High Human Racial Feats in Corexus | World Anvil

High Human Racial Feats

A list of racial feats available to High Humans

Imperious Dominus, Optimus Maximus:   Prerequisites: High Human Race, ‘Imperious Dominus’ alternate trait, Character level 7th   Effects: You may take a racial feat from the race you have invested into ‘Imperious Dominus’ into as if you were that race, ignoring any race-based prerequisites as well as any alternate trait requirements. You must meet all other requirements as normal. The chosen feats cannot change your size category or ability scores.   Some high humans are even bigger bullies than their brothers and sisters, and while others among them are busy stealing the traits and abilities of other races, some among them strive for higher. Capable of taking the most crucial of abilities that define a race for who they are and making it their own, they are feared, but not many still live. Their tendency to pursue the stealing of other races’ identities frequently leads to their own destruction..and, in worst cases, their sense of self and who they are. Regardless, their ability to add other’s power to their own is a powerful one.
 
The Magitech Collective:   Prerequisites: Stone-Warped Human or High Human Race, Character level 5th   Effects: So long as any number of Stone-Warped, High-Human, and some Constructs with this feat are within 200ft + 10ft/level equal to your CON modifier, you gain telepathy with them, the ability to cast Detect Thoughts at will on them, and the ability to see, hear, and feel through their senses. If they are within 100ft of you, you know their rough location. Within 50ft, you know a precise location. However, any who have this feat may use the same abilities on you so long as you so remain connected to the collective.   Special: You must make a will save (DC 15 + 2/every applicable member within range) to shut yourself off from the collective, but can only do so for a number of rounds equal to your CON score every day. Re-entering the collective is a free action, but to leave it again provokes another will save and is a move action.   Though those of today can only hope to guess at the purpose, several scholars, mages, and other casters have discovered that some stone-warped seem to have be connected to some vast, unseeable network that links them to others of their kin...and, in some rare cases, the automatons and golems that patrol the halls of high human ruins linked to them by a means beyond magic. Even the odd human has been known to have a connection to this link, claiming that they can see, feel, and sense through it as if it were their own, to feel and read the thoughts of those nearby within this ‘collective’. These beings, regardless of race, possess a bond not even the most capable of mages can fathom, acting as one and in unison, even when opposing each other.
 
Scion of the World Anvil:   Prerequisites: Stone-Warped Human or High Human Race, Character level 6th   Effects: Gain One of the following as bonus languages: (Abyssal, Infernal, Aklo, Celestial, Ignan, Aquan, Terran, Auran). Your character is always treated as friendly by creatures who speak that language as their native tongue. Additionally, Gain the following effects based on the language you chose. You may not choose a language you already have unless you already have all of the languages, whereupon you still gain the effects as normal but do not learn the languages.     Abyssal: Gain acid, cold, and fire resistance 5. Treat your CHA score as 4 points higher for dealing with, making deals with, or talking to Demons or Daemons.   Infernal: See perfectly in all kinds of darkness, even that created by a deeper darkness spell or similar effect.   Aklo: Gain telepathy(100ft). However, in addition, your voice becomes synonymous with eldritch insanity and any time you speak aloud, all creatures within 50ft of you must make a will save (DC = 10 + CHA modifier + 1/2 HD) or be affected by a Confusion effect, as per the spell, for 1d3 rounds. Any creature affected thusly, whether or not they make the save, cannot be affected more than once in 24 hours.   Celestial: A righteous aura surrounds you when you fight or get angry. Any hostile creature within a 20-foot radius of you must succeed on a Will save to resist its effects(DC = 10 + CHA modifier + 1/2 HD). Treat your CHA score as 2 points higher than normal for this DC. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit you. A creature that has resisted or broken the effect cannot be affected again by your aura for 24 hours.   Ignan: Can infuse any weapon you are wielding with fire for a total of rounds a day equal to your CON modifier. This fire adds an additional 1d6 damage to the weapon, and grows to 2d6 at 10th level.   Aquan: Can infuse any weapon you are wielding with cold for a total of rounds a day equal to your CON modifier. This icy cold adds an additional 1d6 damage to the weapon. Additionally, you can instead use these rounds to grant yourself a Waterwalking or Waterbreathing effect for those rounds instead. You are treated as having the Jet(100ft) universal monster ability in water.   Terran: Gain a burrow speed equal to your base land speed. Gain Sonic OR Acid resistance 5.   Auran: Can infuse any weapon you are wielding with lightning for a total of rounds a day equal to your CON modifier. This electricity adds an additional 1d6 damage to the weapon. Additionally, you can instead use these rounds to grant yourself a feather fall effect for those rounds instead.   The world anvil was the the first and eternal act of hubris the high humans ever dared to commit, dwarfing even the legendary terror that they wrought with the creation of the Etherion Cannon...though none live who remember its true nature, some stone-warped emerge from the underground and enter their kind’s society who speak languages of the outer planes, and demonstrate a myriad of effects which all seem to hearken back to their odd natures, and how their learned their chosen language. Counting themselves amongst the allies of the race(s) who speak their additional language, they have been known to speak of the mightiest angels, demons, elementals, and even eldritch beings from the realms between the stars as they might a close friend...
 
Last of the NEMEAN Legion:   Prerequisites: High Human, Character level 7th, Cannot Possess a '-Legionnaire' racial feat   Effect: Gain Thoughtsense (60ft), Ignore the Movement penalty for heavy armor, and anyone attempting to inflict an Insanity, Confusion, or Similar effect on you must roll twice and take the lower result.   The NEMEAN legion, once the Penultimate, mythically mighty first legion that stood first and foremost amongst the many armies of the High Humans for its unparalleled might and rigorous discipline as well as deep comradery, was the legion tasked with defending the floating citadels of high humanity in case of attack, and were trained to crush any possible resistance, be it from ground, sea, or air. Clad in NEMEAN full plate that crackled and hummed with living lightning and as unbending and powerful as NEMEAN metal itself, they were, according to legends, tricked by the dragons before the events of the fall of high humanity into gathering in their entirety in the city of Glendan, ‘The Spear Shelled City’ which was the height of High human might. Forced to go down with the city, they fought like gods amongst the rubble of Glendan, crushing Dragons left and right….yet, none were found after the city hit the earth below. Vanished without a trace, rumors persist on the surface of ephemeral ghosts clad in Full plate, mad beyond all belief, striding forward on an endless march towards insanity itself. Yet, there have been rumors there were a few survivors of the legion’s cruel, cruel fate, who retained their sanity and search forevermore for their cursed brethren.
 
Legion-sworn:   Prerequisites: High Human, Character level 5th   Effect: Gain a racial +1 to Initiative, a racial +2 to one of your saves(Fort, Will, Reflex), and proficiency with EITHER:   A) All Simple and Martial weapons.   B) One Exotic Weapon of player choice.   The armies of High Humanity were varied and diverse in both their tactics, makeup, and even command structure. They trained in all types of warfare, were lead by all types of men and women, and were conditioned to survive in all terrains. Yet, they were universally capable of astounding feats by themselves, and were said to possess quick reflexes, had durable minds, bodies, and agile reflexes, and were trained in the art of weapon wielding…though, some were said to pursue the romantic path of the single weapon.
 
Legatus of the Legion:   Prerequisites: High Human, 'Legion-Sworn' racial feat, Character level 7th, CHA 15+   Effect: You gain a +6 to saves against fear. Each ally within 20 feet of you gains a +3 morale bonus on saving throws against fear effects, as well as +2 to their attack rolls to hit enemies you designate as a free action at the beginning of your turn. You can only have one enemy designated at a time. This ability functions only while you are conscious, not if you are unconscious or dead.   Though they were structured and fought completely anathema to the armies of today, the armies of High Humanity were divided into around 20 legions, each of which were lead by a General, who had several Legatus to serve as his captains. These Legatus were trained to be unflinching in the face of fear, and to inspire their allies to the same.
 
Dragonslayer Legionnaire:   Prerequisites: High Human, 'Legion-Sworn' racial feat, Cannot Possess another '-Legionnaire' racial feat or 'Last of the NEMEAN Legion' racial feat, Character level 7th   Effect: You can no longer be affected by any aura abilities of foes with the 'Dragon' type, all your attacks automatically bypass up to 10 points of their DR even if it is untyped DR, and, for a number of rounds a day equal to your Constitution modifier, may grant Resistance 15 to the energy type of a 'Dragon' type foe within sight who has a breath weapon that deals elemental damage.   Perhaps the most popular and well-known of the high human legions, the second legion, dubbed ‘Dragonslayers’, were high humanities first and last defense against the powers of their hated foe. Trained for arduous, often lethal months and years that honed their bodies and minds into those of hardened, trained soldiers, they were a capable legion all their own, famed for their ferociousness and joviality much like the dragons themselves, as it suited their whims. However…they only truly shined when thrown against a draconic foe. Capable of finding the gaps in their thick scales no matter the size or type of dragon, of ignoring their auras and resisting their chosen energy type, they were feared and reviled by the dragons, who, despite their immeasurable power, were hunted, tracked, and slain like so many rats by the Dragonslayers. According to myth, the Dragonslayers veritably crushed the forces sent to invade their city, their might and expertise saving them from the foes that assaulted them….yet, they were said to have been reduced to ruin after the fall of their city not long after. What became of them is unknown, though some were presumed to survive the fall of Dracospine, their home city.
 
Undercrusher Legionnaire:   Prerequisites: High Human, 'Legion-Sworn' racial feat, Cannot Possess another '-Legionnaire' racial feat or 'Last of the NEMEAN Legion' racial feat, Character level 7th   Effect: You become immune to all forms of poison, you gain Undercommon as a bonus language(if you did not have it already), and once a day when you fail a save you can choose to reroll it with the total bonus of your highest save instead of the bonus you would normally use. You instinctively know at first glance if a creature is capable of speaking Undercommon or knows of the existence of 'The Underdark'.   The Undercrusher Legion, the infamously brutal sixth legion that quickly became known to the denizens of the underdark as ‘The Slaughtering Sixth’ for their immorality, brutality, and utter hatred for any denizens that called the underdark their home, the Undercrushers were the weapon of choice when High Humanity went to war with the Underdark. The central Legion in the First, Second, Third, and Fifth Underdark wars, the Undercrushers racked up a body count so astronomically high during their four centuries-long campaigns that even the high humans began to worry for their sanity, the stories of entire tunnel segments in the Underdark being clogged with rivers of corpses reaching even back to their floating cities…the number of their victims reaching far into the millions at the end of the third war alone. They burned villages, crushed both aberration and child alike, ripped and tore their way through oceans of corpses often as high as their waists…the Undercrushers were the bane of all things underground. They were said to be dispatched on another mission underground when the fall of high humanity occurred, and were never seen again…
 
Deepstriker Legionnaire:   Prerequisites: High Human, 'Legion-Sworn' racial feat, Cannot Possess another '-Legionnaire' racial feat or 'Last of the NEMEAN Legion' racial feat, Character level 8th   Effect: While in heavy armor, you may automatically ignore the first 30ft of falling damage with no check. In medium armor, you ignore the first 10ft instead but also ignore all acrobatics/athletics penalties due to your currently worn armor. You gain one favored terrain from the ranger list of favored terrains, and additionally, you gain 'Keen Senses' as a 3/day spell-like ability.   The legion that served as High Humanity’s eyes and ears on the surface world, the Deepstriker legion was frequently sent to the surface to keep track of the goings on there, and as such, after being dropped to the surface in specialized pods where they would often live amongst the denizens there for months or even years at a time, the Deepstrikers became a legion based on versatility. Masters of acrobatics and athletics despite their heavy accoutrements, they had sense as keen as Elvenkind and masters of the terrain.
 
Magitech Spellweaver:   Prerequisites: High Human, 'Magitech Engineer' alternate racial trait, Character level 12th   Effect: A -4 penalty now applies to any dispel check made to dispel a spell cast by you. In addition, as a full round action, you may add the effects of any spell with “Resonate” or “Resonation” in the title to any spell you cast by increasing the spell level by ½ of the added spell’s spell level, with a max of level nine. You must be able to cast that new spell level. You can also add the effects of cantrips to your spells in this way too, but it instead increases the casting time by one step. You cannot add a spell this way if it would create a total combined spell level of over 9.   While rare, it was not unheard for a magitech engineer to become enraptured with the possibilities of his craft so much so that he strove to innovate using his very existence. Those amongst these rare, obsessed few became altered, using their magitech engineering skills to alter their own spellcraft into something else entirely. They were capable of weaving resonation spells and other cantrips into their spellcasting and were all the more feared for it.
 
One with ETHERION:   Prerequisites: High Human, 'Magitech Engineer' alternate racial trait, Character level 16th   Effect: Each time you are damaged or the target of a spell, you take a part of it into you. Keep track of its level(ask the GM for it if need be). These levels never expire or leave you once acquired. Once you accumulate 100 spell levels in total, you will, at a random point in the next 24 hours, immediately be the epicenter of the Spell Magical Apocalypse Warhead. You are immune to its effects, and remain unharmed afterwards. You immediately become aware of when you accumulate enough spell levels to trigger the 24 hour timer, but not how much time you have specifically. After the spell is cast once you reach 100, your spell levels reset to 0 and you begin to count them up again.   Rumors of a town being turned to charred glass, of a castle being burnt to smoking cinders, of an entire city being flattened by a shockwave so powerful forests were turned into grasslands…such things allude to the existence of strange existences capable of unmatched acts of devastation. Unable to control their natures, they are said to flatten entire countrysides with the force of their detonations…as such, though none have been discovered, they are the subject of witch hunt and superstition.
 
Nanite Databanks:   Prerequisites: High Human, 'Internal Nanites' Racial Trait, Character level 5th   Effect: Once you succeed on a saving throw versus a Poison or Disease or it finishes running its course and does not kill you, you gain a permanent +2 to all future checks or saves made to resist the effects of that Poison or Disease in the future. This bonus stacks up to a +6 each time this ability would trigger again on the same Poison/Disease, but cannot go higher.   After a few upgrades, it was not uncommon for a high human to take their nanites to the next level, and give them the ability to remember previous afflictions they were affected by, and to remember the data on how best to overcome them again.

Comments

Please Login in order to comment!