Dai-Yukai Racial Feats in Zheng-Kitar | World Anvil

Dai-Yukai Racial Feats

Dai-Yukai Mindbender:   Prerequisites: Dai-Yukai race, “Hypnotic Mystic” Alternate Racial Trait   Effects: Add +1 to the DCs of all spells from the Enchantment school you cast. This Bonus increases to 2 against creatures of a smaller size category than you. This counts as "Spell Focus(Enchantment)" for the purposes of Feat Prerequisites.   Though their births are rare, some Dai-Yukai are born or train until such a time when they find themselves able to intricately know the ins and outs of the minds of their enemies, especially the smallfolk they so often hunt and brainwash into slavery…
 
Dai-Yukai Crusher:   Prerequisites: Dai-Yukai race, ‘Expert Capturer’ Alternate racial trait   Effects: Gain the ‘Smother’ universal monster ability, and gain an additional +2 on all CMB and CMD checks made against foes smaller than you. You can move at full speed while grappling creatures two sizes or more smaller than you.   Though they are frequently massive enough that their hands are large enough to completely engulf a normal sized creature, there are plenty of Dai-Yukai who realize the simple fact that this ability can become something greater. Using their massive hands, they envelop, engulf, and crush those they grab, smothering the life out of them and crushing the air out of their lungs with each squeeze.
 
Dai-Yukai Strangler:   Prerequisites: Dai-Yukai race, ‘Expert Capturer’ Alternate racial trait, Character level 5th   Effects: Gain the ‘Strangle’ universal monster ability. You may take a -10 to grapple creatures without gaining the grappled condition yourself if they are two sizes or more smaller than you as per the 'Grab' Universal Monster Rule.   Among the Dai-Yukai Crushers who learn to smother and rip the air out of their foe’s lungs, some among them get so proficient in crushing small foes and races that they learn to not only smother and crush the air from their lungs, but also block their windpipes and being to suffocate them, crushing and killing them in even quicker times.
 
Icegoddess:   Prerequisites: Dai-Yukai Race, 'Icequeen' Alternate Racial Trait, Character level 9th   Effects: When using 'Icequeen', you may form an amount of additional block per 4HD you possess. You can increase the size category for the block being generated for sacrificing twice the amount of block uses as the category previous needs (1 for Medium, 2 for Large, 4 for Huge, Etc.) The damage dice increases to d6s.   Special: At 11th level, creatures that fail the save to avoid being damage is entangled for 1d4 rounds, or until the ice is broken either with a DC 20 strength check or by reducing its HP to 0 (HP 20 and Hardness 10). This entanglement prevents movement, instead of just inhibiting it.   Honing their mastery of their ice control technique, these Icequeens slowly learn to increase the speed and accuracy with which they freeze the very moisture in the air - doing more damage and summoning more blocks with every attempt.
 
Manipulative Fearmonger:   Prerequisites: Dai-Yukai Race, 'Paralyzing Fear' Alternate Racial Trait, Character level 7th   Effects: You no longer provoke for the reposition attempts you get from Paralyzing Fear. When you negate a 5-ft step, you may then force that creature to make its 5ft step anywhere you wish it to go. Additionally, you may reposition targets near the path of your trample so long as you would pass through their melee reach, not if they were simply within 5ft of the path. You may also move targets the full distance with your free reposition as normal reposition rules.   Well-Adapted to fighting smallfolk and dealing with the guerilla tactics they use, these Dai-Yukai are so adept at evoking primal fear in their foes they can take advantage of those moments to move them as they see fit.
 
Unbreakable Gigax:   Prerequisites: Dai-Yukai race, 'Dai-Yukai Gigax' Alternate Racial Trait or 'Gigaxian Blessing' Racial Feat, character level 7th   Effects: You gain +6 hit points. For every Hit Die you possess beyond 3, you gain an additional +2 hit point. If you have more than 3 Hit Dice, you gain +2 hit points whenever you gain a Hit Die (such as when you gain a level). You gain +4 on all saving throws vs poison and disease.   Thanks to their immense size, the Dai-Yukai Gigaxes are even more insanely durable than their sisters, their bodies nigh invulnerable and possessing supernatural resilience against attacks, poison, and even disease...making them even more feared by all other races as unkillable monsters, and terrifying beyond compare.
 
Yuki-Onna Heritage:   Prerequisites: Dai-Yukai, Cannot have the 'Gigaxian Blessing' feat, Character level 7th   Effects: When you charge or trample, you can pass through walls and obstacles as if you were intangible so long as you could pass through the wall with your movement speed. You gain a gaze attack with a range of 30ft that requires a will save (DC 10 + 1/2HD + CONMOD) or the target is fascinated for 1d4 rounds. This gaze attack does not affect allies, but once enemies are affected by it they are immune to it for 24hrs. Gain Electricity or Fire Resistance 10.   Channeling their inner undead ancestry, many Dai-Yukai take on aspects of their more ghostly counterparts the Yuki-Onna as they begin to grow in both age and power.
 
Yuki-Onna's Sorrow:   Prerequisites: Dai-Yukai, 'Yuki-Onna' Heritage Racial Feat, Character level 15th   Effects: You radiate a 20ft Aura of Absolute Despair - all hostile creatures within this aura that can see you must pass a will save (DC 10 + 1/2HD + CONMOD) or be affected by a crushing despair spell. Targets affected by the crushing despair must make a second will save at the same DC - failure means the target loses the will to live and will take the most efficient means to end their own life - oftentimes this means standing beneath the user's crushing footfalls or allowing themselves to be attacked, and renders them helpless for the duration. This suicidal effect lasts for 1 round. Targets that survive the suicidal effect are the subject of a Status spell for the user of this feat for 2d4 +2 days afterwards, and are often haunted with nightmares of Yuki-Onna or the user herself. Targets who pass either save are immune to the aura for 24 hours.   The final step before a Dai-Yukai's ultimate transformation into a Yuki-Onna, this power is an incredibly lethal one - their power peaks as their sorrow grows, their very bodies becoming translucent and see through as they begin to fade from corporeality. If not stopped or halted, these Dai-Yukai snuff out the lives of smallfolk like a plague before ultimately succumbing to a sad and lonely transformation out in the snow, dying a lonely death and transforming into a lethal Dread Yuki-Onna, a legendarily deadly upgraded version of the snow women.
 
Gigaxian Blessing:   Prerequisites: Dai-Yukai, Cannot have the 'Yuki-Onna Heritage' feat, Character level 11th   Effects: You become a gargantuan sized creature. You gain none of the normal ability score or natural armor bonuses from it.   Though most Gigaxes are born that way, it is not unheard of for Dai-Yukai to sprout into Gigaxhood later in their lives after traumatic life experiences or sometimes even overnight as they double in size at a terrifying pace.
 
True Titaness:   Prerequisites: Dai-Yukai Race, 'Gigaxian Blessing' Racial Feat or "Dai-Yukai Gigax" alternate racial trait, Character level 17th   Effects: Your size increases to colossal. Your natural armor bonus increases by +4 and you only take 1/2 the penalty to attacks due to size. Your strengths as an additional 10 higher for determining carry weight and lifting capacity. You are unhindered by all difficult terrain.   Legendary paragons of Dai-Yukai society, these Titanesses only appear to their people once in a blue moon - but when they do, they tower so far above the frozen landscape that they block out the stars and sun in the sky. Standing so tall other creatures are but specks to them, their arrival is almost always a precursor for some great event soon to befall the tribe.
 
Freezing trample:   Prerequisites: Dai-Yukai race, Character level 5th   Effects: Your trample attacks now deal an additional 2d6 cold damage.   Special: If you have the 'Uttercold Physique' Alternate Racial Trait, this is Uttercold Damage.   Though their massive feet are already weapons of mass destructions capable of pulping commoners, houses, and hardened knights in one step, some Dai-Yukai’s bodies are so cold and frigid that, with each step they take to crush their enemies, ice cold energy pulses through their foes as they are pulped between their feet and the ground, snap-freezing their bones and chilling their blood into a solid.
 
Necrotic Trample:   Prerequisites: Dai-Yukai race, Character level 5th   Effects: Your trample attacks now deal an additional 2d6 negative energy damage.   Though their massive feet are already weapons of mass destructions capable of pulping commoners, houses, and hardened knights in one step, some Dai-Yukai’s bodies are so infused with necrotic energy that, with each step they take to crush their enemies,negative energy pulses through their foes as they are pulped between their feet and the ground, unmaking their bodies with necrotic energy.
 
Lifestealing Trample:   Prerequisites: Dai-Yukai race, Character level 5th   Effects: Each time you deal trample damage to a creature, you gain 5 temporary hitpoints, up to a maximum of 20. These last for 10 minutes.   One of the more feared of Dai-Yukai abilities, the Lifestealing trample allows the Dai-Yukai who master it to steal the life from the foes they trample like insects beneath them, their wounds healing up and knitting back together as their foes are broken and crushed.
 
Flattening trample:   Prerequisites: Dai-Yukai race, One other ‘-Trample’ racial feat, Character level 7th   Effects: When you successfully trample an opponent, they are staggered for one round if they fail their save to take half damage. They cannot be staggered again for 1d12 rounds this way if you hit and stun them.   Special: At 15th level, the staggered condition upgrades to the stunned condition.   Though perhaps a misleading name, some Dai-Yukai train so hard and long at trampling their foes that the sheer force they can exert when crushing a foe or foes into powder beneath them is powerful enough to rock their foes’ brains and stun them from the force of the blast.
 
Horrific trample:   Prerequisites: Dai-Yukai race, One other ‘-Trample’ racial feat, Character level 7th   Effects: As a full-round action, you can completely crush an unconscious, paralyzed, helpless, or prone humanoid creature within your natural reach. When you do, you deal trample damage as a critical hit. Allies of the trampled creature within 30 feet that can see you crush their ally so utterly must succeed at a Will save (DC = 10 + 1/2 your Hit Dice + your Strength modifier) to avoid being shaken for 1d4 rounds. Creatures that fail this save by 5 or more must spend their movement to move towards you or into the path of your trample - this movement does not provoke. This part of the ability is a mind-affecting fear effect.   A side effect of having to survive against constant attacks and hunts, some Dai-Yukai have learned how to take advantage of helpless enemies to remind their foes just who they are facing...and how to evoke the most primal fear of all within their chests. Capable of smashing a helpless foe flat in a single blow, they then crush and twist their mangled body around to evoke raw, primal fear in their enemies.
 
Soulcrushing Trample:   Prerequisites: Dai-Yukai race, Two other '-Trample' racial feats, Character level 11th   Effects: A creature that dies to your trample attack is consumed as per disintegrate, and cannot be restored to life by any means short of a Wish, Miracle, or a True Resurrection spell. This is a death effect.   An art known by only the most powerful Dai-Yukai, the Soulcrushing trample is an ability known by countless races outside the Dai-Yukai villages...for those who meet their end beneath the feet of these Dai-Yukai are beyond the reach of mortal magics, the sheer force of the trample enough to kill so completely so as to prevent resurrection by all but the most powerful of magic.
 
Continuous Trample:   Prerequisites: Dai-Yukai race, Two other '-Trample' racial feats, Character level 13th   Effects: Whenever you inflict trample damage successfully upon a foe, you may make a CMB check against them. If you succeed, they are grappled and pinned and you carry them with you as you move until they escape. An opponent pinned this way makes a grapple check at the beginning of their turn to escape. If they fail, they take your trample damage again and remain pinned, but they escape automatically regardless at the end of your next turn. You are not considered grappled while using this ability, but can only use this ability on creatures two or more size categories smaller than you. You at no point actually need to make CMB checks to maintain this pin.   Special: At 15th level, The targets who become pinned thanks to 'Continuous Trample' no longer escape automatically at the end of your next turn, and must attempt to escape the grapple each turn or take your trample damage on a failed attempt. You do not need to make CMB checks to maintain the pin no matter how much time passes.   While not as terrifyingly deadly as the Death Trample, the Continuous Trample is perhaps almost as dangerous. To those rare Dai-Yukai who master an art, they are able to keep their foes tucked beneath them even after trampling them for a short time, keeping their comparably small bodies beneath them as they move on and crushing them with each step they take until their foes are able to escape.
 
Death Trample:   Prerequisites: Dai-Yukai race, Two other ‘-Trample’ racial feats, Character level 15th   Effects: By studying a creature for three rounds and then making a trample attempt against a creature that successfully deals damage, the trample has the additional effect of outright killing the target or paralyzing them(Dai-Yukai’s Choice). Studying a creature is a standard action. The death trample fails if the target evades the trample. If the victim of such this powerful trample fails a fortitude save(DC 10 + ½ HD + STRMOD) against the kill effect, they die. If they fail against the paralysis effect, they are unable to act and rendered helpless for 1d6 rounds +1 round per 2 HD you possess. If the saving throw succeeds, the trample attempt is just a normal trample. Once you have completed the 3 rounds of study, you must make the trample attempt within the next 3 rounds. If a death trample is attempted and fails(the victim makes the save) or if you do not launch a trample within 3 rounds of completing the study, you must study them for 3 more rounds to reattempt a death trample.   The most terrifying and potent of trample abilities, the Death Trample is infamous for its brutality, lethality, and effectiveness...just by studying her opponent, a Dai-Yukai can instantly grind a foe into powder with but a single stomp, killing them outright with the sheer force of the blow.
 
Progenitor of the Yuki-Onna:   Prerequisites: Dai-Yukai race, ‘Snowstorm Aura’ racial trait, Character level 7th   Effects: Snowstorm aura bonuses and penalties increase or decrease by 2 and the radius of the storm increases to 80 feet. You no longer take penalties to stealth due to your size inside your snowstorm aura.   Though many overlook it, the Dai-Yukai are said to be the progenitors of an entirely separate race, said to be birthed from them long ago, the two cultures and races splitting off and going their separate ways...though the specifics are unknown, there are some Dai-Yukai who display this heritage more strongly than many. Their snowstorm aura is more powerful and dense, and hides them better from prying eyes...so much so that they are nearly twice as capable at hiding inside of it.
 
High Yuki-Onna:   Prerequisites: Dai-Yukai race, ‘Progenitor of the Yuki-Onna’ racial feat, Character level 11th   Effects: So long as you maintain your Snowstorm Aura, you gain an invisibility effect that lasts for as long as your Snowstorm Aura is active, though once you perform an action that would normally break invisibility, it drops as normal and cannot be re-activated for 1 hour. If the invisibility effect is dispelled or you lose it through any means other than performing an action that would drop it as per the spell, it automatically returns at the beginning of your next turn. You can choose to de-activate and re-activate(if you dropped it voluntarily and not through an action that broke it) your invisibility as a swift action. You cannot benefit from an Invisibility or similar effect until you are no longer benefitting from this ability, though a Greater Invisibility or comparable effect overrides this one. You can spend a number of minutes invisible equal to your CONMOD(Min 1), which are usable in minimum 1-minute increments.   While the circumstances of the split between the Dai-Yukai and Yuki-Onna are the stuff of mystery and history long past, it is undoubtedly fact that some Dai-Yukai are said to be the original form of their race, their hair as white as bleached bone and their skin pale blue and sometimes white...their eyes glow with an odd radiance, and their infamous snowstorm aura is even stronger than their sisters’...it hides them and makes them unseeable to outside forces like an invisible shroud.
 
Reaper on the Wind:   Prerequisites: Dai-Yukai Race, 'High Yuki-Onna' racial feat, Character level 15th   Effects: The Invisibility effect from "High Yuki Onna" can become a Greater Invisibility Effect as a free action. You can maintain this greater invisibility for a number of rounds equal to (1 +1/2 your level, Min 1). These rounds may be spent in increments of 1.   Special: You may choose to grant all allies within your Snowstorm Aura the same Greater Invisibility effect as you, but each creature you bestow this blessing on counts towards your total rounds you can maintain this blessing each day. Once you run out of rounds, you and all creatures lose this bonus.   The most feared of all Dai-Yukai who learn to master their snowstorm auras, these infamous "Reapers on the wind" are spoken of in hushed, fearful tones by those who have survived an encounter with them...they speak of their allies' heads flying off their bodies out of nowhere, an entire cadre of invisible Titanesses beheading all consumed by their storm in the span of a scant few seconds...they are rarely, if ever, seen and often are only noted by the silent carnage they leave behind as the one and only true "Commando" unit any Dai-Yukai village possesses.
 
Blizzard Aura:   Prerequisites: Dai-Yukai race, ‘Progenitor of the Yuki-Onna’ racial feat, Character level 11th   Effects: A number of rounds per day equal to (1 + CONMOD, Minimum 1), you may treat your snowstorm aura as being a Blizzard for the purposes of weather conditions and effects. This reduces all types of vision to 20ft unless a creature is capable of seeing through Blizzards or Extreme Weather Conditions, and even within 20ft all creatures take a -8 to their perception which replaces the normal perception penalty for your snowstorm aura. You may use these rounds in 1 round increments, and activating this feat is a free action.   Special: For more info on the effects of blizzard conditions, look under the "Blizzard" section of "Severe Events" on this page: (https://www.d20pfsrd.com/gamemastering/environment/weather/) Among the Dai-Yukai who retain their Snowstorm aura, some go so far with this power as to develop it into a whirling, swirling blizzard around them, biting the skin and almost completely obscuring all vision in the area...not to mention, blowing away projectiles and smaller creatures alike.   Their Snowstorm Auras picking up and whirling around even harder than normal, these Dai-Yukai develop veritable Blizzards to surround them, massive clumps of snow whirling around at breakneck speeds and blinding all within it.
 
Supercell Aura:   Prerequisites: Dai-Yukai race, ‘Progenitor of the Yuki-Onna’ racial feat, Character level 9th   Effects: Your snowstorm aura is now treated as a "Windstorm" level of severe winds rather than "Severe wind". Ranged weapon attacks become impossible within this aura, and siege weapons take a -4 penalty to all attacks.   Special: For a full detail of the effects of "Windstorm" level winds, please see the "Table: Wind Strength" on this page: (https://www.d20pfsrd.com/gamemastering/environment/weather/)   Though not common, some Dai-Yukai find their Snowstorm auras picking up such speed, power, and might that it begins to grow even more powerful and makes ranged attacks nearly impossible as hurricane-force winds whip about the area and make all nearby blind and unable to see or attack.
 
Hidden Village Mountainwoman:   Prerequisites: Dai-Yukai race, STR 20+, Climb ranks 5   Effects: Gain a climb speed equal to 10 + your base land speed. You are permanently acclimated to high climates and do not need to make checks to balance on narrow ledges. You also make all jumps as if you had a running start.   The mountains are an ideal place that the Dai-Yukai often make a home within, the natural mountains and stone providing excellent natural cover against prying eyes. For the Dai-Yukai who live in such villages, they quickly gain an innate sense of climbing, high climates, and jumping so as to better navigate mountainous terrain.
 
Mountaintop Mauler:   Prerequisites: Dai Yukai race, Character level 7th   Effects: Gain the Rock Catching and Rock Throwing(100ft, 2d8 + 1.5xSTRMOD) universal monster rules. Additionally, you gain a +4 racial bonus on your Reflex save when attempting to catch a thrown rock with rock catching. This ability otherwise works like the rock catching ability. You are also treated as having the precise shot and point blank shot feats when using your rock throwing ability.   Among those Dai-Yukai who call the mountainous regions of the world their home, it isn’t uncommon for them to utilize their massive size to use the rocky boulders of their mountain homes for defense and attack against intruders, throwing and catapulting titanic boulders across the mountainscape like other Giantkind do...with the notable exception that they are much more effective at it.
 
Citywrecker:   Prerequisites: Dai-Yukai race, Strength 22+, Character level 7th   Effects: Deal double damage on all attacks made towards objects and structures, not counting undead or similar creatures that count as objects such as constructs. You deal 1.5x damage on attacks made to sunder an object and ignore 10 points of hardness when doing so.   Though their time raiding and crushing the villages and cities of their smaller enemy races has cooled down greatly since the times where they were hunted regularly, many Dai-Yukai retain the expert knowledge of flattening and destroying settlements and civilized areas, their massive feet and fists and weapons flattening and crushing buildings and the people who live inside.
 
Uttercold Blood:   Prerequisites: Dai-Yukai Race, 'Iceblood' Racial Trait, Character Level 7th   Effects: The HP of the ice created when a target fails the save against 'Iceblood' increases to 10HP per 2HD you possess. Target who grapple you or are grappled must now make this save as well.   Special: At 13th level, if a target has failed to escape from the ice made by Iceblood for 3 consecutive rounds, they must pass another Fortitude Save at the same DC as the one to avoid the initial effect or be automatically frozen solid as per Entrap UMR.   Their blood freezing over even more, these Dai-Yukai have blood so freezing cold that their mere touch can freeze a normal humanoid solid in under a minute - with but a single crushing footstep, they need merely stand on their target for a scant half a minute before they are completely frozen over, their ice thicker and harder to escape.
 
Absorb Size:   Prerequisites: Dai-Yukai Race, Character Level 9th   Effects: By making a melee touch attack against a foe, if you hit you can make an automatic dispel check as per dispel magic(CL equal to HD) against one size-altering effect on them(Enlarge or Shrink) - if you succeed, you can automatically apply the effect to yourself as if you were the original target, restarting the duration.   Special: At 13th Level, you can do this to any creature, but if they have no active size-altering effect on them when you make the melee touch attack, they must succeed on a will save (DC 10 + 1/2HD + STRMOD) or be shrunk one size category as per reduce person with a CL equal to your HD. You may then automatically apply either a reduce person or enlarge person effect to yourself as per the spell with CL equal to the target's HD.   Their blood boiling with abyssal magics, these rare Dai-Yukai can steal away the height of their foes with a single seething touch, growing ever larger for a short time as a result.
 
Infernal Redirection:   Prerequisites: Dai-Yukai Race, Character level 11th   Effects: Whenever an enemy uses a Conjuration(Teleportation) effect in your line of sight, even supernatural or spell-like ability versions like Dimensional Steps, you can make a contested caster level check as an immediate action with the creature in question(Using your HD in place of caster level) - if you succeed, they are teleported into a grapple with you(or adjacent to you if a grapple is not possible). If you fail, the teleportation effect succeeds but you automatically gain a Trace Teleport Effect on it as if you had studied it for a round. This ability does not work where teleport effects would be blocked.   Special: If you are somehow aware a creature has access to a teleportation effect(such as being a spellcaster or monk with dimension door), you can force them to activate that effect as a standard action on your turn, making a contested caster level check as described above. You can guess and attempt to force a creature to do so, but if they have no teleportation effects to use this ability is unusuable for 1d4+1 hours.   Special: If you have 'Absorb Size', you can apply its effects to a target when you successfully teleport them into your grasp.   Calling upon the insidious power of devilish outsiders, these powerful Dai-Yukai are the archenemies of casters and those with teleportation abilities, and are capable of turning such effects upon the caster to send them hurtling straight into their enormous blue palms to be crushed and squished into paste.
 
Heightstealer Demoness:   Prerequisites: Dai-Yukai Race, 'Absorb Size' Racial Feat, Character level 13th   Effects: Whenever you use 'Absorb Size' to shrink another creature, they must succeed on a will save (DC 10 + 1/2 HD + CONMOD) or have the effect on them become permanent as per permanency. Anyone who tries to remove the permanency effect must succeed on the same will save or have their height reduced by half as per reduce person permanently.   A power pulled straight from the bowels of the most powerful and ancient of Dai-Yukai Shamans, this incredible power builds upon the abyssal blessing originally given as a curse by invading demons, turning the power into an even more mighty ability that takes the infectious curse properties of the original nature of the power to make an infectious ability, shrinking entire villages given enough time...
 
Hoarfrost Soul:   Prerequisites: Dai-Yukai Race, Character level 7th   Effects: You gain "Meld into Stone" as an at-will extraordinary ability, except you may only merge with Ice and Snow instead of stone.   Their bodies covered in small patches of rime and icy crystals, these Dai-Yukai have the terrifying but useful ability to merge with nearby ice and snow, serving as invisible listeners and scouts for their villages.

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