| Name | Source | Rarity | Trait | Level | Prerequisites | Summary |
|---|---|---|---|---|---|---|
| Scielly Lore | This site | common | Scielly | 1 | You embody the peaceful and hearty nature of Sciellies. You gain the trained proficiency rank in Survival and Occultism . If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. | |
| Shell Storage | This site | common | Scielly | 1 | You’ve modified your shell with metal buckle loops, leather straps and/or hinges on removable scutes on your shell that act like trapdoors to store small items. Your shell has the Adjusted Storage trait and has the Storage adjustment. | |
| Scielly’s Special Brew | This site | common | Scielly, Emotion | 1 | You can use the shedded layer from the scutes of your shell to make a delicious tea. You must take 30 minutes to prepare it before you serve it and you must have a closed container to store it if you plan to use it later. If a creature drinks the tea, you gain a +2 circumstance bonus to Diplomacy checks for 1 hour. | |
| Fraudulent Sage | This site | common | Scielly, Auditory, Linguistic | 1 | Trained in Deception | Thanks to peoples’ perceptions of Sciellies, you can deceive them by feigning wisdom you do not know. When asked a question about lore you are not proficient in, you can make a Deception check to lie instead of making a Recall Knowledge check with a +2 circumstance bonus to that Deception check to see if people believe you. |
| Stone Wedger | This site | common | Scielly | 5 | Soft-Back Heritage | Due to constant training, your shell’s flexibility is increased. You get a +2 item bonus to Acrobatics checks when it comes to taking the Squeeze or Escape actions even if you’re not trained in Acrobatics. |
| Scielly Ramblings | This site | common | Scielly, Auditory, Linguistic, Mental | 5 | As a result of growing up around a community of creatures who live for hundreds of years, you’ve heard a variety of tall tales and long monologues. Attempt a Diplomacy check against your opponent’s Will DC.
Critical Success: Same as Success but they also take 1d4 Mental Damage Success: they become off-guard until they are attacked or an ally calls out to them. Failure: There is no effect |
|
| Back to Nature | This site | common | Scielly | 5 | Per Scielly mythology, you can transform into rocks or meld into stone like the creation myth of your culture. You can now cast One With Stone at will once per day as an innate spell. | |
| Scielly Resilience | This site | uncommon | Scielly | 5 | Your mind is as hearty as your body. Whether it be from taking things slow and steady all your life or your naturally minimalistic disposition, you learned to endure through stressful moments. You gain a +1 circumstance bonus to emotion and fear effects. | |
| Exemplary Hospitali-tea | This site | common | Scielly | 9 | Scielly’s Special Brew | You’ve elevated the taste of your tea. Whoever drinks it will have their attitude condition towards you and your group improved by 1 stage. The effect wears off after 8 hours. After those 8 hours, that stage gets lowered by 1. If you manage to improve their attitude towards your party by another stage before the 8 hours is up, that stage is kept but the stage caused by the tea is reduced. |
| Polished Surface | This site | rare | Scielly | 9 | Your shell is so polished and well kept that certain attacks are able to ricochet off of it. If an enemy makes a ranged weapon and critically fails, the attack is sent back at them. They must roll the damage of the attack that you would’ve taken and roll for any saving throws caused by additional effects of that weapon attack, including from runes or spells (such as Shooting Star). | |
| Lord of the Swamp | This site | common | Scielly | 9 | You can cast Corrosive Muck as an innate spell once per day. | |
| Glossy Finish | This site | rare | Scielly | 13 | Polished Surface | Your shell is so well polished that it can deflect ranged spell attacks. If someone targets you with a spell attack and they critically fail to hit you, the spell is deflected back to them. They must roll the damage that you would’ve taken along with the effects of that spell including any saving throws. Your shell can only deflect spells that do damage and target 1 creature (ex. Lightning Bolt), including spells that target 1 creature but later targets others (ex. Chain Lightening). None others. |
| Nature's Diplomat | This site | common | Scielly | 13 | You can cast Speak with Stones and Speak with Plants each as an innate spell once per day. | |
| Ironclad Mind | This site | common | Scielly | 13 | Scielly Resilience | Your +1 circumstance bonus is now a +2. You also can apply this bonus to any mental effect as well. You also treat a Critical Failure on saving throws against these effects as just a Failure. |
| World Turtle | This site | common | Scielly | 17 | A tree sprouts out of your back, no taller than 3 feet. The tree can take on any shape you desire and bears 3 fruits at a time. Each fruit can heal specific conditions. One fruit can heal one Sense Condition of the consumer's choice (aside from invisible and concealed). Another fruit is capable of sparing the consumer from death, if the consumer has the dying condition at any level, they get reduced completely, allowing them to wake up and become wounded 1 plus any additional wounded levels you may have. The last fruit allows whoever eats it to heal a number of hit points equal to double your AC regardless if they’re undead or living. Each fruit must be eaten one hour after being plucked, once one creature takes a bite of the fruit it loses its effect and whoever bit into it first gets the effect. After a fruit is plucked, it grows back within 1d4 days. | |
| Spectral Shell | This site | common | Scielly | 17 | A spectral shell made of spiritual energy manifests from your shell. The shell covers an area in the shape of a 30 ft burst, that is also 30 ft high, from where you’re standing and stays fixed there until it’s destroyed. This shell protects only your allies, any enemy gets pushed out and takes 2d10 Force damage. The shell phases through any inanimate objects or walls that are in the way of its area. All creatures within that area are inside the shell. Creatures can’t escape or enter this dome except through magical means or teleportation. All creatures inside the dome are protected from outside damage until the dome breaks or disappears. No attacks can leave or enter this shell. The dome has the following statistics:
HP: 100 Resistance: 15 Acid, Cold, Electric, Electricity, Fire, Sonic and Force damage Immunities: Bleeding, Drain, Mental, Poison Spirit, Vitality and Void damage This shell lasts for 1d4 turns (minimum 2 turns) or until the shell is reduced to 0 HP. Once it is destroyed or disappears it cannot be used again until the next morning. |
|
| Curse of the Heavy Shell | This site | common | Scielly | 17 | You point at an enemy that you can see and inflict them with a curse. They must succeed a DC 39 Will saving throw. If they do not, then they are cursed with a terribly heavy shell. They gain a check penalty of -3, a -10 speed penalty, a Strength Req of 4 and the shell has the hindering trait as its only trait. The shell’s AC is the same as the target’s AC. If the target had on armor, this shell replaces the armor for the duration of the curse. The shell has no rune whatsoever. Each turn the target can use an action to reroll the save, trying to beat it. On a success, the shell disappears and their armor turns back to normal (if they had any) as the curse ends.
Critical Success: The target is unaffected Success: The target is affected for 1 round Failure: The target is affected for 1 minute or until it succeeds the Will saving throw Critical Failure: The target is affected for 1 hour or until it succeeds the Will saving throw |