Wubin
WUBIN HERITAGES
Barkscramble Wubin
In order to gain height for lengthy glides, one must be a great climber. You are particularly adept, and have a climb speed equal to your standard speed.Longstraight Wubin
The fractured landscape of your homeland demands some long distance glides to get from island to island. When you take the Wubin Glide action, you instead can go up to 50 feet forward through the air.Twistflight Wubin
In denser forests, it is more advantageous to turn on a dime in flight. You are an expert at the maneuver in flight action. Your fluffier tail used for counterbalance does weigh you down slightly though, and when you take the Wubin Glide action you instead only go up to 25 feet forward.Coldsleep Wubin
Occasionally frigid gusts of wind will tear through the forests, and you have a thicker coat of fur that protects you from the cold. You gain cold resistance equal to half your level (minimum 1). You treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).Holdfast Wubin
The wubin homeland is beset by strong winds, as such some wubin have strong claws to resist being blown from their perches. You have a + 2 circumstance bonus to resist wind, and any attempts to use the shove action against you are treated as one degree of success less so long as they are the same size as you. Additionally you gain a claw unarmed attack that deals 1d6 slashing damage. Your claws are in the brawling group and have the agile, finesse, and unarmed traits.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 wubin, you select from among the following ancestry feats.1ST LEVEL
FOREST FOR THE TREES_________________ ___FEAT 1| WUBIN |
Excellent eyesight is necessary for gliding through the forest. Whenever you take the Seek action, if you are elevated above the ground, you gain a +3 circumstance bonus. TRAJECTORY______________ _______________FEAT 1
| WUBIN |
You use your wide field of vision to quickly calculate changes in your flight path. You are considered trained in the maneuver in flight action. WUBIN WEAPON FAMILIARITY_ ______________FEAT 1
| WUBIN |
To be able to fight on the skin-wing requires light weapons and quick decisive strikes. You are trained with the sickle, light pick, sling, and gaff. In addition, you gain access to all uncommon wubin weapons. For you, martial wubin weapons are simple weapons and advanced wubin weapons are martial weapons. NOCTURNAL_______________ _______________FEAT 1
| WUBIN |
Having honed your abilities in the dusk and night has made you adept at performing under those conditions. You have low-light vision. WUBIN LORE______________________________FEAT 1
| WUBIN |
To impress the goddess Mimih and win back her favor, the wubin will train in their gliding to be true aerial artists. You gain the trained proficiency rank in Performance and Acrobatics. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Wubin Lore. MAKE MISCHIEF____________________________FEAT 1
| WUBIN |
Wubin are tricksters at heart, and so love the opportunity to prank those they deem deserving. You can use the Create a Diversion action as a free action.
5TH LEVEL
WUBIN WEAPON TWISTING___________________FEAT 5| WUBIN |
Prerequisites Wubin Weapon Familiarity
Always ready to be unfurled, just like your patagium, you have excelled with your weapons. Whenever you critically hit using one of the weapons from your Wubin Weapon Familiarity, you apply the weapon’s critical specialization effect. CYCLONE JUMP_____________________________FEAT 5
| WUBIN |
Your people still have a good relationship with the wind. You can cast jump as a primal innate spell once per day. In addition, when you leap it does not trigger reactions and you do not automatically fail Long Jumps for jumping in a different direction than your Stride. TRUE ARTISAN____________________ _________FEAT 5
| WUBIN |
Drawing on the many colors carried by the wind and sky, you can cast color spray as an occult innate spell once per day. Instead of casting the spell, you may choose to coalesce the swirling colors into something solid. Create 18 ounces of non-magical ink or paint of any color, however you must provide the vessel to contain it. This is approximately 2 vials worth, each worth 1 sp.
13TH LEVEL
WUBIN WEAPON EXPERTISE _________________FEAT 13| WUBIN |
Prerequisites Wubin Weapon Familiarity
Your weapons cut through the air just as you do, granting you exceeding skill with wubin weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the WEAPON, and all wubin weapons in which you are trained.
Wubin Mechanics
HIT POINTS8 SIZE
Medium SPEED
25 feet BOOSTS
Wisdom
Constitution
Free FLAWS
Strength PATAGIUM
All wubin have a set of skin-wings that connect to their hands and feet, enabling them to travel longer distances when jumping. When Leaping horizontally, you move an additional 5 feet. In addition, when you make a Long Jump, you can jump a distance up to 10 feet further than your Athletics check result, though still with the normal maximum of your Speed. You also gain the Arrest a Fall and Wubin Glide actions.
WUBIN GLIDE: 1-Action
| WUBIN |
When falling you glide slowly toward the ground, 5 feet down and up to 30 feet forward through the air. As long as you spend at least 1 action gliding each round and haven't yet reached the ground, you remain in the air at the end of your turn.