Othraka Alternate Racial Traits in Zheng-Kitar | World Anvil

Othraka Alternate Racial Traits

Othrakan Tomb-Born: Replace Ability Score Modifiers with (+2 Strength, +4 Intelligence, -2 Dexterity) Replaces Ability Score modifiers.   Though the locations of most Othrakan Tomb Cities have been lost to the annals of history, a few yet remain as closely guarded secrets of the Othrakan people. Those that are born and/or raised within their ancient, towering halls tend to favor feats of the mind over feats of the body as they study the ancient, ineffable machinery that was built so long, long ago.
 
Undead Physique: Become healed by negative energy and harmed by positive energy. Take no penalties from energy-draining effects, though you can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels you’ve gained are removed without any additional saving throws. Replaces Giant Physique.   Though most Othraka are only partially and externally mummified and thus only tangentially related to Undead Creatures, many more traditional Othraka, especially those who are born in or seek the mysteries of the Tomb Cities often submerge themselves in the undeath that comes from older Othrakan teachings, becoming closer to the Ice-Cold Grave than their fellows.
 
Stonebones: Gain a +2 Racial Bonus to Constitution. Replaces Giant Physique.   Rather than the overpowering strength which most Giantkind is known for, many Othraka instead carry powerful bodily reinformcements that makes them incredibly durable, thanks to the mummification they endure to survive as jueveniles.
 
Powerful Horn: Gain a gore attack appropriate for a creature of your size that you can deal Piercing, Bludgeoning, or Slashing damage with due to the wind surrounding it. Replaces Giant Physique.   Lacking the powerful strength that their kin have, other Othraka instead have reinforced horns that normally prove too fragile to be used offensively, allowing them to attack with it and gore their foes upon it.
 
Undying Constitution: You cannot be fatigued. You gain a racial +2 on all saves made versus mind-affecting effects. You can carry diseases but take no adverse effects from them. Replaces Mummified Body.   Their bodies more closely related to undead than the living, these Othraka have an almost inexhaustible stamina and an uncanny resilience of the mind, though they often become festering cesspits of disease and are either exiled or killed to prevent the spread of the Bonerot Plague.
 
Sinscript Body: Gain immunity to curses and gain a racial +4 on all saves made versus disease. Gain immunity to Mummy Rot specifically. If you are afflicted by a curse, you can choose to store it and make the next hostile creature you touch its target instead if they fail any save for the curse they would normally get. Replaces Mummified Body.   Their skin and bones inscribed with hateful runes to ward off curses, these Othraka are more often than not filled with the same hate and grudges that they are warded against due to the runes scribed in their skin that staves off the onset of the Bonerot Plague.
 
Chitin Exoskeleton: Gain DR 10/Magic and Bludgeoning. Gain immunity to Sandstorms and Hot Weather. Gain Electricity and Fire Resist 5. Replaces Thick Skin.   Their normally calcified skin overgrowing into a solid, multiple inch layer of thick chitin that covers their body like armor, these lucky Othraka gain skin so thick only magic weapons can hope to break through.
 
Living Metal Body: Gain Fire Resist 10 and Cold Resist 10 but become Vulnerable to Electricity, taking 50% more damage from it. Gain +2 Natural Armor bonus to AC and immunity to Sandstorms and hot Weather. Gain Fast Healing 3 and a +4 to resist diseases and curses. Replaces Mummified Body and Thick Skin.   With skin coated in a strange, silvery-black metal found exclusively in the deepest vaults of their ancient Tomb-Cities dubbed "Living Metal", these rare Othraka gain incredible benefit from their solid metal skin, but become unfortunately weak to electricity as a result...but the metal that suffuses their body has an uncanny regenerating property, allowing them to survive the Bonerot Plague, albeit with great agony.
 
Eldragi Scion: Gain Immunity to Fire, Sandstorms, and Hot Weather. Gain Acid Resist 10 and See in Darkness Universal Monster Rule. Replaces Mummified Body and Thick Skin.   Born between a Union of Othraka and Eldragi and blessed with the best aspects of both races, these incredibly rare Othraka born from these normally Eldragi-producing Unions are gifted with a portion of the Festering Devilblight that runs in the veins of the Eldragi, carrying a portion of the resistances of the Devils and Demons of the outer realms, holding off the onset of the Bonerot Plague with their innate acid resistance.
 
Lord of the Southern Wind: As a standard action, you may make strength check to break an object within 120ft that you have line of sight to at a +5 bonus. Alternatively, you may force any creature you can see within 60ft to make a Fortitude save (DC 10 + 1/2 HD + STRMOD) or be moved 10ft in any direction that does not provoke AoO, moving half as much on a successful save. They must end this movement in an unoccupied square. If their movement would be blocked by an object, you can attempt a strength check as a free action at an additional +5 bonus(+10 total) to break that object. If successful, the creature takes 2d6 bludgeoning damage and continues through the object. Replaces Masters of the Northern Wind.   As a race deeply in tune with the wind, the Othraka believe that normally, they hold mastery over the Northern Wind, which represents the wind that brings heat and aridness, and thus life as it is responsible for the creation of the Great Gyatsoshin Desert...while the southern wind, flying up north and screaming and moaning as it flies through hollow tries and dead vegetation, brings force and chaos to the world, and those Othraka who master this southern wind see their horns grow jagged and antler-like, and instead learn to manipulate this chaos to scatter their foes across the battlefield, and to use the force of the southern wind as a mighty battering ram to break their obstacles.
 
Sage of the Western Wind: By attuning yourself to another creature as a standard action, you can maintain a weak connection to them, giving you a status effect as per the spell with them that can be maintained regardless of distance so long as you both are on the same plane of existence. You can have up to one creature attuned per 3 HD you possess. Your base land speed increases by 10ft. Replaces Masters of the Northern Wind.   Continuing their deeply rooted beliefs in the wind, the Othraka believe that the western wind is a welcome one, bringing kindness and wisdom to the land as it flows out to the ocean westward, bringing the dreams and hopes of the people it passes over along the way. Those who master this wind find it a calm and reassuring wind, their horns becoming gentle and glowing as they can attune their wind to another creature to maintain a connection to them no matter where they might go and flowing at their backs to speed them quicker across the land, quickening their every step.
 
Khan of the Eastern Wind: Gain Weapon Versatility as a bonus feat, even if you do not meet the prerequisites for it. Replaces Masters of the Northern Wind.   In contrast to the Western Wind, normally a peaceful and kind wind, the Othraka believe that the Eastern Wind blows with a somber violence that none can match - and that those who claim mastery over it are inspired to feats of Savagery that would make even the most hardened Warlord flinch and recoil...and indeed, with weapons wreathed in blowing winds, these Othraka can bludgeon, pierce, or slash at will with their weapons as if blessed by the very gods of war and wind.
 
Othraka Warlord: Become a gargantuan-sized creature. You count your strength score as 25 higher when determining carrying capacity and lifting weight. Replaces Masters of the Northern Wind and Othrakan Wrappings and modifies Giant Physique.   A rare and unique mutation that can sometimes occur when the perfect mixture of genetic drift, mummification wrappings, and pure luck blends together and takes hold to trigger a transformation into a far more massive creature - one that blends as an 'apex othraka' whose very being seems improved. Unfortunately, the Othraka have not figured out how to reliably replicate this mutation, so it remains a rarity.
   
Dust Devil Heritage: As a standard action, you may cause your form to collapse into a pile of animate sand. Your movement speeds drop to 10ft and you are treated as medium sized for as long as you remain in that form. You cannot attack while in this form, and gain DR 10/- for as long as you remain in sand form. You gain a +5 to stealth checks while in this form(+10 in a desert) and can reform yourself as a free action. Replaces Windripper Trample OR Masters of the Northern Wind.   Tracing their lineage back to ancient Earth Elementals, these rare and powerful Othraka possess the ability to turn themselves into sand and move about, allowing them to start deadly surprise attacks on their foes.
 
Fist of Sand: Once per day as a move action, you can form a volume or earth, stone, or sand within 40ft into the shape of a 20ft long arm that ends in a clenched fist. This arm is huge and has a space of 15ft and a reach of 20ft. The arm and first cannot move from the location where it was created. You can order the arm to attack as a move action, and once given a target the arm automatically attacks that target on your turn. The arm remains for a number of rounds equal to your HD, and you do not need to concentrate to maintain it and can direct it to attack a new target or adopt a new tactic as a free action. The arm's BAB is equal to your BAB, and deals slam damage equal to your own. A creature struck must make a Fort Save (DC 10 + 1/2 HD + STRMOD) or be staggered for 1 round. The arm has an AC of 20(12 Natural, -2 Size) and has HP equal to 3x your CON score. It loses shape if it is reduced to 0hp, the duration expores, or you die. Replaces Windripper Trample.   An ability tracing its roots back to the very first Sand Giant tribes the ancient Othraka subjugated and merged with their own populations, this remains as a relic and reminder of the Sand Giant blood that pulses through the veins of almost every Othraka now.
 
Enenra Child: Gain the ability to, as a full-round action that does not provoke AoO, vanish from your square and re-appear in any square within 120ft that is connected to your current location by unimpeded windflow. This is a supernatural ability. Every creature along the path of this "movement" must succeed a Fortitude Save (DC 10 + 1/2HD + STRMOD) or be nauseated for 1 round. Replaces Windripper Trample.   A terrible, ferocious mythical beast in Othrakan legend, the Enenra is a terrible demon born of smoke and wind that moves in the night, ripping the breath out of the lungs of Othraka who give in to their hatreds and seek to spread misery and misfortune to others, and who indulge in sin. Though a myth, some rare children are born with eerily similar properties to those ascribed to the Enenra in Othrakan myth...often ostracized and made fun of, they are often bullied for these abilities and their strange, smoky appearance.
 
Othrakan Vizier: Gain Diplomacy and Knowledge(Arcana) as class skills. You may use STR instead of CHA for Diplomacy if you wish. Gain a racial +2 to one of these skills. Replaces Lords of the Tomb Cities.   Masters and advisors to the mighty Othrakan Overlords, the Viziers are trained to be both court mage and diplomat, both to other Othrakan tribes, Eldragi Tribes, and even smallfolk tribes or caravans when the need arises.
 
Raidmaster: Gain Appraise and Linguistics as class skills, and gain a racial +2 to both. Replaces Lords of the Tomb Cities.   Though Othraka do frequent raids on other tribes, species, and even passing smallfolk caravans, none are more crucial to these raids than the Raidmasters. As masters of appraisal and languages, they provide the crucial direction to the other Othraka in the raid on which of the items are valuable and/or worth taking.
 
Enenra Wrappings: You no longer need to breathe. Replaces Othrakan Wrappings.   Said to be cursed children visited by the Enenra in the cradle, these rare Othrakans are said to be one of the incredibly lucky few who survived the mythical Enenra's breath-stealing touch as children by storing their breath inside of their wrappings - removing their need to breathe entirely. Viewed with suspicion, these Othraka and their wispy, smoky wrappings are nonetheless gifted with a strange power.
 
Move-Aid Wrappings: You gain a climb and burrow speed equal to your base land speed. Replaces Othrakan Wrappings.   Said to be a result of Othraka whose parent(s) met unfortunate deaths while they were still young, these Othraka are said to carry their parent's spirits inside of their wrappings, which move and snake about of their own volition as if possessed, assissting them with tasks such as movement.

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