BLOODLUST: When you deliver the killing blow to an enemy with at least three hit die, you heal 1d8 damage.
  50. PSIONIC PROPULSION: Iyalu are immune to tripping and difficult terrain, but are reduced to simply scuttling on their vines in the presence of an antipsionic effect, giving them a move speed of only 5 feet.
  51. TELEPATHIC: Iyalu gain innate telepathy of up to 200 feet. Because this is the only way they can speak, Iyalu are reduced only to sign language or silence inside of antipsionic fields.
  52.  
  53. KAILOXIT:
  54. +4 CON
  55. +2 INT
  56. -2 DEX
  57.  
  58. SIZE: MED
  59. SPEED: 30ft
  60. PSIONIC AVAILABILITY: NONE
  61. OTHER:
  62. TOUGH GEL: You have permanent DR5/— and PR5. You also get 2 bonus HP per level.
  63. ADAPTIVE GEL: When you are hit by an energy type, you gain +5 resistance until the next time you are hit by that energy type, which increases to +10 when you are hit again. If you are hit by another energy type, your resistance is stripped and a lapse occurs where you have no resistance, then the next time you are hit by any energy type you begin to adapt again. Additionally, you are immune to difficult terrain.
  64. FAST LEARNER: Gain 1 more skill rank per level.
  65. INSISTENT: If you fail an attack roll against a target, your next attack roll of any kind gains a +2 bonus to hit. If you fail again, the bonus increases to +4, where it is capped. The bonus is lost the next time you make a successful attack roll against any target.
  66. RAVENOUS KNOWLEDGE: You may pick two Knowledge checks; they become class skills and you have a +1 racial bonus to them.
  67.  
  68. FELTAKA:
  69. +4 DEX
  70. -2 CON
  71. -2 STR
  72.  
  73. SIZE: MED
  74. SPEED: 60ft
  75. CLIMB SPEED: 30ft
  76. PSIONIC AVAILABILITY: NONE
  77. OTHER:
  78. CLOAK: You gain a permanent +3 bonus to stealth checks as your skin's pigmentation shifts, blending you in with your surroundings. Once per day, you can become invisible for 30 seconds.
  79. ADHESIVE HANDS: Your adhesive hands benefit climbing; you get an additional +4 bonus to catch yourself while falling on a wall, and the Climb skill becomes a class skill.
  80. MOVEMENT ADAPTATION: When you charge an enemy, you gain +2 to any damage roll made with a melee weapon and inflict Shaken for one round. An enemy can only be Shaken by this effect once.
  81. AGILE: You get a +2 bonus to Escape Artist checks, and a +2 bonus to Acrobatics checks, which also becomes a class skill.
  82. ALERT: You get +2 to perception and 10ft of psionic Blindsense which is lost in the presence of an antipsionic field, however you take a -2 penalty to Will saves against fear effects.
  83. DARKVISION: 60ft. You are vulnerable to bright lights.
  84.  
  85. TYLAKI
  86. +2 WIS
  87. +2 STR
  88. -2 DEX
  89.  
  90. SIZE: LARGE
  91. SPEED: 40ft
  92. PSIONIC AVAILABILITY: NONE
  93. OTHER:
  94. THICK COAT: Your fur grants you cold resist 5 and resistance to extreme cold.
  95. BIG AND WISE: Your species' reputation gives you a +4 to Diplomacy checks and +4 to Knowledge (Culture).
  96. ACUTE HEARING: Your highly-tuned ears give you 20ft of Blindsight and +4 on Perception checks related to sound.
  97. ANIMALISTIC CONNECTION: You have a subtle psionic ability to influence animals. You gain +6 on Handle Animal checks and, once per day, can make a Diplomacy check against an animal to try and communicate with them telepathically, allowing you to compel them to flee or calm down.
  98. TRACKER: You get the Scent special ability.
  99. INFATUATION: You gain a further +2 Diplomacy bonus when interacting with Bautaza. When a Bautaza aids you or you aid a Bautaza, the bonus is increased by +1.
  100.  
  101. ZULKOI:
  102. +2 STR
  103. +2 CON
  104. -2 DEX
  105.  
  106. SIZE: MED
  107. SPEED: 30ft
  108. PSIONIC AVAILABILITY: PYROKINETIC
  109. OTHER:
  110. THE ETERNAL FLAME: You are invulnerable to fire. Up to 2 adjacent allies gain +10 fire resistance. You deal +1 fire damage per die of fire damage dealt. You are vulnerable to cold damage.
  111. TRUE ARMOR: Your body is blanketed with natural armor. You gain +2 natural AC.
  112. TELEKINETIC: You use telekinesis for functions others might use hands or similar appendages for, with a range of 5ft. If you focus for 1 round, you can pick up or interact with an object at up to 20 feet.
  113. ASH BLAST: As a standard action once per day, and once more per 5 levels you have, you can open your maw and regurgitate toxic ash into the face of a foe within 10ft as a ranged touch attack. They take 1d4 acid damage, are blinded for 1 round and sickened for 1d2 rounds.
  114. SURVIVALIST: You gain a +2 to Survival, and it becomes a class skill.
  115. OPEN MINDED: You gain +2 to Knowledge (Religion) and Knowledge (Culture).
  116.  
  117. PYKHOZA:
  118. +2 CON
  119. +2 WIS
  120. -2 CHA
  121.  
  122. SIZE: MED
  123. SPEED: 40ft
  124. PSIONIC AVAILABILITY: CRYOKINETIC
  125. OTHER:
  126. RIME BLAST: Once per day as a standard action, you can open your maw and make a ranged psionic attack with a range of 30ft. You blast a ray of cryokinetic energy at your foe, dealing 2d6 cold damage and slowing their movement speed by 20ft for 2 rounds.
  127. STRONG SPIRIT: If you are knocked below 0 HP, you can make a DC20 Constitution check. If you succeed, you stabilize immediately. If you get a natural 20, you are brought back to 5 HP. You may not make this check again until the next time you return to full HP.
  128. COLD-BLOODED: You are immune to cold. You also gain 5PR. You are vulnerable to fire.
  129. ICE ACCUMULATION: Every time you are hit by an attack that deals Cold damage, you get +1 deflect AC up to a maximum of +2. This bonus wears off after 10 minutes. This bonus goes up for every minute spent inside of a cold environment and every round spent inside of extreme cold, and does not wear off until you are out of the cold.
  130. SOLITARY: You gain +2 to attack rolls when no allies are within 30ft of you. You also get +2 to Survival checks and it becomes a class skill.
  131.  
  132. POVOKI:
  133. +2 CON
  134. +2 STR
  135. -2 DEX
  136. -2 WIS
  137.  
  138. SIZE: LARGE
  139. SPEED: 20ft
  140. PSIONIC AVAILABILITY: NONE
  141. OTHER:
  142. TOUGH CARAPACE: Your highly specialized carapace gives you +2 natural armor and dampens most attacks somewhat, giving you DR2/—. You cannot be caught on fire.
  143. PSIONIC PERFECTION: Your body is completely powered by psionic energy. You do not breathe or have blood; as such, you are not subject to Suffocation, Bleeding, Poison or Disease effects.
  144. JARRING STRENGTH: You get +2 to all Combat Maneuver checks in addition to the bonus from size. When you grapple a foe, you can choose to deal 4+lvl damage to them as your strong grip crushes them.
  145. PSIONIC RELIANCE: Povoki take 1d6 damage per every 4 levels they possess for every 4 rounds spent inside any antipsionic effect. Any effect that completely destroys psionic energy in an area forces the Povoki to make a Fortitude save or be reduced to 0 HP and knocked unconscious, at which point they will be stable but any further damage will reduce them to dying.
  146.  
  147.  
  148. IKHENTI:
  149. +2 CON
  150. +2 INT
  151. -2 CHA
  152.  
  153. SIZE: MED
  154. SPEED: 40ft
  155. PSIONIC AVAILABILITY: TELEKINETIC
  156. OTHER:
  157. QUICK: You get a +2 to Initiative rolls.
  158. ARMORED: Your hard carapace gives you DR3/— and 5 Acid Resistance.
  159. ACID BOMBARD: Twice a day, as a standard action, you can fire two acidic projectiles from a pair of lash-like appendages at your rear that each deal 1d6 acid damage. This is a ranged touch attack with a range of 50ft.
  160. TELEKINETIC: You use telekinesis for functions others might use hands or similar appendages for, with a range of 5ft. If you focus for 1 round, you can pick up or interact with an object at up to 20 feet.
  161. TECHNOCRACY: You gain +4 to Knowledge (Engineering) checks which becomes a class skill, and +2 to Disable Device checks. Additionally, you are adept at using overly-technical, or superficially technical, language to confuse others and gain a +4 to Bluff Checks.
  162.  
  163. HYVENKH:
  164. +4 STR
  165. +2 CON
  166. -2 WIS
  167. -2 DEX
  168.  
  169. SIZE: MED-LARGE
  170. PSIONIC AVAILABILITY: ELECTROKINETIC, BENZINAKINETIC
  171. SPEED: 30ft
  172. OTHER:
  173. STORMWREATH HEALING: Creeping between and over the pangolin-like scales on your back is a blanketing of colorful bluish-green, glowing slime mold with fruiting bodies that appear like cattails. As a standard action once per day, and once more per every 5 levels you have, you can remove some of this mold and apply it to a wound and make a Heal check with a DC of 17. If you succeed, you stop any bleeding effects and heal 1d8 damage.
  174. STORMWREATH GUST: Once per day, your Stormwreath's fruiting bodies respirate psionic microbes into the air. They glimmer colorfully and dance about. Enemies within 20 feet must succeed a DC 15+your level will save or be Confused for 1d2 rounds. Allies, including you, within 30 feet get a +2 bonus to attack rolls and 5 temporary HP for the same duration.
  175. WEATHERED: You gain 5PR and 10 Electricity Resistance.
  176. IMMOVABLE: You cannot be bull rushed, dragged, or overran by enemies of your size category or below. You get +8 to resist this against enemies of one size category above. Size categories above that can do these maneuvers as normal. Enemies attempting this against you still provoke an Attack of Opportunity as normal.
  177.  
  178. BAUTAZA:
  179. +2 CHA
  180. +2 WIS
  181. -2 STR
  182.  
  183. SIZE: MED
  184. PSIONIC AVAILABILITY: SONOKINETIC
  185. SPEED: 30ft
  186. OTHER:
  187. TRUSTWORTHY: Other races naturally trust the Bautaza, who are known for possessing a biologically enforced sense of ethics. As such, you get a +2 to Diplomacy and Bluff checks.
  188. SCREECH: Once per day, you can unleash a psionic war cry. Other Bautazan allies get a +4 to attack rolls for 1 round, and other allies get a +2 to all attack rolls for 1 round. Enemies within 10ft of you are deafened for 1 round.
  189. SHIELDWING: You may choose, as a standard action, to raise your Shieldwings. Your Shieldwings give you PR10 and +2 AC while they are active, but you cannot target others, although you can take other actions. They will remain up until you put them down, which costs another standard action.
  190. KARMIC FLOW: You get +2 to one attack roll against an enemy that just hit you. If an enemy has just knocked a nearby ally unconscious, you get +6 to your next attack roll against them and the critical threat range of your attack expands by 1 as long as you make the attack on your very next turn. If you make this attack as a charge attack, you may add +6 to the total damage.
  191. INFATUATION: You get a further +2 bonus to Diplomacy checks when interacting with Tylaki, and when you aid a Tylaki or a Tylaki aids you the bonus is increased by +1.
  192.  
  193. OZAVUL:
  194. +2 STR
  195. +2 DEX
  196. -2 CHA
  197.  
  198. SIZE: MED-LARGE
  199. PSIONIC AVAILABILITY: NONE
  200. SPEED: 30ft
  201. OTHER:
  202. VENGEANCE: Every time you are hit by an attack, if you, on your next turn, retaliate specifically against the last target that hit you with a successful attack you will get half of the damage you deal back as temporary hitpoints that wear off after 10 minutes, up to a maximum of 8. These temporary hitpoints do not stack, including with other sources of temporary HP, but can be replenished.
  203. CONSUME: You may feed on the corpse of a dead or unconscious target, dealing 1d8 damage if the target is simply unconscious and healing as much. Targets that are simply sleeping will wake up if affected by this. You may only do this once per corpse or target, and only three times a day with a gap of at least one hour between each feeding. You may not feed this way on a corpse more than one hour old.
  204. DOMINEERING: The save DC of mind-affecting effects you deal is increased by 1, and your Will save against mind-affecting effects is increased by 2. If you score a critical success on a saving throw against a mind-affecting effect, and then roll a second successful will save to confirm, you can turn the effect back on your assailant.
  205. NEGATIVE LEGACY: Other species naturally mistrust you. You receive a -2 to Diplomacy checks.
  206.  
  207. VOKAT
  208. +2 STR
  209. +2 CON
  210. -2 WIS
  211.  
  212. SIZE: MED
  213. PSIONIC AVAILABILITY: ELECTROKINETIC
  214. OTHER:
  215. CRYSTAL CROWN: You have a permanently bonded crystalline companion. You have a permanent +1 AC, PR5, and electrokinesis as a result. You can telekinetically control the crystalline matter that blankets your body, forming barriers. As a swift action, you can provide up to two allies within 10ft a +1 AC and +5PR bonus. The benefit is maintained as long as they are within range, and lost when they move out of range. The Psionic Resistance does not stack with any PR given by racial traits.
  216. NATURAL LEADER: With the aid of your dazzling Crystal Crown and the natural leadership of your species, your allies within 20ft of you gain a +1 morale bonus to saving throws and DR2/— as they shrug off small amounts of damage and endure just a little bit more. This DR does not stack with natural DR from other race benefits, but does stack with armor and other effects. These effects also do not stack with other Vokat's Natural Leader auras. You also get +2 to Diplomacy and Intimidate checks.
  217. CRYSTAL BLADE: Once per day, as a standard action, you can form and make one attack with a crystalline weapon in a free hand. It is a +1 light weapon, often a dagger or shortsword, that deals 1d8+STR+1 damage per hit and 1d4+1 electricity damage. It only lasts for up to 5 successful hits before shattering; the last attack will cause a burst of electricity and crystalline shrapnel instead, causing 1d10+STR+1 slashing damage and 1d6+1 electricity damage. The last attack has a critical multiplier of x3 instead of the usual x2.
  218.  
  219. A successful Sunder attempt made against the weapon will destroy it instantly, and cause you 1d8+4 slashing damage and 1d6 electricity damage as it explodes in your hand. A natural 1 while wielding this weapon causes it to shatter impotently when you hit a target, dealing no damage to you or the target and cancelling the ability.
  220.  
  221. At level 10, it increases to 2d8+STR+2 damage and 1d6+2 electricity damage and can survive up to 10 hits, but deals 2d8+4 slashing damage and 1d8 electricity damage if it is Sundered. At level 15, it increases further to 3d8+STR+3 and 1d10+3 electricity damage, but deals 3d8+4 slashing damage and 1d10 electricity damage if it is sundered.
  222.  
  223. VALATUL:
  224. +2 WIS
  225. +2 INT
  226. -2 STR
  227. -2 CHA
  228.  
  229. SIZE: MED
  230. PSIONIC AVAILABILITY: TELEKINETIC
  231. SPEED: 30ft
  232. OTHER:
  233. CORE BLAST: Once per day, you can open up your core and unleash a devastating blast of ablative psionic energy as a psionic attack with a range of 30ft. It deals 2d8 Acid damage and 1d8 more acid damage for every three levels you have. If you kill an opponent with this attack, you absorb some of their biomass and heal yourself 2 hp for every hit dice it had.
  234. PSIONIC BODY: Your body is primarily composed of psionic energy. The telekinetic energy that swirls around your bones deflects projectiles and blows, giving you +2 Deflect AC. Your arms can extend a considerable distance, extending the reach of all non-reach weapons by 5ft. However, when you are exposed to an antipsionic effect you take 1d6 damage for every round spent inside of that effect. Complete antipsionic effects force a Fortitude save for every 2 rounds spent inside of them; if you fail the Fortitude save, you will be knocked unconscious. Whenever you take bludgeoning damage, you take 1/4th again that damage (rounding up).
  235. SCARY FACE: You can use your WIS or INT modifier instead of your CHA modifier for Intimidate checks.
  236.  
  237. ZAVETII:
  238. +2 CHA
  239. +2 DEX
  240. -2 STR
  241.  
  242. SIZE: SMALL
  243. PSIONIC AVAILABILITY: INVOKER
  244. SPEED: 30ft
  245. OTHER:
  246. SCAMPER: Your kind usually has to climb to get places. You get a +5 racial bonus to climb.
  247. RESILIENT: Your kind has always been tough and intuitive. You gain +1 to Will and Fortitude saves, and a +2 bonus to Survival and Heal checks.
  248. BIG PERSONALITY: Despite your small size, your species is known for their big personalities. Diplomacy and Bluff become class skills, and you get a +2 to both. You also get along well with animals, and have a +4 to Handle Animal. You take a penalty on Intimidate checks by -2.
  249. POWERFUL INVOKER: Once per day as a standard action, you can leech psionic energy from a Psionic target that is adjacent to you. The target must succeed at a DC15+your level will save, or have some of their energy sapped, giving you access to one ability of their type.
  250. RATTLE: As a standard action once per day, and once more for every 5 levels you have, you can release a disorienting psionic rattle, forcing up to three enemies within 10 feet of you to make a DC15+your level will save or be staggered for one round.
  251.  
  252.  
  253. ————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
  254. THESE RACES ARE EXTREMELY RARE. YOU'LL HAVE TO ASK TO PLAY THEM.
  255. ————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
  256. ZYOL:
  257. +4 WIS
  258. +2 STR
  259. +2 INT
  260. 0 CHA
  261.  
  262. SIZE: MED
  263. SPEED: 30ft
  264. OTHER:
  265. EMOTIONLESS: Your kind has extremely limited emotions, rendering you immune to all mind-based emotional effects.
  266. VOID PLATING: Your body is plated and interwoven with an exotic extradimensional organic material. You gain 10PR and +1 natural AC.
  267. SOCIAL OVERMIND: Zyol have no emotions or force of personality, and as such have no Charisma score. However, their intellect and will are potent and fluid, and they may choose either INT or WIS and use that in place of their Charisma score for the purposes of skills and abilities that rely on CHA. Separated from their universe, the Zyol become somewhat cold and rigid, and cannot use INT or WIS for their Diplomacy skill, start off with a -2 penalty to Diplomacy, and Diplomacy cannot be a class skill unless it is made such by a feat.
  268. RED AIR: Every time you make a Psionic attack, every adjacent square is filled with a cloud of psionic microbes that billow from the vents in your back. Allies in this range gain 5 temporary HP for as long as they remain in it and enemies in this range are dealt 1d4 Acid damage every round they spend inside of it. A successful Fortitude save (DC15+your lvl) negates the damage. Temporary HP from this source does not stack with any other source of temporary HP.
  269. TELEPATHY: You can speak to others telepathically at up to 100ft, but you can only communicate telepathically or with sign language.
  270. PSIONICALLY RELIANT: Zyol take 1d3 damage per level for every round spent inside of an antipisionic effect. Any effect that completely destroys psionics in the area forces the Zyol to make a Fortitude save or be knocked unconscious for the duration of the effect, or for 1 minute if it was instantaneous. They must repeat this Fortitude save every 30 seconds or 5 rounds spent inside of such an effect.
  271. PSIONIC PROPULSION: Zyol propel themselves psionically. They are immune to difficult terrain and cannot be tripped. However, while inside of an antipsionic field, Zyol are reduced to their spider-like legs and are reduced to a 10ft move speed on smooth terrain like metal or glass and can be tripped.
  272. SKILL BONUSES:
  273. +4 racial bonus to Perception, and it becomes a class skill if it is not already.
  274. +4 racial bonus to Survival, and it becomes a class skill if it is not already.
  275. +2 racial bonus to Intimidate, and it becomes a class skill if it is not already.
  276. -2 racial penalty to Diplomacy, and it cannot be a class skill unless made such by a feat.
  277. -4 racial penalty to Stealth.
  278. -2 racial penalty to Knowledge (Culture).
  279.  
  280. QAYZIV:
  281. +4 WIS
  282. +2 STR
  283. -4 CHA
  284.  
  285. SIZE: MED
  286. PSIONIC AVAILABILITY: HYDROKINETIC
  287. OTHER:
  288. LURE: Once per day, and once more for every 10 levels you have, your enormous eye shines like a beacon and forces a chosen target to make a DC15+your level will save or move towards you harmlessly. They will move toward you at their normal speed and will break out of this effect at the beginning of your next turn, or when they are damaged or affected negatively.
  289. HORRIFYING BITE: Once per day, your main eye can split into a disgusting, infested maw and clamp down on an adjacent target. It is a normal melee attack that deals 1d6 damage and begins a grapple attempt. If you succeed at the grapple, on your next turn you will deal 2d6 more damage. If you succeed at another combat maneuver check, you will cause them indefinite 1d6 bleeding damage. The sight of your thick, black saliva seeping into their wound additionally nauseates them for 1 round if you succeed this last check.
  290. ABHORRENT: Your very appearance strikes fear into others. You gain an immense +10 bonus to intimidate, which also becomes a class skill. Once per day, you can make an Intimidate check against a foe as a standard action and nauseate them for 1 round. At level 10, you may Frighten instead of Nauseate, the duration expands to 2 rounds, and a crit will inflict both.
  291. TELEKINETIC: You use telekinesis for functions others might use hands or similar appendages for, with a range of 5ft. If you focus for 1 round, you can pick up or interact with an object at up to 20 feet.
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