Yorokobi

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A Yorokobi Onmyoji of Spring

Overview

The yorokobi are an ancient race of luck spirits thought to have mere myth, but who recently appeared from the depths of the Chaos Expanse in the Spirit World.

When asked about their absence, the yorokobi merely smile and offhandedly mention that they were “busy”.

Think: friendly luck spirits; contextual thinkers; touch of madness; seed of rage.

Personality

Physical Description

The only known yorokobi are all female. They have large, soulfully expressive eyes, porcelain pale skin and delicate, slim physiques.

They tend to wear bright dresses that depict flowers or butterflies.

Yorokobi blade dancer

A Yorokobi Blade Dancer

Racial Characteristics

Armor Class: Natural armor +4
Defenses/Qualities

  • Feather Fall (Su) : Yorokobi have a natural, permanent feather fall effect, as per the spell.
  • Lucky (Su) :
    • Yorokobi are luck spirits and chance often seems to bend their way. As an expression of this lucky nature, Yorokobi gain a luck pool of 5 luck points per character level.
    • A yorokobi can use luck points to reroll attack rolls and skill checks. When an attack roll or skill check has failed, a player may declare that roll unlucky after the fact and announce that she is making a lucky roll. The yorokobi spends 1 luck point from her pool to reroll the original d20 roll. A luck reroll can be made only once for each attack roll or skill check, unless the yorokobi has the A Step Ahead feat. When a yorokobi spends a luck point, she rerolls the attack roll or skill check immediately. The spent luck point is deducted from the yorokobi’s pool, which she can replenish by gaining additional levels or through certain feats, spells and magic items. The result of the second roll is used, whether it succeeded or not. A luck point may be used to reroll an attempt to confirm a critical hit. If a yorokobi’s luck pool ever falls to 0 points or less (due to a spell effect or use of the Burn Luck feat), she cannot make any luck rerolls until her pool again has at least 1 point in it and suffers from the sickened condition until they regain at least one luck point.
    • Lucky saving throws are similar to lucky attacks and lucky skill checks, but it costs 2 luck points to reroll a failed save. The yorokobi is stuck with the result of the second roll, whether it succeeds or not.
    • From 10th level, a yorokobi can cause others to re-roll their rolls as per above, though rerolled attacks or skill checks cost 5 luck points and rerolled saves cost 10 luck points.
  • Butterfly Swarm Form (Su) :
    • A yorokobi can burst into a swarm of butterflies as a free action. All held, worn, and carried items become a part of the swarm, but are non-functional while the yorokobi is in swarm form. Its Strength score drops to 1. While in butterfly swarm form, the yorokobi gains all of the standard swarm traits. It loses special attacks, but can make a swarm attack that acts as a confusion spell (DC 10 + the yorokobi’s Charisma bonus). A yorokobi can reform as a move action as long as it has at least 1 hit point. The swirling and fluttering brightly coloured butterflies grants the yorokobi several defences:
    • First, the yorokobi gains a +4 deflection bonus to AC and a +4 resistance bonus on saves.
    • Second, the yorokobi gains spell resistance 25.
    • Third, the yorokobi gains Fly 60’ (good).
  • Pierce the Veil (Su) :
    • Yorokobi can see through and are immune to illusions, including Figments, Patterns and Phantasms, but not creatures that are disguised or invisible.
  • Madness (Ex) :
    • Yorokobi do not think as others do. Some say they are touched by madness, a cruel joke for delving into the essence of life too deeply, while others claim that they see every aspect of a thing in a single moment, thus causing their thoughts to be a maddening jumble to those not of a similar perspective.
    • Whatever the truth may be, should a creature attempt to read a yorokobi’s mind, the creature must make a Will saving throw (DC 24) or go insane for 4d4 days — normally becoming catatonic, as though feebleminded, but sometimes becoming homicidal. The creature must make the save again with each telepathic attempt. The save Difficulty Class is Charisma based.
    • Yorokobi use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects.
    • Yorokobi are immune to mind-affecting effects.
  • Bloody Rage (Ex) :
    • Yorokobi that see their own blood grow enraged. Any piercing or slashing attack upon a yorokobi for more than 30% of it’s maximum hitpoints forces the yorokobi to immediately make a Will save at DC 10 + 1/5hp damage, or they rage as a barbarian equal to half their character level. While a yorokobi rages, their eyes turn a dark blood red and begin to seep blood, causing them to see the world in shades of bloody red, stark white and darkest black. The transformation continues as their skin whitens, streaks of red making them appear as an alabaster statue. Finally, her voice deepens into an echoing, unearthly growl.
    • Yorokobi themselves avoid speaking of their bloody rages, though some rare few have muttered about a dark betrayal that can not stand.
  • Resist the Earth’s Pull (Ex) :
    • In many ways, yorokobi appear to be unbound by the laws of nature that affect others. Another example of this is the yorokobi ability to make extraordinary leaps and stunning feats of acrobatics.
    • Athletics +8 racial bonus. Athletics is always a class skill.
    • All jumps made by the yorokobi are done as though they had a running start and can exceed their movement rate.
    • All yorokobi jumps can be three times as far or three times as high as their Athletics roll result.

Abilities
Dex +4
Cha +4

Raging yorokobi

A Yorokobi in the Blood Rage

Yorokobi

Keimusho Toju Toju