| Kohrune |
The soul-linked are people who willingly or forcefully killed and had their soul transferred to a Soulite Crystal which waa affixed to a suit of 'Armor' in a way, I'm still working on Feats for 5th and above and this is my second Ancestry.
Could the much wiser Pathfinder players please give me some feedback on what's been written so far and suggestions for balance? Thank you all in Advance.
Hit Points
Based on Skeleton (Heritage)
Size
Medium
Speed
25
Ability Boosts
Strength
Constitution
Free
Ability Flaw
Charisma
Languages
Common
Soul Speech
Additional Languages equal to your Intelligence modifier. (If it’s Positive)
Choose from, Elvish, Dwarvish, Aquan, Auran, Ignan, Terran and any other languages you have access to in your region.
Traits
Soul-Linked
Humanoid
Low-Light Vision
You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.
Skeleton (Heritage)
A Soul-Linked heritage is the skeleton that surrounds the Soulite Gem that houses the individual's soul from either willing possession or forced possession.
Choose one of the following Soul-Linked Heritage at 1st level
Metallic Based
Hit Points - 10
Your hardened metallic plating gives you an edge when dealing with physically tough activities. When using your body to force open doorways or for arm-wrestling, you gain a +2 circumstance bonus to Athletics Checks. GM Discretion. <Feedback wanted area>
Fine-Wood Hull
Hit points - 8
Your wooden exterior has gathered moss and grown fungi in hard to reach places which have connected to your Soulite Gem. You gain the Free Action Illuminating Growth.
Illuminating Growth
Twice per day, you can tap into the roots wrapped around your Soulite Gem causing fungi and moss growing on you to give off a dim light around you for 2 hours.
Chiseled Rock
Hit Points - 10
Your stone hide is a bulky and defensive structure, when you fall any damage you take from the fall is halved. Additionally, your unarmed attack dice is increased to a d6 does not stack or alter monk class features.
Elemental Cage
Hit Points - 8
Your body is a mixture of physical caged bars and a trapped elemental force trapped in the cage, you have full control over this elemental form. Based on the elemental force you choose (Can’t be changed later) you will have resistance equal to half your level (Minimum 1) Fire for Flame Element, Cold for Ice Elemental, Poison for Earth Elemental and Fire for Water Elemental, Cold for Air Elemental.
Feats
1st Level
Soul-Linked Lore
When awakened in your new body you learned all about the process and Soul-Linked that came before you absorbing all the knowledge you could. You gain the trained proficiency rank in Medicine and Survival. If you would become trained in one of these based on background or class you can learn a skill of your choice. You also become trained in Soul-Links Lore.
Elemental Burst
Prerequisite Elemental Cage Heritage
As an action, you loosen your grip on the elemental force in your cage dealing 1d8 of damage based on the type. Fire for Fire Elemental, Cold for Ice Elemental, Bludgeoning for Earth Elemental, Piercing for Water Elemental <Feedback for here> & Force for Air Elemental.
Towering Presence
(Size is considered Large) Your extreme height can be used in your favor by yourself and others. When attempting to climb you gain a +2 circumstance bonus to climbing, anyone who uses you to help with a climb gets the same bonus.
Soul on your Sleeve
As a soul-linked, your soul is always on display locked behind powerful magics and gemstone, through the nature of how you were born you are compelled to help others. You gain a +4 Circumstance to aid others with tasks menial or otherwise.
Unworldly Sense
Being technically dead from creation you can sense the presence of ghostly apparitions and haunted locations, when making an investigation check or perception in locations or when dealing with monsters of this type. You gain a +1 circumstance bonus to the roll.
Lighter Skeleton
Your Skeleton is made of lighter materials. Your speed is increased by 5 feet.
Feral Spores
Prerequisites Fine-Wood Hull
Your fungal growths and moss have spores growing on them, Gain the Feral Spores Reaction.
Feral Spores - When someone runs past you as a reaction you can release feral spores that attack the nervous system of the creature on a DC Fortitude Save of 17 or become poisoned 1 and take 1d6 poison damage.