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Half-Koroblin

A mix breed of Human and Koroblins, often just called "Half-blood" "Maroon" "halftone" most people have a dislike for half koroblins. Half koroblins tend to look more human then koroblin. all tho most Vilegrave-en are Half-koroblin most of them pose as being simple human or koroblin. Half Koroblins tend to be born with birth defects all tho not always the ones easiest to see on the surface. some may only have defects in there 2nd form, some may not even be able to cast magic, and others can have much more sinister defects.  

Ability Score Racial Traits:

  +2 to Wisdom +2 Constitution but -2 to Charisma   Size: Half-Koroblins are Medium creatures and thus receive no bonuses or penalties due to their size.   Base Speed: Half-Koroblins have a base speed of 30 feet.   Languages: Half-Koroblins begin play speaking Koroblin or Common.    

Racial Trait:

  Second Form: Half-Koroblins enter a second form when they are about to die from violence. When a Half-Koroblin is reduced below 0 hit points, they do not fall unconscious. They instead enter a second form that is unique to themselves, changing in appearance and gaining some new abilities. A Half-Koroblin can be in their second form for a number of rounds equal to 2 + Constitution modifier. Once entering their second form, a Half-Koroblin gains a number of temporary hit points equal to half their maximum hit points. Being reduced below 0 hit points second form causes a Half-Koroblin to actually fall unconscious, or die if dealt enough damage.   Dysmagica: if a Half-Koroblin is in a magic class, they gain spells a level later, other then level 1. For example if you would get 3 level one spells at level two in your class, being a half koroblin would make it so you would not get your 3 level one spells till level three.   Second form Weakness: half-koroblin’s second form gains strength more slowly then full koroblins. They gain level one 2nd form traits, but they do not get level 3 traits till level 4, level 5 traits until level 6, ect...they have to wait one more level before getting a “level up” for their 2nd forms.   Maroon blood: Having Both red magical blood and Acidic Black blood. a magical toxin to any creature that is Red or black blooded.   Magic Scent: 15 feet by sense of magic sent, being able to spell magic, magical beginnings or magical items

Alternate Racial traits

  Blood magic: Replaces Dysmagica and Second Form, Gain the witch spell list https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-list-witch/ and witch spell progression (if they are a caster they lose the spell list of the class but get the spell progression of that class)   Toxic Blood: Replaces Dysmagica and Second Form. Any Red or Black blooded creature that deals 5 or more piercing or slashing damage is sprayed with your toxic blood. dealing 1d4 damage. effected creature must make a fort save equal to your con sore. if they fail you may chose if they become Paralysis for 1d4 rounds or if they take 1d2 con damage

This species has multiple parents, only the first is displayed below.
All parents:

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