Pathfinder 2e Tantur Ancestry

GM NOTE: This is a brand new ancestry in Valerick. The Tantur peoples are oft known as Titan-Bloods because they do share ancestry with Joten-kind once long ago. However they diverged into their own species long before the Sundering. Presented here will be only two Heritages to start with but in reality there could be unique heritages (and some feats sprinkled in across ancestry feat levels) for potentially every kind of Joten you can imagine. I will likely update and add to this list for GMs as I develop Jotens, adding heritages and feats to fit.


Tantur Mechanics in Valerick



Starting Ancestry Hit Points: 10+Constitution Modifier

Size: Large

Speed: 35 feet

Ability Modifiers: +2 Strength, +2 Charisma, -2 to Intelligence or Wisdom

Languages: Joten and Common and they may select Bonus Languages equal to their Intelligence Bonus from this list; Elfthain, Dwarven, Gnomish, Halish (Halfling), and Goblin.

Hardy: All Tanturs start with the Hardy General Feat, meaning that every time they level up, when they roll their Profession Hit Points to add to their maximum, if they roll a 1 or a 2 it counts as a 3.

Reach: All Tanturs start with 5 foot reach naturally, increasing any melee weapon's reach by 5 feet (so unarmed strikes have 5 foot reach, a weapon with 5 foot reach has 10 foot reach, etc etc).

Heritages



Woadstrider Heritage



Those with Woadstrider heritage are more naturalist and in tune with nature than others of their kindred. They add Sylvan to their language list for bonus languages, and they gain the following benefit;

Woadstrider: In woodlands, jungles or other forest biomes you lessen any negative climate effects and environmental hazard effects upon yourself by one and you do not suffer from difficult terrain.

Stone Heritage



The blood you share is that of the Stone Joten, and it shows in your muscles, your strength, your general toughness and hardiness, as if the earth is one with your flesh. You gain a natural armor score equal to 1+1/4 levels you gain.

(New) Ancestry Feats by Level



Ancestry Feats 1st Level



Giant's Step

Feat 1



Traits: Common, Tantur

Source: Adventures In Valerick

Access: Be a Tantur

Tanturs can cover more distance than most anyone of any ancestry with a single step, their leg length simply allows it. If they choose to take the Step Action they can actually move up to 10 feet.

Woad Caller

Feat 1



Traits: Common, Tantur

Source: Adventures In Valerick

Access: Be a Tantur with the Woadstrider Heritage

Tanturs with the Woadstrider Heritage often can tap into that heritage in a variety of unique ways. 1/day, they can cast Entanglement counting their Profession (Class) DC as the DC for the saves targets must make. They need not make a casting roll, so they cannot overcast, nor do they risk a miscast. They cast it at Tier I initiately but at 8th level it becomes Tier II and at 16th level it becomes Tier III.

Mighty Tosser

Feat 1



Traits: Common, Tantur

Source: Adventures In Valerick

Access: Be a Stone Heritage Tantur

Stone Joten are well known as amazingly accurate boulder tossers, even over long distance, a skill that seemed to partially pass to you, though admittedly you've adapted it to your needs. Any melee weapon you equip also gains the Thrown trait, allowing it to be thrown, with its first range increment being equal to 20 feet+5 feet/point of Strength Bonus you have. The weapon deals its damage as normal.

Ancestry Feats 5th level



Titan's Grip

Feat 5



Traits: Common, Tantur

Source: Adventures In Valerick

Access: Be a Tantur

Tantur's are known for their strength, and it should be no surprise that culturally, wrestling is a pastime they enjoy, they are built for it. Some really practice the art however, and begin mastering a few ways to utilize their natural strength. This method requires they be wielding a weapon in melee that leaves one hand empty. Whenever they land a melee attack, they may spend their next action to attempt to initiate a grapple against that target, but without the Multiple Attack Penalty applying to the Grapple attempt. Furthermore, Tanturs are used to wrestling with creatures a fair bit larger than they are, its part and parcel of being a Tantur child growing up with your parents. As such, they can attempt to grapple targets as big as 1 size category larger than they are without any penalties, and that target gets no bonuses due to size difference to escape their grip either.

Crippling Blows

Feat 5



Traits: Common, Tantur

Source: Adventures In Valerick

Access: Be a Tantur

Tantur's have a truly monstrous striking force when they wish to, and tho they have a reputation as friendly, even neighborly folk, one would be remiss to confuse this with a lack of ability to inflict harm with their raw natural power. Whenever a Tantur character critically hits with any melee weapon, on top of any other potential effect, they inflict Slow (1) on the target. This does not come with a saving throw, and the condition fades after 1 round.

Flexible Learning

Feat 5



Traits: Common, Tantur

Source: Adventures In Valerick

Access: Be a Tantur

Tanturs due to their wide spread and the cultural absorption and assimilation (both forced once long ago, and now just natural) sees them capable of picking up all manner of capabilities. A Tantur who selects this Ancestry Feat simply selects a General Feat (Talent) they meet the prerequisites for instead.

Woad's Protection

Feat 5



Traits: Common, Tantur

Source: Adventures In Valerick

Access: Be a Woadstrider Tantur

Some of the Woadstrider Heritage find themselves blessed with other natural abilities, other gifts from Dulra they can call upon. This is another example of just such an ability. 1/day a Woadstrider Tantur with this feat may cast Bramble Armor. You may call upon this at Tier I, however at 8th level you now call upon it at Tier II and at 16th level you call upon it at Tier III.

Projectile Deflector

Feat 5



Traits: Common, Tantur

Source: Adventures In Valerick

Access: Be a Stone HeritageTantur

Some of Stone Heritage also show a natural knack for defending themselves from projectiles as well. A Tantur with this feat gains a special reaction. So long as they know they are being targeted with a ranged attack, they may choose to roll a melee attack at their full bonus with an unarmed strike against it. If they critically succeed (beating the attack roll by 10 or more) they actually catch and throw back the projectile at the creature that fired/flung it. If they merely succeed (beat by less than 10) they take no damage, deflecting the object fully wide. If they fail, they still deflect it but only partially, taking half damage. On a critical failure, they simply take damage as appropriate.

Ancestry Feats 9th level



Titan's Power

Feat 9



Traits: Uncommon, Tantur

Source: Adventures In Valerick

Access: Be a Tantur

Some Tantur master the blood of their ancestry in the ways of martial combat, embracing the true path of the Joten. They now can use weapons made for a Huge Sized creature (given that they are large themselves) with no negatives, wielding it as if it was large sized, but keeping all the benefits such as reach and damage dice, for it being Huge Sized.

Improved Flexible Learning

Feat 9



Traits: Common, Tantur

Source: Adventures In Valerick

Access: Be a Tantur

Tanturs due to their wide spread and the cultural absorption and assimilation (both forced once long ago, and now just natural) sees them capable of picking up all manner of capabilities. A Tantur who selects this Ancestry Feat simply selects a General Feat (Talent) they meet the prerequisites for instead.

Earth-Shaker's Charge

Feat 9



Traits: Uncommon, Tantur

Source: Adventures In Valerick

Access: Be a Stone Heritage Tantur

Embracing the solid nature of your physical form, the raw strength of the titan, you hurl yourself across the battlefield in a thunderous charge. You spend 2 actions to move in a straight line up to your full movement speed, but the movement must end with a melee attack. This attack roll is made adding double your Strength Modifier to the roll to hit and damage. Furthermore you may roll Trip attempts against a number of creatures within 15 feet of your movement path equal to your Strength Bonus (you can choose less) and these Trips do not count towards your Multiple Attack Penalty counter at all, it is considered all one singular attack. You may only activate this ability 1/day.

Of Leaf and Thorn

Feat 9



Traits: Uncommon, Tantur

Source: Adventures In Valerick

Access: Be a Woadstrider Tantur with the Woad Caller Feat

Coming on late, as some Woadstrider Tanturs explore their unique connection to the natural world, they may discover that they can do more than simply guide the undergrowth to expand or grip at their foes. A lot more. They gain the ability to cast Thorned Entanglement 1/day and since they are above 8th level it is at Tier II. It becomes Tier III at 16th level.

Ancestry Feats 13th level



Improved Flexible Learning

Feat 13



Traits: Common, Tantur

Source: Adventures In Valerick

Access: Be a Tantur

Tanturs due to their wide spread and the cultural absorption and assimilation (both forced once long ago, and now just natural) sees them capable of picking up all manner of capabilities. A Tantur who selects this Ancestry Feat simply selects a General Feat (Talent) they meet the prerequisites for instead.

Built like a Boulder

Feat 13



Traits: Common, Tantur

Source: Adventures In Valerick

Access: Be a Stone Heritage Tantur

Tantur of the Stone Heritage were already heavy set, strong and tough to move, however one with this feat has turned those natural traits into something more. They are immoveable. You cannot be tripped, thrown, shoved or forcibly repositioned in anyway by physical means. Teleportation, shockwave effects from magick spells, something bigger than you picking you up and moving with you whilst grappled all work, but in most any other sense you are simply immoveable.

Wyldespeaker

Feat 13



Traits: Rare, Tantur

Source: Adventures In Valerick

Access: Be a Woadstrider Heritage Tantur

Amongst those of Woadstrider Heritage there are a select few with quite the unique ability. You gain beast-tongue as a passive ability, you are just able to talk to animals, and animals arcanium, even if they cannot speak, forever. You simply can communicate with their sounds and calls with them, not through learned knowledge that you could teach anyone, just through inherent instinctual ability.

Ancestry Feats 17th level



Titan's Form

Feat 17



Traits: Rare, Tantur

Source: Adventures In Valerick

Access: Be a Tantur

A rare genetic mutation within the Tantur species allows a select few of them to develop this ability. 1/hour, they may, as a free action, grow in size becoming Huge size for 1 minute.

One with the Woad

Feat 17



Traits: Rare, Tantur

Source: Adventures In Valerick

Access: Be a Woadstrider Tantur

Rare among those of Woadstrider Heritage, for are are those still of significant enough relation to have this trait manifest. A Tantur with this feat gains Regeneration 5 permanently, gains the Leaf-Speaker trait, able to talk to plants just as easily as they do animals, and selects one more spell from the Druidism spell list that they can cast 1/day. Once this selection is made it can never be changed.

Masterful Flexible Learning

Feat 17



Traits: Common, Tantur

Source: Adventures In Valerick

Access: Be a Tantur

Tanturs due to their wide spread and the cultural absorption and assimilation (both forced once long ago, and now just natural) sees them capable of picking up all manner of capabilities. A Tantur who selects this Ancestry Feat simply selects a General Feat (Talent) they meet the prerequisites for instead. They also may increase their proficency with two skills by 1 step.

Landslide Assault

Feat 17



Traits: Rare, Tantur

Source: Adventures In Valerick

Access: Be a Stone Heritage Tantur

Imbued with the might of a thunderous landslide, a Stone Heritage Tantur whom develops this feat has truly been touched by the mountains and even by Domhan, the essence of Earth. Your melee attacks forever deal 2d6 bonus Thunder Damage for every size larger you are than the creature your striking. Also 1/hour you may as a Free Action declare a Landslide Assault. You throw all your energy into this and in doing so, you commit to using every single action you have this turn on a melee attack, and suffer a -6 to your Armor Class until your next turn. However none of the attacks you roll have to be at the same target you can attack anyone in Melee Range. Note you must attack with every action elsewise you will become Stunned (3). However you suffer no Multiple Attack Penalty this round, and any creature struck by a melee attack by you is inflicted with Stunned (1), no save. If you critically hit this becomes Stunned (2)

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