Soshigeist Alternate Racial Traits

Ghostsmoke Form: Gain +2 deflection bonus to AC. By removing your Reaperseal Mask as a swift action, you can discorporate your body into a Gaseous Form as per the spell. However, while in this Gaseus Form, your mask floats with the cloud and, if attacked and broken, forces you back into corporeal form and renders this ability unusable for 1 hour. The mask has AC 25, Hardness 10, and 40 HP. Replaces Intangible.   Though still ghosts in the traditional sense, "Ghostsmoke" Soshigeists are more akin to smoky nightmares than the half-intangible beings their brethren Soshigeists are generally made of...their bodies are smoky, gaseous things that their Reaperseal Masks keep bottled and contained inside a humanoid form, so once removed they expose their true form and can move above freely, though the mask can be made out inside the smoky black cloud and attacked to force them back into their corporeal form.
 
Shapechanger Mask: Gain a +2 deflection bonus to AC. Gain Disguise Self as an at-will Extraordinary Ability. Replaces Intangible.   With masks that thrum with the same eerie otherworldly energies as their kin but slightly different, these rare Soshigeists possess masks that ripple and move like quicksilver, allowing them to change their corporeal form at but a thought as their smoky, ghostly bodies are infused with the essence of raw, primordial chaos - responding to thought to alter itself into another form, similar to how the great cities of the outer planes are built by thought alone, so too is their body reshaped and moulded.
 
Elemental Spirit: Pick one of the Six Core Elements(Fire, Water, Earth, Air, Light, Void). You become immune that element and heal 1 point of damage for every 3 points of damage the attack would otherwise deal. If this healing would cause you to exceed your full normal hit points, you gain any excess as temporary hit points, up to a max equal to your HD. For Light and Dark, You may pick between Fire and Air for Light and Earth and Water for Dark. Replaces Elemental Ghosts.   Their bodies suffused with elemental power, some Soshigeists lose some of the other benefits of being tied to an element but in exchange let it wholly suffuse them, such that upon its mere touch their bodies heal and stich themselves back together.
 
Elemental Fury: Pick one of the Six Core Elements(Fire, Water, Earth, Air, Light, Void). You deal 1d8 points of damage with of that elemental type with each attack you make, and each time you maintain a grapple or are in a grappled maintained against you. Light or Dark(Pos. or Neg. Energy) cannot be used to heal, only to harm. By breaking your Reaperseal Mask and permanently killing yourself, you can detonate in a hail of your elemental type (healing or harming for Pos. Or Neg.), damaging all creatures and objects within a 120ft radius for 20d6 + 50 damage. Only a Miracle or a Wish spell can restore a Soshigeist slain this way to life. Replaces Elemental Ghost.   Rather than the peaceful suffision of most Soshigeists, these furious Soshigeists are veritable roiling maelstroms of elemental energy, dealing a significant amount of damage when they hit for damage or when they are held or holding another creature creature...and in a final flash of elemental power, they can sacrifice themselves to create a titanic explosion of their element, though they themselves are killed in the process.
 
Ride the Elements: A number of times per day equal to their 1 + CONMOD(Minimum 1), gain the ability to jet forward in a straight line up to 120ft, transforming into a bolt of the element of your affinity as a standard action and rematerializing in the new location as a free action. Enemies in the path of this movement must make reflex saves (DC 10 + 1/2 HD + CHAMOD) or be shunted aside(Choosing either left or right each time the ability is used, which is then applied to all affected creatures who fail the save) and take 2d10 force damage, taking no damage and not moving on a successful save. You may make automatic strength checks at a +10 to break through any obstacle or wall in your way, stopping on a failed break check. By touching another creature as a melee touch attack, you can send them along as per this ability in any cardinal direction except up or down if they fail a will save (DC 10 + 1/2 HD+ CHAMOD). The target recieves a +5 bonus on this save if this movement would take it into a directly harmful area or environment such as magma/lava, off a cliff, etc, though simple obstacles, threat of combat, or such does not give this bonus(GM Discretion). The charge is expended if they fail the save as normal, but not if they succeed. Replaces Unstoppable Purpose.   The force of their purpose manifesting in an entirely different manner, these special Soshigeist are not as hard to keep nailed down or in one place, but their purpose allows them to burst forward in a flash of energy, blasting across the battlefield like living bolts of elemental power.
 
Clarity of Purpose: Gain a racial +2 bonus on all saves versus Mind-Affecting effects. Once per day, when you fail a save against such an effect, you can attempt another save as an immediate action OR choose instead to delay the onset of the effects of that failed save by 2d4 + 2 hours. It cannot be dispelled or cured during this time, but you are aware of when exactly the effect will take place. Replaces Unstoppable Purpose.   Their minds imbued with overwhelming power thanks to the burning purpose that anchors them to the corporeal, Soshigeists can channel this purpose that keeps them so firmly anchored to shake off the effects of things that would influence their minds or try to control them.
 
Reaperseal Etchings: Gain Knowledge Religion and Knowledge Arcana as class skills, gaining a racial +2 bonus to one of them. Replaces Unliving Witness.   Their Reaperseal Masks etched with awesome and terrible knowledge born from their time in the Outer Planes before their untimely return, some lucky or unlucky Soshigeists can channel these unholy etchings burned into their masks to draw upon knowledge not their own, learning things no living mind was meant to know or understand.
 
Flexible Form: Gain Acrobatics and Sleight of Hand as class skills, and gain a racial +2 bonus to one of them. You are treated as having the "Improved Steal" feat. Replaces Unliving Witness.   Their bodies lacking bones or most internal structures, these Flexible Soshigeists are free to bend and twist their forms to their heart's content, allowing them an incredibly degree of dexterity to allow them to perform crazy feats of acrobatics and even for nefarious purposes, to take the belongings of others.
 
Detachable Mask: As a standard action once per combat, you can remove your Reaperseal Mask and make an intimidate check at a +4 bonus to demoralize as a standard action against all enemies in a 30ft cone OR against one enemy as a move action. Replaces Reaperseal Mask.   Though their Reaperseal Mask is usually not removable and undamageable by any conventional means, some Soshigeists, whether by luck or misfortune, retain the ability to remove it of their own volition, exposing the horrid, twisted face that dwells beneath to terrify and frighten those who gaze upon it.
 
Facehugger Mask: You can throw your Reaperseal Mask as a ranged attack with a ranged increment of thirty feet, which hits Touch AC within the first increment. Whichever target the mask successfully hits, you may perform one of the following actions, after which the mask returns to your face. The mask returns automatically even if you miss the attack. Replaces Reaperseal Mask.  
  • Swap places with the target, without provoking AoO. You may only swap places with creatures in this way(Either living or Undead), but not with objects.
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  • Impose Disadvantage on a single attack they make.
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  • Control half of the movement the target can move on their next turn.

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