Wyrdnaught Tribe
The peerless sages of brutish might
Racial Traits
Cerebral Suture: You may use the 'Moment of Clarity' racial trait 2/day before needing to take ability damage to use it. When doing so, you take INT damage instead of CON damage. You gain 5ft of Thoughtsense for each point of INT damage you possess.
Strong Magical Aptitude: You can sense the presence and absence of magical auras as per the "Sixth Sense" Racial Trait of Humans. You can replicate a telekinesis effect as an at-will Extraordinary ability and can use wands and staves without needing to make a use magic device check(Which you are treated as always succeeding). You may activate wondrous items that require 'activation' as a move action.
Psychic-Assisted Locomotion: You may add your INT modifier(Minimum 1) to all STR based skill checks as well as any two DEX based skill checks of your choice.
Alternate Racial Traits
Wyrdmind: Racial ability score modifiers replaced with (-2 Strength, +2 Dexterity, +4 Intelligence, -2 Wisdom).
Their bodies frailer than most thanks to generations of gruesome practices such as Head-Binding and Trepanation performed in the hopes of guiding their minds towards higher understanding, the Wyrdnaughts have adapted to immerse themselves in the world and its Atlen in a way no other Orcish Tribes can claim - their minds so powerful as to allow them to exert real, physical force on the world around them with but a thought.
Blind Seer: Lose the ability to see, but gain Blindsight 60ft; Replaces Wyrdsight
While they are rare, every few years a Wyrdnaught loses their sight. Sometimes from birth, sometimes from war, sometimes for no reason at all...as if their senses simply give up. Some amongst these unfortunate few unlock a sight truer than the one they lost, and see the truths of the world in their barest forms.
Racial Feats
4th Dimensional Thinking:
Prerequisites: Wyrdnaught Orc, 'Wyrdmind' racial trait, 4th level
Effects: You can no longer be lost, and always maintain your sense of direction, even in areas where that would normally be impossible, like the Maze spell. In addition, gain the ability to pick two skills to make into class skills. You may change which two skills these are once every day, after a full rest.
Perhaps owing to their confusingly constructed villages and odd mindsets, some Wyrdnaughts are capable of astounding acts of intellect, and are always known amongst their kind and elsewhere for having a perfect sense of direction. They are capable of even find their way out of magical mazes and labyrinths as easy as breathing. They are also, thanks to their powerful minds, of shifting their knowledge to other areas as needed.
Wyrd Adaptability:
Prerequisites: Wyrdnaught Orc, 'Wyrdsight' racial trait, 4th level
Effects: You can treat the 'sonar pulse' of Wyrdsight as one of the following instead of blindsense.
- Thoughtsense: Remains 120ft.
- Tremorsense: Remains 120ft.
- Blindsight: Range reduced to 40ft.
- Lifesense: Range reduced to 80ft.
- Mistsight: Remained 120ft.
While the reason is unknown, some Wyrdnaughts have displayed an ability to utilize their trademark ‘Wyrdsight’ in a number of different ways. Some claim eldritch influence, some claim more mutations, some more even claim simple chance…the truth seems to be ever-distant, but none can argue the power of these odd Wyrdnaughts.
© 2019 Jacob Wrightsman
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