Warbreed Racial Feats in Zheng-Kitar | World Anvil

Warbreed Racial Feats

Dashamania Unstoppable:   Prerequisites: Warbreed Race, 'Dashamania Running Wild' Alternate Racial Trait   Effects: Whenever an ally passes through your threatened area, you can take an immediate action to toss them up to 20ft in any direction. The movement from this throw does not provoke Attacks of Opportunity.   Taking their dedication to teamwork and cooperative warfare to its utmost zenith, these exuberant Warbreed can turn any combat into a high-flying extravaganza of acrobatic carnage, tossing their allies around the battlefield with mighty tosses to get them into position as quickly as possible.
 
Body the Universe:   Prerequisites: Warbreed Race, 'Body the Planet' Alternate Racial Trait, Character level 7th   Effects: The damage you deal to objects and obstacles by 5ft stepping into them now ignores bypasses hardness 20 and below, and deals 10pts of damage per HD instead of 5pts. If you 5ft step and push an enemy back into a wall or similar obstacle that would hinder their movement, the obstacle takes damage as if you had stepped into it, and the enemy takes 1pt of damage per HD instead of 10.   Life throws so many obstacles into the path of the righteous and the just - but where others would sigh and go around or find an alternative route when life throws a barrier in their path, these Warbreed do not back down: they go THROUGH the obstacles life puts in front of them, marching valiantly through steel and adamantine alike with unshakable confidence as they abide by their simple mantra;
When life has you up against the wall, remember: you ARE the fucking wall.
 
Body the Timescape:   Prerequisites: Warbreed Race, 'Body the Universe' Racial Feat, Character level 15th   Effects: You now automatically destroy any and all obstacles in your path when you 5ft step into them as per Body the Planet so long as it has hardness 20 or below. If you 5ft step into a magical barrier that could be destroyed with disintigrate immediately, it is immediately destroyed and you continue unimpeded. Any other magical barriers take 10pts of damage bypassing hardness per HD. Once per combat as an immediate action, you can 5ft step into an oncoming attack roll made against you and negate it completely.   Everything that exists in this world that remains intact exists to be reformed, from the anvil of the heavens to the worms at its lowest pits. Let out the furnace of your rage and shape a reality with your own two hands - become the spirit king's avenging angel against the pitiful arrangements of matter that dare insult you with their mere existence! The mere existance of an obstacle stands as an affront to your very mind, body, and soul - shred it to atoms, tear it apart, and reduce it to its constituent molecules. Then, and only then, can the world truly be at ease. Go forth, envoy of entropy, and obliterate!
 
Tauran Siege Mage:   Prerequisites: Warbreed Race, 'Last of the Tauran Bombardiers' Alternate Racial Trait, Character level 7th   Effects: Gain High Magic Focus as a bonus feat, ignoring prerequisites. You now give this feat to adjacent allies as per 'Last of the Tauran Bombardiers'. If you have no metamagic feat to use with this feat but an adjacent ally does, you can use their metamagic feat(Or one of them of your choice) for it instead.   It is a glorious thing for these Warbreed, to unlock the glorious secrets that their forebears once held in such high regard before The Betrayal - but to get there is no easy task. Many secrets of the Warbreed and their Warhorns were lost in The Betrayal - but to those who tirelessly pursue the secrets of the past, occasionally, nuggets of useful history will reveal themselves. To these lucky, tireless few, the results are striking - allowing them to work in flawless tandem with allied spellcasters with frightening efficacy.
 
The Animal Inside:   Prerequisites: Warbreed Race, One or more Natural Attacks, Character level 5th   Effects: Your natural attacks count as magical and one alignment type for the purposes of bypassing DR. You gain the Pounce Universal Monster Rule, though only with your natural attacks.   Though it is somewhat frowned upon by modern Warbreed and seen as needless barbarism, to those Warbreed who embrace their inner animal and channel its constant fury, they can see excellent results on the battlefield as they slip into ferocious bouts of animalistic fury.
 
Improved Broodsight:   Prerequisites: Warbreed Race   Effects: You become conventionally blind, though your broodsight improves to compensate for this - allowing you to see the world as a shifting mirage of colors and shapes. This grants you immunity to all gaze attacks and effects that rely on sight, and gives you a gaze attack of your own - any target affected must succeed at a Will Save(Based on your Wisdom modifier) or have their thoughts read as per detect thoughts for the next minute. On a successful save, the affected target may read your mind in a similar manner. You can decide to turn this gaze attack on and off as a free action.   The Broodsight of the Warbreed is already, at its base, a potent thing - a carefully crafted boon pioneered by the Wizard Omnae, right hand of Good King Jurou, to help the Warbreed more effectively carry out their duties. However, unlike many of the other blessings and techniques of their kind, the means of Improving upon Broodsight were not discovered until after The Betrayal...and indeed, many debate whether it is more of a blessing or a curse. Due to its very nature, Improved Broodsight blinds the Warbreed in question but grants them a strange power over minds and thoughts - making it a desirable thing for those who desire power at any cost.
 
Resplendent Cornucopia:   Prerequisites: Warbreed Race   Effects: Twice in your life, you may break off one of your horns and have it function as a Cornucopia of Plenty. Once broken and converted, you can never regrow that horn barring Wish, Miracle, or Divine Intervention. Each cornucopia can use its heroes feast ability once without requiring mythic power to be spent. Even without breaking a horn, you gain Purify Food and Drink as an at-will SLA with a CL equal to your HD, and gain the Rock Throwing Universal Monster rule except you throw fruit and vegetables from your horns instead of rocks. Once you break a horn off to create a Cornucopia, you cannot create another for one month.   Supposedly a blessing that originated from a notable Warbreed of the Blue Warhorn who proved themselves in the aftermath of The Betrayal to a powerful Faerie, this fruitful blessing has since percolated down to many other Warbreeds in the intervening time - allowing various Warbreed to create wonderful bounties of food by breaking off their horns in times of need...though the art of throwing that fruit as projectiles was not pioneered until long after the blessing had been given, by particularly innovative Warbreed who inherited the blessing centuries later.
 
Minotaur Child:   Prerequisites: Warbreed Race, Character level 9th   Effects: You can no longer become lost and gain immunity to maze spells. You can no longer be caught flat-footed, and you can replicate a Passwall Effect on any surface with a hardness of 10 or less by spending one minute concentrating while in touch with it.   Though many confuse and conflate the two species, Warbreed and Minotaurs are different species altogether - though many theories abound of the two species sharing a singular history where they both diverged at some nebulous point in the past. Many assume Warbreed to be creations that were inspired in part by ancient Minotaurs, while others assume Minotaurs came about in large part due to alterations made to the Warbreed by extant powers such as Demon Lords. Whatever the case may be, when the two species comingle, the resulting child is charged with the power of both - making them a powerful threat indeed.
 
Bulls in the Blood:   Prerequisites: Warbreed Race, Character level 7th   Effects: You can take on the form of a War Bull as per Beast Shape III by spending one full round in concentration. Shifting out of this form is a standard action that does not provoke Attacks of Opportunity. When you would be dropped below 0HP by an attack that deals damage, you can choose instead to remain at 1HP and release a fully grown War Bull from your open wound that fights as an ally for 1d4+1 rounds before collapsing into a pile of blood and viscera. Once this ability is used, you cannot use it again for one week.   His name is Stephen, and he's very lost. Please be nice to him and give him a good home until he can find his way back. While you're caring for him, he'll protect you and stuff too, I promise. He's a good boy - but be sure to give him plenty of treats.
 
Fleshmelter's Beast:   Prerequisites: Warbreed Race, Character level 9th   Effects: All of your attacks gain the flaming burst special weapon quality. You may convert half of all fire damage you deal into Godfire, and gain Fire and Godfire Resistance 15. Once per combat, you can unleash a 30ft cone of hot, sulfuric gas that causes all hostile creatures within it to make a Fortitude Save(CON-based) or take a -4 circumstance penalty on attacks, skills checks, and saves for 1 minute. A successful save halves this penalty.   These unfortunate Warbreed carry the burning brand of Jilixia Worldthrone deep in their souls, the woman better known as The Fleshmelting Sadist who played a crucial role in the downfall of The Shaoshu Empire and The Betrayal in general - supposedly said to be a curse that originated in the final hours of The Betrayal when Jilixia herself took it upon herself to torture and brand some of the surviving Blue Warhorn with her burning Godfire Mark in a bid to mark them as her property forevermore. To those initial marked, they lived lives nothing less than endless torture and mind-breaking despair as personal pets of The Fleshmelter - but as with all things, there occasionally were Warbreed who escaped or were released from her captivity who carried the brand out into the world and ended up passing it down to their children, who in time would come to derive some suprising power from it once it had dimmed through the generations. Some of these Warbreed can be found in service of Jilixia Worldthrone as her personal Honor Guard, though just as many can be found out in the wild trying to escape their painful past.
 
Omnae's Fellsight:   Prerequisites: Warbreed Race, Character level 9th   Effects: Your eye becomes a conduit for unfathomably potent arcane energies, granting you the ability to auto-identify any spells being cast within your line of sight and use Identify as an SLA 1/day. This eye also grants you potent protection from magical energies, giving you spell-resistance 13 + HD - however, this SR affects allied spells as well and after being left uncovered for two rounds begins to force allied casters within 10ft to pierce your SR to cast or use any spell or magical effect. This radius expands by 10ft each round thereafter the eye remains active. These effects can be mitigated by covering the eye.   The fate of the Archwizard Omnae is ultimately unknown to even the Warbreed themselves, as his creations - conflicting rumors put him far from the side of Good King Jurou during the final Hours of The Betrayal thanks to the efforts of Jilixia Worldthrone and the traitorous Sir Sancorrizzax of the Gold Warhorn, and in some variations he supposedly ended up locked in a furious confrontation with Jilixia Worldthrone herself when he learned of the terrible betrayal that had been wrought behind his back, facing her and the traitorous Sir Sancorrizzax in combat. His ultimate fate after this encounter is unknown - but to a very select few Warbreed, his influence still burns strong in them...as if he escaped his fate and awaits the moment of his return.
 
Omnae Lives:   Prerequisites: Warbreed Race, "Omnae's Fellsight" Racial Feat, Character level 11th   Effects: You can, as a move action, alter your eye's power such that it projects a 30ft cone of antimagic as per antimagic field - though you lose all other abilities from "Omnae's Fellsight" while using this ability, and take 1pt of untyped damage per HD you possess each round it remains active. When you would be slain, the fell power of the Eye, if it remains in your head, will possess your body after your soul has moved on and use it for its own mysterious ends - though in exchange, it will continue fighting for 1 minute after your true and final death using its strange magical abilities.   Special: If you are of the Gold Warhorn, this entity will give you access to its magical powers during your final death throes instead of fighting of its own volition.   To those blessed or cursed by the Archwizard Omnae's blessing of Fellsight, there are seldom any who live to maturity - though to those who do, they are rewarded with unfathomable power that comes with a terrible cost: When they experience their true and final death, their body will be taken over and used for unknown purposes by a being who may well be Omnae himself...

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