You are descend from the earth, and your features illustrate the influence that elemental earth has over you. You gain resistance to bludgeoning and acid damage equal to half your level (minimum 1).
You descend from fire, and your features illustrate the influence that elemental fire has over you. You gain resistance to fire equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less severe (incredible heat becomes extreme, extreme heat becomes severe, and so on).
You are descended from water, the water inside you is cold and frozen, like sheets of ice and frigid glaciers. You gain resistance to cold equal to half your level (minimum 1), and you treat environmental cold effects as if they were one step less severe (incredible cold becomes extreme, extreme cold becomes severe, and so on).
Your are descended from all four elements and have inherited an ability to survive in many types of environments, from the hottest desert to the coldest tundra. You gain the trained proficiency rank in Survival. If you would automatically become trained in Survival (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Forager skill feat as a bonus feat.
You are descended from the element of air, it manifests in you as tumultuous, thundering storms, with dark clouds and bolts of lightning. You gain resistance to electricity equal to half your level (minimum 1).
Your body proves that shadow can't exist without light. Perhaps your eyes glow brighter or your veins occasionally pulse with light. You emit dim light within 5 feet of you. You can activate or suppress this ability as an action, which has the concentrate trait. Additionally, you can force fragments of your shadow to glow and cast dancing lights and light as occult innate cantrips.
Your predecessors dwelled in the deepest, most treacherous regions of the Firth. You might cast a denser shadow, have a slower pulse, or find comfort in the embrace of darkness. You gain cold or negative resistance equal to half your level (minimum 1), chosen when you gain this lineage.
You come from a line of Dral with a closer connection to the The Underworld, and you share that realms' affinity with the in-between and unseen. You gain a +1 circumstance bonus to locate undetected creatures within 60 feet when using the Seek action. Your flat check to target concealed creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11.
Your ancestors have long dealt with the horrific and you bear their mental fortitude. When you roll a success on a saving throw against an emotion effect, you get a critical success instead.
Your ancestors' immense exposure to the The Underworld wrought great physical changes. Your hair or skin sometimes appears insubstantial, and you're slighter and more agile than other Dral. You're Small instead of Medium. You gain the trained proficiency rank in Acrobatics, the Quick Squeeze skill feat, and a +1 circumstance bonus to Acrobatics checks to Tumble Through. If you would automatically become trained in Acrobatics (from your background or class, for example), you instead become trained in a skill of your choice.
Brightheart You embody the quite serenity of a desert oasis and your demeanor leads you to search for peaceful resolution to conflict. Your people founded the city of ----- and have ruled it since.
You gain the trained proficiency rank in Nature. If you would automatically become trained in Nature (from your background or class, for example), you instead become trained in a skill of your choice. You know the Deva language and gain the Natural Medicine skill feat.
Muse Your blood sings with the powers of the desert sun even in during the dark of night guiding you and helping you find your way. You are driven to seek out the unknown, the hidden and that which has been lost. You carry the blood of prophets, and seers it was your kin who guided the Hastur into the desert to survive The Shattering. Your people are often called upon to be advisors due to your talents in finding out that which is hidden and finding the best way forward.
You gain low light vision.
Sandsoul The power of the desert's hot sands burns in your soul. You have a impulse to right wrongs and better the world. You gain a +1 circumstance bonus to saving throws against fire and heat effects, and your perception is unaffected by non-magical flames, fog dust, smoke and sandstorms.
Sunwalker You embody the stillness of the windless desert. Your own virtue and orderly mind protect you from foes who would turn your emotions against you.
You gain a +1 circumstance bonus to saves against emotion effects, and if you roll a success on a save against an emotion effect, you get a critical success instead.
Windcaller Your people wander the Halli desert, living a nomadic life much like your ancestors did before the fall. The tribes of your people claim most of the wild areas of the desert as theirs and visit settlements only occasionally to trade. Your blood soars with the wild power of the desert winds and have an irrepressible desire for freedom and a thirst to wander.
You only take half the normal damage from falling and gain a +2 circumstance bonus to saving throws against effects with the air trait.
Your kin live deeper underground than other Khine, scraping and scrounging to survive in places no other people including most Khine would consider livable.
Your kin's life underground grants you the ability to see better in the darkness, you gain you low light vision.
Your family's teeth and claws are formidable weapons. You gain a jaws and claws unarmed attack that deals 1d6 piercing damage. Your jaws and claws are in the brawling group and have the finesse and unarmed traits.
You can subsist on food that most folks would consider spoiled. You can keep yourself fed with poor meals in a settlement as long as garbage is readily available, without using the Subsist downtime activity. You can eat and drink things when you are sickened.
You are immune to the disease filth fever. Each of your successful saving throws against a disease or poison reduces its stage by 2, or by 1 for a virulent disease or poison. Each critical success against an ongoing disease or poison reduces its stage by 3, or by 2 for a virulent disease or poison.
You’re able to bounce back from injuries easily due to an exceptionally thick skull, cartilaginous bones, or some other mixed blessing. You gain 10 Hit Points from your ancestry instead of 6. When you fall, reduce the falling damage you take as though you had fallen half the distance.
Your incredibly small bones allow you to easily compress your body and squeeze through gaps. You gain the Quick Squeeze feat as a bonus feat, even if you aren't trained in Acrobatics. Tight spaces not tight enough to require the Squeeze action aren't difficult terrain for you.
You have adapted particularly well to living in wild untamed environments. As long as you are in wild untamed lands, you gain a +2 circumstance bonus to Stealth checks to Hide and Sneak, Survival checks to Subsist, and your Survival DC to Cover Tracks.
Khol heroes of old could shrug off their enemies’ magic, and some of that resistance manifests in you. You gain the Call on Ancient Blood reaction.
Call on Ancient Blood (Reaction)
- Trigger You attempt a saving throw against a magical effect, but you haven't rolled yet.
- Your ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus until the end of this turn. This bonus also applies to the triggering save.
You are a descendant of a famed crafter and have your own amazing talent. Other Khol might consider this a blessing from your ancestors or from the Qahn himself, depending on where you grew up. You become trained in Crafting (or another skill if you were already trained in Crafting) and gain the Specialty Crafting skill feat, but you can pick two different specialties instead of one.
Your kin live and work among the great stones of the mountains or the depths of the earth. This makes you solid as a rock when you plant your feet. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to knock you prone. In addition, if any effect would force you to move 10 feet or more, you are moved only half the distance.
Growing up, you never tried to lie to get what you wanted, and even when necessary, lying makes you uncomfortable. You gain a +1 circumstance bonus to Perception checks to Sense Motive and to Perception DCs against attempts to Lie to you. Furthermore, you gain a +2 circumstance bonus to Diplomacy checks to convince others you speak the truth when you are telling the truth, and you take a –4 circumstance penalty to Lie and to your Deception DC against Sense Motive.
Your blood runs hearty and strong, and you can shake off toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.
Your ancestors have been guardians of the dead for generations, and the power they cultivated to ward off necromancy has passed on to you. If you roll a success on a saving throw against a necromancy effect, you get a critical success instead.
In your long life, you've dabbled in many paths and many styles. A typical Seelie is at least 100 years old. Choose a class other than your own. You gain the multiclass dedication feat for that class, even though you don't meet its level prerequisite. You must still meet its other prerequisites to gain the feat.
Your kind have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.
You're adapted to life in the forest or the deep jungle, and you know how to climb trees and use foliage to your advantage. When Climbing trees, vines, and other foliage, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb). This doesn't affect you if you're using a climb Speed.
You can always use the Take Cover action when you are within forest terrain to gain cover, even if you're not next to an obstacle you can Take Cover behind.
The Ashaid bloodline is the oldest bloodline of Tusari, many of the greatest emperors of their people have hailed from among the Ashaid. Your bloodline is known for keeping a level head and staving off fear when the chips were down, making them wise leaders and sometimes even heroes. When you roll a success on a saving throw against an emotion effect, you get a critical success instead.
The Hassan bloodline is often considered unlucky and some Tusari avoid them, fearing the bad luck will rub off. They are born with a strange blessing, they can manipulate the fortunes of others. You gain the Jinx action.
- Cost: Two Actions
- Frequency: once per day
- You can curse another creature with clumsiness. This curse has a range of 30 feet, and you must be able to see your target. The target gets a Will saving throw to resist this jinx, using your class DC or spell DC, whichever is higher.
- Success: The target is unaffected and is temporarily immune for 24 hours.
- Failure: The target is clumsy 1 for 1 minute.
- Critical Failure: The target is clumsy 2 for 1 minute.
The Mularin bloodline is known for its versatility and ambition this has fueled its ascendance to be the ruling bloodline in Hastur. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).
The Tulara bloodline is the largest of all the Tusari bloodlines, with nearly half of the population being Tulara.
Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.
Your tribe comes from the barren and highly volcanic Briarthorn region of Estcarp where long legs and an ability to withstand the elements helped them thrive.
You can Hustle twice as long while exploring before you have to stop, and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).
Broken Spire Tribe
Your clan lives amongst the in the deepest chasms of Estcarp, where you learned to battle on rocky cliffs and survive with minimal resources. Your calloused hands and eyes speak to a life spent scrabbling along the rocks and cliffs.
You gain the Terrain Expertise skill feat for underground terrain and the Combat Climber skill feat.
Your tribe is one of the smallest and most feared of the Shoanti tribes. As part of the initiation rites of your tribe you were exposed to powerful necromantic energies drawn from the The Underworld. Your skin is cold, clammy, and gray.
You gain resistance to negative damage equal to half your level (minimum 1). You also gain a +1 circumstance bonus to saving throws against necromancy or fear effects.
Your tribe lives among most northern area of Estcarp. Your tribes lands spend much of the year covered in snow and ice.
You become trained in Survival, and you treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).
You are a member of the Howler Tribe, known for their unnerving screams and howls as they engage in battle. Your tribe
You become trained in Intimidation, and you gain the Intimidating Glare skill feat.
Scarred Heart Tribe
Your tribe is known for their fearlessness and unbridled rage in battle, the mere sight of your tribes warriors is enough to give most enemies pause. Your tribe participates in extreme ritual piercing, scarification and tattooing. The countless marks on your skin and bone piercings are meant to show your fearlessness, exceptional hardiness and vitality. Your tribe is the only one besides the Solace Tribe that allows outsiders to join the tribe.
You gain 10 Hit Points from your ancestry instead of 8. You also gain the Diehard feat.
You were born in the lush hot rain forests of Estcarp among the giant Valen trees with only tangles of the trees canopies providing protection from torrential rainstorms and flash floods. You've learned to move adeptly through canopies and forest terrain and resist the various ailments common in humid environs. Your tribe is most peaceful of the Shoanti tribes and the only one besides the Scarred Heart Tribe that allows outsiders to join.
You gain a +2 circumstance bonus to Athletics checks to Climb or Swim and a +1 circumstance bonus to saving throws against diseases.