Pathfinder: Time for Some Thrilling Heroics
All week long, Jon Brazer Enterprises is previewing the Book of Heroic Races: Seedlings, available this Thursday at DriveThruRPG/RPGNow.com and Paizo.com. Yesterday we explain what is a seedling. Today we are looking at the way that seedlings go about protecting themselves and about combat the dangers of the world.
One of the early section of the book details how seedlings fit into the 19 base classes (including gunslinger and magus). Some are exceedingly rare in among seedlings (such as cavaliers), and others form the backbone of seedling society (like rangers and druids). Some are just viewed with fear and skepticism and are must find a new home (barbarians, gunslingers). In the same way that elven barbarians would be looked upon with prejudice by other elves and a dwarven bard would be considered going against dwarven culture, this section helps the player to understand the races prejudices both for and against certain classes.
Immediately after that, the Book of Heroic Races: Seedlings details the archetypes specific to the race. Presented below is the switcher. This fighter archetype has the PC using a switch from her own head as her primary weapon. Read all about it below:
Associated Class: Fighter.
Replaced Abilities: bonus feat (1st level only), bravery, weapon training
Seedlings don’t need to wield dead wood or metal to be efficient at protecting their lands or repelling their enemies. They instead utilize their thickest hair switches as whips to brutal effect. Their personal connection to their switch whip grants them the ability to improve the effectiveness of their attacks.
Switch Focus: The switcher gains the Switch racial feat and Weapon Finesse as bonus feats at 1st level.
Switch Poison (Ex): At 2nd level, a switcher can squeeze her switch whip as a free action to make it ooze a viscous sap that causes an itching and burning sensation on contact. On a successful attack, the target must succeed a Fortitude save (DC 10 + 1/2 the switcher’s level + his Con modifier) or become flat-footed. The duration of this poison is 1 round and increases by 1 round for every four levels beyond 2nd. The poisoned creature can spend a standard action scratching the affected area, ending the effect. Switch poison is considered a poison effect. A switcher is immune to his own switch poison. A switcher’s switch whip does not ooze this contact poison when wielded by another creature.
Bloodied Thorns (Ex): At 5th level, a switcher’s switch whip grows long, hooked thorns, causing it to deal an additional 1d6 points of piercing damage, and 2 points of bleed damage per hit. This bleed damage increases by 2 for every four levels beyond 5th.
Razor Leaves (Ex): At 13th level, the switch whip grows new leaves or nettles similar to those it held while attached to the switcher’s head. The edges of this new growth are razor sharp, causing the switch whip to deal an additional 1d6 points of slashing damage. This damage increases by 1d6 every four levels beyond 13th. These razor leaves only function for the switcher himself.
Venomous Essence (Ex): At 17th level, the switcher’s switch poison becomes more deadly, inflicting 1d3 points of Constitution damage each round on a failed Fortitude save in addition to the poison rendering the target flat-footed. Two consecutive saves cures this poison.
Weapon Mastery (Ex): The switcher must choose his switch whip as the focus of this ability.