Vónasos Minotaur Racial Traits (11 RP) Vónasos, or bison-fur, are world soul minotaurs who survive in the frozen regions of their homeworld They are as strong as other minotaurs, but are gifted with different natural abilities Blessing of Vónasos: Vónasos minotaurs gain cold resistance A vónasos with a 12 or higher Wisdom gains the following spelllike ability (the caster level is equal to the minotaur’s character level): 1/day—bear’s endurance This replaces blessing of ancestral strength Mountaineer: Vónasos minotaurs are immune to altitude sickness and not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces This replaces sprinter Improved Overrun: Vónasos minotaurs gain Improved Overrun as a bonus feat at 1st level This replaces cunning Spiritualist: Vónasos minotaurs receive a +2 racial bonus on Knowledge (religion) checks and can make those checks untrained This replaces naturalist Wildhill Dwarf Racial Traits (11 RP) +4 Constitution, –2 Strength, –2 Intelligence: World soul dwarves have major clans, each with distinct traits of their own While all world soul dwarves gain +4 Constitution, wildhill dwarves take a –2 penalty to Strength and Intelligence This alters the dwarf’s ability scores and replaces stonecunning Base Speed: Wildhill dwarves have a base speed of 30 feet, but lose their ability to avoid encumbrance Low-Light Vision: Wildhill dwarves can see twice as far as humans in conditions of dim light This replaces darkvision Electricity Resistance: Wildhill dwarves have electricity resistance This replaces defensive training 38 Skilled Riders: Wildhill dwarves gain a +2 racial bonus on Fly and Ride checks made to control a mount They always treat both Fly and Ride as class skills This replaces greed Griffon Cub: At a young age, most wildhill dwarves will form a special bond with the griffons their race breeds They gain a griffon cub (treat as a roc) as the druid’s nature’s bond class feature The dwarf’s effective druid level is equal to his character level –3 (minimum 1st) At 10th level (or effective 7th-level druid), the dwarf’s companion becomes a fully grown griffon This replaces hardy and weapon familiarity Alternate Racial Traits The following racial traits can be selected in place of the typical wildhill racial traits Elemental Summoner (Sp): When summoning a creature with an elemental subtype (air, earth, fire, or water) with a summon spell, the dwarf increases the duration of that spell by rounds Once per day, the dwarf can cast summon nature’s ally to summon a small air, earth, fire, or water elemental as a druid of his character level This replaces griffon cub World Soul Favored Class Bonuses The following options are available to all tsura characters who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward Classes with an asterisk ( * ) can be found in The Book of Many Things Volume Alchemist: Add +1/2 to bomb damage Antipaladin: Add +1/3 damage dealt by the antipaladin’s touch of corruption ability Arcanist: Increase total number of points in the arcanist’s arcane reservoir by Barbarian: Add to the barbarian’s total number of rage rounds per day Brawler: Add 1/4 to the brawler’s effective level to determine unarmed strike damage Druid: Add +1/3 to the druid’s natural armor bonus when using wild shape Fighter: Gain +1/5 of a new weapon training This does not increase the value of other weapon training choices, but does increase as a result of them Gunslinger: Add +1/4 point to the gunslinger’s grit points Hunter: The hunter’s animal companion gains a +1/4 luck bonus on saving throws If the hunter replaces her animal companion, the new animal companion gains this bonus Invoker*: The invoker’s familiar gains a +1/4 luck bonus on saving throws If the invoker replaces her familiar, the new familiar gains this bonus Monk: Add +1/4 point to the monk‘s ki pool Necromancer*: Add +1 foot to the size of all the necromancer’s aura class features This option has no effect unless the necromancer has selected it times (or another increment of 5); an aura of 14 feet is effectively the same as a 10-foot aura, for example Ninja: Add +1/4 point to the ninja’s ki pool Paladin: Add +1/2 hp to the paladin’s lay on hands ability (whether using it to heal or harm) Priest of Volwryn: Add +1/4 point to the priest’s faith points Ranger: Add +1/4 to a single existing favored enemy bonus (maximum bonus +1 per favored enemy)