>[!infobox]+ >#### Ganzi >![[Placeholder.png]] > > #### Creature >||| >|:-----|:-----| >|**Size**|Medium| >|**Type**|Outsider| >|**Subtypes**|Native| >|**RP**|13| > > ##### Age and Longevity >||| >|:-----|:---| >|**Adulthood**|17 years years| >|**Intuitive**|+2d6| >|**Self-Taught**|+3d6| >|**Trained**|+4d6| >|**Middle Age**|45 years| >|**Old**|68 years| >|**Venerable**|90 years| >|**Maximum**|90+3d20 years| > > ##### Height and Weight >|||| >|:-----|:---|:---| >|**Gender**|**Height**|**Weight**| >|**Male**|58+2d10 in.|120+(2d10×5) lbs.| >|**Female**|53+2d10 in.|85+(2d10×5) lbs.| # Ganzi ... ## Physical Description No two ganzi look alike. Most appear human, but often have irregular skin coloration (sometime mistaken for birthmarks or vitiligo), mutlichromatic eyes, or vestigial body parts. Recreated denote their station within the Dominion by wearing makeup around the eyes and lips, and occassionally with tattoos on the arms and chest.  ## In society ... ## Relations Ganzi tend to distrust organization and tradition, and rarely form strong communities or cultural touchstones. Instead they blend into the wilder ringes of their parent culture, joining artist conclaves, anarchist collectives, dissidents, protesters, or revolutionaries challenging tradition.  ## Alignment and Philosophy ... ## Adventures Ganzi naturally slip into (and out of) the role of adventurer as they explore the world. Most succumb to a wanderlust that carries them out into the wilderness or drives them to explore the strange corners of their home communities, while others find that their natural impulse to test limits and poke at holes earns them enemies from whom they must flee.  ## Naming Traditions Ganzi are typically named based on the traditions of their parents' culture.  # Racial Traits (13 RP) ### Standard Racial Traits - **Ability Score Racial Traits:** Ganzis are passionate, creative, and resilient, but they have difficulty focusing on intellectual pursuits. They gain +2 Constitution, +2 Charisma, –2 Intelligence. - **Size:** Ganzis are Medium creatures and thus receive no bonuses or penalties due to their size. - **Type:** Ganzis are outsiders with the native subtype. - **Base Speed:** Ganzis base land speed is 30 feet. - **Languages:** Ganzis begin play speaking Common and one of the following: Abyssal, Celestial, or Protean. Ganzis with high Intelligence scores can choose from the following languages: ?, ?, ?, ?, ?, ?, ?, or ?. See the [[Languages of Temnia]] page for more information about these languages. #### Defense Racial Traits - **Maelstrom Resistance (4 RP):** Ganzis have acid resistance 5, electricity resistance 5, and sonic resistance 5, and they gain a +2 racial bonus on saving throws against spells of the polymorph subschool. #### Feat and Skill Racial Traits - **Skilled (4 RP):** Ganzis gain a +2 racial bonus on Sense Motive and Survival checks. #### Magical Racial Traits - **Quibble (Su) (2 RP):** For most ganzis, the influence of chaos is relatively subtle and manifests as an ability to infect others with entropy and unexpected luck (be it good luck or bad). Once per day as an immediate action, a ganzi can twist probability and alter the luck of a single creature within 20 feet, forcing it to reroll a single d20 roll it has just made. The target must take the second result, even if it is worse. A ganzi can use this ability after the target has rolled but must use it before the GM declares whether the roll was a success or failure. Unwilling creatures can resist a ganzi’s quibble with a successful Will save (DC = 10 + half the ganzi’s level + the ganzi’s Charisma modifier). This is a curse effect.   # Racial Options ## Alternate Racial Traits The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.  - **Amorphous Limbs (Su):** The influence of the Maelstrom manifests in the ganzi’s ability to transform one of her limbs at will, often into a natural weapon such as a massive clawed arm. Every 1d4 rounds as a swift action, a ganzi can transform one of her limbs into a natural melee weapon that deals 1d6 points of damage. The transformation lasts until the beginning of the ganzi’s next turn. The damage dealt by this natural weapon can be lethal or nonlethal, at the ganzi’s discretion, and she chooses whether the damage type is bludgeoning, piercing, or slashing. This racial trait replaces quibble. - **Chaos Champion (Su):** Ganzis with a lineage linked to the einherji often become crusaders for the forces of entropy and excel in combat against lawful beings. The ganzi can smite law once per day as a swift action, targeting a lawful foe. She adds her Charisma modifier as a bonus on attack rolls and gains a bonus on damage rolls equal to her Hit Dice. Once activated, smite law persists until the target is dead or the ganzi rests, whichever comes first. This racial trait replaces quibble. - **Entropic Flesh:** Ganzis with lineages that link strongly to chaos beasts retain some of their ancestors’ immunity to transformation. In addition to gaining a +2 bonus on Escape Artist checks and to CMD against grapple combat maneuvers, when such ganzis are affected by a hostile transmutation effect (such as polymorphing or petrification), they can attempt a new saving throw at the start of their next turn to end the effect. They gain a +4 bonus on this second saving throw, but if they fail, the transmutation effect persists as long as it normally would. This racial trait replaces quibble. - **Ink:** As a standard action, the ganzi can spit a stream of opaque, black ink from her mouth to a distance of up to 20 feet. The ganzi can target either a creature or a square on the ground, each with different effects, as detailed below. The ganzi can use this ability once per day, plus one additional time per day for every 4 Hit Dice she has. Creature: The ganzi shoots a stream of ink into a creature’s eyes as a ranged touch attack with a range of 30 feet. If the ganzi hits, the target must succeed at a Fortitude saving throw (DC = 10 + half the ganzi’s Hit Dice + the ganzi’s Constitution modifier) or be blinded for 1d4 rounds. Ground: The ganzi spits the ink into a single square on the ground within 30 feet, which becomes slippery for 1d6 rounds. Any creatures entering the square must succeed at a Reflex save (DC = 10 + half the ganzi’s Hit Dice + the ganzi’s Constitution modifier) or fall prone. This racial trait replaces quibble. - **Prehensile Tail:** Ganzis with lineages that are particularly influenced by the presence of proteans often have colorful feathers, scales, or skin, and a long serpentine tail. This tail can be used to carry items. While ganzis with this oddity cannot wield weapons with their tails, they can use their tails to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces quibble. - **Racing Mind:** A ganzi whose lineage is linked to hunduns might inherit an aspect of the outsiders’ chaotic minds. The ganzi’s churning vortex of thoughts bolsters it against mental attacks, granting the ganzi a +2 bonus on Will saves against mind-affecting effects. This racial trait replaces quibble. - **Spell-Like Ability (Sp):** Ganzis whose chaotic influences rise from sources other than the Maelstrom or its inhabitants often manifest an oddity that duplicates the effects of a specific spell. Such a ganzi gains one of the following spell-like abilities, which can be used once per day with a caster level equal to the ganzi’s HD: _acid arrow_, _alter self_, _blur_, _detect thoughts_, _gust of wind_, _hideous laughter_, _minor image_, _mirror image_, _resist energy_, _scorching ray_, _see invisibility_, shatter, _spider climb_ or _warp wood_. This racial trait replaces quibble. - **Uncanny Aura (Su):** Some ganzis have an unsettling aura of chaos that rattles hostile creatures that venture too close. Once per day as a standard action, such a ganzi can activate an uncanny aura; enemies within 30 feet must succeed at a Will saving throw (DC = 10 + half the ganzi’s Hit Dice + the ganzi’s Charisma modifier) or become frightened until the beginning of the ganzi’s next turn. The aura remains for a number of rounds equal to the ganzi’s Charisma modifier (minimum 1 round). Once a creature has been affected by an uncanny aura, whether it failed its save or not, it cannot be affected again for 24 hours. - **Vestigial Wings:** The ganzi has a pair of small, vestigial wings, likely but not limited to resembling those of a flying creature or some manner of construct. Though these appendages do not grant flight, these ganzis can use their wings to stabilize themselves when they’re thrown off balance. Such ganzis gain a +1 bonus on Reflex saving throws and a +2 bonus on Acrobatics checks to balance. This racial trait replaces quibble. - **Void Touch (Su):** A ganzi whose lineage is influenced strongly by voidworms might exhibit the ability to inflict chaos on others’ minds. Three times per day when such a ganzi hits a creature with a melee attack, the ganzi can deliver a burst of chaos to that creature as a free action. The target must succeed at a Will save (DC = 10 + half the ganzi’s Hit Dice + the ganzi’s Constitution modifier) or be confused for 1 round. This racial trait replaces quibble. - **Weaponplay:** Ganzis with lineages that link to the valkyries manifest their heritage in their skill in combat. Such ganzis are always proficient with all simple and martial weapons, and they can qualify for feats normally available only to fighters (such as Weapon Specialization) even if they don’t have any fighter class levels. This racial trait replaces quibble. ## Favored Class Options 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.  ## Racial Feats The following feats are available to an elf character who meets the prerequisites.