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=====Lost Omens Ancestry Guide===== *'''[[Android]]s''' **8 HP, Medium sized, +2 Dexterity, +2 Intelligence, +2 free boost to any ability score, -2 Charisma *** Remain mostly untouched, though they lose their immunity to emotion-based effects and have their immunities to disease and poison degraded to just slightly better saving throws to resist them. *** Many of their feats utilize their nanites (including bringing back the Nanite Surge feature that 1E androids had to lug around). Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Artisan Android''': You are a skilled crafter. You gain training in Crafting the Specialty Crafting skill feat (A bonus to crafting a specific type of item). *'''Impersonator Android''': You're a [[Fallout|Synth who can pass themselves off as just a normal joe]]. You can easily impersonate a normal person and trick people into thinking the same, though you can't try and impersonate other people so easily. *'''Laborer Android''': You are a bot of burden. You gain training in Athletics and the Hefty Hauler skill feat (You can carry more stuff. Woo~). *'''Polyglot Android''': Your memory banks understand languages easily. You start off with two more languages and getting the Multilingual feat lets you learn three additional languages each time. *'''Warrior Android''': You're a droid built for war. You are proficient in all simple and martial weapons. </div></div> *'''[[Gillman|Azarketi]]''' **8 HP, Medium sized, +2 Constitution, +2 Charisma, +2 free boost to any ability score, -2 Wisdom *** Essentially rebranded [[Aventi|Gillmen]]. They are the descendants of the Azlanti empire, mutated into being fish-men by [[algollthu|algollthus]]. This makes them into partially amphibious humanoids, meaning they need to get wet once at least every 24 hours. Funnily enough, the Azarketi wasn't supposed to be introduced in the ''Ancestry Guide'', instead being introduced in ''Absalom, City of Lost Omens''. However, that splat got indefinitely delayed, forcing Paizo to release them as part of a web supplement that came with the Ancestry Guide. *** Many of their feats either tie into their past with algollthus or their unparalleled skills in water. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Ancient Scale Azarketi''': You are so used to the darkness of the depths that you can see perfectly fine in the darkness. As a side-perk, you are also bioluminescent. *'''Benthic Azarketi''': You are resistant to the chills of the deep. You gain a resistance to cold damage and can descend to the deep seas without issue. *'''Inured Azarketi''': You've adjusted to the polluted waters. You gain resistance to poison damage and can last on land for longer. *'''Mistbreath Azarketi''': You are capable of living without ever needing to swim. You no longer need to dive under water in order to survive, being fine just with a mere misting or wiping. This allows you to walk faster, but your swimming speed suffers. *'''Murkeyed Azarketi''': You have lived in muddy waters, so you can see through poor light. You can notice hidden things more easily. *'''River Azarketi''': Your have lived in a river rather than the depths. Any time you use Athletics to swim in a river, any success you roll becomes a crit success. *'''Spined Azarketi''': You have poisonous spines you can shoot out of your body. *'''Tactile Azarketi''': You have some manner of detecting the current well, like feelers or really sensitive skin. You gain a sort of blindsense using ocean waves and can easily sense your way in the water. *'''Thalassic Azarketi''': You are a warrior, capable of fighting in the depths. You have the Underwater Marauder skill feat (You can use slashing and bludgeoning weapons underwater without penalty) and can throw piercing ranged weapons without any issue. </div></div> *'''[[Fetchling]]s''' **8 HP, Medium sized, +2 Dexterity, +2 free boost to any ability score *** Remain the same edgy darkfolk with feats focusing on how they want to bend the darkness. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Bright Fetchling''': You're actually more of a flashlight than a shadow-boi. You gain the light and dancing light cantrips and can emit a dim light from your own body. *'''Deep Fetchling''': You are most accustomed to the biting chills of the dark. You gain a resistance to cold damage. *'''Liminal Fetchling''': Your ties to the shadow and ethereal planes let you sense the unseen more quickly. *'''Resolute Fetchling''': You are accustomed to the horrors of the dark. Whenever you pass a save against an emotion effect, it counts as a critical success. *'''Wisp Fetchling''': You're actually more insubstantial than most. Not only are you small sized, but you are trained in Acrobatics (with a bonus for sliding through things) and gain the Quick Squeeze Squeeze skill feat (You can move more quickly when squeezing past). </div></div> *'''[[Fleshwarps]]''' **10 HP, Medium sized, +2 Constitution, +2 free boost to any ability score *** A catch-all term for any manner of folk afflicted by horrible things, twisted into abominations. *** Your various feats include ways to weaponize your affliction. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Created Fleshwarp''': You're Frankenstein's Monster. You are immune to starvation and can resist poison more easily. *'''Mutated Fleshwarp''': Your mutation was brought about by wild magic, like the mana wastes. You can recover from persistent bleed more easily as a result. *'''Shapewrought Fleshwarp''': Your transformation was particularly excruciating, as you were awake and aware for every second of it. As a result, you gain resistant to mental damage. *'''Technological Fleshwarp''': A fancy way of saying you're a cyborg with a partly-cybernetic brain. When you pass a save against emotion effects, it counts as a critical success. </div></div> *'''[[Kitsune]]s''' **8 HP, Medium sized, +2 Charisma, +2 free boost to any ability score *** Kitsune start off with their ability to transform into a more humanoid form or a fox form, depending on your heritage (by default, a humanoid form based off an existing ancestry, in case you use a Versatile Heritage or Paizo forgets to print one...). *** They have a rather shallow pool of feats, focusing chiefly on either their magical nature or their shapeshifting. **** The multi-tail shenanigans isn't a feat this time, instead of giving them more tails based on their highest level spell slot, highest level cantrip, or the number of Ancestry Feats they get, up to nine. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Celestial Envoy Kitsune''': You have a stronger bond to the gods. You have a special reaction that improve resistance against divine effects. *'''Dark Fields Kitsune''': Your form is unsettling, capable of terrifying with a mere glance and then feeding off that fear for THP. You do not have a humanoid form, instead opting to turn into a fox. *'''Earthly Wilds Kitsune''': You can bite! Yeah, that's it. Also, because you're more in touch with your inner animal, you can only turn into a fox. *'''Empty Sky Kitsune''': You have a better bond to the magic than most. You gain the Kitsune Spell Familiarity race feat (gain a cantrip). *'''Frozen Winds Kitsune''': You are used to the cold. You gain resistance to cold damage and are less affected by cold weather. </div></div> *'''[[Sprite]]''' **6 HP. Tiny sized, +2 Dexterity, +2 Intelligence, +2 free boost to any ability score, -2 Strength *** By default, all attacks are magical, which might help ease the financial burden of buying magical weapons for a bit. *** Are like gnomes in that they're distant descendants from their forebears in the First World. As a result, these sprites lack wings...until you invest in the feat chain necessary to make that flight last as long as you wish. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Draxie''': You're something akin to a faerie dragon. You gain telepathy, but it only works with whoever you touch. *'''Grig''': You are Jiminiy Cricket. You have a bonus for doing long jumps and have ghost sound as an innate cantrip. *'''Luminous Sprite''': You are a living torch. Way to take one for the team. *'''Melixie''': You're apparently able to talk to bugs and arachnids (and other arthropods) like people. *'''Nyktera''': You're essentially a tiny bat. You gain improved hearing and have an exclusive feat made for talking to bats. *'''[[Pixie]]''': You're a little bigger than most sprites, being Small instead of Tiny. </div></div> *'''[[Strix]]''' **8 HP, Medium sized, +2 Dexterity, +2 free boost to any ability score *** Have their human-hating nature be the result of their hate for what old Cheliax had done to them. *** Those wings do not help with flying...without investing in a feat chain, with the slight benefit of getting flight earlier than other flight-based feat chains. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Nightglider Strix''': You are totally nocturnal. You get darkvision. *'''Predator Strix''': You have a 1d4 claw attack. *'''Scavenger Strix''': Name says it all. You get training in Survival (plus a minor bonus for surviving off the land) and the Forager Skill Feat (you can get more food for folks). *'''Shoreline Strix''': Your parents may have been seagulls. You have training in Athletics and the Underwater Marauder skill feat (You can use slashing and bludgeoning weapons underwater without penalty). *'''Songbird Strix''': You are secretly a canary. You have an easier time impersonating voices and singing. </div></div>
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