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SAMSARAN

RACIAL FEATURES

+2 Intelligence, +2 Wisdom, –2 Constitution: Samsarans are insightful and strong-minded, but their bodies tend to be frail.
Medium: Samsarans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Samsarans have a base speed of 30 feet.
Low-Light Vision (Ex): Samsarans can see twice as far as humans in conditions of dim light.
Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day — comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level.
Shards of the Past (Ex): Samsarans gain a +2 racial bonus on any skill check in which they possess no ranks. In addition, a samsaran chooses two skills - these are treated as class skills regardless of what class she actually takes.

Past Life Focus: Memories of their past lives grant samsarans one of the following benefits:

  • Martial Past Life: The samsaran gains a bonus combat feat a 1st level. She must meet the feat’s prerequisites, but she treats her level as her base attack bonus for this purpose.

  • Mystic Past Life: The samsaran can add spells from another spellcasting class to the spell list of her current spellcasting class, adding a number of spells equal to 1 + her spellcasting modifier. The spells must be the same type (arcane or divine) as the spellcasting class she's adding them to. These spells do not have to be spells she can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained.

  • Skillful Past Life: The samsaran adds one skill of her choice to her list of class skills, and each time she gains a level (including 1st level), she gains 1 additional skill rank that she must spend on this skill.

Languages: Samsarans begin play speaking Common and Samsaran. Samsarans with high Intelligence scores can choose from the following: any human language, Abyssal, Aquan, Auran, Celestial, Giant, Infernal, Tengu, and Terran.

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ALTERNATE RACIAL FEATURES

One Hundred Lifetimes: Particularly well-lived samsarans are able to generalize for virtually any task, as they have experienced doing just about every vocation imaginable across their multitude of past lives. A samsaran with this racial trait treats all classes (including prestige classes) as her favored class, allowing her to gain either +1 hit point or +1 skill rank whenever she gains a level. This racial trait replaces samsaran magic.

Outside of Time: Samsarans that have lived countless lives sometimes become slightly displaced from the normal flow of time. They become immune to magical aging effects, such as sands of time or a ghost’s corrupting touch ability. Additionally, they receive a +2 racial bonus on Will saves made against the slow spell and other effects that duplicate it. Finally, when benefiting from any haste spells or similar effects, the caster level of the spell or effect is treated as 2 higher (but only for the samsaran — not for other creatures who may benefit from it). This racial trait replaces lifebound.

Training Memories: The samsaran gains a single Equipment sphere (discipline) talent or a single Vocation sphere (trade) talent as a bonus talent. This replaces samsaran magic.

Sphere-touched: The samsaran gains the feat Basic Magical Training as a bonus feat, but is limited to choosing either the Divination or Mind sphere. This replaces past life focus.

RACIAL FEATS
 

Breadth of Experience [Background]

Although still young, you have multiple lifetimes of knowledge and training.

Prerequisites: samsaran.

Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Channel the Past [Background]

The knowledge gained in your past lives gives you a knack for skills in which you lack formal training.
Prerequisites: Int 13, samsaran.
Benefit: You may use any skill untrained. Once per day, you may gain a +2 racial bonus on any skill check.

 

Cyclical Reincarnation [Background]
Even magical reincarnation cannot break the cycle of life.
Prerequisite: samsaran
Benefit: If you are returned to life by a reincarnate spell, your race is unchanged upon resurrection (though your appearance is changed profoundly, and you may return as a member of the opposite sex). Whenever you are returned to life this way, randomly select one of your six ability scores and permanently reduce that score by 1 point. Then, you may choose any other ability score and raise that score by 1 point.

FAVORED CLASS BONUSES

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

Armorist: Reduce the summoning time of 1 piece of bound equipment per 4 levels taken to a swift action. If the time required to summon that piece of bound equipment is already a swift action, this instead reduces it to a free action.

Barbarian: Add +1 foot to the barbarian's base speed.

Bard: Add +1/6 to the number of rounds all scores can be conducted each day.

Cleric: Add +1 to concentration checks to cast a domain spell.

Druid: Add a +1/4 luck bonus on the saving throws of the druid’s animal companion.

Elementalist: Gain +1/6 of a bonus magic talent.

Eliciter: Gain +1/6 of a bonus emotion.

Fey Adept: Gain +1/6 of an additional use of truesight per day.

Fighter: Add a +2 on rolls to stabilize when dying.

Investigator: Add a +1/2 bonus when using inspiration on any Knowledge or Linguistics check.

Magus: Gain 1/6 of a bonus combat or magic talent.

Malefactor: Gain 1/6 of a bonus malediction.

Monk: Add a +1/2 bonus on the monk’s saving throws to resist death attacks.

Occultist: Increase the occultist’s total number of points of mental focus by 1/2 point.

Oracle: Gain +1/6 of a bonus magic talent.

Ranger: Add +1/4 favored terrain selection.

Rogue: The rogue gains 1/6 of a new rogue talent.

Sentinel: Add +1 to rolls made to stabilize when dying.

Shifter: Increase the number of negative hit points you can possess before dying by 1, and gain a +1/4 bonus to Survival checks.

Sorcerer: Gain +1/6 of a bonus magic talent.

Soul Weaver: Gain +1/4 of a use per day of bound nexus.

Summoner: Add +1 skill rank to the summoner's eidolon.

Witch: Gain +1/6 of a bonus magic talent.

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.

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