I do'd a thing!
Mist Doll
War, while a terrible thing, does have one undeniable benefit in that it gives drive, pushes the combating sides into spurts of growth and development that simply would not have come to pass otherwise. According to legend, a peculiar arms dealer and manufacturer had formulated what he considered the perfect weapon of war by making his own soldiers. Crafting vessels and filling them with the soul-stuff known as Mist, as well as elemental magicks, he made living automatons who were ready to hurl arcane fire from the very moment they opened their eyes. Initially, they were beings of little thought, only following orders, but through a fluke, a flaw in the design, or an unforeseen power of will, they gained a spark of intelligence and life, and it glows in their eyes just as brightly as the mana that churns deep within. Nowadays, the race finds that little has changed for them in terms of profession; their devastating potential cannot be ignored, and so it is utilized extensively, although they are slowly making their voices heard. A number of them even seek out peaceable vocations where their talents can be put to a gentler use, such as the culinary arts, but many other races refuse to see past their original purpose: to serve as a cheap source of elemental destruction. Those who are not looked down upon, or can at least ignore the scorn they draw from having such a dark history as living weapons, find for themselves ample opportunities as adventurers. Many groups would do well to have such capable magic-users on their side, a fact that has not gone unnoticed, and so those who are not roped directly into war oftentimes offer services in a company of mercenaries or bounty hunters.
Standard Racial Traits
Offense Racial Traits
The following racial archetypes are available to mist dolls:
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Astrologian: Add +⅙ of a die increase to the star globe’s damage.
Black Mage: Add one spell known from the black mage spell list. This spell must be one level below the highest spell level the black mage can cast.
Blue Mage: Add +⅙ to all Knowledge checks.
Chemist: Add +½ to bomb damage.
Cleric: Add one spell known from the deific order's spell list. This spell must be one level below the highest spell level the cleric can cast.
Dark Knight: Add +⅕ of an additional 1d6 of shadow damage dealt by soul eater.
Geomancer: Add +⅙ of an additional 1d6 of geomancy damage.
Gunner: Add +½ to attack rolls when using the can’t out-cast a bullet ability.
Holy Knight: Add +⅕ to the damage reduction and AC bonus granted when using the cover ability.
Illusionist: Add +⅙ to the DC for all illusion spells.
Medic: Add +⅙ to the dodge bonus granted by the medic’s evasive ability.
Necromancer: Add +½ to the damage healed by the lifetap ability.
Red Mage: Add a +½ bonus on concentration checks made to cast defensively.
Scholar: Add +⅙ to the maximum MP that may be spent for the consume spells ability.
Sword Saint: Add +⅙ to the DC for all swordskills.
Thief: The thief gains a +1/2 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.
Time Mage: Add +½ mote per day. (One additional mote for every two times you select this option.)
White Mage: Add one spell known from the white mage spell list. This spell must be one level below the highest spell level the white mage can cast.
Mist Doll
War, while a terrible thing, does have one undeniable benefit in that it gives drive, pushes the combating sides into spurts of growth and development that simply would not have come to pass otherwise. According to legend, a peculiar arms dealer and manufacturer had formulated what he considered the perfect weapon of war by making his own soldiers. Crafting vessels and filling them with the soul-stuff known as Mist, as well as elemental magicks, he made living automatons who were ready to hurl arcane fire from the very moment they opened their eyes. Initially, they were beings of little thought, only following orders, but through a fluke, a flaw in the design, or an unforeseen power of will, they gained a spark of intelligence and life, and it glows in their eyes just as brightly as the mana that churns deep within. Nowadays, the race finds that little has changed for them in terms of profession; their devastating potential cannot be ignored, and so it is utilized extensively, although they are slowly making their voices heard. A number of them even seek out peaceable vocations where their talents can be put to a gentler use, such as the culinary arts, but many other races refuse to see past their original purpose: to serve as a cheap source of elemental destruction. Those who are not looked down upon, or can at least ignore the scorn they draw from having such a dark history as living weapons, find for themselves ample opportunities as adventurers. Many groups would do well to have such capable magic-users on their side, a fact that has not gone unnoticed, and so those who are not roped directly into war oftentimes offer services in a company of mercenaries or bounty hunters.
Standard Racial Traits
- Ability Score Racial Traits: Mist dolls have an astounding mental capacity, but are somewhat fragile and lack any sort of knack for socializing. They receive +2 Int, +2 Wis, -2 Con, and -2 Cha.
- Size: Medium Size or Small Size. Once chosen, this size cannot be changed.
- Those that choose to be Small Size get the standard +1 size bonus to hit and armor class and -1 penalty to CMB and CMD.
- Those that choose to be Medium Size do not get any size bonuses or penalties.
- Those that choose to be Small Size get the standard +1 size bonus to hit and armor class and -1 penalty to CMB and CMD.
- Type: Mist dolls are Humanoids of the living construct subtype.
- Base Speed: Mist dolls have a base land speed of 30 feet, whether Medium or Small.
- Languages: Common. Mist dolls with a high Intelligence score can choose from the following: Draconic, Dwarven, Lalafellan, Moogle, and Queran.
- Innate Magic: If the mist doll takes levels in a spellcasting class, they gain Extra MP as a bonus feat.
- Built-in Magic: When taking a level in a favored class that has a caster level, the mist doll may opt to instead gain +⅙ of a spell known as a spell-like ability, able to be used a number of times per day equal to 3 + your casting modifier. The first spell-like ability acquired may be of up to 1st level, the second may be up to 2nd level, third may be up to 3rd, and so forth. This option is still available even if taking levels in a class that does not immediately offer a caster level, but the spell must be available for the spell-like ability to be acquired.
- Elemental Prowess: Created primarily to serve as magical artillery personnel, the mist doll race is feared for its skill with destructive spells. All damage-dealing spells of the Elemental school cast by the mist doll are given a +1 racial bonus to the DCs of any saving throws they might incur.
- Magical Aptitude: Mist dolls gain a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks.
- Mana Adept: When taking a level in a favored class that offers an MP pool, mist dolls may opt to gain 1 MP instead of 1 hit point or skill point for their favored class bonus. When taking levels in classes that do not have MP or a caster level at 1st level, this option is still available, but does not grant the character a caster level or the ability to cast spells on its own.
Offense Racial Traits
- Inherent Mage: Mist dolls have proficiency with power rods and power staves, and can always use them, even if they somehow have no MP pool.
- Darkvision: Mist dolls can see perfectly in the dark up to 60 feet.
- Arcane Creativity: Not all mist dolls were made for direct involvement in war; some find themselves gifted with a knack for fashioning high quality items, and can do so with ease. You gain a +2 bonus on Spellcraft checks, Spellcraft is always a class skill for you, and the total cost for crafting magic items is reduced by 10%. This replaces built-in magic.
- Black and White: If there is one thing that the machinations of fate undoubtedly have, it is a taste for irony, and the mist doll race is as much a victim as any other. Whether through defiant will, purposeful design, or sheer happenstance, a select few mist dolls find themselves to be as effective wielders of restorative magic as their kin are users of destructive magic. When casting any spells of the Healing school that restore hit points, add the level of the spell to the total damage healed. Also, when removing status effects with esuna or similar spells, treat your caster level as one level higher for any caster level checks involved. This replaces elemental prowess.
- Elemental Favoritism: Though most mist dolls do well with all elements, there are some whose tendencies veer far more favorably to one element. Pick a single element: fire, ice, wind, earth, lightning, water, holy, or shadow. All spells cast by the mist doll that deal the chosen element are given a +1 racial bonus to their save DCs and a +2 racial bonus on checks to overcome spell resistance, and ignore a number of points of energy resistance equal to half their caster level. This replaces elemental prowess and magical aptitude.
- Force Majeure: Some mist dolls were built with a more indirectly combative purpose in mind, and have found themselves to be well-suited for diffusing the magic of others. You gain a +2 racial bonus on dispel checks. Also, a number of times per day equal to 1 + your Intelligence modifier or Wisdom modifier (minimum 1), whichever is higher, you may roll twice when making a dispel check, taking the higher result. This replaces magical aptitude.
- Materia Conduit: Like all manufactured things, occasionally, there are batches with flaws. In the case of the mist doll race, a small number of them have difficulty tapping into their own inner magics unaided, but in turn discover that they can harness and utilize materia better than most. You gain a +2 bonus on Use Magic Device checks, Use Magic Device is always a class skill for you, and you gain 50% more MXP for any materia slotted in weapons or armor you have equipped. This replaces inherent mage and mana adept.
The following racial archetypes are available to mist dolls:
- Spellthief (Thief, Mist Doll)
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Astrologian: Add +⅙ of a die increase to the star globe’s damage.
Black Mage: Add one spell known from the black mage spell list. This spell must be one level below the highest spell level the black mage can cast.
Blue Mage: Add +⅙ to all Knowledge checks.
Chemist: Add +½ to bomb damage.
Cleric: Add one spell known from the deific order's spell list. This spell must be one level below the highest spell level the cleric can cast.
Dark Knight: Add +⅕ of an additional 1d6 of shadow damage dealt by soul eater.
Geomancer: Add +⅙ of an additional 1d6 of geomancy damage.
Gunner: Add +½ to attack rolls when using the can’t out-cast a bullet ability.
Holy Knight: Add +⅕ to the damage reduction and AC bonus granted when using the cover ability.
Illusionist: Add +⅙ to the DC for all illusion spells.
Medic: Add +⅙ to the dodge bonus granted by the medic’s evasive ability.
Necromancer: Add +½ to the damage healed by the lifetap ability.
Red Mage: Add a +½ bonus on concentration checks made to cast defensively.
Scholar: Add +⅙ to the maximum MP that may be spent for the consume spells ability.
Sword Saint: Add +⅙ to the DC for all swordskills.
Thief: The thief gains a +1/2 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.
Time Mage: Add +½ mote per day. (One additional mote for every two times you select this option.)
White Mage: Add one spell known from the white mage spell list. This spell must be one level below the highest spell level the white mage can cast.