Seshin [Pathfinder Race]

by PeachyIsaac

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[Seshin] (20 RP)

A race of beastial spiritualistic creatures native to the Disenchanted Hollow.

History

Society: Seshin work suprisingly well together and support there culture and ideals through there everyday actions. Seshin can take any number of roles, however there are no differing roles between male and female seshin for jobs.

Relations: Seshin are known to have issues with other seshin, however most seshin have similar relationships as normal society would. Seshin jobs may differ, allowing for differing relationships between seshin. Whilst having decent relationships between themselves, seshin are also known to have extremely intimate relationships with spirits as they also live partially within the spiritual plane.

Alignment and religion: Most seshin are quite diverse usually being of the true neutral, neutral good, or neutral evil alignments. Most seshin believe the disenchanted hollow (or hallow to them) to be a sacred land they inherited, and treat the land with respect and almost praise it to be a divine being. Seshin adventurers have any choice from all forms of alignments and religion as they can become extremely diverse out in the world.

Adventurers: Seshin do not frequently leave the disenchanted hallow, however it isn't unheard of. Seshin are extravagant creatures in a peculiar world and see things through a different lens. Seshin frequently will fall in line with spiritual classes and situations always watching out for how they are impacting the spirit world, as well as how it is impacting them.

Names: Seshin are usually named upon the clan within they reside, these named are usually used as last names and the parents of a seshin will name the creature upon birth. Some seshin names include; Maniya, Balanat, Sandara, Arsha, Eshenmue, Durun, Bantan, Uben, Ainbanni, Balari

Appearance

Seshin when first born are quite small however it takes a long period of time for them to actually grow to adulthood, which in most cases doesn't occur. Standing normally seshin usually reach roughly 14 ft, or 16-ft if standing straight up. Seshin have amorphous facial features as the black fur completely covers there entire body. Seshin fur is extremely thick and bulky making them appear even large then they are. Seshin have no facial features (except mouths) underneath all there fur, instead they gain, speech, vision, and most other senses through there spiritual anchor. Seshin have quite large tails accompanied with large clawlike hands, which sometimes are filed down depending on what there job is. Seshin may hose horns or antlers, though this is a rarity among Seshin society. Additionally some Seshin are born with fur differing shades of black and are usually outcast, thought to be cursed or hated by the spirits.

Seshin Traits


Seshin have the following racial traits.

Ability Score Modifiers: Greater Paragon (2RP), Seshin recieve a +4 to there charisma, for if there spiritual anchor is not injured, they can be extremely charismatic creatures. Seshin also take a -2 penalty to both there dexterity and inteligent as they are strong but not extremely agile nor smart. Final ability scores; +4 strength, +4 charisma, -4 dex, -2 inteligence

Advanced Strength (+2) (4 RP)

Type: Monstorous Humanoid (3 RP)

Size: Large (7 RP), large creatures gains a +2 size bonus to strength and a -2 size penalty to dexterity. Large creatures take a -1 to ac, size penalty to attack roles, and a +1 bonus on CMB and CMD. Large creatures also take a -4 size penalty to stealth, and takes up a 10x10ft square. Seshin have a natural reach of 10ft.

Speed: Slow (–1 RP), Seshin have a base speed of 20 feet, their speed is never modified by armor or encumbrance.

Languages: Seshin begin play speaking Common and Glossolia, a language only available to seshin and other races extremely intertwined with the spirit world. Seshin with a high enough intelligence score can choose any language they want (except secret languages, such as Druidic).

Dark Vision: A Seshin has dark vision 60ft. (if there spiritual anchor is intact).

Spiritual Attunement (1RP): A Seshin whilst in the disenchanted hallow has tremorsense of 60ft.

Spiritual requirement (-2RP): Seshin are unable to act normally without an object they obtain that is imbued with spiritual power referred to as a, 'spiritual anchor'. This object is either a heirloom, gift, or a found object within the disenchanted hallow. This object takes the form of some worn object, and is usually bone white. The object can be injured or broken and if broken must, in a 4 hour ritual, be repaired using 100 gp for every level the player has obtained. If the spiritual anchor is broken and unused the seshin cannot see and is treated as blind and deafened, they also cannot smell or speak. Spiritual anchors have a hardness of 10 and a hitpoint total of 10, this is the stats for a normal mask however depending on the size (if it were instead a necklace or something smaller or bigger) could increase or decrease.

Seshin immunities (1RP): Seshins gain immunities because of there spiritual requirement racial trait. Seshins cannot be blinded nor deafened by almost all means (except for destruction of there spiritual anchor). Seshins are also immune to most forms of silencing as the spirit world literally echos there voices around.

Spirit reader (1RP): Seshin are suprisingly good at reading people, as the spirits around the creature point towards its actual intent. Seshin with this racial trait gain a +2 in sense motive.

Bond to the Land (2RP): Seshin hides are extremely thick and light whilst within the disenchanted hallows as the spiritual energies give them peculiar powers. Seshin whilst in the disenchanted hallows gain a +2 dodge bonus to AC.

Claws (2RP): Seshin recieve two primary claw attacks. Being large creatures these weapons have a reach of 10 feat and a damage of 1d6.

Alternate race traits

Spiritually inept: Some seshin are born without the keen ability of there predecessor to detect and work within the spirit world. Seshins with this racial trait removes the spiritual requirement trait, removes the glossolia language trait, and because they are not fed from the spirit world, are only medium sized creatures. These seshin also gain ordinary facial features underneath there thick fur, and lose all the immunities given by spiritual requirement. This trait replaces Spiritual requirement aswell as Seshin immunities aswell as the large racial trait.

Spiritual archon: Rarely are seshins born with such spiritual prowess as an actual archon, however it isn't unheard of. Spiritual archons with this racial trait lose both the large size trait and the slow speed trait. These spiritual archons however gain 4 artist tricks at level one, these seshins recieve spiritual identification, greater identification, and the major identification artist tricks. Finally the archon also recieves the cursed spirit caller artist trick at level one, as they are extremely susceptible to the spirit world.

Spirit speaker: A few seshin have the ability to tap into the power of sleep, dreams, and prescient reverie. Seshin with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, seshin with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the seshin’s character level). This racial trait replaces bond to the land.

Dragon Magic (3 RP): Some seshin have potent draconic blood and usually house scales under there thick fur. Seshin with this racial trait who take a draconic bloodline as a class feature treat their Charisma scores as 2 points higher when determining the DC and uses per day of all bloodline abilities and bloodline spells. Additionally, seshin with this trait add spells with the draconic descriptor to their class spell lists for any spellcasting classes in which they have levels. This racial trait replaces bond to the land.

Spirit Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a spiritual source (or fey depending on the terrain) for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces keen senses.

Keeper of Secrets: Some seshin seek to protect younger races from dangerous lore. The save DCs of enchantment spells they cast against humanoids increase by 1 and they receive a +2 racial bonus on Bluff and Linguistics checks to omit or cover up facts. This racial trait replaces spirit reader.

Overwhelming Magic: Some seshin obsess over the fundamentals of magic instead of the spirit world, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These seshin gain Spell Focus as a bonus feat. This racial trait must be taken in conjunction with spiritually inept and replaces bond to the land and spirit reader.

Sense Thoughts: Some seshin are so closely attuned to their environment that they seem able to read each other’s minds and their foes’ thoughts. Seshin with this alternate racial trait can use detect thoughts as a spell-like ability once per day, with a caster level equal to their character level. This replaces spirit reader and bond to the land.

Slender: Seshin often appear extremely bulky by other races’ standards. Seshin with this trait however are far more thin than they appear, gaining a +2 racial bonus on Escape Artist checks, on combat maneuver checks to escape a grapple, and to CMD against grapples. This racial trait replaces claws.

Favored Class Options:

Alchemist: Add one extract formula from the alchemist formula list to the character’s formula book. This formula must be at least one level below the highest formula level the alchemist can create.

Arcanist: Add one spell from the arcanist spell list to the arcanist’s spellbook. The spell must be at least 1 spell level below the highest level the arcanist can cast.

Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the bonus from the superstitious rage power.

Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.

Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.

Brawler: Gain a +1 bonus to the brawler’s CMD when resisting two combat maneuvers of the brawler’s choice.

Cavalier: Add +1/4 to the cavalier’s banner bonus.

Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.

Druid: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.

Fighter: Add +1 to the Fighter’s CMD when resisting two combat maneuvers of the character’s choice.

Gunslinger: Add +1/4 point to the gunslinger’s grit points.

Hunter: Add 1 skill rank to the hunter’s animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus skill ranks.

Inquisitor: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.

Inquisitor: Add a +1/2 bonus on Perception checks to see through magical disguises or pinpoint invisible creatures. Source PZO1135

Investigator: Add one extract formula from the investigator’s formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.

Kineticist: Gain +1/6 of an Extra Wild Talent feat. Magus: Add +1/6 point to the magus’ arcane pool.

Medium: When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day.

Mesmerist: Increase the mesmerist’s towering ego bonus by 1/3 point (to a maximum increase of +2).

Monk: Add +1/6 point to the monk’s ki pool.

Occultist: Gain +1/8 of a new focus power.

Occultist: Add a +1/6 bonus on any skill check attempted as a part of an occult ritual.

Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.

Paladin: Add +1/2 to the paladin’s energy resistance to one kind of energy.

Psychic: Add one spell known from the psychic spell list. This spell must be at least 1 level lower than the highest spell level the psychic can cast.

Psychic: Add a +1/6 bonus to AC when flatfooted, to a maximum of what the psychic’s AC would be if not flat-footed.

Ranger: Add +1/2 hit point or +1/2 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.

Rogue: The rogue gains +1/8 of a new rogue talent.

Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.

Skald: Add one spell from the skald’s spell list to the skald’s known spells. This spell must be at least 1 spell level below the highest level the skald can cast.

Slayer: Gain 1/6 of a new slayer talent. Sorcerer: Add +1/2 spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Spiritualist: Add +1/2 skill rank or +1/2 hit point to the spiritualist’s phantom.

Summoner: Add +1/2 hit point or +1/2 skill rank to the summoner’s eidolon.

Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by 1/4.

Vigilante: Gain +1/4 on the Disguise bonus provided by seamless guise. Warpriest: Gain +1/8 of a new bonus combat feat.

Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.

Wizard: Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level the wizard can cast.

Spirit Artist: Add one spirit charge to the spirit artists spirit well.

Spirit Artist (Alt): Add +1/2 spirit artist trick.

 

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