Gloomgaunt Racial Feats in Zheng-Kitar | World Anvil

Gloomgaunt Racial Feats

Engulfing Fog Aura:   Prerequisites: Gloomgaunt race, 'Fog Aura' Alternate Racial Trait, Character level 7th   Effects: You become aware of the square all creatures are in inside of your fog aura, though this does not give you the ability to see through invisibility or stealth, and simply makes you aware of a presence or not. Once per combat, you can force an enemy to reroll an attack roll or save as an immediate action so long as they are inside your fog aura. An effect that would hide enemies from blindsense hides them from this detection as well.   Their fog aura becoming even more dense and thick to more closely resemble thick soup than anything else, these rare Gloomgaunts gain a mastery over their fog that few can hope to match...using the fog to detect foes within their radius and to suffocate and distract their foes with its cloying presence.
 
Greater Planar Infusion:   Prerequisites: Gloomgaunt race, 'Planar Skin' Alternate Racial Trait, Character level 9th   Effects: Your DR upgrades to DR 10 overcome by the alignment you picked.   Their skin lighting up with extraplanar energies and glittering like dark star fields, these rare Gloomgaunts who swell with the energies of the outer realms benefit from greatly increased defenses.
 
Inky Skinscape:   Prerequisites: Gloomgaunt race, 'Inkblot Skin' Alternate Racial Trait, Character level 7th   Effects: You can also draw creatures into your skin with Inkblot Skin if they are helpless and within 10ft of you as a standard action that does not provoke AoO, though they get a will save (DC 10 + 1/2 HD + CHAMOD) to resist the effect. You can use Mind Probe and Modify memory 3/day each on creatures you have stored in this manner. A helpless creature stored in this way is disgorged at the same HP and condition as they were absorbed, so may not be under threat of death as normally described in Inkblot Skin.   Taking their mastery of their inky prisonskin to a new level, these capturer Gloomgaunts learn to draw in others who are not on the brink of death and seal them away for later questioning.
 
Shockwave Trample:   Prerequisites: Gloomgaunt race, 'Mighty Trample' Racial Trait, Character level 5th   Effects: When trampling another creature, you can choose to deal either Piercing, Bludgeoning, or Slashing. You deal an extra 2d6 force damage with your trample.   Through utilizing the unique magic in their skin, some Gloomgaunts can learn to gather strange energies in the soles of their feet and release them with every crushing footfall, giving them great versatility in their trample as well as buffeting their targets with waves of crushing force.
 
Lifestealing Trample:   Prerequisites: Gloomgaunt Race, 'Mighty Trample' Racial Trait   Effects: Each time you deal trample damage to a creature, you gain a number of temporary HP equal to the number of HD the creature has. These last for 10 minutes. You can deal poison doses through your trample attacks to any creature you choose who recieves trample damage from you that turn by applying those doses to your legs and feet. You are not poisoned while doing this.   Their skin seething with necrotic energies, these special Gloomgaunts can siphon life from their targets with each heavy footfall, bolstering their own life while draining the enemies...and with this necrotic power comes the ability to apply poison doses to the feet as well, inflicting them upon unsuspecting foes.
 
Gloomgrasp Trample:   Prerequisites: Gloomgaunt Race, 'Gloomgrasp' Racial Trait, 'Mighty Trample' Racial Trait, Character level 5th   Effects: When you trample, you can use Gloomgrasp as a free action to pull a creature of your choice into the path of your trample. Creatures you pull this way take a -2 penalty on the save to avoid your trample.   Using the magic of their Gloomgrasp ability to move far-distant targets, Gloomgaunts can pull unsuspecting foes into the path of their crushing footfalls at a moment's notice, catching their foes off guard.
 
Mindscape Trample:   Prerequisites: Gloomgaunt Race, One other "-Trample" feat, Character level 11th   Effects: When you inflict trample damage on a creature, you can force them to make a will save or be afflicted by a maze spell as they are sucked through the sole of your foot into a twisted mindscape of suffering. You can only have one creature stored at a time this way.   Special: At 15th level, the maze spell no longer automatically breaks after 10 minutes. If they have not escaped after 10 minutes, they are considered lost in the maze and are trapped there until they are saved by an external force or you willingly disgorge them as a free action.   One of the three master techniques of the Gloomgaunt Trample, the way of the Mindscape Trample involves the application of many esoteric magics and fleshcrafting mutations to the legs of a given Gloomgaunt, allowing them to suck foes into an extradimensional maze where they wander without end.
 
Inky Trample:   Prerequisites: Gloomgaunt Race, One other "-Trample" feat, 'Inkblot Skin' Alternate Racial Trait, Character level 11th   Effects: When you successfully inflict trample damage on another creature and they are below 50% HP, you can force them to make the will save at a +2 bonus as if they were helpless to be drawn into your skin as per Inkblot Skin.   Special: At 15th level, the enemies are no longer required to be below 50% HP.   One of the three master techniques of the Gloomgaunt Trample, the Inky Trample is a unique art available only to those who have mastered the capture of other creatures through their skin, allowing them to force other creatures into this prison through sheer crushing force, bringing their feet down on other creatures so hard they force them into this space through force alone.
 
Continuous Trample:   Prerequisites: Gloomgaunt Race, One other "-Trample" feat, Character level 14th   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 18th 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.   A classic remnant of their strange ancestry and one of the three master techniques of the Gloomgaunt Trample, the Continuous Trample allows a Gloomgaunt to carry their foes with them as they move, crushing them continuously with each footfall until they finally manage to escape.
 
Mighty Grip:   Prerequisites: Gloomgaunt Race, Character level 5th   Effects: Gain a +4 racial bonus on CMB checks made against creatures smaller than you. Gain the constrict universal monster rule, dealing 2d6 base damage unless your unarmed strike damage is higher, at which point that is used instead. Gain a +10 to their CMD to avoid being disarmed.   Their arms bulging with subtle muscle, some Gloomgaunts have grips so powerful they can crush the life out of any creature they can fit within their grasp.
 
Natural Slavers:   Prerequisites: Gloomgaunt Race, Character level 9th   Effects: The DC to escape the bonds when you a tie up a creature you have pinned, restrained, or unconscious rises by 5. You gain a gaze attack that forces a target within 30ft who looks into your eyes to become fascinated for 2d4 + 2 rounds unless they succeed on a will save (DC 10 + 1/2 HD + CHAMOD).   Their eyes teeming with powerful energies, many Gloomgaunts can not only tie up and imprison creatures much better and quicker than others could, but can use their mystic eyes to beguile foes and cause them to stand still, drooling, as they are surrounded and then tied down.
 
Arachnid Eyes:   Prerequisites: Gloomgaunt Race, Character level 7th   Effects: You can no longer be flanked nor be caught flat-footed, nor do you lose your dexterity bonus to AC if immobilized. You can still lose this DEX bonus to AC if an opponent uses the feint action. This denies enemies the ability to sneak attack you by flanking you, unless the attacker has at least 4 more levels in a class that provides sneak attack than you have HD.   With a bit of lucky aptitude and some gentle fleshwarping from Gloomgaunt Fleshcrafters, some rare Gloomgaunts can grow many arachnid eyes situated on their heads, allowing them a much greater field of vision that allows them to avoid enemies trying to outflank or catch them off-guard.
 
Unnatural Flexibility:   Prerequisites: Gloomgaunt Race   Effects: You can squeeze through any non-airtight barrier, though you must succeed on a Fortitude save (DC 10 + 4 for every time this ability is used in a day) each time or take 2d10 points of damage and be unable to use this ability for an hour.   By contorting their bodies and taking advantage of their unique physiology, Gloomgaunts can terrifyingly squeeze through almost any space, taking on properties generally reserved for liquids to squeeze and force their way through spaces normally impossible for creatures their size to pass through.
 
Gloomgaunt Alpha:   Prerequisites: Gloomgaunt Race, Character level 9th   Effects: Variable, based on racial gender:  
  • Male: Your skin hardens, granting you +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). This stacks with Toughness and similar effects.
  •  
  • Female: Your movement speed increases by 15ft, and you can, once per combat as an immediate action, make a diplomacy or intimidate roll against a creature attacking you. If you succeed the DC as per the Intimidate Skill to demoralize them(Whether you used Diplomacy or Intimidate), they must attack another viable target they would feasibly attack instead(AKA Not their own allies), or if no such option exists they roll twice and take the lower of the attack rolls at a -4 penalty to hit.
  The genetic destiny of the Gloomgaunt Species, Gloomgaunt Alphas are rare beings that are almost impossible to bring about through artificial means, only appearing in select creatures as a sort of apex mutation marking them as supreme beings in Gloomgaunt society. To reinforce the gender roles of the traditional Matriarchal Gloomgaunt society, most of these Alphas, or "Nobles" are female, though male ones do exist.
 
Demonhair:   Prerequisites: Gloomgaunt Race   Effects: You gain the use of the "Prehensile Hair" witch hex as an at-will extraordinary ability, though it uses your CHA and not your INT score. The hair deals 1d6 points of damage for a Male Gloomgaunt and 1d8 for a Female Gloomgaunt. Unlike the hex, however, you can sacrifice it as a natural attack to wrap yourself in it, granting you a +4 Natural Armor Bonus but cutting your speed in half. Activating and Deactivating this "Armor Mode" for your hair is a move action that does not provoke AoO.   With their incredible hair growthh present in both Males and Females, their voluminous manes are often likened to giant, oversized masses of eerily colored "demonhair"...and while most Gloomgaunts have no such ability to animate or control their hair and instead just have the trademark incredibly long hair customary to their species, others can manipulate this hair and control it like an extension of their bodies, only lending credence to the myths of "Hair Demons" prowling the land at night, snatching up unsuspecting travelers...
 
Bloodsmoke Master:   Prerequisites: Gloomgaunt race, Character level 5th   Effects: Whenever you would deal a killing blow to a creature, you can take 1d3 points of CON or STR damage(Player Choice) to automatically create a Fog Cloud effect centered on the square where the creature died. If the creature's blood had special properties, they may apply to those inside the cloud as appropriate(GM Discretion).   Another of the twisted "Demon Arts" that Gloomgaunts call themselves master of, the art of Bloodsmoke is one most profane and heretical to all but the Gloomgaunts themselves, involving a special technique where, upon slaying a creature, a Gloomgaunt skilled in the use of this art can cause the blood or other internal bodily fluids of their foe to flash-boil and explode into gasses inside their veins, creating a foggy cloud of blood, bile, or other internal liquid that kills the creature in unfathomable agony.

Comments

Please Login in order to comment!