Alternian Troll

Racial Traits:

Humanoid: Alternian Trolls are Humanoids with the Troll subtype, they also have a subtype that matches their blood color (see subraces below.)

Pull Rank: Trolls get a +1 Racial bonus to Intimidate and Diplomacy checks made against trolls of a lower caste (see subraces) for each caste that troll is below them.

Sun Weakness: Trolls that have not been on a planet other than Alternia have Light Blindness, when exposed to an especially bright sun, such as that of Alternia, this is treated as Sun Powerlessness instead. If a troll spends a significant amount of time in daylight, they lose this trait.

Night Vision: Alternian Trolls have Darkvision of 60ft and can see in full color in the dark.

Disturbing Slumber: If a troll wakes in the evening without having slept in or consumed sopor slime, they must make a DC 15 will save, otherwise they will take 2 points of wisdom damage. this damage can be healed by either consuming, or sleeping in sopor slime or making a successful save against further wisdom damage. if you are using the sanity system from Horror Adventures, instead, this deals 1 damage for each consecutive day without sopor slime. if a troll spends long enough in a calm, violence free environment, your GM may rule that the DC either decreases or you lose this ability.

Military Race: Trolls gain an additional proficiency in a weapon of your choice.

All Trolls have a blood color, reflected by the subraces below, as such, in order to play an alternian troll you must select one of these subraces.

Subraces:

Seadweller:

Castes: Violet, Tyrian

Racial Traits:

+4 Dexterity, +2 Strength, -2 Wisdom: Seadwellers are quick and agile swimmers, and many have a knack for ranged weaponry.

Seadwelling: Seadwellers have a swim speed of 30ft, have the Aquatic subtype and the amphibious special quality.

Tyrian Bloods also have the following traits:

Imperial Poise: Tyrian bloods get +5 instead of +1 on checks modified by their Pull Rank trait.

Imperial Aramaments: Tyrian bloods are proficient with all Tridents.

Matriarchy: All Tyrian bloods are hatched biologically female.

Highblood:

Castes: Indigo, Blue, Cerulean

Racial Traits:

+4 Strength, +2 Constitution, -2 Wisdom: Highbloods are naturally strong and enduring, but are more prone to fits of murderous rage than lower castes.

Higblood Pressure: The DC for will saves from Disturbing Slumber is 5 higher for highbloods.

Midblood:

Castes: Olive, Teal, Jade

Racial Traits:

+2 to any two ability scores, -2 to any one other ability score: Midbloods are diverse in their physical and mental attributes thanks to being towards the middle of the hemospectrum.

Jade Bloods have the following additional traits:

Daylight Resistance: Jadebloods are immune to the adverse effects of abnormally strong sunlight (such as Alternia's sun) as well as bright light.

Matriarchy: All Jadebloods are hatched biologically female.

Soothing Presence: Jadebloods get a +2 racial bonus to diplomacy checks to console other trolls.

Lowblood:

Castes: Burgundy, Bronze, Gold

+4 Intelligence, +2 Wisdom, -2 Constitution: Lowbloods are highly intelligent, but are physically frail.

Psionic Knack: Lowbloods cast psychic spells at 1 caster level higher.

Mutant Bloods:

+2 Charisma, +2 Dexterity, -2 to one other ability score: Mutant Bloods need quick reflexes and skill with words to survive, but have various mutations alongside their bright red blood.

Imperial Renegade: Mutant bloods get a +2 bonus to Survival and Stealth and these skills are always class skills for them.

Alternate Racial Traits:

Manipulative: Highbloods and Seadwellers can take this trait to get +2 to bluff and intimidate, and can cast dominate person twice a day as a spell-like ability, but only on trolls of castes lower than theirs. on other humanoids, this functions as sleep. for this spell like ability, the troll's caster level is equal to their character level. trolls with this trait only get a +2 bonus to Strength or Dexterity depending on their caste. Trolls with levels in Kineticist

Animal Communication: Lowblood trolls can take this trait to gain the ability to cast Charm Animal four times a day at a caster level equal to their character level, but only on creatures similar to their lusii. this replaces Psionic Knack

Minor Psionics: Some Lowbloods gain smaller scale psychic abilities than others. they gain Psychic Adept as a bonus without meeting any of it's prerequisites. this ability counts as Psychic Sesitivity for the purpose of qualifying for feats and replaces Psionic Knack.

Intuitive Psionic: While you haven't practiced your psionics as much as others, you are still quite skilled. choose 3 0 level spells and 1 1st level spell from the Psychic spell list. you may cast the 0 level spells at will and the 1st level spell a number of times per day equal to 3 + your intelligence modifier as a spell-like ability. your caster level for these spells is equal to your intelligence modifier. this replaces the psionic knack racial trait

Traits:

Hemo Rebel

Racial (Alternian Troll)

You are disloyal to the hemospectrum, as a result you are not effected by other trolls' Pull Rank abilities, but also do not gain the effects of your own Pull Rank ability. (unless the target has the Overly Hemoloyal drawback.)

Experienced FLARPer

Combat

You are a skilled FLARPer, which has honed your skills in both combat and roleplaying.

You gain +1 on all attack and damage rolls made with one weapon of your choice. you also gain +1 to Perform(Act) checks and are always proficient with the weapon you chose.

Experienced Roleplayer

Social

You have experience with many different identities and motivations.

You have a +1 trait bonus to Disguise, Perform(Act) and Sense Motive. Disguise or Sense Motive (your choice) is always a class skill for you.

Psionic Prowess

Racial (Alternian Troll, Lowblood)

Choose one psychic spell or spell-like ability you have. you cast it at +1 caster level.

Overly Hemoloyal

Drawback

Trolls above you on the hemospectrum count their Pull Rank ability in the check even if they otherwise would not. if they already gain a bonus against you from the Pull Rank racial trait, their bonus is doubled against you. you must make a will save with DC equal to 10 + the number of castes the other troll is above you in the hemospectrum in order to reject, disobey or act in contradiction to a percieved order you received from a troll of a higher caste. use this DC to resist the effects of compulsion spells and spell-like abilities cast on you by higher caste trolls unless the original DC is higher.

Genocidal:

Drawback

Choose a creature type from the list of ranger favored enemies. you may choose to target a large subgroup of the chosen creature type, such as an ethnicity or caste.

You gain +2 on intimidate but -6 on diplomacy against members of that race. whenever you take damage from or fail a charisma based check against a member of the chosen group, that character provokes an attack of opportunity from you.

Feats:

Lusus Wisdom

General

Prerequisites: Must have a Lusus, INT 14

Choose one of the following abilities. as long as your lusus has the chosen ability, you gain that ability.

Blindsight, Climb, Damage Reduction, Ferocity, Grab, Pounce. you may gain a gore attack that deals 1d4 damage and counts as an offhand weapon if your lusus has one. if your lusus has a claw attack, you may gain Weapon Focus (Claw Glove) as a bonus feat.

All Special abilities with a range or speed such as Blindsight, it has a range of 5 ft. x your character level. Damage Reduction gained this way is the same type as that of your lusus, but reduces 1 damage for every two character levels you possess, minimum of 1 to a maximum of 10 at 20th level.

Lusii Options:

Lusii can be an animal or more rarely a magical beast. on occasion, a troll's lusus will be a dragon or aberration instead of a CR up to twice your caste's ranking on the hemospectrum, to a max of CR 24 for tyrian bloods. a troll can have an unusual lusus if it has a template that reduces it to an appropriate CR (such as the unhatched template below.)

Unhatched Template

CR Adjustment -10

This template can be applied only to creatures that naturally hatch from eggs such as dragons and birds, which will hereafter be known as the "base creature".

the base creature is completely immobile, and is in the form of an egg one size smaller than the base creature. unhatched creatures with CR 5 or higher and a wisdom score of 12 or higher have blindsight 40 ft.

New Action: Console

You may make a diplomacy check to console a target that is at least indifferent towards you, that creature can make a new save against a pain or fear effect using your diplomacy check as the result. if that troll is your moirail, you get +4 on the check. it takes 10 minutes to console a troll who isn't your moirail. it only takes a full-round action to console your moirail.

New Deity:

The Mirthful Messiahs

CE Deities of the Dark Carnival

Domains: Evil, Chaos, Madness, Destruction, Death

Subdomains: Insanity, Rage, Murder, Riot, Whimsy

Favored Weapon: Juggling Clubs

New Items:

Juggling Clubs:

Exotic Weapon

Cost 10 gp Weight 4 lbs.

Damage 1d4 (small), 1d6 (medium); Critical x2; Range 10 ft.; Type B; Special: juggling

When you throw a weapon with the juggling weapon quality, if your other hand is empty, you may attempt to catch the weapon in that hand with a Sleight of Hand check with a DC equal to 15 + the number of feet between you and the target.

Claw Gloves

Exotic Weapon

Cost 30 gp weight 1 lb.

Damage 1d2 (small), 1d4 (medium); Critical x2; Range —; Type P/S; Special —

You can hold other items while wearing sheathed claw gloves.

you can unsheath claw gloves as part of free action while rolling initiative, and it takes a DC20 perception check for an observer to recognize sheathed claw gloves as weapons. the DC is reduced by 10 if the observer is able to handle the weapon.

Double Trident

Exotic Weapon

Cost 20 GP Weigth 6 lbs.

Damage 1d6/1d6 (small), 1d8/1d8 (medium); Critical x2; Range 10 ft; Type P; Special brace, double

A double trident is effectively a regular trident, except it's a double weapon, and Tyrian bloods are automatically proficient in it.

Other Equipment

Sopor Slime

Cost - Weight varies

Sopor slime is designed to be slept in inside of a recuperacoon. it can also be consumed, but that is very ill advised. if consumed, treat sopor slime as a drug with the following stats:

Type: Ingestion

Addiction: Minor Addiction

Price: -

Effect: for 1 day, -4 penalty on Intelligence based checks, Has the same effect on sleeping as sleeping in sopor slime, and you are under the effect of a constant calm emotions spell, except this effect does not end if you are dealt damage.