Dai-Yukai Alternate Racial Traits
Corexus
Dai-Yukai Alternate Racial Traits
Dai-Yukai Snowseer: Ability scores replaced with (+2 Constitution, -4 Dexterity, +4 Intelligence, +2 Wisdom). Modifies ability scores.
Rarely, on moonlit nights where the stars hang low enough in the sky that they might be just within reach, the nighttime sky a tapestry of twinkling lights set on a canvas of black, a Dai-Yukai is born whose skin glitters and twinkles like starlight, her hair as white as freshly driven snow or, rarely, another odd color...yet, the oddest thing about such a woman is her innate intelligence that comes with such a momentous birth. These Dai-Yukai often grow up with a freakishly intelligent mind and claim to be touched by the minds of the gods.
Sorcerer-Queen: Ability scores replaced with (+2 Constitution, -4 Dexterity, +2 Wisdom, +4 Charisma). Modifies ability scores.
Oftentimes, Dai-Yukai are born who have a natural force of personality that engenders themselves easily to their tribe and to others - these Dai-Yukai have a charisma that lends them well to leadership, and they often quite easily tap into the powers dormant in their blood, as well.
Snowy Tundra Hunter: Gain either the Cold or Forest ranger favored terrains as per the ranger class ability. Gain a +4 to all stealth checks made while you are inside of light, medium, or heavy snowfall, in the cold terrain, the aura created by yours or another Dai-Yukai's Breath of the Mother Racial Trait, or similar environmental conditions. Replaces Amazonian Mind.
Though lacking in the incredible mind that their race is known for, some Dai-Yukai are instead raised as hunters of the snow-swept plains of their homelands, trained from birth to scout, watch, and hunt within the snow banks, tundra, and icefields around the village to gather food, identify threats, and map the terrain. Innately familiar with cold environments and how to navigate them, these Dai-Yukai are said to be experts at blending into cold places, offsetting their own clumsiness with their skills at hunting, tracking, and scouting.
Hypnotic Mystic: Gain +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition, and all charm and compulsion spells. Once per day, when a creature rolls a saving throw against such an effect from a member of this race, the member of the race can force that creature to reroll the saving throw and use the second result, even if it is worse. Gain the ability to cast the Hypnotism spell as a caster of your level once a day. Replaces Amazonian Mind.
While many Dai-Yukai train to capture new labor with their bare hands and similar physical ways, some of these female giants are highly gifted with making their targets come with them of their own volition. Powerful enchantresses and hypnotists, these giant women hypnotize and enchant their targets with their magics, convincing them to do what they wish with nothing but the snap of her fingers.
Amazonian Physique: Gain a racial +2 to either Strength or Constitution. Replaces Amazonian Mind.
Their bodies rippling with power and the spark of True Giantkind, it is not uncommon for Dai-Yukai to be born with supreme physicality at the expense of their normally keen mind, though many see this as proof positive that they are Devolving as a species, sliding towards a fate similar to what met the once proud Hill Giants.
Uttercold Physique: Your Cold immunity grants you immunity against Uttercold. You can convert a number of damage dice worth of cold damage equal to 1/2 your HD (Minimum 1) into Uttercold Damage whenever you deal cold damage, which bypasses all cold resistance and immunity. Replaces Amazonian Mind.
Their bodies chilled to the soul with freezing uttercold, these terrifying Dai-Yukai find their bodies frozen with the telltale blue-green ice that originate from the Uttercold Nexus, infusing their very soul with the power of Uttercold and granting them immunity to its touch.
Unbreakable Steelhide: Gain DR 5/- that gains +1 DR/- at 3HD and every 3HD afterwards as well as at 20th level(Max 12 DR/-). In addition, your steely hide grants you immunity to Injury Poisons and allows you to, as a swift action, flatten and destroy all physical obstacles that impedes or blocks movement(Wall, Rocks, Vines, Etc) in a 5ft square that is within your natural reach so long as you are taller than the obstacle in question. You can even destroy magically created obstacles, but only if they are physical and made of natural materials - allowing you to break a wall of stone, for example, but not a wall of force. If you use this trait as a move action, you target all squares you are currently occupying for this effect instead. Replaces Invincible Azure Carapace.
A fairly common biological quirk that causes their skin to take on subtly different properties, Dai-Yukai blessed with this "Steelhide" rather than the "Carapace" most of their kin usually are born with find their blue skin hardening in a different way which allows them to outright ignore damage rather than their skin making them difficult to damage - and with a bit of training, can learn to not only inure themselves against poisons that rely on entering via injuries or wounds, but also to utterly smash and pulverize nearby impediments into dust(Making them a fearsome foe to walled cities).
Deathly Shell: As an immediate action, you can channel the power of your ghostly ancestry to turn yourself incorporeal - causing the next attack, physical obstacle, environmental effect, or other major corporeal 'object' to interact with you as if you were in all ways incorporeal. This ability must be used in response to something - being targeted by an attack, dodging flying debris, moving through a wall, etc. However, channeling this power comes with risk - each time this power is used after the first each day, you must make a Constitution Check after the effect is ended with a DC equal to 10 + 2 for each time this ability has been used that day or momentarily lose yourself to your ghostly heritage and become unable to interact with the corporeal world until the end of your next turn(During which time you move erratically under the GM's control and cannot interact or take any actions, but can be damaged and affected as if you were an Incorporeal Creature). The DC resets at dawn each day and each time the check is failed. Replaces Invincible Azure Carapace.
Another pronounced sign of not only Undead Heritage(Which many Dai-Yukai have in spades), but of a fearsome and twisted ghostly heritage, these Dai-Yukai are often loners or outcasts from their tribe who likely had parents or ancestors who were themselves lost to a Yuki-Onna attack, who themselves became a spirit after their death, or are otherwise possessed of the influence of the undead spirits - these Dai-Yukai, while powerfully gifted, seldom find refuge with others of their kind and often end up wandering the world as outcasts.
Necrofrost skin: Each time you are struck with a melee attack, you automatically deal 1d6 points of Cold and Negative Energy damage to the attacking creature(Treated as whichever is most damaging to the attacker). At 5th, 10th, and 15th level, the damage on this ability gains an additional dice. You may swap your racial energy vulnerability from cold to fire and vice versa as a move action that does not provoke attacks of opportunity - doing so changes the Cold Damage of this ability to Fire Damage. Replaces Frostfume Engine.
An ancient quirk of their biology that has mutated in recent decades as their bodies have been enhanced and altered, these Dai-Yukai exchange their innate ability to swap out their elemental immunities for bodies that churn and roil with such elemental and necrotic potential that at the slightest touch their bodies are prone to spurting out damaging gouts of energy that freeze, scorch, or rot their attack's body.
Coldforged Queen: Gain resistance 10 versus fire and cold that stacks with other forms of resistance. Your Fire and Cold Resistance(Not just that gained from this trait) applies to Godfire/Hellfire and Uttercold respectively. Gain any two skills as class skills, +2 skill ranks per level, and Signature Skill in a class skill of your choice as a bonus feat at level 5. Replaces Frostfume Engine.
Whether born without the Frostfume Engine, simply eager to prove oneself, or otherwise, it is not uncommon for Dai-Yukai that lack this critical biological trait(Or sometimes even those that do possess it who are not satisfied with the limits of their flesh) to train themselves vigorously for years in the hopes of altering their very biochemistry - subjecting themselves to both extreme heat and cold in an attempt to alter their bodies' defenses. Over the course of this training, it is not uncommon for these Dai-Yukai to pick up more skillsets as a side effect of training so hard for so long.
Vampiric Stompers: Gain two slam attacks using your feet to stomp, crush, and kick your foes that deal 1d8 damage at base. These attacks count as primary attacks if you possess no other natural attacks, otherwise they are secondary. Whenever you successfully damage the same foe with both of these slams in one round, you can rend the target and negate all forms of fast healing and regeneration they possess(Except Untyped) for 1d4 rounds. If you spend an immediate action when rending in this manner, you can choose to enhance this rend by healing you for the amount their Fast Healing/Regeneration would trigger for onto you instead for the same duration OR to extend the negation to all forms of magical and supernatural healing(Though doing so shortens the duration to 1 round). Replaces Flattening Stomps.
An ability distinguished by the viciously sharp, blood-red toenails that mark the Dai-Yukai who have not only survived the fairly rigorous and sadistic trials needed to alter their own biology by careful ingestion of Vampiric Essence, but who have also managed to keep their minds in the face of the immediate aftermath of those same trials and the vicious vampiric hungers that often wrack them - fighting off a full Vampiric Transformation(Which most always leads to total organ failure if allowed to progress to its end stages) caused by the ingested Vampiric Essence and instead directing the remnants of the failed transformation into their legs, feet, and corrupting their True Giant Spark to allow them to feast upon the pain and vital essence of those they flatten and crush.
Kickball Crushers: Gain two slam attacks using your feet to stomp, crush, and kick your foes that deal 1d8 damage at base. These attacks count as primary attacks if you possess no other natural attacks, otherwise they are secondary. Whenever you successfully damage the same foe with both of these slams in one round, you can rend the target - flattening them to the ground and literally rolling them into a ball(temporarily altering their physical form) and 'passing' them to an ally within 30ft with a well-placed kick, causing the target to land and revert to normal in an open square within the target ally's natural reach(Thus an ally with no such open spaces cannot be passed to). A creature slain by your slam can, at your discretion, be transformed into a ball, rug, or other relatively simple object. Immunity to polymorph or form-changing effects does not grant immunity to this ability. Replaces Flattening Stomps.
Often seen as a sign of particularly 'pure' True Giant Heritage, these rare Dai-Yukai are a dying breed in the modern day - possessing larger and more "trunk-like" feet and legs(Or sometimes simply larger, shaggier feet and legs), they are capable of using their marginally larger True Giant Sparks through the soles of their feet and toes to temporarily transform the bodies of those they crush and flatten.
Expert Capturer: Gain +4 on all CMB and CMD checks against creatures smaller than you. Double this bonus if you initiate a grapple while they are unaware of you. You may attempt a Grapple Check as an immediate action against a creature who enters your reach via forced movement regardless of whether that movement would normally provoke AoO's or not. Replaces Incorporeal touch.
As capturing smaller races for labor, manpower, and resources is such a massive part of Dai-Yukai culture, those amongst the village who specialize in capturing new labor for the village from nearby human and other race’s settlements are so profoundly skilled at capturing their foes that they are highly adept at snatching their target from the ground in one fell swoop...and woe to the being who is caught unawares by such a giant woman, for their skill at the surprise capture is said to be an artform.
Ghostly Soles: Creatures you trample are rendered more corporeal if they were not already - incorporeal creatures that you trample take full damage from magic weapons and spells instead of the typical 50% and 50% damage from mundane weapons instead of the typical no damage for 1 round. Non-Incorporeal creatures you trample that have yet to act in the combat must make a Will Save(DC based on STR) or have their initiative scores lowered by 1d4+1. If this would lower their initiative scores below 0, they must make an identical Will save or be charmed by you as per Charm Person for 1 round. Otherwise, you cannot lower an initiative score below 1 in this way. Replaces Incorporeal Touch.
Another strange utilization of the powers of the ghostly undead that haunt their bodies, the Dai-Yukai of the frozen north have taken to a different brand of domination in recent times - rather than shackles and chains, Dai-Yukai have learned the secrets to keeping other creatures bound by mental shackles, such that they never desire to leave their powerful grasp in the first place. The effects these titanesses work on the minds of others are insidious, and even after being stomped flat, many cannot help but find themselves seeing their attacker in a different light against their will.
Undead Adaptability: You can alter your Positive/Negative Energy Affinity as a move action that does not provoke Attacks of Opportunity, and double your racial bonus vs disease and mind-affecting effects. Once a day, you can as an immediate action treat yourself as a creature of the Undead Type for an effect or spell. Replaces Incorporeal Touch.
Another often overlooked sign of their undead nature, some Dai-Yukai are born with skin the color of palest ash touched by midnight, flecks of darkness creeping up their skin like tendrils as the rest of their skin is the color of ash and rarely, their natural blue. Capable of acting as both living and undead to determine whether positive or negative energy hurts or heals them, these women often use such an ability to help defend themselves against the servants of the divine who so often wish them dead or enslaved as undead abominations, reveling in the confusion and despair of their foes as their channeled energy merely heals them.
Predator's Supreme Scent: Gain scent out to 100ft. You can no longer be detected by scent-based perception checks or the scent ability, and you gain a +4 on all saving throws against the stench universal monster rule and similar scent-based attacks. Replaces Incorporeal touch.
Some Dai-Yukai become so in-tune and used to the way of the hunt, of seeking out prey and stalking them, that their noses and bodies change as a result. Their noses adapting to let them smell out their foes from a hundred feet away while their bodies no longer produce any smell that could let them be tracked, they are considered competent hunters and stalkers by their kin, and are greatly feared by all who would dare intrude on their village in secret.
Dai-Yukai Gigax: Become a gargantuan-sized creature. You count your strength score as 10 higher when determining carrying capacity and lifting weight - this stacks with other identically worded benefits. Replaces Incorporeal Touch.
To the tribal Dai-Yukai, who so often tower above other races and beings, few things are as potent a sign of one’s strength and right to rule than size and strength. The rare Dai-Yukai born at nearly twice the size of many of their kin are dubbed ‘Gigax’ by their tribe, and are venerated as leaders, chieftains, and shamans. With their massive size that puts most humans and similarly sized creatures standing at the same height as one of their toes, the Gigax are the centerpieces of Dai-Yukai culture, serving as guides both physical and spiritual to the rest of their peoples, as well as effortlessly crushing the enemies of the tribe who would dare seek them out.
Dimensional Trample: You may, as a standard action that does not provoke attacks of opportunity, dimensionally stomp and crush and dash to any unoccupied square within a radius equal to twice your base land speed as if using the spell dimension door. You cannot take other creatures with you using this ability. This ability is a supernatural ability. Replaces Mighty Trample.
Forgoing the smashing damage they can deal with their massive footfalls, some Dai-Yukai focus instead on mobility, zipping around the battlefield as quickly as frozen lightning.
Cold Trample: Your trample damage deals the same damage as your slam damage, but it deals Cold Damage instead. Replaces/Modifies Mighty Trample.
Their legs and blood brimming with rime and hoarfrost, these Dai-Yukai find their feet freezing over with blue-green uttercold crystals, snap-freezing flesh and bone as they slam down onto their foes with them and crush them flat.
Giant Sprinter: Your base land speed increases to 50ft. You count your Strength Score as 10 higher for the purposes of carrying capacity and lifting weight. Gain a +4 racial bonus on Acrobatics and Survival skill checks, and both as class skills. Replaces Giant Paragons.
Owing to their massive size, Dai-Yukai find it plenty simple to traverse the environs of the world thanks to their massive size letting them stride unhindered across many obstacles and barriers. Some Dai-Yukai have such naturally powerful lungs, cardiovascular systems, and stamina that they are capable of darting like bullets across the snow-covered landscapes they so frequently call home, outrunning and chasing down their foes with a blur of titanic, terrifying speed.
Hidden Village Watcher: Gain +4 on all perception and stealth checks, and both as class skills. These bonuses double in severe winds or heavy snows, or otherwise inside conditions similar to conditions created by the "Mother's Shroud" Alternate racial trait. You count your Strength Score as 15 higher for the purposes of carrying capacity and lifting weight. Replaces Giant Paragons.
The eyes in the trees that watch over their villages, the Waters are the Dai-Yukai who spend their entire lives within blizzards, cold, and snow all to keep a watch on their homes. Adept at seeing and hiding due to this lifestyle, these Dai-Yukai become even more effective at what they do within raging storms, blizzards, and similar conditions...so much so that several travelers have reported not seeing them until it was far, far too late.
Immaculate Chords: As per 'Voice of the Master', but loses all bonus conditions save for 'Target possesses the Giant Subtype' and 'is of a larger size category than the target'. Instead, ability's base DC rises by 5 - however, the ability now only targets male creatures(Creatures with no gender are similarly unaffected). However, you may now use this ability against male creatures that have perished in the past round to affect their soul or control their body - requiring a save as normal. Replaces Voice of the Master.
Though undoubtedly an empowered alteration of their ancestral ability to emulate the voice of their creator deity, this ability and those who wield it are often seen as pariahs by their peers due to the ability's origin in brutal experimentations carried out by the Church of Hela to refine their ancestral vocal abilities even closer to their creator deity - experiments that, while successful, were stigmatized even during their day as heinous and borderline blasphemous.
Sultry Whispers: As per 'Voice of the Master' but the trait can be used against any creature you can see within 30ft not engaged in combat, and this trait gains the following bonus conditions in place of the default conditions of the 'Voice of the Master' trait. Additionally, if you successfully affect a target with this trait while they are unaware of you(Either of your presence, or unaware you are a Dai-Yukai), you may continue to spend swift actions to extend the duration of the effect you inflicted upon them by an additional round for as long as they do not become aware of your presence(GM Discretion). The target receives no save for this extension if they are unaware of your presence, but they do if they are merely unaware you are a Dai-Yukai. However, once this extended duration expires, the target becomes immune to your instance of this ability for an hour for each round past the first the effect was extended. Replaces Voice of the Master.
- The Target is unaware of the wielder's presence, or would otherwise be considered 'flat-footed' to them.
- The Target is attracted to the wielder's gender or the wielder specifically.
- The Target is of an impaired mental state - Drunk, Addicted, Etc.
- The Dai-Yukai is possessed of a higher Charisma Score than the target.
- The Dai-Yukai is of the same size category as the target.
Another alteration to the Dai-Yukai's famed vocal abilities of dubious origin, this alteration is believed to be a fairly recent one - appearing only in the past century since the Dai-Yukai have settled beneath the Aslagan Mountains in their new Kingdom and thus began to civilize(Though some suggest this ability has been present yet hidden in Dai-Yukai populations for eons).
Paralyzing Fear: Whenever a creature tries to take a 5ft step inside of your threatened area, you may make an intimidate check to demoralize as a free action - a success means that creature cannot take a 5ft step for this turn. Whenever you trample, you may make a free Reposition attempt using your Intimidate skill in place of CMB if that would be beneficial to you. If you succeed, you may move one target adjacent to your trample 5ft into the path of your trample. Replaces Voice of the Master.
As titans of the frozen wastes, Dai-Yukai are used to the tactics of the smallfolk - avoid and evade is the name of their game, whether to avoid the Dai-Yukai's crushing footfalls stomping them flat or their fists and weapons, Dai-Yukai are quite capable of learning and adapting to smallfolk tactics - and using their fearsome visages to prevent them.
Mother's Shroud: You may, as a standard action, surround yourself with a whirling 100ft radius of Snow, Ice, and Wind which functions as 'Light Snow'. Reducing the radius by 25ft allows them to upgrade the snow by one-level, to a maximum of 50ft Heavy Snow. Snow and Ice created in this way lasts even after the ability ends or the creator leaves the area. Once activated, this ability can be suppressed as a move action that does not provoke Attacks of Opportunity by sucking the created snow, ice, and wind back inside them. Magical or Supernatural Effect that manipulate winds(Such as Control Weather or Control Winds) deactivate this aura for a variable period of time depending on their intensity(GM Discretion), and may require contested rolls to see which effect trumps the other. If you swap your immunity to fire via the 'Frostfume Engine' racial trait, this trait functions identically but spews Ash, Hot Sparks, and Wind instead. Replaces Iceblood.
A time-honored ability of the Dai-Yukai people that was once so in danger of going extinct that the Dai-Yukai of yore went to drastic measures to keep it from vanishing, this powerful ability allows Dai-Yukai to channel the freezing power of their bodies and the True Giant Sparks within their very souls to emit Snow, Ice, and Wind from organic nozzles that grow like jagged spires from their shoulders and along the contours of their spines on their backs. Though many find it difficult to explain the use of this ability to others(Even others of their own kind), many liken it to a comforting feeling - like "Letting go" and "falling into a soft hug". As the ability is brought about by a largely volunteer and highly painful process, those who bear it are treated by their kind as sacrificial martyrs who desecrated parts of their bodies to keep their people's ancestral ways and abilities alive.
Icequeen: As a standard action, you can solidify and freeze the moisture in the air and form it into a 5ft square that completely occupies a square within 30ft. These blocks are translucent and do not block line of sight, and have Hardness 10, AC 5, and 4HP per HD. If formed in a square with a creature occupying it, the creature must pass a reflex save (DC 10 + 1/2HD + CONMOD) or take 1d4 points of cold damage per 2HD, taking half as much on a success. If the creature succeeds the save and takes half, the square forms fully as normal. If the creature fails the save the block is destroyed once the damage is dealt. You can sculpt ice and snow into new shapes, as per stone shape the spell, except it only affects ice and snow instead of stone. Replaces Iceblood.
Special: If you possess the 'Uttercold Physique' racial trait, this cold damage is uttercold damage, bypassing all cold resistance and immunities.
A technique brought about as a result of Dai-Yukai who were born without the ability to manipulate snow and wind being dedicated to finding a way to make themselves useful to their sisters, these Icequeens ironically learned much of what they know from the Snow Dwarves - outsiders to their people they accepted into their villages. Learning the ways of snow and ice manipulation from their diminutive allies, these Icequeens developed a technique all their own and proved themselves worthy.
Teleporting Blood: Any creature damaged by a Dai-Yukai's slam attacks or their trample must succeed on a will save (DC 10 + 1/2 HD + CONMOD) or be forcibly teleported as per dimension door to any square within the attacking Dai-Yukai's natural reach. Teleporting in this way does not provoke AoO. Replaces Iceblood.
Their blood bubbling and boiling with magical power, these Dai-Yukai have skin that glitters like the night sky, with magical properties that allow them to forcibly teleport those they step on or hit with their slam to another space nearby, forcibly slipping them through dimensions.
Freezing Infusion: Any weapon you wield or natural attack you have is treating as having the freezing burst weapon enhancement. Replaces Iceblood.
Their hands infused with powerful cold, these Dai-Yukai find this cold spreading to the weapons they wield, dealing a burst of freezing uttercold damage on each hit.
Unseen Infiltrator: You gain the Change Shape Universal Monster Rule(Except as an Extraordinary ability rather than Supernatural), allowing you to take on a medium sized form as per Alter Self. This form is the same each time you change into it. Unlike normal, you are still counted as your normal size for grappling and natural attack purposes. Replaces Hlodvi's Concordat.
Infused with the magics of Devils and Demons, these rare Dai-Yukai are blessed with the ability to disguise themselves and take on new forms and remain in them indefinitely - these deadly women typically scout out new settlements and infiltrate them for the sake of the tribe, sowing quiet chaos and taking out select targets ahead of a planned mass invasion.
Fomorian Reactor: You no longer fall unconscious or begin bleeding out when you fall below 0 Hit Points - you continue acting at full efficacy until your negative Hit Points reach your Death Threshold, at which point you die as normal unless you pass a DC 15 Constitution Check(Returning to 1 above your death threshold on a success). Each time this check is passed, the DC increases by 3 - resetting only when you fail or when 24 hours have passed. This check is reduced by 1 for each creature that has perished in the current combat you are in. Additionally, you may freely scan the recent memories and minds of creatures that perish in a combat you are a part of(No save) - though delving past 'surface memories' or 'surface thoughts" may likely require more costly actions than a free action. Unlike 'Soul Absorption', your power to glimpse the minds and memories of such creatures is total(requiring no delay of 'keeping them' inside you) - but only for as long as you remain in the same combat in which they perished. Replaces Soul Absorption.
A rare but excessively old biological quirk, the Fomorian Reactor(So named for the Jotun Gland of a similar function) was long a subject of intense tribal superstition and was long lauded as a mystical blessing that revealed itself only in the bloodlines of those who had, in ages past, accomplished truly legendary victories in battle over Jotun or Frost Giant Tribes - a gland that would reveal itself only in the children of those mighty warriors that seemed to be a mightier echo of the similar gland present in Jotun(And source of their famed invincibility). With the advent of the Kingdom of Aslaga, efforts have been made to, via selective breeding and eugenics programs, bring this once-mystical ability from a forgotten blessing to a well-understood mutation and at last understand this mysterious quirk of ages past.
Trampleknight: The DC to avoid your Mighty Trample racial trait increases by 2 and you gain the ninja "Light Steps" class ability only while trampling. In addition, you may choose to Trample as a Move, Standard, or Full-Round Action - trampling as a move action causes you to deal half damage to all trampled creatures(With a successful save causing targets to take half again), trampling as a standard action functions as normal for the Trample UMR, and trampling as a Full-Round Action means you do not provoke Attacks of Opportunity for the movement of the trample(Though Targets may still choose to take an AoO rather than make a Reflex Save as normal). You may also move along walls and ceilings as if you had a spider climb effect for the duration of your trample, and can make one jump while trampling and continue your trample from where you landed. Making such a jump while trampling gives you a +10 bonus on the acrobatics check. Finally, creatures you reduce below 0HP via your trample damage are automatically slain and transformed into an article of footwear(Most commonly that which they wore at the time of their death) to which their soul is irrevocably bound(And which the Dai-Yukai in question may automatically equip if she has no items worn in the feet slot when slaying them) - whenever this soulbound footwear is worn, the creature wearing it may activate the following effects as a standard action that does not provoke AoO's. Replaces Soul Absorption. You cannot take this trait if you replace your Mighty Trample Racial Trait.
- Take on the form of the creature as it was shortly before its death via an Extraordinary disguise. While in this disguise, the user can flawlessly replicate the creature's voice and mannerisms and can access relevant memories needed to fit into conversation or to appear normal and appears to be their type for the purposes of divination effects. Attempting to read their mind while in this disguise instead reads the mind of the transformed creature instead - whom they must make a Sense Motive Check DC 30 to notice the disconnect between their thoughts and the situation at hand.
- Commune with the mind of the transformed creature telepathically - while communing in this way, the transformed creature automatically fails all saves vs mind-affecting effects cast by the user but is otherwise treated as an object for the purposes of all other spells.
- Manifest the stored creature as a minion under their control that fights and acts as they direct(Appearing when summoned in an open square in their reach). Once slain, all abilities of this item deactivate for 1d4+1 hours. This minion can be recalled into the item as a move action.
- Take an extra move action on their turn. Each time this ability is used, the stored creature must make a Fortitude Save DC 20 + 5 per time this ability is used in a day - on a failed save, the item is destroyed after the move action is taken.
While the female Dai-Yukai are infamous for being terrifyingly potent opponents in a melee, their feet alone making for weapons strong enough to lay low an entire village, some among their kind embrace this natural gift of their size and raise their trampling power to its utmost limit. These Dai-Yukai often become the first line of defense against invaders to the village, as well as leaders of the rare raiding parties into civilized lands for resources, food, and manpower. Powerful enough and fast enough to smash entire city blocks beneath their titanic, blue soles, these powerful tramplers are feared by all the mortal races as harbingers of death.
Gravesister of Ragnvald: You may catch, trap, and absorb the souls of your personally slain foes as normal for Soul Absorption(With an identical limit to souls stored inside you). You cannot absorb Undead Spirits in this manner. You gain the ability to learn one necromancy spell of each level you could cast if you were a sorcerer of your HD, chosen at the level when a Sorcerer would normally gain access to that level of spell. By expending souls inside you possessed of a total HD equal to or greater than the level of spell(Minimum 1 soul expended, any excess HD is wasted), you can cast one of these 'known spells' as a standard action(or less, if the spell's casting time is naturally less than a standard action) that provokes attacks of opportunity as normal. If you have levels in a casting class, you add these spells to your list of spells known instead of tracking them separately. If you possess metamagic feats, you may burn the additional HD equal to the additional cost of the metamagic to cast these spells with those feats without increasing the casting time. By consuming a number of souls stored within you equal to the spell's level and expending 1,000GP per spell level in a ritual that takes 24 hours to complete, you can add a necromancy spell on a scroll or in a spellbook to your list of necromancy spells you can cast with this trait. You can have, at maximum, a number of known necromancy spells in this way equal to the number of souls you can have inside of you. A soul expended using this trait may be revived or resurrected as normal, though lingering flavor effects may remain from the experience. Replaces Soul Absorption.
An extremely ancient and esoteric mutation largely unknown outside extremely isolated Dai-Yukai Tribes in the very furthest reaches of the wilderness, the ways of the Gravesisters of Ragnvald lay in embracing that which Dai-Yukai often fear and loath so intensely - the power of the ghostly Yuki-Onna said to spawn from them. By embracing the power of Undeath that flows so potently through their bodies, these fearsome Dai-Yukai can give themselves over to death itself and attain true power.
© 2019 Jacob Wrightsman
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