Goblurin Heritages

Desert Goblurin You live and thrive in the harsh desert sands in various places across the world, including Almahna, and as such you have grown an instinctual connection to fire. You like fire. You like it a lot. You gain fire resistance equal to half your level (minimum 1). You can also recover from being on fire more easily. Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which is reduced to DC 5 if another creature uses a particularly appropriate action to help.   Mountain Goblurin You have learned to thrive in the harsh mountainous terrain, and have learned how to take a lot of punishment because you fall. A lot. You gain 10 hit points from your ancestry instead of 6. When you fall, reduce the falling damage you take as though you had fallen half the distance.   Forest Goblurin You have grown and adapted to forest and jungle environements and are perhaps even descended from the Kongor in some strange way, which has given you a powerful tail. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain Combat Climber as a bonus feat, and you reduce the number of free hands required to Climb or Trip by one.   Arctic Goblurin Your kind has acclimated to living in the frigid environments of Arctica and Arcticus and have skin ranging from sky blue to navy in colour, as well as blue fur. You gain cold resistance equal to half your level (minimum 1). You treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).   Island Goblurin Your kind have lived and thrived in the Quatrica Islands for generations. Where else to get food than the waters? You are adept at fishing and swimming. Treat a success with an Athletics check to swim as a critical success. Also you are trained in the Lore: Fishing skill.   Plains Goblurin Growing up in grassy plains environments, you have had to deal with a lot of predators, like those big nasty bears. Over the generations, your kind has learned to hunt, instead of being the hunted. Your teeth are formidable weapons. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the finesse and unarmed traits.

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