Qìtóng Alternate Racial Traits

Bodily Reinforcement Markings: You have fast healing 4 and gain a racial +4 on all saves made vs poison and disease. Replaces Heritage Markings.   Their markings constantly swirling about them and protecting them from harm, these lucky Qìtóng are protected by their markings which swirl over them, filling in wounds and scars automatically and cleansing their bodies of poison without any focus on their part. Additionally, these Qìtóng also find it quite hard to become fat or out of shape as their markings constantly keep them in tip-top physical shape.
 
Transformation Markings: You can take on the form of any creature who you have a physical sample of(Hair, skin, etc) as per Alter Self, but you can appear as any size and type - though this does not give you the bonuses or penalties for being that size or type, and you still mechanically count as your old size and type for balance purposes. This is an extraordinary ability. You gain +10 on all disguise checks to impersonate that creature. Replaces Heritage Markings.   Using the power of their markings to a suprising and unexpected effect, these Qìtóng can take samples of other creature in their possessions and feed them to their markings, who will then create a near-flawless disguise to shroud them in as a sort of automatic defense ability.
 
Elemental Roar: You gain a breath weapon identical to the Dragonborn Racial Trait of the same name. Choose a breath weapon from the Dragonborn breath weapon table appropriate to your element(Light and Dark may choose any but replace the element with Pos. Energy or Neg. Energy, or just choose Copper). Replaces Elemental Bellows.   Their lungs swelling with incredible amounts of power, these Qìtóng can unleash the elemental concentrations stored in their bodies in massive torrents as opposed to small bursts to change their size.
 
Specialized Bellows: Instead of being able to enlarge or reduce, you must choose one or the other. However, whichever you choose, you can then go up or down two sizes instead of one. Otherwise this works as "Elemental Bellows". Replaces Elemental Bellows.   Though most Qìtóng can inhale or exhale their element to grow or shrink, some take this ability to a specialized extreme and focus on one or the other to produce a greater, more focused effect to enlarge or reduce much greater than others can.
 
Elemental Skillset: You can choose any two skills - replace their main attribute with CON and make one of the two a class skill and the other gets a racial +2. Replaces Ancestral Skill.   Their bodies swelling with elemental power, these Qìtóng can use their power filling their bodies to allow them to use their natural bodily resilience and planar power to accomplish what others must use their bodies as normal for.
 
Ancestral Specialization: Choose one skill of your choice - that skill gains a racial +4 and you may take 10 on it even under duress or stressed(such as in combat). You can use all skills untrained. Replaces Ancestral Skill.   Able to draw on knowledge and expertise not their own, these Qìtóng have a more direct connection to the ephemeral realm of the Spirit Kings, and can draw on the knowledge of all the followers of the Spirit Kings past and present, allowing them to work their expertise through their hands and live again, if only for a second - though they may be long dead, all are remembered and live eternal in the realm where the Spirit Kings dream.
 
Dreamers of the Spirit Kings: Gain Dream Scan and Dream as at-will Spell-Like Abilities. Replaces Eyes of the Spirit Kings.   Rather than seeing into concentrations of their element within a certain radius, these rare and very few Qìtóng are gifted with power over dreams, imbued with a shard of the fantastical realm where the Spirit Kings dream and affect the waking world - and with that power, can read the minds of dreaming creatures and send messages to them.
 
Speakers of the Spirit Kings: Gain the Truespeech(Su) ability, allowing you to speak with any creature that has a language as though using as Tongues spell(CL equal to your HD). This ability is always active. Replaces Eyes of the Spirit Kings.   With voices akin to angels, these Qìtóng can make themselves known as Angels can, their voices smooth and sonorous as all creatures who hear them are made to understand their speech.
 
Elemental Touch: All natural attacks and held weapons that you use are infused with 1d8 damage of your elemental heritage(Light and Void only harms, does not heal. They can also take force at half damage if they wish.) Such weapons also do an additional d10 damage on a x2 crit like Elemental Burst special ability wepaons. For spellcasters, this instead gives one additional point of damage per die when using the elemental type of your heritage. Replaces Puppeteering Touch.   Their bodies infused with such potent clusters of Elemental Power that it leaks over into their weapons, these Qìtóng put this effect to great use as warriors and fighters.
 
Necrotouch: Whenever you kill a creature or by touching an unanimated corpse, you can infuse them with your elemental energy and animate them as per animate dead, creating undead that deal an extra 2d6 points of your elemental damage and have immunity to that elemental type. You can control no more than twice your HD worth of undead - creating undead outside of this limit makes free-willed and uncontrolled dead infused with the properties. These undead are automatically affected by an Appearance of Life spell(CL equal to your HD). Replaces Puppeteering Touch.   A more sinister gift used by more sinister Qìtóng, the art of the Necrotouch sees Qìtóng use their elemental gifts to animate the dead with thin strings of elemental matter, controlling the dead like puppets to live again and serve them in unlife.
 
Strategists's Touch: By succeeding on a melee touch attack(Which can be disguised as a normal touch with a disguise check), you can implant a shard of your elemental power into a given creature that slumbers, unnoticed, until you call upon its power as a swift action regardless of distance to attempt to forcibly teleport that creature to anywhere within 30ft of your current location. The target recieves a will save (DC 10 + 1/2HD + CONMOD) if they are conscious to this effect if they are unwilling. This shard does not decay or expire, and works regardless of distance so long as you are on the same plane, but you may only have one active at a time, plus on additional at 8HD and every 6HD afterwards. This effect is blocked from activating anywhere that teleportations are blocked. Replaces Puppeteering Touch.   Infusing others with shards of their elemental power, these Qìtóng have learned how to trigger a teleportation effect once they are embedded, to bring those they have implanted it into to them across great distances.
 
Elemental Onmyouji: Whenever you reduce another creature below 0HP, they must succeed a will save (DC 10 + Damage Dealt) or be affected by a Binding Spell with a version of your choosing, with one exception - any version whose effect would expire over time such as slumber no longer expires, and can only be released by dispelling the spell or you willingly disengaging it. Creatures immune to death might be immune to this effect, at GM discretion. Replaces Blessed Destroyers.   A rare gift given to special Qìtóng by the Spirit Kings themselves, these Qìtóng are tasked with traveling the world sealing away the forces of evil and the yema - though some take advantage of this power for their own gain, to shrink their defeated foes down to tiny size, to bind them, or otherwise trap them for their own personal amusement.
 
Gateway to Spiritual Eternity: Whenever you reduce another creature below 0HP, they must succeed a fortitude save as per a coup-de-grace or be absorbed into you mind, body, and soul - and sent to the spirit kings for final, ultimate judgement. You retain the target's memories if you wish, or can alternatively transcribe its life and memory into a book as per the Scribe's Binding spell, except the creature's life is not tied to the tome, nor does writing in it change the creature in the afterlife. Creatures you kill this way are difficult to restore to life, and those trying to must succeed at a caster level check(DC 15 + the slain character's HD). Failure means that person cannot try again for a week. Replaces Blessed Destroyers.   The chosen few Qìtóng who are given personal missions by the Spirit Kings themselves, or those simply born with a greatly enhanced connection, these Qìtóng are blessed with the ability to absorb the souls, minds, and bodies of those they slay - sending them to their ultimate judgement prematurely. While usually reserved for especially heinous individuals, many Qìtóng do enjoy using this ability for their own personal gain, and amass massive libraries either of physical books or in their minds of all those whom they have slain.
 
Lethal Embrace: If you begin your turn with an opponent grappled, you can attempt another CMB check as if you were attempting to pin them - if successful, they are pulled into your elemental markings and trapped in a pocket dimension comprised entirely of your elemental energy and take 2d6 elemental damage of the type according to your heritage(Light and Void do whichever type harms their target). While this target is trapped in this space, you are no longer considered grappled but they must either try to cut its way out or try to escape the grapple(A successful grapple escape puts them back into a grapple with you if possible, or into an adjacent sqaure if not). This otherwise functions as Swallow Whole, except the AC of the pocket dimension is a flat 15, with 5HP per HD you possess. All forms of extradimensional travel do not function within this pocket dimension save for Plane Shift, which deposits them in any square of their choosing within 30ft of you. The target takes 4d8 elemental damage each round is does not escape, which increases by 1d8 at 6HD and every 4HD afterwards to a maximum of 8d8 damage at 18HD. You may only have one creature at a time trapped in this way, plus one additional at 6HD and every 6 afterwards. Replaces Lineage Transformation.   Sending their foes into a secluded pocket dimension that exists as a small section of their respective elemental planes, these Qìtóng can absorb foes into their markings on their bodies to begin to consume them with elemental power.
 
Elemental Ghost: Instead of an elemental form as per Lineage Transformation, you instead gain an intangible form and gain the incorporeal subtype - losing all attacks and casting ability but dealing 1d8 points of elemental damage plus an additional 1d8 per 2HD you possess to creatures whose space you pass through(Light and void deal the type their target is hurt by), with a save chosen by you at character creation whose save DC corresponds to a specific ability score(Fortitude - CON based, Reflex - DEX based, Will - WIS Based) - a creature that succeeds on this save takes half damage. Creatures that made the save for this ability in the past 1 round gain a +4 to the save which continues to stack until they go a round without being damaged by this ability, at which point the bonus vanishes. Unless you have an item to let you, you cannot otherwise interact with the corporeal world as normal for an incorporeal creature. You do not gain the damage reduction from Lineage Transformation in your Intangible Form. An enemy can only be damaged by this ability once per round. Replaces Lineage Transformation.   Instead of gaining an elemental form, these Qìtóng turn intangible and become strange elemental ghosts - allowing them to pass through walls and damage others by simply passing through them.

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