Qìtóng Racial Feats in Zheng-Kitar | World Anvil

Qìtóng Racial Feats

Regeneration Markings:   Prerequisites: Qìtóng race, 'Bodily Reinforcement Markings' Alternate Racial Trait, Character level 9th   Effects: You gain Regeneration 4 that is negated by the opposite of your element(Fire - Electricity, Cold - Acid, Light(Good) - Void(Evil))   Their bodies covered in powerful swirling markings, these rare Qìtóng have markings so powerful that they can knit their bodies back together as they take harm at a rate that is astonishingly quick.
 
Enhanced Elemental Touch:   Prerequisites: Qìtóng race, 'Elemental Touch' Alternate Racial Trait, Character level 11th   Effects: All elemental damage done with the 'Elemental Touch' alternate racial trait is increased by one step.   A natural result of the Qìtóng infused with potent clusters of Elemental Power, this explosive might allows for incredibly strong elemental force to be channeled into weapons.
 
Strategists's Network:   Prerequisites: Qìtóng race, 'Strategists' Touch' Alternate Racial Trait, Character level 7th   Effects: You gain a constant status effect as per the spell on each target implanted with a shard with the 'Strategists' Touch' alternate racial trait. You may also scry on each creature implanted 1/day as per the spell with no save, and may communicate with them telepathically regardless of distance so long as you each remain on the same plane of existence. Finally, you gain three additional shards you can have implanted at any given time using 'Strategists' Touch'.   A unique application of their elemental power, these Qìtóng have learned to develop the unique ability that allows them to implant shards into other creatures and forcibly teleport them to channel the power of the spirit kings to send their vision and senses across great distances to spy upon their targets.
 
Reality Marble:   Prerequisites: Qìtóng race, 'Lethal Embrace' Alternate Racial Trait, Character level 11th   Effects: The area inside of you is expanded to become a small, finite demiplane as though you had casted Create Demiplane, Lesser with a CL equal to your HD. This is a seperate space than the one creatures you 'swallow' with 'lethal embrace' go, though it may be a small subsection of that demiplane flavor-wise. You can control this demiplane as normal, and can enter and leave it with up to seven other creatures by spending one full round in concentration. You return to the material plane in the exact same spot you entered it in.   Special: At 13th level, you can expand this demiplane as though you had cast Create Demiplane on it, and grant it two of the the traits listed in that spell. It gains the 'Elemental' trait by default, aligned to your chosen element.   Special: At 17th level, you can expand this demiplane as though you had cast Create Demiplane, Greater on it. You may grant one of the features listed in the Create Demiplane, Greater spell to your demiplane.   Special: Flavor-wise, this demiplane does not take up space on the Astral or Ethereal planes - it resides on the elemental plane of your chosen element.   Their inner realities which they shunt other creatures into expanding and growing beyond their initial size, these lucky Qìtóng find themselves establishing a mysterious, primordial connection with their patron spirit king to carve out a section of their very essences for them to mould and transform at will into livable space...
 
True Elemental Conduit:   Prerequisites: Qìtóng race, Character level 5th   Effects: You can convert all dice into the True Elemental version of that element each time you would deal damage of the element you chose with the 'Sixfold Soul' racial trait.   Born with especially powerful links to the elements, these rare Qìtóng are gifted with such extraordinary bodies that they can channel the very true elements themselves to enhance their attacks and spells.
 
Extraordinarily Light:   Prerequisites: Qìtóng race, Must have chosen to have an extremely low weight at character creation, Cannot have 'Hyperdense Form' or 'Elemental Weight' Racial Feats, Character level 5th   Effects: You may, at your discretion, will yourself to travel upon air currents as if you were weightless(returning to your normal weight and to the ground as a free action). Each time you are hit with a non-spell attack you may take a free five-foot step that does not Provoke Attacks of Opportunity.   Born with bodies so incredibly light that they weigh almost nothing, these Qìtóng can learn to use their extraordinarily low weight to travel upon the wind and move with the simple force of attacks directed against them.
 
Elemental Weight:   Prerequisites: Qìtóng race, Cannot have 'Hyperdense Form' or 'Extraordinarily Light' Racial Feats   Effects: By focusing as a full-round action and maintaining it as a standard action each round thereafter, you can cause constant elemental damage to an object you are in contact with - dealing 2d6 damage of your chosen type to the material that bypasses hardness(Light and Void doing force). You gain improved sunder as a bonus feat.   Able to channel the elemental power slumbering within their bodies into concentrated points across their body, these Qìtóng have the terrifying ability to eventually melt their way through any object, given enough time and concentration - a feat which makes them terrifying enemies during sieges or to fortified structures in general.
 
Hyperdense Form:   Prerequisites: Qìtóng race, Must have chosen to have an extremely massive weight at character creation, Cannot have 'Extraordinarily Light' or 'Elemental Weight' Racial Feats, Character level 5th   Effects: You gain +10 to your CMD to resist Reposition and Bull Rush Maneuvers, and foes that grapple you CANNOT choose to move you(Though foes with extraordinary strength might be able to do so, GM Discretion). If you end your movement in the square of a foe your size or smaller, you can crush them as per the Crush(Ex) ability of true dragons - the creature(Or creatures if you are bigger) must succeed at a reflex save (DC 10 + 1/2HD + STRMOD) or become pinned, automatically taking 2d8 + 1.5x STRMOD then and each round they do not escape. So long as you do not move, you do not need to maintain the pin - but moving will break the pin automatically.   Their bodies so incredibly heavy that their own immense weight can shatter bone and break skulls, these Qìtóng put their immense mass to excellent use to resist being moved around against their will and to crush their enemies beneath their titanic mass.
 
Mask of Elements:   Prerequisites: Qìtóng race, Character level 3rd   Effects: You can cast disguise self as an at-will Spell-Like Ability. You can affect one other creature per 3HD you possess.   Using the very elements themselves to create an illusory cloak to disguise their appearances, these Qìtóng are valued by many for their infiltration capabilities.
 
Husk-Touched:   Prerequisites: Qìtóng race, Character level 7th   Effects: As a full-round action, you can create a 10ft radius bubble that acts as per deeper darkness, but instead it is constructed of your chosen element - hindering vision as deeper darkness would but also dealing 1d6 damage of your chosen element to any who begin their turn inside it. You can instead choose to make this a 20ft line rather than a 10ft radius bubble. Once created, it lasts for 1 round per 3HD you possess, and you may only have one instance of this ability created at a time.   Special: Those infused with the opposite of your chosen element or who possess the opposite subtype(Fire - Electricity, Cold - Acid, Living - Undead) take double damage and must succeed on a Fortitude Save(DC 10 + 1/2HD + CONMOD) or be shaken for 1d4 + 1 rounds.   Infused with the power of the horrifying engines of destruction known as The Six Husks, these Qìtóng are those whose creation was either inhibited or corrupted by one of the Husks, or possibly stand as one who, after their formation or birth, was later corrupted or touched by one of these terrifying beasts. Whatever the case, they are blessed with a terrifying ability to create small pockets of elemental voids, rifts in reality where the elements do not exist save for their chosen element.
 
Elemental Cataclysm:   Prerequisites: Qìtóng race, Character level 13th   Effects: Once per combat, by spending an entire round concentrating(This effect has no spell level for the purposes of concentration checks if you are damaged during this period), you may invoke the power of your respective spirit king and fill every square(on the ground, beneath the ground, and in the air) in a 30ft radius around you with your chosen element - making this area difficult terrain and dealing 2d10 elemental damage of your chosen element each round a creature begins their turn inside this radius and for 1d4+1 rounds afterwards. Light and Void both heal and harm(Doing whichever is best to friend or foe). Allies are unaffected by this ability unless the user wishes them to be.   Special: Roll a 100-sided die once this ability ends. On a result between 75-100, the scarring becomes permanent on the land and is permanently infused with your chosen element, to a lesser degree.   Able to use their connection to the Spirit Kings to invoke an elemental calamity of such sizable proportions that entire buildings are subsumed by elemental power, these Qìtóng wield immense power such that their wrath can summon forth firestorms of terrifying proportions.
 
Elemental Apocalypse:   Prerequisites: Qìtóng race, Character level 19th   Effects: The radius for 'Elemental Cataclysms' doubles to 60ft. Once per year, you may lose the use of this ability for a month to invoke 'Elemental Cataclysm' in a radius equal to 10 Miles. The damage done by 'Elemental Cataclysm' doubles as well.   An ability documented in only one Qìtóng in all of Zheng-Kitaran history, this legendary ability is the sum total of decades of complete mastery of the arts of the elements and communion with the Spirit Kings - and, by sacrificing the use of the ability for a month, one can call forth such monumental disasters the likes of which the world has never seen.
 
Gaze of Infinitude:   Prerequisites: Qìtóng race, Character level 11th   Effects: You gain a gaze attack with a range of 30ft that requires those within its radius or those you focus on as a standard action to make one of the following two saves and take the corresponding effect. Which save and effect you gain is chosen when this feat is taken. Once a creature succeed on a save versus this ability, they are immune to it for 24 hours. All DCs listed below are based off CON(DC 10 + 1/2HD + CONMOD).  
  • Will Save: On a failed save, the target is fascinated for one round and become entangled as your chosen element wraps around parts of their body. If they fail the save twice in a row, the entangled effect anchors them to the ground instead and allows you to issue a command to the creature as per the spell. Creatures gain a +4 bonus to the save each time they fail.
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  • Fort Save: On a failed save, the target is covered in your chosen element(Whichever harms them for Light and Void) and takes 2d8 damage initially and continues to take the same amount on each subsequent turn until they pass the save against this ability, and 1d4+1 rounds afterwards. If the subject has resistance, this damage lowers their resistance by the same amount(Which resets after 24 hrs). Unattended objects do not get a save to resist this ability, though you may not use it on walls or parts of a large structure(GM Discretion).
  Their eyes filled with elemental power, these Qìtóng have magical gazes so weighty and potent that they can carry real, physical effect into the real world either by manipulating the minds of others or by quite literally igniting other objects and creatures with pure elemental power.
 
Elemental Acrobat:   Prerequisites: Qìtóng race, Character level 5th   Effects: Your DCs for High Jumps are the same as those for Long Jumps, and you take half damage from all fall damage. You gain acrobatics as a class skill if it wasn't already and gain a +2 bonus to it. You may move at full speed when attempting to tumble through enemies squares or threatened areas without provoking Attacks of Opportunity.   Their bodies enhanced by the power of the elements, Qìtóng can often perform incredible feats of dexterity and acrobatics as the elements themselves assist their steps and maneuvers, as if they very world itself is helping their efforts.
 
Elemental Enhancement:   Prerequisites: Qìtóng race, Character level 7th   Effects: Choose a bonus from the list below, and gain it.  
  • Head: Gain a +1 to two mental stats of your choice.
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  • Arms: Your natural reach increases by 5ft.
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  • Body: Gain +1 to two physical stats of your choice.
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  • Legs: Your base land speed increases by 30ft. Gain a climb speed of 30ft.
  Special: GMs are encouraged to require players to complete a small task to unlock this feat, as it is a powerful feat - something no more than slaying a powerful monster, delivering an item, or exploring a certain location.   One of the many blessings bestowed to the Qìtóng by the Spirit Kings when they reach a certain age or power level, this enhancement often comes with a trial that the Qìtóng must undergo and pass to prove themselves worthy of attention.
 
Spirit King Remembrancer:   Prerequisites: Qìtóng race   Effects: By spending an hour in meditation, you can drift your senses into the past and glimpse events that occured in or around the location you are meditating at in years past - there is no time limit to things you can see, but more traumatic or 'intense' events will be able to be found more clearly. GM's are encouraged to use some sort of check in areas with a massive history for players to find the event they want. In areas with events tied closely to your chosen element, you can even glimpse into the near future, and much further into the past with much greater accuracy and clarity. You innately know whether a location is haunted by ghosts or other undead or spirits tied to the material until a 'trauma' is solved by spending 5 minutes in the place in question.   Special: By communing with an undead or other being born of tragedy(GM Discretion), you can glimpse the events that caused them to become what they currently are.   An extraordinary blessing given to those rare Qìtóng given personal missions by the spirit kings themselves, these Qìtóng are given the amazing ability to commune with the elements and spirits of the land, speaking to the very building blocks of reality to delve into the history and even future of a given area to learn about what has and will transpire there.

 
Spirit Kings Vizier:   Prerequisites: Qìtóng race, 'Eyes of the Spirit Kings' Racial Trait, Character level 9th   Effects: The range for the 'Eyes of the Spirit Kings' racial trait increases to one mile per 4HD.   Their eyes literal and real conduits for the power of the Spirit Kings, these rare and powerful Qìtóng are capable of plunging their senses so far out away from them that they can listen and watch things happening entire villages away...

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