Jinsei Alternate Racial Traits
Racial Variants
Sapphire Biomech: Take the 'Bio-Organic Conduit', 'Archaic Naturemech', 'Sapphire Databanks', 'Decaying Biovalves', and 'Fire Vulnerability' alternate racial traits. You no longer possess the Clockwork Subtype, and instead gain the 'Sapphire' Subtype, which grants you a continuous 'Speak with Plants' effect. All alternates must be taken to gain this benefit. All alternate racial traits and feats are still available to you, but should be reflavored to be sourced from your bio-tech body constructed of wood, plant matter, elemental energy, and ancient Sapphire biotech rather than advanced metallic and technological ones.
A model of Jinsei none can claim to know of, the Biomechs are Jinsei who are found decaying and rusting inside the forests, jungles, rainforests, and timberlands of Zheng-Kitar, moss and leaves growing from their frames until one day, they shamble back to sentience. As literal constructs made of twisting vines, roots, leaves, and such, they do not trace their roots to the Technocracy as most do, but have origins cloaked in mystery - almost universally, they are found in a deactivated state and typically only 'reactivate' in response to outside stimuli...as if they shut down in preperation for some future event, or to forestall their own destruction...
Alternate Racial Traits
Mighty Metal Man: Ability scores replaced by (+2 Strength, +2 Wisdom, -2 Charisma). Modifies Ability Scores.
With bodies given greater strength and learning capacity than their fellows thanks to powerful pneumatic pistons and laser-powered levers, these powerful Jinsei are often the frontline warriors and commanders of the Jinsei army, or given powerful manual labor roles as well as positions of wisdom and respect, such as shamans, in Jinsei society..
Swarming: You can occupy the same square with one other allied creature whose size would normally prohibit it. When either you or the creature whose square you are occupying attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Replaces Curiosity.
Owing to their original purpose as guardians and watchmen, the Jinsei are a race that are highly used to fighting as a single, cohesive unit...more so than any other race. Some among them retain this pack mentality even after awakening, and become highly effective at hunting in packs alongside their fellows.
Power Armor Mech: You can store 1 willing or helpless creature of your size or smaller inside of your metallic body. Hiding a creature inside of you this way does not hinder you in any way, and the creature inside gains a +20 to any stealth checks made to hide while inside of you. They cannot leave you without your permission if they entered unwillingly unless they succeed at either a grapple check or an escape artist check(DC equal to your CMD). While you have a creature inside of you, you may both move and act on your own turns independently- though you effectively share the same square while so united using this trait. While a creature is inside of you, they gain a +4 untyped bonus to STR, gain a +4 untyped bonus to their natural armor, and gain the Damage Reduction and Spell Resistance you possess(if any) so long as they are inside of you. However, both you and the creature within you have your movement speeds halved, take a -4 penalty on all reflex saves, and are each a valid target to attack by enemies - however, whenever either you or the creature within you is hit for damage with an attack or spell, the damage is halved evenly between you both. A creature who was put inside of you against their will does not gain these benefits, and is not a valid target for attacks - they are effectively pinned and tied up so long as they remain inside of you. So long as you are conscious, a creature inside of you cannot move you without your permission and cannot gain the any bonus or fight inside of you against your will. Creatures inside of you cannot fly unless their flight is a magical effect. Replaces Curiosity and Gnashing Gears.
Built with hollow interiors as part of an experimental yet ultimately abandoned project to create sentient Powered Armor, these rare and highly valuable Jinsei are capable of storing their allies and other creatures inside of themselves to hide them...or, alternatively, fight inside of them.
Heatwall Diodes: Your heatbeam attack does no damage, but can set squares alight as if they were the target of a wall of fire spell with a CL equal to your HD. You may sweep the beam over a number of square equal to 1/2 your HD with each attack, and can choose the direction the flames that burn creatures as per Wall of Fire. This effect does not deal double damage to undead as per wall of fire. Replaces Heatbeam Emitter.
Their burning emitters replaced by small circles diodes in their palms and arms, these Jinsei are given upgrades to allow them to create mobile walls of flame on the battlefield and are largely responsible for the hugely adaptive tactics of the Jinsei armies.
Flaming Railcannon: Instead of the normal heatbeam attack, you can instead shoot a 30ft line of fire once every 1d10 rounds, dealing 2d6 points of fire damage to each creature in the line and setting them alight for 1d4+1 rounds, dealing 1d6 points of fire damage each turn until the flames are doused. The damage increases by 1d6 at 5th level and every 4 levels beyond. A successful reflex save (DC 10 + 1/2 HD + INTMOD) halves this damage and negates being set alight. Replaces Heatbeam Emitter.
Their metallic bodies built with conduits of heat-resistant copper and other materials, these Jinsei are capable of channeling the excess heat their bodies generate into massive beams of heat by cycling this heat through magnetic acceleration rings in their arms, functioning similar to a railgun that launches a flaming beam of heat.
Bio-Organic Conduit: You can shoot a beam of corrosive energy that deals 1d8 acid damage with a ranged increment of 50ft, a critical threat range of 20, and a multiplier of x2. It is capable of passing through force fields and force effects to strike foes beyond without damaging that field. Objects such as glass or other transparent barriers do not provide cover from this attack, but still take damage from this attack passing through it. Objects(Not counting undead and constructs) take triple damage from this blast. Replaces Heatbeam Emitter.
Rather than possessing highly advanced mechanical circuitry, these extremely rare and mysterious Jinsei are made up of roots, plants, biomachinery, and organic technology capable of letting them channel the natural energy flowing through the organic conduits that keep them powered into short bursts, melting whatever is nearby as a result.
Self Repair Algorithms: Gain the following as spell-like abilities. Replaces Master Tinkerer.
- 3/Day: Mending(Affects Constructs)
Some Jinsei are created with innate capabilities that let them repair themselves and others, and where their fellows are highly skilled with crafting and tinkering, they instead serve the roles of makeshift repairbots, mending themselves, their injured comrades, or other objects with these powerful Algorithms that let them flawlessly repair objects.
Archaic Naturemech: All plants within a 1-mile radius of the creature grow at double their normal rate and don’t suffer from any diseases or maladies. Allied plant creatures within 30 feet of the creature gain fast healing 2. If the creature uses plant shape or wild shape to take the form of a plant, it gains this fast healing in plant form. Gain a racial +4 on Knowledge(Nature) checks, it is always a class skill for you, and begin play speaking Sylvan as well as Modulo. Replaces Master Tinkerer.
A model of Jinsei none can claim to know of, the Naturemechs are Jinsei who are found rusting inside the forests and timberlands of Zheng-Kitar, moss and leaves growing from their frames until one day, they shamble back to sentience. Said to be at one with nature so much so that plants and leaves grow more and are healthier in their presence, these Jinsei do not trace their roots to the Technocracy, and instead lead lives of peace and solitude within nature, often protecting the forests in which they awakened.
Electrum-Laced Dynamo Core: Whenever you take electricity damage, you can store up to (1 dice per 2 HD), which you may discharge anytime on your turn as a swift action into either any metal melee weapon, or in a burst around you, dealing half of such damage to all enemies with 10ft of you. Either way, all stored dice are expended. Replaces Quantum Databanks.
Highly vulnerable to electricity due to the thousand of tiny gears, dynamos, and programming cores that all are powered by electricity to stay operational, the Jinsei are a race that traditional avoids electricity in most forms. However, some among them have been upgraded with Electrum pathways throughout their bodies...and while this does not hinder the flow of electricity or stop it from harming them, it allows these special Jinsei to store up and discharge electricity through these Electrum pathways to damage their enemies.
Sapphire Databanks: You may select two skills, you no longer need to be trained in them to use them. You gain the ability to cast Blood Biography on any kind of 'blood', including that of plants, animals, and objects, but spending ten full minutes sampling and processing a suitably large source of 'blood'(GM Discretion). Gain a +2 to survival checks made to track. Replaces Quantum Databanks.
While not as directed towards optimizing hostile action as their more metallic kin, these more organic Jinsei that hail from mysterious origins are more focused towards learning and understanding, their databanks a strange fusion of organic biovalves, regulating processing cores carved of wood, plant matter, elemental energy, and mystical Sapphire Runes that let them rapidly adapt to and understand the world around them.
Standby Mode: Gain the ability to enter a standby mode as a standard action. While on standby, you cannot move or take any actions. You remain aware of your surroundings but take a -4 penalty on perception checks, and you gain a +10 bonus to stealth checks while in standby mode. You may exit standby mode as a swift action, and if you do so to initiate combat, you gain a racial +4 bonus on your initiative check. Additionally, you gain an overall racial +2 to stealth and perception checks that stacks with your standby mode bonuses/penalties and all others. Replaces Quantum Databanks.
A set of instructions leftover from their time as simple watchdogs and sentinels, some Admech retain the ability to enter a ‘Standby Mode’ and go dormant, their forms indistinguishable from normal statues until they decide to strike.
All-Terrain Chassis: You are no longer hindered by difficulty terrain, and you gain a climb and swim speed equal to your base land speed. Modifies Movement and Replaces Vocal Synthesizer.
Some Jinsei have their bodies upgraded with the capability to travel seamlessly through all terrain...and with these upgrades, they are as capable walking up walls as they are striding unharmed through the salty waters of the ocean.
Espionage Protocols: Gain the ability to record nearby sound as a swift action, archiving all sound within a 20 foot spread onto a small gemstone worth 50gp somewhere on your body. You can record up to 1 hour of sound per HD you possess. Starting and stopping playback of recorded sound is a swift action. Removing or installing a new gemstone requires a DC 25 check as a full-round action to all others attempting the task, but to you it is simply a full-round action. When others fail to make the check it does not damage the gemstone, but simply erases the sound stored on it. Replaces Vocal Synthesizer.
A new set of instructions and programming that has been developed by emerging Jinsei in response to the loud, disorganized, often dangerous nature of the surface world, the Espionage Protocols are a set of instructions given to select Jinseis to better assist their people with gathering information on the world above. Acting as the eyes and ears of the Jinsei people, these Jinsei wander about the surface world, storing and cataloging all they encounter...they also, rarely, take on jobs as spies and intelligence operatives.
Mana-Wrought: Gain spell resistance equal to (13 + HD). Additionally, you gain a racial +2 to all Spellcraft checks. Replaces Damage Reduction.
Though rare, and thought to be a byproduct of their magictech construction, some Jinsei possess bodies hardened by magic and mana rather than metal forging. Losing their durability against physical attack, they instead pulse with the same blue veins of mana as their city does, and have innate protection against magic.
Steam-Powered: Whenever you take damage(After DR and other reductions), you automatically deal 1d6 points of fire damage to the creature that attacked you and 1 point of fire damage as splash damage to all adjacent hostile creatures. A reach weapon does not endanger the attacker in this way. This is a blast of superheated steam, and works even underwater. Replaces Gnashing Gears.
Their bodies powered buy gouts of steam and jets of superheated fire, these Jinsei usually release the pressure that builds up in their bodies through occasionally jets of steam from various points on their bodies, but when attacked and they take damage, even the smallest crack in their hard bodies can lead to a pressurized jet of superheated steam.
Hydraulic Jinsei: Gain a racial +6 on all strength checks made to break objects. Your unarmed attacks deal damage as if they were one size category higher. Replaces Gnashing Gears.
Their bodies driven by hydraulic jackhammers and pneumatic pistons, these advanced Jinsei are strange things, but wield immense power as the hydraulic jackhammers in their arms allow them to strike with much more force than they would normally be capable of, both for breaking objects and attacking others.
Decaying Biovalves: Whenever you are struck for damage in melee, your attacker takes 1d4 untyped damage automatically as the time-wracked biofluids that power your body spew out to coat them. This damage increases by one step for every 5HD you have. A reach weapon does not endanger an attacker this way. Replaces Gnashing Gears.
Though their bodies have underwent the erosion of eons, their bio-tech bodies slowly rotting away and fusing with the land around them, these organic bio-tech Jinsei often find that, as they shamble back to sentience and life in response to outside stimuli, their bodies have eroded beyond normal safety measures - spewing dangerous biofluid that melts and wracks the body and soul, strange and alien in design as it is...
Fire Vulnerability: You take 50% more damage from all fire attacks. The first time you take fire damage each day, you have a 50% chance to become dazed for one turn as the burning damage rocks your organic systems. The rest of the day afterwards, your body no longer risks becoming dazed. You cannot be dazed by level 0 spells that cause fire damage. Replaces Electricity Vulnerability.
With little to no actual metallic technological parts inside their natural bio-organic bodies, these 'natural' Jinsei are no longer naturally susceptible to sudden jolts of energy, but instead become painfully vulnerable to the trappings of fire which naturally singes and burns their organic systems with alarming abandon.
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