My phone broke over the weekend and I just got it fixed, so unfortunately I haven't written up a Korrosin Chronicles Workshop. I HAVE been working on my TTT's, however, so for the sake of continuous content, I'll post that for the next couple of weeks while I catch up.
First up is the new and improved Brownblood! I've tested this with other, more experienced players to tweak the balance into a better favour. It flows a lot better, as well, and provides a better roleplay opportunity. Overall, it's a vast improvement while still being true to the concept.
Description: Brownbloods are the unfortunate offspring of brownies and redcaps, typically through magical means or force. As rare a find as a teetotalist dwarf, brownbloods are shunned by other fae on the best of days. Many live lives of hardship and end up following in the footsteps of their redcap progenitors, murdering and pillaging any who invade their private lands.
Alignment: Brownbloods are always True Neutral, Chaotic Good, Chaotic Neutral, or Chaotic Evil.
Appearance: Brownbloods generally look like their brownie “parent”, with the exception of being around 3-4 feet tall, have frost-white or silver hair, and are stockier in build. Brownblood attire has yet to reach a general image, due to the rarity of such beings, but most are seen wearing tight fitting clothes in neutral colouring, and all have a pair of iron boots that they rarely ever remove.
Stats: Brownbloods are Fey with the Chaotic subtype, and have +2 in Strength and Dexterity, but -2 in Wisdom and Constitution.
Racial Weapon Proficiency - Brownbloods are proficient with daggers, spears, shortswords, and halberds, and treat spiked chains as martial weapons.
Low-Light Vision - Brownbloods can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. They retain the ability to distinguish color and detail under these conditions.
Fey Skin - Like all fey, brownbloods feel a burning pain when touching Cold Iron, and take a -2 penalty to attacks made with weapons that contain it as a material.
Mixed Blood - Brownbloods, being borne of housedwellers and ruindwellers, gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Trickster Heritage - Just like their brownie heritage would suggest, brownbloods are gifted illusionists and gain a +1 bonus to the DC of saving throws against illusions. Once per day, as long as they have a Charisma of 11 or higher, a Brownblood may cast Dancing Lights, Ghost Sounds, or Prestidigitation as a spell-like ability.
Bloody Rage - Despite their brownie side providing a generally civilized demeanor, the primal fury of the redcap lurks deep in a brownblood’s psyche just waiting to break out. Once per day, when taking damage a brownblood will fly into a frenzy for 2+CON rounds (DC13 Will Save) gaining +2 to Strength and Constitution, but -2 to AC. Spells and spell-like abilities cannot be used while raging. This effect does not stack.
Duality of Fae - A brownblood’s mind is like a carefully balanced scale, and any tilt on either side can cause a grossly exaggerated effect on their personality. Brownbloods take a -2 to all Will saves.
Bloody Strength - A brownblood may use a weapon made for a creature one size category larger than itself as though it were the correct size category, taking a -1 penalty to attack rolls instead of the normal size penalties. However, he is more subject to being disarmed, and his CMD takes a -2 penalty against disarm attempts while using a weapon in this way. Brownbloods cannot use locked gauntlets, weapon cords, etc. with oversized weapons.
Reckless Abandon - Brownbloods gain a +1 racial bonus to CMB and CMD pertaining to Bull Rush, Overrun, Drag, and Grapple maneuvers against creatures at least one size category larger than themselves. In addition, they gain a +1 racial bonus to CMD against monster-specific maneuvers, such as grab.
Abomination - Brownbloods are despised and feared among the fey, and they struggle to achieve even the most basic acceptance. Brownbloods take a -2 to all Charisma-based checks regarding creatures with the Fey creature type.
Redcap Raised - Your redcap parent saw potential in you and took you under their wing. You were taught their secret ritual as well as several of their survival tricks, although your mixed lineage diminishes the effectiveness. Pick a terrain from the Ranger's favoured terrain list. You gain a +2 racial bonus to Survival checks while in this terrain. In addition, you can use the blood of a creature you've slain to dye a cloth garment you wear as a full round action once per day. When you do this, you gain a +4 to CON for 5 minutes. This effect does not stack. This trait replaces Trickster Heritage and Low-Light Vision.
Brownie Raised - Your brownie parent took pity on you and took you under their wing. You learned to better control your violent instincts and how to better utilize illusions. You gain a +2 racial bonus when determining the outcome of all illusion-based effects. In addition, pick 2 0-level spells from the Illusion school. You can cast these as spell-like abilities once per day. This trait replaces Bloody Rage and Low-Light Vision.
Trained Muscle - Constantly wearing your iron boots has trained your legs to be far more powerful than usual, but you've also grown far more attached to them as a result. You can remove your iron boots as a swift action to double your current movement speed, but take a -4 penalty to all Dexterity-based checks until you put them back on. This trait replaces Reckless Abandon.