Othraka Racial Feats in Zheng-Kitar | World Anvil

Othraka Racial Feats

Cricketwhistle Chitin:   Prerequisites: Othraka Race, 'Chitin Exoskeleton' Alternate Racial Trait, Character level 5th   Effects: When you charge, you can make an intimidate check as a free action against all creatures within 10ft of your charge path. On any round in which you move more than 5ft, you gain a +5 bonus on your next intimidate check.   Their chitinous exoskeletons growing small flute-like holes and openings for air to pass through, these Othraka find that these new growths let out an eerie whistling noise as they move and cause air to pass over their skin, giving them the unusual moniker of "Crickets" or "Cricketwhistlers" in homage to the strange but scary moaning sound that resonates from their skin as the air passes over it.
 
Wraithmetal Carapace:   Prerequisites: Othraka Race, 'Living Metal Body' Alternate Racial Trait, Character level 9th   Effects: You Gain Regeneration 4, negated by electricity.   The penultimate form of the living metal that coats the bodies of these rare and lucky Othraka, the Wraithmetal is a strange quicksilvery metal that swims with ancient Othrakan technology long lost to time, capable of repairing itself even when atomized or disintigrated into component molecules, remembering its form uncannily to repair itself at an alarming speed.
 
Enenra Inheritor:   Prerequisites: Othraka Race, 'Enenra Child' Alternate Racial Trait, Character level 7th   Effects: You can project your senses as a standard action along the wind, moving them up to twice your base land speed each turn along a path of natural airflow up to no more than 100ft/HD away, allowing you to see and hear as normal wherever you project them. You can return your senses to your body as a swift action if you have moved them less than 1000ft away, or a move action if they are further. You can move through enemy and ally squares alike without being given permission, and do not provoke AoO for moving through their squares, though you will as normal for continuing movement afterwards.   With the smoky blood of the Enenra pulsing through their veins, these scions of the mythical Cradlekiller are feared outcasts in Othrakan society, their skin smoky and indistinct and patterned with demonic lines and script, their eyes usually either charcoal black with orange irises or some similar variation...and carrying even closer ties to the Enenra means they have even more insidious, strange powers accordingly.
 
Enenra Skin Transplant:   Prerequisites: Othraka Race, 'Enenra Wrappings' Alternate Racial Trait, Character level 7th   Effects: You can absorb smoke, fog, and other misty conditions such as those due to a Fog Cloud spell into your skin as a move action, clearing the air in a 20ft radius around you. For spells, make a free dispel check at a +10. Once a day, you can release a burst of black ash and smoke from your body as per the fog-cloud spell.   Their wrappings which saved their lives at birth growing and twisting around them as they age, those rare Othraka who survived an Enenra attack in the cradle soon find that as they age, their wrappings which contain their stolen breath grow and begin to transplant their already mummified skin with smoky, hazy ash and smoke, making them more closely resemble the legendary Enenra of Othrakan myth...and from this new body they gain the ability to absorb nearby smoke and ash and fog, and release a burst of it of their own.
 
Deadsoul:   Prerequisites: Othraka Race, Character level 7th   Effects: You can use CHA in place of CON for your fortitude saves.   Taking one step further towards Undeath, these Othraka are typically those who slept for so long in their ancient Tomb-Cities waiting for the Bonerot Plague to pass that they became closer to the grave than they had originally intended...though some arise from purposeful experimentation.
 
Zephyr Horn:   Prerequisites: Othraka Race, Character level 11th   Effects: You can a 60ft fly speed with perfect maneuverability. This is a supernatural ability.   Their horns glowing a light blue as they are infused with the power of the Spirit King of Wind, these air-blessed Othraka gain such an innate mastery of wind that they can propel themselves around on a cushion of wind.
 
Demonic Weaponmaster:   Prerequisites: Othraka Race, Character level 5th   Effects: By focusing on a weapon as a full-round action, you can automatically resize it to your size and gain proficiency with it if you haven't already. You can only become proficient with one weapon at a time this way, and once you do this to another weapon the previous one returns to its normal size. A weapon you attune to this way can be called as if it had the Called weapon enchantment, except with a maximum range of 100ft/HD and it functions as soon as you attune it.   The masters of war in Othrakan Society, the Weaponmasters are the lords of battle that direct the defense of the precious few Tomb-Cities that remain known and under Othrakan control, as well as the defense of their home village or camp from outside assault, as well directing raids on other tribes, races, or caravans of smallfolk. Through special rituals, they are infused with a shard of the spirit of battle itself, and this strange blessing fills them with a zealous fervor few can match.
 
Yokai Bolt Wrappings:   Prerequisites: Othraka Race, Character level 5th   Effects: Your wrappings function as spider silk rope that never runs out of length, but can only extend 50ft plus 10ft for every 3HD beyond 5HD. It retains its rope-like properties even if cut off and seperated from you but no longer regrows if it is cut. You can use your wrappings for doing fine and precision manipulation, such as picking locks, opening doors, and such up to 30ft away from you. You may treat all weapons you wield as having the thrown quality and the returning enhancement, with a range increment of 10ft.   Their mummified wrappings becoming infused with strange, otherworldly energies, many Othraka find their wrappings taking on strange properties, becoming not entirely dissimilar to thick and sturdy rope that never quite seems to run out of length...and with this power comes a finger degree of control over their wrappings as well as the ability to manifest their wrappings as thick chains that wrap around their weapons and allow them to be thrown around.
 
Mummy Rot Infusion:   Prerequisites: Othraka Race, Character level 11th   Effects: Your slam attacks now contain the deadly disease and curse Mummy Rot, which functions as normal Mummy Rot on the struck target if they fail a Fortitude Save (DC 10 + 1/2 HD + STRMOD).   Special: You may use your CHAMOD instead of STRMOD for the save if you have the 'Deadsoul' Othraka Racial Feat.   Their bodies swelling with unholy power as they age and grow, these incredibly rare Othraka who overcome the Bonerot Plague as all their kin do sometimes find that as they aquire immunity to this deadly plague they also are left with a shard of its lethality...which eventually matures into the deadly mummy rot that takes hold in their arms, cursing and killing those they touch or strike with alarming regularity.
 
Insidious Enhancement:   Prerequisites: Othraka Race, 'Mummy Rot Infusion' Racial Feat, Character level 15th   Effects: The mummy rot inflicted by your slams becomes 'Insidious Mummy Rot', as per the Mummy Lord ability. You can deal your Mummy Rot through your melee weapon attacks, not just your slams.   The seed of their deadly mummy rot growing as they become even more powerful, only a select few Othraka reach these deadly and terrifying stage, as they are either slain by their kin for the danger they pose, or killed by outside forces for their terrifying reputation.
 
Sandstorm Lungs:   Prerequisites: Othraka Race, Character level 5th   Effects: Three times per day as a standard action, you can exhale a blast of superheated sand in a 30ft cone, which deals 2d8 points of fire and slashing damage plus an extra 2d8 of the same at 6HD and every 3HD afterwards. A successful reflex save (DC 10 + 1/2HD + CONMOD) halves this damage.   Their lungs swollen with unnnatural mummified power, these Othraka are closer to mummies than most of their peers, and gain the ability to release a cloud of burning sand at their foes.
 
Rejuvenation:   Prerequisites: Othraka Race, Character level 15th   Effects: One day after you are destroyed, your body begins to reform thanks to the mummified rituals you underwent. This process takes 1d10 days. If the body is destroyed before that time passes, the process starts anew. After this time, you awaken fully healed at the spot you were slain. To permanently destroy you, you must be destroyed and then your remains must be targeted by consecrate, hallow, and then dispel evil, cast in consecutive rounds and in that order.   The ultimate in the power of the Othraka's mummified nature, these incredibly rare Othraka find their bodies swelling with unholy regenerative power that allows them to rebuild their bodies after death.
 
Enenra Infusion:   Prerequisites: Othraka Race, Character level 7th   Effects: All weapons both natural and manufactures you wield can deal slashing damage if they couldn't already and deal an extra 1d6 points of fire damage as if they had the flaming burst enhancement. By throwing your weapon at a target square, you can teleport to it as the spell as a move action.   Their arms burning with black ash and demonic fire, these Othraka blessed or cursed by the legendary Enenra are terrifying figures, capable of igniting the weapons they wield and flying around the battlefield in smoky bursts of ash.

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