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===Roddun Racial Class Archetypes=== ====Wizard Archetype: Junk Wizard==== Requirements: Roddun Class Features The following are class features of the junk wizard. '''Eschew Materials:''' At 1st level, a junk wizard gains Eschew Materials as a bonus feat. This ability replaces scribe scroll. '''Roddun’s Magic:''' Junk wizards are not properly trained in how to use their junk spells, but there is a chance that the spell will work. And if it doesn’t work, there is a chance it will backfire on them. When a junk wizard prepares his spells for the day, he can also memorize 3 junk spells that are in his spell book. A junk spell cannot be more than 3 spell levels higher than the highest spell level he can currently cast. To use a junk spell, a junk wizard must expend a spell of their highest level and an extra number of spells equal to the difference between the junk spell and their highest level spell. Such as, for a junk wizard with level 3 spells to cast a level 5 junk spell, he must expend 3 spells to try: 1 for the initial spell and 2 more for the difference in spell level. Then, he rolls against the chart below to determine if he’s able to cast the junk spell or not. ::''Success:'' The junk spell casts normally. ::''Failure:'' The junk spell fizzles and does not work. ::''Backfire:'' There is an explosion with a radius of 30ft centered on the junk wizard. Everyone within the radius except the junk wizard can make a reflex save DC 10 + junk spell level + junk wizard’s Int modifier to take half damage. The explosion deals 1d6 points of damage per junk spell level to every creature within the radius. This ability replaces the wizard’s 5th and 10th level bonus feats. Junk Spell Failure/Success/Backfire Table: ::1 level difference: Success 01-70, Failure 71-85, Backfire 86-100 ::2 level difference: Success 01-40, Failure 41-70, Backfire 71-100 ::3 level difference: Success 01-10, Failure 11-55, Backfire 56-100 ====Ninja Archetype: Skootztik==== Requirements: Roddun Racial Features The following are racial traits of the skootztik. Quick Ascension: Skootztiks have a base speed of 30ft and a climb speed of 60ft. The trait replaces the movement racial trait Class Features The following are class features of the skootztik. Tzitik (Su): Instead of a ki pool, skootztik have tzitik. Mechanically, tzitik works the same as ki. She gains tzitik points by focusing on low-quality gems (worth 10gp each) in her possession and drawing on power from within them, but she does not need to be actually holding the gemstones to use her tzitik. They only need to be on her in some manner or in a bag she is carrying. While a skootztik can carry any amount of gemstones, she can only focus a number equal to 1/2 her skootztik level + her highest ability modifier. All class features that need the skootztik to spend a ki point to activate spend a tzitik point to activate the ability instead. Vertical Runner (Ex): At 6th level, a skootztik learns to walk up walls or other vertical surfaces. As a full-round action, she can move up to twice her climb speed, ignoring difficult terrain. She must end her move on a surface that can support her or make a Climb check to hold onto the vertical surface she is on. When moving in this way, she does not need to make Acrobatics checks to avoid falling on slippery or rough surfaces. This ability replaces the light steps class feature. The following ninja tricks function differently for the skootztik. Darkvision: This trick also grants the skootztik the ability to see on top of her benefits from blindsight. Ki Block: Tzitik counts as ki for all intents and purposes, so ki block can be used to cut a skootztik off from her tzitik. Wall Climber: This trick adds 20 ft to the skootztik's current climb speed. The following master tricks function differently for the skootztik. See the Unseen: This trick also grants the skootztik the ability to see on top of her benefits from blindsight. Unbound Steps: This trick allows a skootztik to use her tzitik to remain running on a vertical surface at the end of her turn when she is using her vertical runner class feature. She does not need to be on a horizontal surface or make a climb check to remain on the vertical surface. Each use of this ability uses up 1 tzitik point. This ability modifies the ki pool class feature. ====Fighter Archetype: Tkisk==== In the poorer barrios of the City, street gangs rule with intimidation and violence. When the roddun arrived, they brought with them many weapons including cunning and ruthlessness. But sometimes, to rule a City, you need muscle. For that, the roddun turn to the tkisk. The word means, “tooth and claw.” And that’s exactly how the tkisk fights. He can use weapons, and often does, but the deadliest weapon in a tkisk’s arsenal are his natural weapons. For a long while, human scholars thought roddun claws were poisonous, but after study, they came to the conclusion that a roddun’s claws carry many diseases. A single scratch causes red irritation, healing very slowly. It is not a debilitating infection, but inconvenient. A bite can do the same. Reign scholars have discovered that many humans have allergic reactions to roddun saliva, causing similar symptoms (inflammation, scratching, etc.) For the tkisk, this is doubly so. Their claws are so filled with bacteria, a single scratch infects a victim’s blood system immediately, causing confusion, delirium and vomiting. On the street, it is well known that if a roddun drops his weapons and bears his claws, it’s time to run. Requirements: Roddun Class Features The following are class features of the tkisk. Weapon and Armor Proficiency: The tkisk is not proficient with medium armor, heavy armor or shields. This ability modifies the weapon and armor proficiency class feature. Bleeding (Ex): At 5th level, whenever the tkisk scores a critical hit with his natural weapons, the target takes 1d6 points of bleed damage each round on their turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. At 10th level and every five levels thereafter the bleed damage increases by 1d6. This ability modifies the armor training class feature. Tikikso (Ex): At 18th level, a tkisk can bite a single target and infect them with the tikikso disease. This immediately causes the target to become nauseated and then follows the all normal rules of diseases. He may do this once a day. This ability modifies the armor mastery class feature Weapon Mastery (Ex): The tkisk archer must choose a type of natural for his Weapon Mastery class feature. This ability modifies the weapon mastery class feature. Tikikso Tikikso is a potent blend of roddun saliva and blood. When it enters a non-roddun’s bloodstream, it attacks the nervous system, causing the target’s muscles to convulse violently and uncontrollably. The victim is helpless while under its effects, his muscles tightening and constricting. Finally, the victim’s entire body bends into a painful arch while every muscle spasms. The victim dies quickly thereafter. Type disease, injury; Save Fortitude DC = 10 + 1/2 the roddun’s level + the roddun’s Constitution modifier Frequency 1/day Effect 1d6 Str, Con and Dex damage (this damage cannot be healed while the creature is infected). ====Oracle Mystery: Gemstones==== While the uvandir were the first to stumble across the magic and power of gemstones, it was the roddun who tapped into their true power. Roddun oracles have discovered something even the uvandir have not been able to reproduce. Why is that? What is different about the roddun that allows them to do this? Human scholars have pondered the question for years, but so far, they have no answers. The roddun gemstone oracle–called a ''sitchik''–not only taps into innate powers, but also receives visions from the stones she uses. She sees visions of the past, the future and places far away. She feels as if all the world was a tiny drop of water falling through a black, endless sky. She feels voices speaking through her fingers, the language alien and yet familiar. She feels at one with the world and separate from it, all at once. Most sitchik go mad from these visions. A few survive. Those who reach the highest levels receive a final vision: a sense that all the world is a piece of art. A painting or sculpture that is in constant flux by the creator. All the world is one thing, every single living creature is part of a vast tapestry or plan. And that every moment is the same moment, that all events are a single event, all happening at once. This last vision is the one that either blasts the roddun into complete madness or lifts her to powers that few can understand and that she cannot begin to articulate. Requirements: Roddun Class Skills: An oracle with the gemstones mystery adds Appraise, Climb and Survival to her list of class skills. Bonus Spells: vanish (2nd), owl’s wisdom (4th), haste (6th), stoneskin (8th), interposing hand (10th), owl’s wisdom, mass (12th), statue (14th), protection from spells (16th), fiery body (18th). Revelations: Amber (Su): As a swift action, you may touch a piece of amber to a melee weapon imbuing the weapon with the rest eternal spell. The first creature slain by this weapon activates the spell. The weapon remains imbued until the spell is used or 24 hours passes, whichever comes first. Th is ability may be used once a day and one additional time at 14th level. You must be at least 7th level to select this revelation. Amethyst (Su): You conjure an earring made of amethyst that grants you a +2 enhancement bonus to Charisma. At 8th level, this earring’s bonus increases to +4. At 16th level, this earring’s bonus increases to +6. You can use this earring for 1 day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1 day increments. Chrysoberyl (Su): You may hold a piece of chrysoberyl up to your eye. When looking through the gemstone you gain a bonus to perception checks equal to half your oracle level. Coral (Ex): While holding a piece of coral in your mouth you breathe water as if it was air. Garnet (Su): If you are wearing garnet when any ally of yours is critically hit within 30 feet of you, you can negate any damage. This is a free action. You can only do this once per day and an additional number of times for every 3 oracle levels you possess. Jade (Su): While wearing jade, when an ally within 30 feet of you fails a Fortitude save against any kind of disease, they can immediately re-roll their saving throw with your Charisma modifier as a morale bonus. You can do this a number of times a day equal to 3 + your Charisma modifier. Jet (Ex): While wearing jet, your base speed increases by 10 feet. At 7th level you gain combat reflexes as a bonus feat even if you do not meet the prerequisites. At 15th level, you can add your Charisma modifier to your AC as a dodge bonus. Pearl (Sp): You can use pearls to send messages to your allies. You may link a number of pearls equal to 3 + your Charisma modifier together. When placed in the ear, the pearl can be used to send a message as per the message spell to all other pearls linked to it. You must be at least 7th level to select this revelation. Spinel (Su):You conjure a necklace made of spinel that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this necklace gains the reflecting property. You can use this necklace for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments. Tourmaline (Sp): If you are wearing tourmaline, you may choose a number of allies up to 3 + your Charisma modifier. They automatically succeed at a fear-based saving throws, magical or mundane. Th is is a free action. You can only do this once per day. Final Revelation: Upon reaching 20th level, you understand the world’s inner workings. As a free action, you can change a successful action into a failure or vice versa. You can do this a number of times a day equal to your oracle level.
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