Chromador

CHROMADOR HERITAGES

Aposematic Chromador

Feeding on only the most toxic creatures on the reef has its advantages. Your body has taken these toxins and repurposed them for your use, you gain the Toxic Skin reaction.   TOXIC SKIN: 1 Reaction
| GRIPPLI | POISON | CHROMADOR |
Frequency: once per hour
Trigger: A creature touches you, such as by Grappling you, successfully hitting you with an unarmed attack, or using a touch-range spell against you.
You exude a deadly toxin. The triggering creature takes 1d4 poison damage (basic Fortitude save using your class DC or spell DC, whichever is higher). At 3rd level and every 2 levels thereafter, the damage increases by 1d4.    

Photosynthetic Chromador

By eating mostly coral, some chromador absorb the symbiotic algaes within for themselves. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).  

Cirrata Chromador

The many tendrils on your back aren’t just for aesthetics. Many are tipped with coiled stinging threads that grant you the Nematocyst action.   NEMATOCYST: 2 actions
| CHROMADOR | POISON |
Frequency: Once per day
Range: 15 feet
Fire threads from your tendrils and they stab into the target and deliver venom. Dealing 1d8 poison damage (basic Fortitude save using your class DC or spell DC, whichever is higher), with 1d4 persistent poison damage.  

Rhinophore Chromador

Your small ‘horns’ actually are sensory organs with a particularly keen sense of smell. You gain imprecise scent with a range of 20 feet on land, and 40 feet in water. This means you can use your sense of smell to determine a creature's location. The GM will usually double the range if you're downwind/current from the creature or halve the range if you're upwind/current.   In addition, you gain a +2 circumstance bonus to Track a creature or object if you've smelled it before.  

Torsion Chromador

Your gelatinous physiology grants you flexibility beyond that of most humanoids. You don't treat tight spaces that don't require you to Squeeze as difficult terrain, and you get a +4 circumstance bonus to Squeeze checks. In addition, you get a +2 circumstance bonus to checks when you attempt to Escape.  

Ancestry Feats

At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a chromador, you select from among the following ancestry feats.  

1ST LEVEL

BLOW UP_____________________________ ___FEAT 1
| CHROMADOR |
Your squishy anatomy lets you become slightly larger to intimidate your enemies. When you attempt the Demoralize action, get a +2 circumstance bonus.   ARE WHAT YOU EAT________ ____________ ___FEAT 1
| CHROMADOR |
Chromador are great at ingesting the harmful magics and poisons of creatures and repurposing them for their use. Choose a cantrip from the primal spell list to cast as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.   CARTILAGINOUS SLIP: REACTION ___________ _FEAT 1
| CHROMADOR |
Once a day get +1 circumstance bonus to AC as you will the shape of an area of the body to contort out of being hit.   PLAUSIBLE DENIABILITY_______ __________ __FEAT 1
| CHROMADOR |
Malleable to a fault, you can shift your appearance enough to look like another individual. This takes you 1 minute to do, but once complete you receive a +2 circumstance bonus to Deception checks to Impersonate a different chromador of similar coloration.   SELL SHORT______________________________ FEAT 1
| CHROMADOR |
One must be able to look out for themself in hostile environments - whether they be shark infested reefs or shady black markets. You gain the trained proficiency in Diplomacy. If you were already trained in Diplomacy, you instead become trained in a skill of your choice. You gain the Bargain Hunter feat.   CUTTING REMARKS_________________________FEAT 1
| CHROMADOR |
With a lack of physical prowess, you must infiltrate the mind of an enemy to frighten them off. You are considered trained in the Demoralize action.    

5TH LEVEL

INSURANCE POLICY_______________________ _FEAT 5
| CHROMADOR |
An unvanquished opponent is a threat that could come back to harm you later. Ensuring your peace of mind would be incredibly relieving. When you successfully coerce an enemy or kill them, gain temporary hit points equal to half your level that last for 1 minute.   MANA HUNGRY______________ ______________FEAT 5
| CHROMADOR |
With a taste for magical creatures, your vision has begun to adapt to help you find fitting prey. You can spend a single action (this action has the concentrate trait) to determine if any magical auras are present in the area. This has the effects of a 1st-level detect magic spell but isn't magical. By straining, you can also discover the source of the magic and its school (with the effect of a 4th-level detect magic spell), but doing so prevents you from using this ability again until you've rested for 8 hours.   GELATINOUS FORM_________________________FEAT 5
| CHROMADOR |
Prerequisites Cartilaginous Slip
You can now perform your Cartilaginous Slip reaction once per hour. Additionally you get a +2 circumstance bonus to Squeeze checks and a +1 circumstance bonus to checks when you attempt to Escape.    

9TH LEVEL

SHOCK ABSORPTION _______________________FEAT 9
| CHROMADOR |
Prerequisites Cartilaginous Slip
The elasticity of your body is truly astonishing. You gain resistance to bludgeoning damage equal to 2 + half your level. You also gain resistance equal to twice that amount to extra damage from critical hits; if the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn't reduce the attack's normal damage.    

13TH LEVEL

SPELL DEVOURER_________________________FEAT 13
| CHROMADOR |
Prerequisites Mana Hungry
You don’t just detect magic; you devour it. Whenever you succeed at a saving throw against a spell or magical effect, you gain temporary Hit Points equal to double the spell’s level, or equal to the level if the magical effect isn’t a spell. These temporary Hit Points last until the end of your next turn.

Chromador Mechanics

HIT POINTS
6   SIZE
Medium   SPEED
20 feet
Swim 20 feet   BOOSTS
Charisma
Wisdom
Free   FLAWS
Strength   HYDRATION
While you are an amphibious being equally as capable on land as in the water, your body requires you to return to aquatic environments at least once in a 24-hour period. You must submerge in water in order to rehydrate your water-acclimated skin. If you fail to do this, your skin begins to crack and your gills become painful. After the first 24 hours outside of water, you take a –1 status penalty to Fortitude saves. After 48 hours, you struggle to breathe air and begin to suffocate until returned to water.