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From PF Cosmology, some deities
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<blockquote data-quote="Obly99" data-source="post: 9819836" data-attributes="member: 7035194"><p>Conversion of the Yaoguai race from <a href="https://2e.aonprd.com/Ancestries.aspx?ID=93" target="_blank">PF2e</a> to PF1e.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Yaoguai Race</span></strong></p><p></p><p>Beings who usually begin their existence as simple animals, objects, or plants, but have found a means to transcend their original forms through the power of cultivation. Yaoguai usually begin as simple animals, plants, or objects before finding a way to awaken to sapience, becoming strange shapeshifting creatures in the process. Often originating from an infusion of ambient energy into their original form, yaoguai attain their powers through training their innate magic.</p><p></p><p><strong>Personality</strong></p><p>Taking care not to expose their true appearance and nature, yaoguai of the same origins or species sometimes form enclaves in which they dedicate their lives to honing their powers or engaging in hedonistic pursuits—though the two aren't mutually exclusive. Yaoguai who lack a solid community, meanwhile, feel compelled to cultivate themselves until they transcend their origin, which might allow them to join society and experience a new kind of freedom.</p><p>Sometimes, extraplanar beings or humanoids are transformed into yaoguai by rituals, arcane mishaps, or sheer coincidence. For some, this occurrence was their heart's desire, though others see their transformation as divine punishment for a misdeed they committed. For those wishing to change back, a long journey of atonement or discovery lies ahead, while those who accept their new forms seek ways to solidify their control over these innate gifts and amass power.</p><p>Roughly three types of yaoguai exist: those who stick with other yaoguai, those who hop in and out of non-yaoguai societies, and those who live among other societies in disguise. Yaoguai who keep to themselves might be solitary with a small number of associates who live a good distance away. Yaoguai of similar origins might share a domicile and consider themselves part of a found family, with the most senior member acting as the parental or older sibling figure. Some groups have more of a master-student or ruler-retainer dynamic, particularly if the leading yaoguai is significantly more powerful.</p><p>Yaoguai who dip in and out of other cultures are often tricksters who prank the communities they frequent. As bothersome and malicious activity draws attention, most yaoguai groups wisely keep their pranks helpful or tasteful to ensure their longevity. The pranks in such cases might consist of completing tasks or punching up at a local despot. Unfortunately, there are always powerful entities willing to sponsor yaoguai with evil intent, which such yaoguai take as permission to rob and attack settlements without abandon. These infamous stories are the reason why yaoguai bounty hunting is a booming industry in some regions and why yaoguai who live in non-yaoguai communities go to extreme lengths to keep a low profile. Often, these yaoguai live by themselves, in pairs, or in trios at most, as they fear numbers might betray their safety.</p><p></p><p><strong>Physical Description</strong></p><p>A yaoguai's original form can be virtually anything. It's faster to conclude that if something exists, so long as it basks in the perfect conditions for enough time—usually on the scale of thousands of years—it might just become a yaoguai. Yaoguai inherit a wide range of features based on their pre-awakened form; a yaoguai born of animals might have fur or pointed ears; one derived from an object might have stone- or metal-like skin. Due to their wild appearances, many adventuring yaoguai travel by night, which invites suspicion. Thus, shapeshifting into a humanoid form is one of the many arts yaoguai practice meticulously, even if all they can achieve is a form that retains many of their yaoguai features. Some yaoguai prefer such a form. Perhaps they're confident that they have nothing to hide or they like the ease of access to their yaoguai powers in this incomplete form. Others aim to perfect their humanoid form until they become indistinguishable from any other humanoid creature.</p><p>Many yaoguai are born adults, though their humanoid forms can be of any apparent age. The average life span of yaoguai, in general, is like the one of the elves.</p><p></p><p><strong>Relations</strong></p><p>Yaoguai interactions with other ancestries vary widely depending on their origin, power, and how well they conceal their true nature. Humans are the people yaoguai most often meet, and many yaoguai adopt humanoid guises patterned after them. Human communities that value superstition or folklore tend to view yaoguai with wary curiosity, while more cosmopolitan societies may mistake them for wandering sorcerers or shamans. Elves and fey-blooded peoples often find yaoguai fascinating, seeing in them echoes of natural spirits or ancient magical cycles; elves in particular tend to treat them with cautious respect due to their long lives and hidden depths.</p><p>Dwarves and gnomes react more intensely. Dwarves distrust shapeshifters on principle and seldom appreciate objects or beasts coming alive without a craftsman’s hand, though dwarf clans that venerate ancestral spirits may regard certain yaoguai as honored guests. Gnomes, meanwhile, delight in a yaoguai’s unusual origin and are quick to befriend them—sometimes to the yaoguai’s exasperation—as they frequently become fixated on the “story” of the transformation.</p><p>Halflings tend to be practical, judging yaoguai by behavior rather than nature; many halfling caravans offer safe haven to wandering yaoguai who earn their trust. Tengu, kitsune, and other shapechanging peoples often view yaoguai as distant cousins, sometimes forming mixed enclaves or sharing magical practices.</p><p>Though misunderstandings are common, yaoguai often prove themselves reliable companions once others look past the legends of wicked spirits. Communities familiar with benevolent yaoguai typically adjust local customs to accommodate them, while regions plagued by malicious tricksters or predatory types tend to assume the worst—fueling the ongoing demand for yaoguai bounty hunters and exorcists.</p><p></p><p><strong>Alignment</strong></p><p>There's the misconception that yaoguai are wicked by nature, no matter their intent or actions. While they tend toward the Chaotic alignmetn, this is far from the truth, especially with regard to yaoguai who live among humanoid communities or seek to transcend their being. Most yaoguai can be as heroic as any other of wandering adventurers. If a yaoguai came from an established yaoguai community, they might lean toward pragmatism, though there are also a few reckless tricksters. Yaoguai who spent much of their formative years by themselves or with a very small group of compatriots are often impulsive unless they follow a cultivation school or philosophy that demands otherwise. Some yaoguai are particularly susceptible to the influence of their environment and peers, meaning they change their opinions more easily and rapidly than other ancestries.</p><p></p><p><strong>Religion</strong></p><p>Various yaoguai enclaves revere Shizuru and Tsukiyo, as it's believed that the power of sunlight and moonlight grants most yaoguai their awakening. Qi Zhong is often cited and worshipped as the guiding teacher of the first yaoguai who ascended to divinity, Sun Wukong. Though Sun Wukong ascended through dubiously ethical methods, nearly all yaoguai know of his tales and exploits, even if the Monkey King isn't a particularly popular subject of worship.</p><p></p><p><strong>Language</strong></p><p>Upon awakening to sapience, almost all yaoguai instinctively grasp Sylvan, the tongue of the fey and woodland creatures. Their voices often carry odd inflections reminiscent of their original form—a rustling undertone for plant-born yaoguai, a metallic resonance for object-born, or animalistic tones for beast-born. As they venture into humanoid society, most learn Common quickly, especially those who adopt humanoid guises to blend in.</p><p></p><p><strong>Names</strong></p><p>The names of yaoguai reflect their original form: “Lamplight” Deng (lamp), Geomi (spider), Mindeulle (dandelion), Qing Yeliu (green snake), Qiu Haitang (pogonia), Sekiko (stone)</p><p></p><p><strong>Yaoguai Racial Traits (15 RP with subrace, see bellow)</strong></p><p><strong></strong></p><p><strong>+2 Constitution, +2 Charisma, –2 Intelligence:</strong> Yaoguai are resistant and with a strong personality but some times they act without thinking of all the consequences of their actions. <strong>(0 RP)</strong></p><p><strong></strong></p><p><strong>Size:</strong> Yaoguai are Small or Medium creatures and thus have no bonuses or penalties due to their size.<strong> (0 RP)</strong></p><p><strong></strong></p><p><strong>Type:</strong> Yaoguai are magical beasts with the yaoguai and shapechanger subtypes.<strong> (4 RP)</strong></p><p><strong></strong></p><p><strong>Base Speed:</strong> Yaoguai have a base speed of 30 ft.<strong> (0 RP)</strong></p><p><strong></strong></p><p><strong>Low-Light Vision:</strong> Yaoguai can see twice as far as a race with normal vision in conditions of dim light. <strong>(– RP)</strong></p><p><strong></strong></p><p><strong>Darkvision:</strong> Yaoguai can see in the dark up to 60 ft. <strong>(– RP)</strong></p><p><strong></strong></p><p><strong>Change Shape (Su):</strong> The yaoguai can assume the appearance of a specific single humanoid form of the same sex and size, usually of a subtype prevalent in their region of birth (usually human). The yaoguai always takes this specific form when they uses this ability. Yaoguai in human form only gain a +5 racial bonus on Disguise checks made to appear that humanoid instead of the usual +10 because of still prominent traits that indicate that they are yaoguai (eg. a Born of Animal [wolf] can still have fangs and wolf ears and tail in change shape). Changing shape is a standard action. This ability otherwise functions as <em>alter self</em>, except that the yaoguai do not adjust they ability scores and can remain in this form indefinitely. <strong>(1 RP)</strong></p><p><strong></strong></p><p><strong>Languages:</strong> Yaoguai begin play speaking <strong>Common and Sylvan</strong>. Yaoguai with high Intelligence scores can choose from the following languages: Aquan, Auran, <strong>Draconic,</strong> Elven, Ignan, Protean, Terran. See the Linguistics skill page for more information about these languages. <strong>(0 RP)</strong></p><p><strong></strong></p><p><strong>Subraces:</strong> Yaoguai are divided between 5 subraces: Born of Animal, Born of Celestial, Born of Elements, Born of Item, and Born of Vegetation. Select one. <strong>(10 RP)</strong></p><p><strong></strong></p><p><strong>Born of Animal</strong></p><p>You were a simple animal until the sun enlightened you.</p><p>Select the animal or vermin that was your original form. If the selected animal or vermin has any of the following abilities, you gain the listed ability while in yaoguai form: natural attacks (with damage based on your yaoguai size but without any of the effects that activate on them like trip or poison), burrow 10 ft., climb 30 ft., fly 30 ft. (average maneuverability), swim 30 ft., and scent. If the animal or vermin was able to breath underwater, you gain the amphibious special quality while in yaoguai form. Regardless of your form you can communicate with animals as if using <em>speak with animals</em> (or vermin inf you were originally one of them). While using Diplomacy and Intimidate on animals you gain a +2 bonus on such checks. <strong>(10 RP)</strong></p><p><strong></strong></p><p><strong>Born of Celestial</strong></p><p>You were once a powerful celestial before an escape or great punishment left you trapped in a mortal shell, with only vague memories and limited power.</p><p>You have acid resistance 5, cold resistance 5, and electricity resistance 5, +2 racial bonus on Diplomacy and Perception checks, and can use <em>daylight</em> once per day as a spell-like ability (caster level equal to the yaoguai’s class level). <strong>(10 RP)</strong></p><p><strong></strong></p><p><strong>Born of Elements</strong></p><p>You were an aspect of nature—the rain, the wind, a ray of light—until the wild essences gave you a soul.</p><p>The power of nature flows through you, allowing you to speak with the nature itself. You may speak with the earth itself, communicating with rocks, rivers, sea, and soil as if it were intelligent. For this purpose, treat each 30-foot by 30-foot section of earth as a separate intelligent creature, unless an obvious physical landmark is larger than that, with an alignment and temperament befitting that sort of terrain. The earth is aware of what has happened to it and has some understanding of events that have occurred in its presence. <strong>(10 RP)</strong></p><p><strong></strong></p><p><strong>Born of Item</strong></p><p>You were an object until the moon breathed life into you.</p><p>You gain a +4 bonus on skill checks related to what kind of tool you were; for instance, Profession (cook) for a cleaver or Knowledge (history) regarding a famine for a pitchfork, and when using change shape, instead of your humanoid form, you can take your original form as an object, this work as an <a href="https://www.d20pfsrd.com/magic/3rd-party-spells/legendary-games/object-form-i/" target="_blank"><em>object form I</em></a> spell except that you do not adjust your ability scores, can remain in this form indefinitely, and can only take your original object form. <strong>(10 RP)</strong></p><p><strong></strong></p><p><strong>Born of Vegetation</strong></p><p>You were a plant or fungi until the rain gifted you a mind.</p><p>You can be sustained with only 1 gallon of water and 2 hours of light a day without suffering from starvation and can communicate with plants as if using <em>speak with plants</em>. You gain a +2 bonus on saving throws against mind-affecting, paralysis, poison, polymorph, sleep effects, and stunning effects. <strong>(10 RP)</strong></p><p><strong></strong></p><p><strong>Table: Yaoguai Random Starting Ages</strong></p><table style='width: 100%'><tr><td style='width: 25.0000%'><strong>Adulthood</strong></td><td style='width: 25.0000%'><strong>Simple</strong></td><td style='width: 25.0000%'><strong>Moderate</strong></td><td style='width: 25.0000%'><strong>Complex</strong></td></tr><tr><td style='width: 25.0000%'>– years</td><td style='width: 25.0000%'>+1d4</td><td style='width: 25.0000%'>+1d6</td><td style='width: 25.0000%'>+2d6</td></tr></table><p></p><p><strong>Table: <strong>Yaoguai Aging Effects</strong></strong></p><table style='width: 846px'><tr><td style='width: 211.25px'><strong>Middle Age</strong></td><td style='width: 211.25px'><strong>Old</strong></td><td style='width: 211.25px'><strong>Venerable</strong></td><td style='width: 211.25px'><strong>Maximum Age</strong></td></tr><tr><td style='width: 211.25px'>175 years</td><td style='width: 211.25px'>263 years</td><td style='width: 211.25px'>350 years</td><td style='width: 211.25px'>350+4d100 years</td></tr></table><p></p><p><strong>Table: <strong>Yaoguai Random Height and Weight</strong></strong></p><table style='width: 846px'><tr><td style='width: 14.6092%'><strong>Gender</strong></td><td style='width: 19.0824%'><strong>Base Height</strong></td><td style='width: 19.1914%'><strong>Height Modifier</strong></td><td style='width: 24.6694%'><strong>Base Weight</strong></td><td style='width: 22.3755%'><strong>Weight Modifier</strong></td></tr><tr><td style='width: 14.6092%'>Male</td><td style='width: 19.0824%'>5 ft. 4 in.</td><td style='width: 19.1914%'>+2d10 in.</td><td style='width: 24.6694%'>120 lb.</td><td style='width: 22.3755%'>(2d10) x 5 lb.</td></tr><tr><td style='width: 14.6092%'>Female</td><td style='width: 19.0824%'>5 ft. 4 in.</td><td style='width: 19.1914%'>+2d10 in.</td><td style='width: 24.6694%'>90 lb.</td><td style='width: 22.3755%'>(2d10) x 5 lb.</td></tr></table><p></p><p><strong><span style="font-size: 22px">Feats</span></strong></p><p><strong></strong></p><p><strong>Morphic Strike</strong></p><p><em>You can lash out with a portion of your previous self.</em></p><p><strong>Prerequisites:</strong> Yaoguai, character level 3rd.</p><p><strong>Benefits:</strong> While in the yaoguai form you gain one of the following effects based on your subrace.</p><ul> <li data-xf-list-type="ul"><em>Animal:</em> You gain a primary bite attack (1d8 damage for a Medium yaoguai) if you do not have natural weapons. If you have one or more of them, you instead gain Improved Natural Attack with one of them.</li> <li data-xf-list-type="ul"><em>Celestial:</em> You gain a melee touch attack that deals 1d6 plus your Charisma modifier force damage.</li> <li data-xf-list-type="ul"><em>Elements:</em> You gain a melee touch attack that deals 1d6 plus your Charisma modifier damage. Chose one between acid, cold, electricity, fire, and sonic. This is the damage of your touch attack. This element must be suited for the element your originally were.</li> <li data-xf-list-type="ul"><em>Object:</em> You gain a primary slam attack (1d8 damage for a Medium yaoguai).</li> <li data-xf-list-type="ul"><em>Plant:</em> You gain a primary vine attack (1d6 damage for a Medium yaoguai) that has a reach as if the yaoguai was one size larger.</li> </ul><p></p><p><strong>Realistic Likeness</strong></p><p><em>When you are in humanoid form, you can chose for it to be perfect and even take the shape of a specific individual.</em></p><p><strong>Prerequisites:</strong> Yaoguai, change shape racial trait, character level 5th.</p><p><strong>Benefits:</strong> When using change shape for taking a humanoid form, you can chose to not manifest additional traits, giving you the full +10 on Disguise check as you appear a perfectly humanoid in this case. You can also precisely mimic the physical features of any humanoid of your same size that you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation.</p><p></p><p><strong>Brilliant Vision</strong></p><p><em>Your vision pierce mist and insibility.</em></p><p><strong>Prerequisites:</strong> Yaoguai, character level 9th.</p><p><strong>Benefits:</strong> You gain the mistsight universal monster ability and can use <em>see invisibility</em> once per day as a spell-like ability (caster level equal to the yaoguai’s class level).</p><p></p><p><strong>Original Form</strong></p><p><em>You take on the shape you had before you awoke.</em></p><p><strong>Prerequisites:</strong> Yaoguai, change shape racial trait, character level 9th.</p><p><strong>Benefits:</strong> When using change shape, instead of your humanoid form, you can take your original form. For animal and celestial this work as <em>beast shape II</em>, for elements work as <em>elemental body II</em> (the elemental must be suited for the element your originally were), for plant this work as <em>plant shape I</em>, while for object now work as an <a href="https://www.d20pfsrd.com/magic/3rd-party-spells/legendary-games/object-form-ii/" target="_blank"><em>object form II</em></a> instead of <em>object form I</em>.</p><p></p><p><strong>Elucidation</strong></p><p><em>You can cut through illusions with such precision that all those around you find their senses sharpened as well.</em></p><p><strong>Prerequisites:</strong> Yaoguai, Brilliant Vision, character level 13th.</p><p><strong>Benefits:</strong> Whenever you disbelieve an illusion, all allies within 15 ft. automatically can attempt a saving throw to disbelieve the illusion as well.</p><p></p><p><strong>Gentle Death and Rebirth</strong></p><p><em>You were once born from the energies of the land and nature, and by their power, you can return to life again.</em></p><p><strong>Prerequisites:</strong> Yaoguai, character level 17th.</p><p><strong>Benefits:</strong> When you die, your remains become protected as if under the effects of a permanent <em>gentle repose</em> spell. Once per year, if your remains are brought and buried within 1 mile of where you were born, after a week, you return to life as for the effect of a <em>resurrection</em> spell.</p><p><strong>Special:</strong> If you die before a full year has passed from the previous <em>resurrection</em>, the <em>gentle repose</em> still activate but not the <em>resurrection</em> part.</p><p></p><p></p><p><strong>FAVORED CLASS OPTIONS</strong></p><p></p><p>The following favored class options are available to all Yaoguai characters who have the listed favored class, and unless otherwise stated, the bonus applies each time the favored class reward is selected.</p><p></p><p>Aegis: Add +1/3 to the aegis’s customization points.</p><p></p><p>Alchemist: Add one extract formula from the alchemist formula list to the character’s formula book. This formula must be at least one level below the highest formula level the alchemist can create.</p><p></p><p>Arcanist: Add +2.5 feet to the distance the arcanist can move when using the dimensional slide exploit (maximum of 1.5 times the usual distance it could move at its given level). This has an effect only for every five increases in distance.</p><p></p><p>Antipaladin: The antipaladin adds +¼ to the number of cruelties he can inflict.</p><p></p><p>Barbarian: Add 1 to the barbarian’s total number of rage rounds per day.</p><p></p><p>Bard: Add +½ to the bard’s bardic knowledge bonus.</p><p></p><p>Bloodrager: Add 1 to the bloodrager’s total number of bloodrage rounds per day.</p><p></p><p>Brawler: Increase the number of times per day the brawler can use martial flexibility by +¼.</p><p></p><p>Cavalier: Add +1/4 to the cavalier’s banner bonus.</p><p></p><p>Cleric: +1/4th uses of channel energy.</p><p></p><p>Cryptic: Add +½ to the damage of the cryptic’s disrupt pattern ability.</p><p></p><p>Dread: Add a +½ bonus to Intimidate checks.</p><p></p><p>Druid: Add +½ to the damage dealt by the druid’s animal companion’s natural attacks.</p><p></p><p>Fighter: Add +1/3 to damage rolls the fighter makes with weapon attacks against an opponent that he is flanking or that is denied its Dexterity bonus to AC.</p><p></p><p>Gunslinger: Add +¼ point to the gunslinger’s grit points.</p><p></p><p>Harbinger: Add ¼ rounds to the duration of dark claim.</p><p></p><p>Hunter: Add +1 hit point or +1 skill rank to the hunter’s animal companion. If the hunter ever replaces his companion, the new companion gains these bonus hit points or skill ranks.</p><p></p><p>Inquisitor: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.</p><p></p><p>Inquisitor: +1/6th uses of judgment.</p><p></p><p>Investigator: Add one extract formula from the investigator’s formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.</p><p></p><p>Kineticist: Gain 1/6 of an Extra Wild Talent feat.</p><p></p><p>Marksman: Add a +¼ circumstance bonus to DCs to resist marksman powers.</p><p></p><p>Magus: The magus gains +1/6 of a new magus arcana.</p><p></p><p>Medium: When gaining a taboo, the medium can use spirit surge without incurring influence an additional ¼ time per day.</p><p></p><p>Mesmerist: Increase the mesmerist’s towering ego bonus by 1/3 point (to a maximum increase of +2).</p><p></p><p>Monk: Add +1/4 point to the monk’s ki pool.</p><p></p><p>Ninja: Gain +1/6 of a new ninja trick.</p><p></p><p>Occultist: Gain 1/6 of a new focus power.</p><p></p><p>Occultist: Add a +1/3 bonus on any skill check attempted as a part of an occult ritual.</p><p></p><p>Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.</p><p></p><p>Paladin: Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10).</p><p></p><p>Psion: Add 1/4 power known from the psion power list. This power must be at least one level below the highest power level the psion can manifest.</p><p></p><p>Psychic: Add one spell known from the psychic spell list. This spell must be at least 1 level lower than the highest spell level the psychic can cast.</p><p></p><p>Psychic: Add a +1/4 bonus to AC when flatfooted, to a maximum of what the psychic’s AC would be if not flat-footed.</p><p></p><p>Psychic Warrior: Add +1/3 to the psychic warrior’s manifester level when manifesting a psychometabolism power.</p><p></p><p>Ranger: Add +1 hit point or +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.</p><p></p><p>Ranger: Add +1/4 to a single existing favored enemy bonus (maximum bonus +1 per favored enemy).</p><p></p><p>Rogue: The rogue gains +1/6 of a new rogue talent.</p><p></p><p>Samurai: Gain +1/6 of a daily use of resolve.</p><p></p><p>Shaman: Add one spell from the cleric 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.</p><p></p><p>Shaman: Gain +1/6 of a new hex.</p><p></p><p>Shifter: Add 1/3 to the number of minutes the shifter can assume his minor form each day.</p><p></p><p>Slayer: Gain +1/6 of a new slayer talent.</p><p></p><p>Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.</p><p></p><p>Soulknife: Add a +1/3 circumstance bonus on critical hit confirmation rolls with the mind blade.</p><p></p><p>Spiritualist: Add 1 skill rank or 1 hit point to the spiritualist’s phantom.</p><p></p><p>Stalker: Gain 1/6 of an additional stalker art.</p><p></p><p>Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by ¼.</p><p></p><p>Tactician: Add +½ to the tactician’s strategy daily uses.</p><p></p><p>Time Thief: Add 1/6 of an additional d4 to one skill check or ability check when you spend a mote to boost such a check.</p><p></p><p>Vigilante: Gain +½ on the Disguise bonus provided by seamless guise.</p><p></p><p>Vitalist: Gain +½ additional daily use of transfer wounds.</p><p></p><p>Warden: Add ¼ rounds to the duration of armiger’s mark.</p><p></p><p>Warlord: Gain 1/6 of an additional warlord’s gambit.</p><p></p><p>Warpriest: Gain 1/6 of a new bonus combat feat.</p><p></p><p>Wilder: Add 1/4 power known from the wilder power list. This power must be at least one level below the highest power level the wilder can manifest.</p><p></p><p>Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level the witch can cast. If the witch ever replaces this familiar, the new familiar knows these bonus spells.</p><p></p><p>Wizard: Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast.</p><p></p><p>Zealot: Gain 1/6 of an additional conviction.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9819836, member: 7035194"] Conversion of the Yaoguai race from [URL='https://2e.aonprd.com/Ancestries.aspx?ID=93']PF2e[/URL] to PF1e. [CENTER][B][SIZE=7]Yaoguai Race[/SIZE][/B][/CENTER] Beings who usually begin their existence as simple animals, objects, or plants, but have found a means to transcend their original forms through the power of cultivation. Yaoguai usually begin as simple animals, plants, or objects before finding a way to awaken to sapience, becoming strange shapeshifting creatures in the process. Often originating from an infusion of ambient energy into their original form, yaoguai attain their powers through training their innate magic. [B]Personality[/B] Taking care not to expose their true appearance and nature, yaoguai of the same origins or species sometimes form enclaves in which they dedicate their lives to honing their powers or engaging in hedonistic pursuits—though the two aren't mutually exclusive. Yaoguai who lack a solid community, meanwhile, feel compelled to cultivate themselves until they transcend their origin, which might allow them to join society and experience a new kind of freedom. Sometimes, extraplanar beings or humanoids are transformed into yaoguai by rituals, arcane mishaps, or sheer coincidence. For some, this occurrence was their heart's desire, though others see their transformation as divine punishment for a misdeed they committed. For those wishing to change back, a long journey of atonement or discovery lies ahead, while those who accept their new forms seek ways to solidify their control over these innate gifts and amass power. Roughly three types of yaoguai exist: those who stick with other yaoguai, those who hop in and out of non-yaoguai societies, and those who live among other societies in disguise. Yaoguai who keep to themselves might be solitary with a small number of associates who live a good distance away. Yaoguai of similar origins might share a domicile and consider themselves part of a found family, with the most senior member acting as the parental or older sibling figure. Some groups have more of a master-student or ruler-retainer dynamic, particularly if the leading yaoguai is significantly more powerful. Yaoguai who dip in and out of other cultures are often tricksters who prank the communities they frequent. As bothersome and malicious activity draws attention, most yaoguai groups wisely keep their pranks helpful or tasteful to ensure their longevity. The pranks in such cases might consist of completing tasks or punching up at a local despot. Unfortunately, there are always powerful entities willing to sponsor yaoguai with evil intent, which such yaoguai take as permission to rob and attack settlements without abandon. These infamous stories are the reason why yaoguai bounty hunting is a booming industry in some regions and why yaoguai who live in non-yaoguai communities go to extreme lengths to keep a low profile. Often, these yaoguai live by themselves, in pairs, or in trios at most, as they fear numbers might betray their safety. [B]Physical Description[/B] A yaoguai's original form can be virtually anything. It's faster to conclude that if something exists, so long as it basks in the perfect conditions for enough time—usually on the scale of thousands of years—it might just become a yaoguai. Yaoguai inherit a wide range of features based on their pre-awakened form; a yaoguai born of animals might have fur or pointed ears; one derived from an object might have stone- or metal-like skin. Due to their wild appearances, many adventuring yaoguai travel by night, which invites suspicion. Thus, shapeshifting into a humanoid form is one of the many arts yaoguai practice meticulously, even if all they can achieve is a form that retains many of their yaoguai features. Some yaoguai prefer such a form. Perhaps they're confident that they have nothing to hide or they like the ease of access to their yaoguai powers in this incomplete form. Others aim to perfect their humanoid form until they become indistinguishable from any other humanoid creature. Many yaoguai are born adults, though their humanoid forms can be of any apparent age. The average life span of yaoguai, in general, is like the one of the elves. [B]Relations[/B] Yaoguai interactions with other ancestries vary widely depending on their origin, power, and how well they conceal their true nature. Humans are the people yaoguai most often meet, and many yaoguai adopt humanoid guises patterned after them. Human communities that value superstition or folklore tend to view yaoguai with wary curiosity, while more cosmopolitan societies may mistake them for wandering sorcerers or shamans. Elves and fey-blooded peoples often find yaoguai fascinating, seeing in them echoes of natural spirits or ancient magical cycles; elves in particular tend to treat them with cautious respect due to their long lives and hidden depths. Dwarves and gnomes react more intensely. Dwarves distrust shapeshifters on principle and seldom appreciate objects or beasts coming alive without a craftsman’s hand, though dwarf clans that venerate ancestral spirits may regard certain yaoguai as honored guests. Gnomes, meanwhile, delight in a yaoguai’s unusual origin and are quick to befriend them—sometimes to the yaoguai’s exasperation—as they frequently become fixated on the “story” of the transformation. Halflings tend to be practical, judging yaoguai by behavior rather than nature; many halfling caravans offer safe haven to wandering yaoguai who earn their trust. Tengu, kitsune, and other shapechanging peoples often view yaoguai as distant cousins, sometimes forming mixed enclaves or sharing magical practices. Though misunderstandings are common, yaoguai often prove themselves reliable companions once others look past the legends of wicked spirits. Communities familiar with benevolent yaoguai typically adjust local customs to accommodate them, while regions plagued by malicious tricksters or predatory types tend to assume the worst—fueling the ongoing demand for yaoguai bounty hunters and exorcists. [B]Alignment[/B] There's the misconception that yaoguai are wicked by nature, no matter their intent or actions. While they tend toward the Chaotic alignmetn, this is far from the truth, especially with regard to yaoguai who live among humanoid communities or seek to transcend their being. Most yaoguai can be as heroic as any other of wandering adventurers. If a yaoguai came from an established yaoguai community, they might lean toward pragmatism, though there are also a few reckless tricksters. Yaoguai who spent much of their formative years by themselves or with a very small group of compatriots are often impulsive unless they follow a cultivation school or philosophy that demands otherwise. Some yaoguai are particularly susceptible to the influence of their environment and peers, meaning they change their opinions more easily and rapidly than other ancestries. [B]Religion[/B] Various yaoguai enclaves revere Shizuru and Tsukiyo, as it's believed that the power of sunlight and moonlight grants most yaoguai their awakening. Qi Zhong is often cited and worshipped as the guiding teacher of the first yaoguai who ascended to divinity, Sun Wukong. Though Sun Wukong ascended through dubiously ethical methods, nearly all yaoguai know of his tales and exploits, even if the Monkey King isn't a particularly popular subject of worship. [B]Language[/B] Upon awakening to sapience, almost all yaoguai instinctively grasp Sylvan, the tongue of the fey and woodland creatures. Their voices often carry odd inflections reminiscent of their original form—a rustling undertone for plant-born yaoguai, a metallic resonance for object-born, or animalistic tones for beast-born. As they venture into humanoid society, most learn Common quickly, especially those who adopt humanoid guises to blend in. [B]Names[/B] The names of yaoguai reflect their original form: “Lamplight” Deng (lamp), Geomi (spider), Mindeulle (dandelion), Qing Yeliu (green snake), Qiu Haitang (pogonia), Sekiko (stone) [B]Yaoguai Racial Traits (15 RP with subrace, see bellow) +2 Constitution, +2 Charisma, –2 Intelligence:[/B] Yaoguai are resistant and with a strong personality but some times they act without thinking of all the consequences of their actions. [B](0 RP) Size:[/B] Yaoguai are Small or Medium creatures and thus have no bonuses or penalties due to their size.[B] (0 RP) Type:[/B] Yaoguai are magical beasts with the yaoguai and shapechanger subtypes.[B] (4 RP) Base Speed:[/B] Yaoguai have a base speed of 30 ft.[B] (0 RP) Low-Light Vision:[/B] Yaoguai can see twice as far as a race with normal vision in conditions of dim light. [B](– RP) Darkvision:[/B] Yaoguai can see in the dark up to 60 ft. [B](– RP) Change Shape (Su):[/B] The yaoguai can assume the appearance of a specific single humanoid form of the same sex and size, usually of a subtype prevalent in their region of birth (usually human). The yaoguai always takes this specific form when they uses this ability. Yaoguai in human form only gain a +5 racial bonus on Disguise checks made to appear that humanoid instead of the usual +10 because of still prominent traits that indicate that they are yaoguai (eg. a Born of Animal [wolf] can still have fangs and wolf ears and tail in change shape). Changing shape is a standard action. This ability otherwise functions as [I]alter self[/I], except that the yaoguai do not adjust they ability scores and can remain in this form indefinitely. [B](1 RP) Languages:[/B] Yaoguai begin play speaking [B]Common and Sylvan[/B]. Yaoguai with high Intelligence scores can choose from the following languages: Aquan, Auran, [B]Draconic,[/B] Elven, Ignan, Protean, Terran. See the Linguistics skill page for more information about these languages. [B](0 RP) Subraces:[/B] Yaoguai are divided between 5 subraces: Born of Animal, Born of Celestial, Born of Elements, Born of Item, and Born of Vegetation. Select one. [B](10 RP) Born of Animal[/B] You were a simple animal until the sun enlightened you. Select the animal or vermin that was your original form. If the selected animal or vermin has any of the following abilities, you gain the listed ability while in yaoguai form: natural attacks (with damage based on your yaoguai size but without any of the effects that activate on them like trip or poison), burrow 10 ft., climb 30 ft., fly 30 ft. (average maneuverability), swim 30 ft., and scent. If the animal or vermin was able to breath underwater, you gain the amphibious special quality while in yaoguai form. Regardless of your form you can communicate with animals as if using [I]speak with animals[/I] (or vermin inf you were originally one of them). While using Diplomacy and Intimidate on animals you gain a +2 bonus on such checks. [B](10 RP) Born of Celestial[/B] You were once a powerful celestial before an escape or great punishment left you trapped in a mortal shell, with only vague memories and limited power. You have acid resistance 5, cold resistance 5, and electricity resistance 5, +2 racial bonus on Diplomacy and Perception checks, and can use [I]daylight[/I] once per day as a spell-like ability (caster level equal to the yaoguai’s class level). [B](10 RP) Born of Elements[/B] You were an aspect of nature—the rain, the wind, a ray of light—until the wild essences gave you a soul. The power of nature flows through you, allowing you to speak with the nature itself. You may speak with the earth itself, communicating with rocks, rivers, sea, and soil as if it were intelligent. For this purpose, treat each 30-foot by 30-foot section of earth as a separate intelligent creature, unless an obvious physical landmark is larger than that, with an alignment and temperament befitting that sort of terrain. The earth is aware of what has happened to it and has some understanding of events that have occurred in its presence. [B](10 RP) Born of Item[/B] You were an object until the moon breathed life into you. You gain a +4 bonus on skill checks related to what kind of tool you were; for instance, Profession (cook) for a cleaver or Knowledge (history) regarding a famine for a pitchfork, and when using change shape, instead of your humanoid form, you can take your original form as an object, this work as an [URL='https://www.d20pfsrd.com/magic/3rd-party-spells/legendary-games/object-form-i/'][I]object form I[/I][/URL] spell except that you do not adjust your ability scores, can remain in this form indefinitely, and can only take your original object form. [B](10 RP) Born of Vegetation[/B] You were a plant or fungi until the rain gifted you a mind. You can be sustained with only 1 gallon of water and 2 hours of light a day without suffering from starvation and can communicate with plants as if using [I]speak with plants[/I]. You gain a +2 bonus on saving throws against mind-affecting, paralysis, poison, polymorph, sleep effects, and stunning effects. [B](10 RP) Table: Yaoguai Random Starting Ages[/B] [TABLE width="100%"] [TR] [td width="25.0000%"][B]Adulthood[/B][/td] [td width="25.0000%"][B]Simple[/B][/td] [td width="25.0000%"][B]Moderate[/B][/td] [td width="25.0000%"][B]Complex[/B][/td] [/TR] [TR] [td width="25.0000%"]– years[/td] [td width="25.0000%"]+1d4[/td] [td width="25.0000%"]+1d6[/td] [td width="25.0000%"]+2d6[/td] [/TR] [/TABLE] [B]Table: [B]Yaoguai Aging Effects[/B][/B] [TABLE width="846px"] [TR] [td width="211.25px"][B]Middle Age[/B][/td] [td width="211.25px"][B]Old[/B][/td] [td width="211.25px"][B]Venerable[/B][/td] [td width="211.25px"][B]Maximum Age[/B][/td] [/TR] [TR] [td width="211.25px"]175 years[/td] [td width="211.25px"]263 years[/td] [td width="211.25px"]350 years[/td] [td width="211.25px"]350+4d100 years[/td] [/TR] [/TABLE] [B]Table: [B]Yaoguai Random Height and Weight[/B][/B] [TABLE width="846px"] [TR] [td width="14.6092%"][B]Gender[/B][/td] [td width="19.0824%"][B]Base Height[/B][/td] [td width="19.1914%"][B]Height Modifier[/B][/td] [td width="24.6694%"][B]Base Weight[/B][/td] [td width="22.3755%"][B]Weight Modifier[/B][/td] [/TR] [TR] [td width="14.6092%"]Male[/td] [td width="19.0824%"]5 ft. 4 in.[/td] [td width="19.1914%"]+2d10 in.[/td] [td width="24.6694%"]120 lb.[/td] [td width="22.3755%"](2d10) x 5 lb.[/td] [/TR] [TR] [td width="14.6092%"]Female[/td] [td width="19.0824%"]5 ft. 4 in.[/td] [td width="19.1914%"]+2d10 in.[/td] [td width="24.6694%"]90 lb.[/td] [td width="22.3755%"](2d10) x 5 lb.[/td] [/TR] [/TABLE] [B][SIZE=6]Feats[/SIZE] Morphic Strike[/B] [I]You can lash out with a portion of your previous self.[/I] [B]Prerequisites:[/B] Yaoguai, character level 3rd. [B]Benefits:[/B] While in the yaoguai form you gain one of the following effects based on your subrace. [LIST] [*][I]Animal:[/I] You gain a primary bite attack (1d8 damage for a Medium yaoguai) if you do not have natural weapons. If you have one or more of them, you instead gain Improved Natural Attack with one of them. [*][I]Celestial:[/I] You gain a melee touch attack that deals 1d6 plus your Charisma modifier force damage. [*][I]Elements:[/I] You gain a melee touch attack that deals 1d6 plus your Charisma modifier damage. Chose one between acid, cold, electricity, fire, and sonic. This is the damage of your touch attack. This element must be suited for the element your originally were. [*][I]Object:[/I] You gain a primary slam attack (1d8 damage for a Medium yaoguai). [*][I]Plant:[/I] You gain a primary vine attack (1d6 damage for a Medium yaoguai) that has a reach as if the yaoguai was one size larger. [/LIST] [B]Realistic Likeness[/B] [I]When you are in humanoid form, you can chose for it to be perfect and even take the shape of a specific individual.[/I] [B]Prerequisites:[/B] Yaoguai, change shape racial trait, character level 5th. [B]Benefits:[/B] When using change shape for taking a humanoid form, you can chose to not manifest additional traits, giving you the full +10 on Disguise check as you appear a perfectly humanoid in this case. You can also precisely mimic the physical features of any humanoid of your same size that you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation. [B]Brilliant Vision[/B] [I]Your vision pierce mist and insibility.[/I] [B]Prerequisites:[/B] Yaoguai, character level 9th. [B]Benefits:[/B] You gain the mistsight universal monster ability and can use [I]see invisibility[/I] once per day as a spell-like ability (caster level equal to the yaoguai’s class level). [B]Original Form[/B] [I]You take on the shape you had before you awoke.[/I] [B]Prerequisites:[/B] Yaoguai, change shape racial trait, character level 9th. [B]Benefits:[/B] When using change shape, instead of your humanoid form, you can take your original form. For animal and celestial this work as [I]beast shape II[/I], for elements work as [I]elemental body II[/I] (the elemental must be suited for the element your originally were), for plant this work as [I]plant shape I[/I], while for object now work as an [URL='https://www.d20pfsrd.com/magic/3rd-party-spells/legendary-games/object-form-ii/'][I]object form II[/I][/URL] instead of [I]object form I[/I]. [B]Elucidation[/B] [I]You can cut through illusions with such precision that all those around you find their senses sharpened as well.[/I] [B]Prerequisites:[/B] Yaoguai, Brilliant Vision, character level 13th. [B]Benefits:[/B] Whenever you disbelieve an illusion, all allies within 15 ft. automatically can attempt a saving throw to disbelieve the illusion as well. [B]Gentle Death and Rebirth[/B] [I]You were once born from the energies of the land and nature, and by their power, you can return to life again.[/I] [B]Prerequisites:[/B] Yaoguai, character level 17th. [B]Benefits:[/B] When you die, your remains become protected as if under the effects of a permanent [I]gentle repose[/I] spell. Once per year, if your remains are brought and buried within 1 mile of where you were born, after a week, you return to life as for the effect of a [I]resurrection[/I] spell. [B]Special:[/B] If you die before a full year has passed from the previous [I]resurrection[/I], the [I]gentle repose[/I] still activate but not the [I]resurrection[/I] part. [B]FAVORED CLASS OPTIONS[/B] The following favored class options are available to all Yaoguai characters who have the listed favored class, and unless otherwise stated, the bonus applies each time the favored class reward is selected. Aegis: Add +1/3 to the aegis’s customization points. Alchemist: Add one extract formula from the alchemist formula list to the character’s formula book. This formula must be at least one level below the highest formula level the alchemist can create. Arcanist: Add +2.5 feet to the distance the arcanist can move when using the dimensional slide exploit (maximum of 1.5 times the usual distance it could move at its given level). This has an effect only for every five increases in distance. Antipaladin: The antipaladin adds +¼ to the number of cruelties he can inflict. Barbarian: Add 1 to the barbarian’s total number of rage rounds per day. Bard: Add +½ to the bard’s bardic knowledge bonus. Bloodrager: Add 1 to the bloodrager’s total number of bloodrage rounds per day. Brawler: Increase the number of times per day the brawler can use martial flexibility by +¼. Cavalier: Add +1/4 to the cavalier’s banner bonus. Cleric: +1/4th uses of channel energy. Cryptic: Add +½ to the damage of the cryptic’s disrupt pattern ability. Dread: Add a +½ bonus to Intimidate checks. Druid: Add +½ to the damage dealt by the druid’s animal companion’s natural attacks. Fighter: Add +1/3 to damage rolls the fighter makes with weapon attacks against an opponent that he is flanking or that is denied its Dexterity bonus to AC. Gunslinger: Add +¼ point to the gunslinger’s grit points. Harbinger: Add ¼ rounds to the duration of dark claim. Hunter: Add +1 hit point or +1 skill rank to the hunter’s animal companion. If the hunter ever replaces his companion, the new companion gains these bonus hit points or skill ranks. Inquisitor: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast. Inquisitor: +1/6th uses of judgment. Investigator: Add one extract formula from the investigator’s formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create. Kineticist: Gain 1/6 of an Extra Wild Talent feat. Marksman: Add a +¼ circumstance bonus to DCs to resist marksman powers. Magus: The magus gains +1/6 of a new magus arcana. Medium: When gaining a taboo, the medium can use spirit surge without incurring influence an additional ¼ time per day. Mesmerist: Increase the mesmerist’s towering ego bonus by 1/3 point (to a maximum increase of +2). Monk: Add +1/4 point to the monk’s ki pool. Ninja: Gain +1/6 of a new ninja trick. Occultist: Gain 1/6 of a new focus power. Occultist: Add a +1/3 bonus on any skill check attempted as a part of an occult ritual. Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast. Paladin: Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10). Psion: Add 1/4 power known from the psion power list. This power must be at least one level below the highest power level the psion can manifest. Psychic: Add one spell known from the psychic spell list. This spell must be at least 1 level lower than the highest spell level the psychic can cast. Psychic: Add a +1/4 bonus to AC when flatfooted, to a maximum of what the psychic’s AC would be if not flat-footed. Psychic Warrior: Add +1/3 to the psychic warrior’s manifester level when manifesting a psychometabolism power. Ranger: Add +1 hit point or +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks. Ranger: Add +1/4 to a single existing favored enemy bonus (maximum bonus +1 per favored enemy). Rogue: The rogue gains +1/6 of a new rogue talent. Samurai: Gain +1/6 of a daily use of resolve. Shaman: Add one spell from the cleric 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. Shaman: Gain +1/6 of a new hex. Shifter: Add 1/3 to the number of minutes the shifter can assume his minor form each day. Slayer: Gain +1/6 of a new slayer talent. Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast. Soulknife: Add a +1/3 circumstance bonus on critical hit confirmation rolls with the mind blade. Spiritualist: Add 1 skill rank or 1 hit point to the spiritualist’s phantom. Stalker: Gain 1/6 of an additional stalker art. Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by ¼. Tactician: Add +½ to the tactician’s strategy daily uses. Time Thief: Add 1/6 of an additional d4 to one skill check or ability check when you spend a mote to boost such a check. Vigilante: Gain +½ on the Disguise bonus provided by seamless guise. Vitalist: Gain +½ additional daily use of transfer wounds. Warden: Add ¼ rounds to the duration of armiger’s mark. Warlord: Gain 1/6 of an additional warlord’s gambit. Warpriest: Gain 1/6 of a new bonus combat feat. Wilder: Add 1/4 power known from the wilder power list. This power must be at least one level below the highest power level the wilder can manifest. Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level the witch can cast. If the witch ever replaces this familiar, the new familiar knows these bonus spells. Wizard: Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast. Zealot: Gain 1/6 of an additional conviction. [/QUOTE]
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