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Overview
T'rakko
Beastkin, Wildfolk
The T'rakko are the stronger, if slower, relative of the T'karri race. Whereas the T'karri value exploration, the T'rakko choose to build strong communities that often grow in to major settlements, serving as hubs of transit and trade across the world. However, while they often spend much of their lives studying the wisdom of their ancestors, connecting with nature, and providing sage guidance to those of their community, they all struggle with a powerful bestial rage that slumbers within them. Those who lose control to this rage become known as the Unchained, the Feral, or the Wildblooded, but such cases are rare in today's time. Many T'rakko answer this sleeping rage by becoming pacifists, monks, or spiritualists, seeking peace to quell the savagery that lurks within them.
Traits
-2 DEX
Wild Fury: The bestial rages that lives within all T'rakko can be hard to control, especially when there is no enemy for them to direct their fury towards. So long as they receive a bonus from Strength from Pain, it becomes difficult for them to wrest back control over their actions. When they no longer see hostile combatants, they must make a DC 10 Will save or become Antagonized towards one allies. Roll a d20, rerolling any result of higher number than there are allies of the T'rakko, in order to determine the target of their aggression. They may attempt a new save to end this effect after dealing damage to their target, or after a minute has passed, whichever occurs first, until they succeed.
+2 STR, +2 WIS
[Monstrous Humanoid]
Darkvision 60ft
Scent
30ft land speed
Hardy: T'rakko are naturally strong and healthy. They gain a +2 racial bonus to their CMD, and a +2 bonus on Fortitude saves. Additionally, they gain Endurance as a bonus feat.
Strength from Pain: Taking damage only stokes the rage that dwells within the T'rakko, and grants them bonuses at certain thresholds.
75% HP or less - Gain a +2 racial bonus on Fortitude Saves, attack rolls, and damage rolls.
50% HP or less - Racial bonuses increase to +3, and the T'rakko gain a +5 circumstance bonus to Intimidate checks made while in combat.
25% HP or less - Racial bonuses increase to +4, and the T'rakko gain DR 5/Silver.
Advancement:
Level 5: Stoke the Flames - The T'rakko gain the ability to further enhance the power of the bestial rage, and may choose to double to bonuses they gain under Strength from Pain. When they do so, however, they take a penalty to their Will saves equal to the bonus they recieve to their Fortitude saves until they spend one hour outside of combat, or until they are healed for at least 10% of their HP. Additionally, they gain Diehard as a bonus feat.
Level 10: Defiance of the End - As they gain strength, so too does the T'rakko's fearsome grip on life. They gain Deathless Initiate as a bonus feat, ignoring the usual prerequisites. They also do not die until their negative HP equals double their constitution score, and the DR they gain under Strength from Pain increases to DR 15/Silver. When their negative HP is equal to their constitution score, they fall unconscious, but immediately stabilize.
Level 15: Immortal Defiance - The T'rakko gain the true pinnacle of their power, and only mighty blows can truly put one of such strength in to the grave. They gain Deathless Master as a bonus feat, ignoring the usual prerequisites, and all racial bonuses they recieve under Strength from Pain increase by 2. Finally, their DR changes to DR 15/Adamantine.
Overview
Details about this race's overview
T'rakko
Beastkin, Wildfolk
The T'rakko are the stronger, if slower, relative of the T'karri race. Whereas the T'karri value exploration, the T'rakko choose to build strong communities that often grow in to major settlements, serving as hubs of transit and trade across the world. However, while they often spend much of their lives studying the wisdom of their ancestors, connecting with nature, and providing sage guidance to those of their community, they all struggle with a powerful bestial rage that slumbers within them. Those who lose control to this rage become known as the Unchained, the Feral, or the Wildblooded, but such cases are rare in today's time. Many T'rakko answer this sleeping rage by becoming pacifists, monks, or spiritualists, seeking peace to quell the savagery that lurks within them.
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Traits
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-2 DEX
Wild Fury: The bestial rages that lives within all T'rakko can be hard to control, especially when there is no enemy for them to direct their fury towards. So long as they receive a bonus from Strength from Pain, it becomes difficult for them to wrest back control over their actions. When they no longer see hostile combatants, they must make a DC 10 Will save or become Antagonized towards one allies. Roll a d20, rerolling any result of higher number than there are allies of the T'rakko, in order to determine the target of their aggression. They may attempt a new save to end this effect after dealing damage to their target, or after a minute has passed, whichever occurs first, until they succeed.
+2 STR, +2 WIS
[Monstrous Humanoid]
Darkvision 60ft
Scent
30ft land speed
Hardy: T'rakko are naturally strong and healthy. They gain a +2 racial bonus to their CMD, and a +2 bonus on Fortitude saves. Additionally, they gain Endurance as a bonus feat.
Strength from Pain: Taking damage only stokes the rage that dwells within the T'rakko, and grants them bonuses at certain thresholds.
75% HP or less - Gain a +2 racial bonus on Fortitude Saves, attack rolls, and damage rolls.
50% HP or less - Racial bonuses increase to +3, and the T'rakko gain a +5 circumstance bonus to Intimidate checks made while in combat.
25% HP or less - Racial bonuses increase to +4, and the T'rakko gain DR 5/Silver.
Advancement:
Level 5: Stoke the Flames - The T'rakko gain the ability to further enhance the power of the bestial rage, and may choose to double to bonuses they gain under Strength from Pain. When they do so, however, they take a penalty to their Will saves equal to the bonus they recieve to their Fortitude saves until they spend one hour outside of combat, or until they are healed for at least 10% of their HP. Additionally, they gain Diehard as a bonus feat.
Level 10: Defiance of the End - As they gain strength, so too does the T'rakko's fearsome grip on life. They gain Deathless Initiate as a bonus feat, ignoring the usual prerequisites. They also do not die until their negative HP equals double their constitution score, and the DR they gain under Strength from Pain increases to DR 15/Silver. When their negative HP is equal to their constitution score, they fall unconscious, but immediately stabilize.
Level 15: Immortal Defiance - The T'rakko gain the true pinnacle of their power, and only mighty blows can truly put one of such strength in to the grave. They gain Deathless Master as a bonus feat, ignoring the usual prerequisites, and all racial bonuses they recieve under Strength from Pain increase by 2. Finally, their DR changes to DR 15/Adamantine.
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