Warbreed Alternate Racial Traits in Zheng-Kitar | World Anvil

Warbreed Alternate Racial Traits

Alternate Racial Traits

Dashamania Running Wild: When charging, each time you pass through an allied square, you may choose a different straightline direction in which to continue the charge and gain an additional 10ft to your charging distance for that specific charge. When double moving, you can stop in the square of a willing ally to give them the rest of the movement you would have taken from their square onward. This movement provokes as normal. Replaces Mighty Charger.   Warbreed, at their core, are beings who were born and bred for cooperation and teamwork with those that stand at their side - and this unique technique is simply an extrapolation of their natural disposition to seek adulation, adoration, and glory in their teamwork with their allies to literally refresh and rejuvenate them when dashing through an allied space, passing with a fleeting high five or pat on the shoulder as they go by.
 
Body the Planet: Each time you take a 5ft step, if you 5ft step into an enemy square you can automatically push them 5ft backwards with no save regardless of size. This forced movement does not provoke. This movement fails if they have no space to move back, or if this movement would take them into hostile terrain or environmental conditions. If you 5ft step into a solid inanimate, nonliving object or obstacle(Ignoring constructs), you deal 5pts of damage to it per HD you possess that bypasses hardness 10 or below. If this would break the object, you move through it as part of the 5ft step, otherwise you do not leave your square. This does not deal damage to equipment worn by other creatures or to other creatures themselves. Replaces Mighty Charger.   To some Warbreed, obstacles are not simply blockers to their continued progression, nor impassable barriers - they, along with all other impediments, are mere sugggestions. Suggestions that they do not like to entertain, in fact - much preferable to go straight through them, like true champions.
 
Horngorer: Gain a gore attack that deals 1d8 base damage for medium creatures. This counts as a primary natural attack. If you hit with this gore attack, you may attempt a free Bull Rush against the target that does not provoke. Replaces Mighty Charger.   With such brutal, lethal horns jutting from their heads, it is little wonder than many Warbreed have trained in the means of how best to utilize them.
 
Last of the Tauran Bombardiers: You may choose one square within line of sight to exclude from your AOE spells each time you cast them. Gain Allied Spellcaster and Shielded Caster as bonus feats. You may use these feats on adjacent allied creatures as if they had these two feats. Replaces Last of the Tauran Phalanx.   An incredibly rare mark among modern Warbreed, the Tauran Bombardiers were the Good King's magical squadrons - focused on magical teamwork and cooperation, they formed the massive magical bombardment squadrons that unleashed gigantic siege magic on the battlefield. However, most were lost in The Betrayal - leaving only a scant few remaining with knowledge of those beautiful halcyon days in the Good King's service, and of the techniques they shared as family.
 
THE WALL: Once every 1d4 rounds, when you would take damage from a melee attack, ranged attack, or damaging spell, you can choose to take minimum damage on the dice to deal the minimum dice damage plus any modifiers to all adjacent squares and all squares you stand in, turning them into difficult terrain and dealing that damage to all adjacent creatures as splash damage. You may take a free 5ft step after using this ability that ignores difficult terrain. Replaces Last of the Tauran Phalanx.   Typically defined as a brick or stone surface that encloses or divides an area. Alternatively, can be defined as a singular Warbreed who, in defiance of god and man and all that is sound and reasonable in the world, shrugs off the worst you can throw at them and continues to advance at you like an enormous, furious bull who will, in fact, tear you limb from limb once they reach you. Which is likely an inevitability none can stop.
 
Unstable Bindings: A number of times per day equal to 3 + (1/2HD, rounding down), anytime a spell would hit you or an adjacent creature, you can adjust the elemental damage type of that spell into another elemental type as per the versatile evocation ability of the admixture wizard subschool. An ally casting a spell adjacent to you can, with your permission, use this ability(using a daily use of it as if you had used it) to change the elemental damage type of their spell into another. Once these uses have been expended, the ability does not stop functioning but instead becomes random(Though you can turn the ability off and on as a free action if you wish). Replaces Last of the Tauran Phalanx.   Incredibly powerful magics were used in the creation of the Warbreed - the Wizard Omnae, Archmage to Good King Jurou, weaved such powerful and mighty incantations the likes of which are said to have bordered the realm of the ninth tier of magic. Though rare, it is a known possibility that these magics, over time, can begin to unravel themselves either through natural degredation or through sustaining incredibly powerful blows that crack the magical cores deep in the bodies of the Warbreed. Whatever the reason, these Warbreed emit a strange altering magical energy that, while useful for a limited time, can quickly become unstable and alter magical effects at random.
 
Wild Crusher: Gain two hoof natural attacks that deal 1d6 points of damage each for a medium sized creature. These count as primary natural attacks unless you have other natural attacks, in which case they become secondary natural attacks. These attacks ignore hardness of 10 or below. Replaces Last of the Tauran Phalanx.   The hooves of the Warbreed have long been famed as strong enough to crush stone and bone alike - and when turned into lethal weapons, there are few who can or would wish to stand in the path of them.
 
Royal Assassin: Gain Stealth and Disable Device as class skills, gaining a +2 racial bonus to one of them at your discretion. Replaces The Good King's Knights.   Typically a skillset associated with the Green Warhorn, the way of the Royal Assassin nevertheless percolated through the ranks of the surviving Warbreed after The Betrayal out of sheer neccessity - where once the Warbreed were content to be siloed off into their respective specializations, now they could not afford to allow the different skillsets of the Warhorns to die out.
 
The Good King's Scholars: Gain Knowledge(Arcana) and Spellcraft as class skills, gaining a +2 racial bonus to one of them at your discretion. Replaces The Good King's Knights.   Typically a skillset associated with the Black Warhorn, the studies of magic and their applications were nonetheless somewhat of an unspoken requirement for most Warbreed to study during the time of Good King Jurou before the Betrayal - often simply seen as a duty most Warbreed had to understand the magicks that wrought them. Now, the legacy of those studious Warbreed has lasted into their descendants and given them scraps of knowledge of the times before The Betrayal.
 
Itinerant Worker: Gain Survival and Craft() as class skills, gaining a +2 racial bonus to one of them at your discretion. Replaces The Good King's Knights.   Rather than originating from a Warhorn from the times before the Betrayal, the way of the Itinerant Worker is a simple result of the Warbreed scattering after The Betrayal - out of simple need to survive in a world that had betrayed them, many Warbreed turned to living off the land and offering their services to the small villages and towns that they passed through to earn enough coin to survive.
 
Time-Sent Shaman: You gain the ability to use mending as an At-Will SLA, and can use Make Whole as a 1/day SLA. By channeling the power of your spirit in a ritual that takes 1 uninterrupted hour to complete, you can peer into the history of the local area and learn of notable events that may have taken place there in the past. You may attempt to find and learn of specific events by rolling a d100 - more granular events have a 70% chance of returning information, with more details lowering these percentages as appropriate. Additionally, at GM discretion, each Time-Sent Shaman Spirit contains deep knowledge of the being that killed it in the first place - they recognize this being on sight, though their desires for that being may vary from spirit to spirit. Replaces Ancestral Shaman.   Perhaps the rarest occurance of spirits among the Warbreed, the Time-Sent Spirit is the rare result of a Warbreed making a spiritual bond with their own spirit through esoteric rituals said to originate from the Black Warhorn - though whether it is from the future or some alternate timeline is never clear except to the Warbreed who makes the binding, these spirits are useful for their strange and esoteric knowledge, capable of peering beyond the veil of time...though they also come with baggage regarding how they were killed in their lifetime, some seeking revenge while others seek redemption for their killer.
 
Shaman-Severed: Your attacks count as magical, and you always deal full damage to incorporeal creatures as if your attacks had the ghost touch weapon special quality. Once per combat, you may take half-damage from an magical aging effect or any damaging effect that deals untyped damage. Replaces Ancestral Shaman.   To the rare Warbreed who somehow looses their spirit, the Shaman-Severed is the result - granting them strange ghostly powers and allowing them to negate incoming ghostly or untyped damage by sending it into the void where their nonexistent spirit would otherwise occupy.
 
Ancestral Infusion: Gain 20ft to any movement speed of your choice. You may change what speed this is applied to as a standard action that provokes AoO. Additionally, choose one "improved-" combat maneuver feat to gain as a bonus feat. Replaces Ancestral Shaman.   Rather than working in tandem with their spirit, these Warbreed take their spirit into their own body to enhance themselves - making themselves faster and more flexible in combat.
 
Black-hearted Pariah: You gain the benefits of the "Folk Heroes" trait with the servants of The Witch Kings, the Yema, and any other one "monstrous", "cult", or otherwise "villainous" or "outcast" group or species. Replaces Folk Heroes.   As descendants of the Warbreed who participated in The Betrayal against Good King Jurou, these Pariahs follow the path of their traitorous fellows set long ago, and pursue some unknown and nebulous goal...
 
Nameless Wanderer: You gain no bonuses with any ethnic group or organization, but instead creatures struggle to recognize you, recall your appearance, remember the nature of conversations they had with you, and recount the actions you took when you were in their presence. If a creature makes a deliberate attempt to recall details about time spent with you, it must succeed at a Will save (DC 12 + 1/2HD + your Charisma modifier) to recall anything beyond vague details. You gain +4 on saves vs spells that the Nondetection spell would apply to. Some creatures at random(Or GM Discretion) may be immune to this ability(such as Party members). Replaces Folk Heroes.   Though rare, it is possible for some Warbreed to shun the path of both the loyalist AND the betrayer - instead opting to embrace the life of a nameless drifter such that they fade into obscurity, wandering the land hoping to atone for the misdeeds of their ancestors or their allies in pursuit of some strange, unknowable goal...

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