Judow
The_City_of_7_Seraphs.jpg
The City of 7 Seraphs
$24.99

The history of the judow is inexorably linked with the city, as from what most legends tell, they were to be the enforcers of the city. The Cocoon Pact and Hands of Burden sponsored an experiment that spawned beings from both human and inevitable. They were birthed through this conflicting nature to better understand the concepts which the city embodied, with the flexible minds of humans combining with the everlasting devotion to law which was required for balance. Given the name “Judges,” the original judow worked to maintain order in the city, sacrificing their lives for their organizations. The process of creating a judge was a long and arduous one, and because of this, their numbers were always limited within the city. It wasn’t until far later that the shadowy kytons took notice of the powerful enforcers, seeking to subvert them unto the kyton’s own goals.

Many a tale has been told about the abduction of the judges, stolen away in the chaos of the wars. Cloaked in the seas of conflict, the numbers of judges inhabiting the city slowly dwindled until their presence was almost completely eradicated, going so far as to steal the needed information to create judges to prevent more from rising against them. From here, the kyton worked to subvert the judges, infusing them with raw shadow stuff. These first experiments were known as the judrai, massive creatures of flesh and metal whose power were comparable to judges. While strong, the judrai were far too vulnerable to light, being able to withstand only minutes of exposure to it before burning away into nothingness. In addition, the process of creating a judrai was deemed inefficient, the judrai themselves being sterile.

And so the kyton again returned to the judges, more cautious with the frail mortal frame which they were manipulating. While it took years of torturous research, unspeakable experiments, and untold deaths, the fruits of the kyton’s labor was soon discovered; the judow. Humanoid in form, the judow were a true species, able to breed and replenish their own numbers. Strong, smart, and cunning to a fault, even their weakness to sunlight had been reduced, leaving them almost perfectly immune to the light of the world. Only their eyes were vulnerable, and thus, they were blessed with supernatural sight, being able to see through a unique material known as artai created by the kytons for this purpose.

The wars were awash in conflict from the inclusion of the judrai and judow, both adding to the conflict. One would believe that the slave species of the kyton would be their champions, but the judow were far more human than the kytons realized, and soon a great deal of their soldiers began to wonder about what they were doing and why. The Judow revolt was considered one of the changing points of the war, as the charismatic leader of the judow liberation front met the loyal judow and judrai on the field of battle, the scars of their battle etched into the very city itself. Through a years-long struggle, a majority of the judow were able to claim their freedom, the remaining judow being captured and indoctrinated through torture to the point where their minds were lost.

The end of the wars were considered the first days of the judow species’ freedom, although most judow are looked upon with distrust by those who remember those bloody days. Still tainted with the blood of shadows, the judow are one of the many species of the City, living with the lingering fear of reprisal from the kyton-enslaved judow and the massive judrai. This fear isn’t enough to stop the judow from living their lives, and many persevere despite the issues set before them. The judow are a prominent and growing force in the city, and they intend to make their presence felt for years to come.

Physical Description

Every inch of a judow is the result of kyton tinkering, having designed the species to be scouts and spies. Due to this, judow tend to have lithe frames and pale greyish skin to allow them to better integrate into the shadows.

The face of a judow is a rare sight, and from this the saying “as common as the eyes of a judow” has become a popular saying to indicate something that likely doesn’t exist within the city. If one were to see it, they would be greeted by an angular face sporting a row of razor sharp teeth and spectacularly fragmented eyes in various shades of grey, black, and white, their visage created to terrify those who would see their faces unguarded.

Due to this reason, most judow favor heavy masks created out of artai, their eyes attuned to seeing through the material as though it wasn’t there. There are the rare judow who instead use cloth created from artai, enjoying the reaction they receive when others view their true form, but these are a minority, as most are too fearful of the light to risk exposure to its light. The differences between male and female judow is small enough to the point where most can’t tell through sight alone, and judow place little value on gender.

Society

As both a created and a relatively newly freed people, the judow have little society of their own, although life in the c ity has been as good a teacher as anything else.

Having learned of others cultures during their time in servitude, most judow tend to mimic customs and ideas which fit into their own world view, which has lead to a large number of them creating their own versions of other creature’s culture. Raised in a brutal mediocrity, the judow respect hard work above anything else, seeing wealth and other symbols of status as the incidental rewards. Due to this reason, judow are both the easiest and most difficult people with which to do business, as each one holds its own personal belief of what is worth its time. While some may be willing to do guard work for copper a day because of an innate belief of the value of what is being guarded, others will demand a king’s ransom for something as simple as cleaning dishes due to their estimation of the value of their time.

Despite valuing their efforts highly, judow are more than happy to remain in the background organizations and groups to which they belong, knowing that their efforts are best served without fanfare. Years spent acting as shadowy agents to the kyton have endowed the judow with a subconscious desire to avoid detection, and despite their ornate masks, judow find themselves quickly fading from people’s thoughts, as though they had never existed.

One thing that judow value regardless of personal value is secrets. As the majority of judow were used to finding out information about their enemies, a judow is well aware of the value of information, and they consider it more valuable than gold. Trusting a judow with a secret for no cost is a quick way to gain their respect. That said, letting a secret slip is by far the fastest way to an early grave, as the judow have long memories and little patience for those they cannot trust.

Relations

As a created species, the judow have little history from which to draw strong species prejudice or familiarity, although they are quick to form opinions of others as individuals. Species isn’t usually something the judow take into consideration, but they have managed to form some opinions of other species regardless, finding humans to be the most fascinating denizens of the City due to their varied opinions and beliefs. Such interest wanes with the humanoids such as half-elves and half-orcs, and most judow consider them less engaging versions of their base stock, a possible imperfect version of humans. Aasimar and tieflings do hold special note among the judow, feeling a kinship for such species; aasimar are seen as enigmas while tieflings are seen as cousins or siblings, judow feeling a very real connection to the native outsiders.

For judow, elves are seen as akin to trees both in how long they live and how interesting they are, being seen as unchanging and stagnant. Dwarves also hold such a place, but judow do respect their talents with the forge, seeing them more as tools rather than living creatures. The elemental species such as ifrit, oread, sylph, and undine are all seen as incomplete versions of the suli, whom the judow assume to be the apex of elemental fusion. The only species that gives the judow pause is the veryx, as with as little as they know about the veryx, they find the species unnerving in a way that they cannot explain.

Alignment & Religion

The judow are heavily influenced by both the inevitable blood and the kyton shadow stuff that suffused their being, being drawn towards both law and evil. While some judow are able to escape both of these yearnings, the large majority of the species tends to accept at least one of these alignments as their own, with a large number taking to both. As more judow are born, the species as a whole has taken a decided turn from evil, embracing their heritage as judges to adjudicate the laws of the city and bring order to what they consider a chaotic mess in this world.

To most judow, religion is a fleeting thing that is hardly worth considering. Unlike other species with grand creation myths, the judow can trace their own genesis back to the kyton, with some of their original creators alive to this day. For the judow who do seek out religion, they do so in an attempt to find order in their lives, desperate to make sense of their artificial origin and become at peace with what they are.

Adventurers

For the judow, freedom is a double edged sword. While they are no longer at the beck and call of their kyton masters and creators, the species as a whole has lost their place in the world, unsure of what they should do with their newly gained freedom. It is for that reason that so many have decided to go out and try to find meaning through adventuring. While uncertain, judow have taken to the life of adventuring with ease, finding that their natural talents for espionage and subterfuge help them transition into the life of adventurers quite well. Judow make fine rogues, investigators, and vigilantes, finding their talents best suited to such clandestine occupations, although others find the akashic arts more to their liking, favoring the nexus and eclipse. Rarely do fighters, bloodragers, or barbarians come from judow stock, as such simplistic concepts are anathema to the judow.

Judow Names

Unlike other creatures, the judow do not typically have different names for different genders, instead having a unified naming structure, favoring names with sibilant sounds: Asiel, Carzse, Lauzi, Nars, Quasu, Renzar, Terris, Yonsa


Judow Species Traits

+2 Dexterity, +2 Wisdom, -2 Strength: Judow are lithe and adept at reading those around them, but lack the muscles of other creatures due to the designs of their creators.

Medium size: Judow are Medium creatures and thus have no bonuses or penalties due to their size.

Native Outsider: Judow are outsiders with the native subtype. Judow only possess the native subtype while in the city, losing it while anywhere else.

Normal Speed: Judow have a base speed of 30 ft.

Darkvision: Judow can see in the dark up to 60 ft.

Artai Eyes: Judow are capable of seeing through artai as though it was not there, as well as being capable of seeing in magical darkness. A judow’s eyes are very sensitive to light, and if a judow’s bare eyes are exposed to natural light for 8 or more hours, they must make a successful Fortitude saving throw (DC 10) or become permanently blinded. For every additional hour their eyes are exposed to natural light, they must make an additional save, increasing the DC to avoid blindness by +2 for each hour that passes. Hiding their eyes from natural light for 1 hour resets this DC.

Sleepless: Judow do not need to sleep and are immune to magical sleep effects.

Night Terror: Judow are poorly equipped to handle unconsciousness due to their unfamiliarity with sleeping. Whenever a judow is rendered unconscious, they become shaken for 1 hour whenever they regain consciousness. This species trait bypasses any immunity to fear effects the judow may possess.

Nocturne Gaze: Judow can use the darkness given to them by their kyton forebearers to inflict darkness upon those around them. A number of times per day equal to the judow’s Wisdom modifier (minimum 1), as a move action, the judow can target a creature within 60 feet of themselves. That creature must make a successful Will save (DC 10 + the judow’s Wisdom modifier + 1/2 their character level) or treat all creatures as though they had concealment for 1 round. For every 4 character levels a judow possesses, the duration of this effect increases by 1 round. Once a creature has successfully saved against this effect, they cannot be affected by it for 24 hours. This is a mind-affecting illusion effect.

Constructed: Judow share close relations with inevitables, including their seemingly mechanical nature. For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), judow count as both outsiders and constructs. Judow gain a +2 species bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.

Stealthy: Judow gain a +2 species bonus to Stealth checks.

Tough Flesh: Judow gain a +1 natural armor bonus.

Languages: Judow begin play speaking common and infernal. Judow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Celestial, Dwarven, Elven, Giant, or Terran.

Alternate Species Traits

The following alternate species traits may be selected in place of one or more of the standard species traits above. Consult your GM before selecting any of these new options.

Bare Eyes

Some judow consider the loss of their weakness to the light the progress of evolution, while others consider it a weakening of their species. Judow with this alternative species trait cannot see through artai or magical darkness, but their eyes lack any particular weakness towards natural light. This species trait replaces artai eyes.

Blacklight Devotee

Judow with a more magical inclination are often found to be more talented with shadow magic. Judow with this alternative species trait gain a +1 species bonus to the DC of any illusion (shadow) spells they cast. This species trait replaces tough flesh.

Chain Lasher

The spiked chain is an important weapon to some judow, seeking to reclaim it from their depraved creators. Judow with this alternative species trait are proficiency with the spiked chain. This species trait replaces tough flesh.

Cold-Blooded

The relation some judow have to constructs is weaker than others, instead owing more to their kyton origins. Judow with this alternative species trait gain resist 5 cold and negative energy. This species trait replaces the species bonuses granted by the constructed species trait.

Darkness Dweller

The shadows hold far more for the judow than any light ever could. Attacks against a judow with this species trait in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment—it just increases the miss chance. This species trait replaces the species bonuses granted by the constructed species trait.

Razor Claws

While some judow were made for stealth, others were given a far more visceral purpose. Judow with this alternative species trait gain a pair of claw attacks which deal 1d4 bludgeoning and slashing damage and are treated as primary natural weapons. This species trait replaces tough flesh.

Shade Bringer

The ability to cloud a creature’s vision is lost on some judow, instead dedicated to bringing darkness to all. Judow with this alternative species trait gain darkness as a spell-like ability, being able to use it a number of times per day equal to their Wisdom modifier. This species trait replaces nocturne gaze.

Shadow Scent

Hunting prey in shadows is one of a judow’s most basic abilities. Judow with this alternative species trait gain scent which can detect any creature in dim light or lower lighting conditions. This species trait replaces stealthy.

Small Judow

Not all judow were created the same way, with some being smaller than others. Judow with this alternative species trait are Small-sized instead of Medium. This species trait replaces Medium.

Snap Jaw

All judow possess sharp teeth, but only some have a jaw strong enough to leave lasting damage. Judow with this species trait gain a bite attack as a primary natural weapon which deals 1d6 damage. This species trait replaces stealthy.

Steel Skin

The skin of some judow has hardened to a point where it proves difficult to damage. Judow with this alternative species trait gain DR 3/adamantine. This species trait replaces the species bonuses granted by the constructed species trait.

Voidkin

The connection some judow share with the darkness infuses their very being. Judow with this alternative species trait are treated as 1 level higher for the purposes of which void wild talents they can select. This species trait replaces stealthy.

Species Subtypes

You can combine various alternate species traits to create judow subraces or variant species, such as the following.

Dead Lights

These judow prefer darkness above all else, forming a far more close relationship with it than other judow. These judow have the darkness dweller and shade bringer alternate species traits.

Evolved Shades

These judow are considered the next step in evolution of the species, pushing past their normal limits into something new and exciting. These judow have the bare eyes and cold-blooded alternate racials traits.

Umbral Beasts

These judow contain far more of an ancestral link to the judrai than their more evolved brethren, being considered a precursor to true judow. These judow have the razor claw and snap jaw alternate species traits.

Variant Judow Heritages

As a created species, there is a wide amount of variance in judow, as hundreds of experiments were performed infusing each judow with different strains of kyton shadow stuff in order to create the perfect slave species. Each heritage presents new ability modifiers and skill modifiers that replace the default judow species traits. Each entry also discusses the most common (though by no means ubiquitous) personality traits and physical features of judow with that particular heritage.

Alternate Skill Modifier: While most judow gain a +2 species bonus on Stealth checks, those of the variant heritages listed above gain a modifier to a different skill.

Table: Variant Judow Heritages
d12 Heritage Ability Modifiers Alternate Skill Modifier Description
1 Aloadai-Caste +2 Str, +2 Int, -2 Wis Knowledge (arcana) Aloadai-caste are far more brutal than their fellows, barely appearing humanoid
2 Augur-Caste +2 Dex, +2 Int, -2 Cha Sleight of Hand Augur-caste tend to be smaller and more subservient to more powerful judow
3 Cantor-Caste +2 Con, +2 Wis, -2 Str Perception Cantor-caste are often found as guides, with especially vivid and unnerving eyes
4 Eremite-Caste +2 Str, +2 Cha, -2 Wis Bluff Eremite-caste are leaders among their kind, proving far more aggressive than their fellow judow
5 Evangelist-Caste +2 Str, +2 Dex, -2 Int Escape Artist Evangelist-caste are the soldiers of the judow, powerful and easy to control
6 Interlocutor-Caste +2 Str, +2 Wis, -2 Dex Heal Interlocutor-caste tend to be the most interested in body modification and surgery
7 Lampadarius-Caste +2 Dex, +2 Con, -2 Wis Acrobatics Lampadarius-caste are more ghastly than others, appearing almost dead
8 Khloris-Caste +2 Dex, +2 Int, -2 Con Knowledge (dungeoneering) Khloris-caste are a blight upon nature, taking great joy in its destruction
9 Ostiarius-Caste +2 Int, +2 Cha, -2 Str Sense Motive Ostiarius-caste are known as travelers, drawing knowledge through pain
10 Sacristan-Caste +2 Str, +2 Con, -2 Wis Intimidate Sacristan-caste are the most creative of their kind, taking great joy in creation
11 Termagant-Caste +2 Con, +2 Wis, -2 Dex Knowledge (the planes) Termagant-caste tend to be the most matronly in a perverse way
12 Terpsikhore-Caste +2 Con, +2 Wis, -2 Con Perform (all) Terpsikhore-caste are considered incomplete, treasuring the sound of music in the way of screams

Psychology

The minds of the judow were created simply to gain information to use against others, and despite their freedom, little has changed from this original design. Curiosity is a large part of a judow’s response to new experiences, as a world outside of simple missions and assignments has been opened up to them. Anxious to learn about experiences they haven’t been exposed to before, judow are more likely to insert themselves into new situations rather than observe others, wanting to gain knowledge first hand. To a judow, hearing about something is a far cry from actually involving one’s self in it, amplified by their weariness of trusting other creature’s experiences.

Teamwork is highly valued among judow, as most worked in small cells to accomplish their goals. The awareness that more people are likely to accomplish a goal than a single individual is core to their being. This can often lead to judow acting recklessly, knowing that members of their cell will be around to complete a goal even if they themselves fall in battle. A cell is the closest thing to family for a judow, as familiar bonds are something new to the created species. Slowly learning more traditional family roles, judow consider these a special type of cell, acclimating to life outside of servitude by learning more cultures and traditions of other creatures.

Physiology

As a created species, everything about the judow is designed to help them in some way, their slender figures perfect for infiltration. Despite their lacking strong muscles, judow are as tough as any other humanoid, their bodies built durably with organic versions of inorganic parts that develop inside of themselves early in life. Such features often lend them the appearance of metallic pieces within and upon their bodies formed from bone, and seemingly fused to their figures in a very inorganic looking fashion.

The hair of judow tends to take on more metallic shades, varying between slate grey, jet black, deep blue, or pale silver. For some judow, hair tends to grow in different colors at different times, leading to their hair appearing to be striped different colors as they grow older. Younger judow tend to have more vibrant hair colors, while older judow hair is often more subdued. The eyes of a judow are among their most unique qualities, appearing to be stained glass with just as much variety as their hair. Unlike their hair though, the patterns of a judow’s eyes begin all white, with each experience in their life filling in a bit of their eyes with different colors. These colors tend to be the same as their hair, with happy experiences giving lighter colors and less enjoyable ones leading to darker colors. At first, most creatures assumed judow had black eyes before their freedom, with judow of all different kinds of ocular coloring coming into existence later.

Combat

To a judow, combat should never be a straightforward experience; fighting an opponent who is aware of you is the same as losing to most of them. As such, quiet ranged weapons such as bows and crossbows are preferred to melee combat, as they allow a judow to act from a position of stealth. With their weaker frame, judow prefer to kill as quickly as possible, and are known to use poisons and other decisive measures. They will take any advantage possible, and most find the prospect of melee combat an unenviable one, using whatever they can to create distance between themselves and those they would fight.

There are rare judow who do appreciate the thrill of melee combat, but these warriors tend to use lighter weapons, taking advantage of their natural dexterity to defeat foes. Weapons such as daggers, short swords, rapiers, and scimitars are popular among judow, but true inheritors of the kyton will only wield spiked chains, preferring the sight of such a weapon tearing through the flesh of their enemies. All judow have a preference for serrated weapons, and arrows as well as other projectiles are generally prepared in this fashion. Judow tend to prefer weapons made of artai if at all possible, but will use other materials if they must.

Death

Despite this cruel limitation, the judow live their lives without fear of death. The desire to be a part of something greater than themselves fuels a judow into whatever they do, leading them into situations which would appear suicidal. As goal orientated as the judow are, they are completely willing to sacrifice themselves for a greater purpose, never letting consequences stop them.

To a judow, death is simply the completion of a mission. There is little fear in it for them, as most have a very bleak outlook on their own existence. Only long lived judow (at least for their species) are able to grasp the true weight of death, and despite this, they are as willing as their younger lived kin to die. The weight of death is one that the judow do not experience, making it difficult for them to understand the sadness other species feel upon dying.


Favored Class Options

ArcanistACG: Add +1/6 arcane exploit to the arcanist exploits known.
DaevicAM: Add +1/2 damage to veil effects and veil weapons against flanked foes.
DreadUP: Increase the DCs of Intimidate and [mind-affecting] effects you generate by +1/4 against foes in dim or darker lighting conditions.
Echo†: Add +1/6 deeper reflection that grants access to an entropic or umbral source origin or grants a memory of power of a spell or psionic power with the darkness or shadow descriptor.
Eclipse†: Select one veil that has a darkness or law descriptor. If you have at least 1 point invested in it, increase the effects of essence of that veil by 1/5.
Fey AdeptSoP: Add a +1/6 to DCs of the judow’s [fear] effects to creatures damaged by its shadowmark in the last minute.
KineticistOA: Add +1/4 damage to kinetic blasts that do cold or negative energy damage.
MediumOA: Add +1/3 to the medium’s level when calculating surprise strike damage for the trickster spirit.
MesmeristOA: Increase the mesmerist’s bonus damage from painful stare by 1/2 point.
Nexus: Select one veil that deals damage with a cold or darkness descriptor. If you have at least 1 point invested in it, increase the effects of essence of that veil by 1/5.
OccultistOA: Gain a 1/3 point of mental focus power you may only invest in an evocation or illusion school implement.
ParamourCoLSP: +1/3 point when committing tides of passion points during a round an enemy has failed a Will save against a fear descriptor ability generated by you.
PsychicOA: +1/4 to the DC of any mind-affecting ability used on a creature under a fear effect you generated.
Radiant: Add +1/2 damage to attacks against targets failing against your unwilling bond class feature.
Rogue: Add +1/2 negative energy damage to sneak attacks against foes in dim or darker lighting.
Shadow Weaver†: +1/6 of a silhouette.
SlayerACG: +1/6 of a slayer talent.
SwashbucklerACG: +1/2 damage to attacks against flatfooted opponents.
VizierAM: Select one veil with a [darkness] or [law] descriptor. Increase the essence capacity of that veil by 1/5. This may only be taken 5 times per veil.
Wizard: Select one spell you know, you may now prepare this spell as though you had the Spell Mastery feat.
ZodiacCoLSZ: +1/6 to DCs of effects created by equipment from constellations and +1 damage on critical hits confirmed with constellation weapons.


Feats

Dual Gaze

You can target more than one creature with your nocturne gaze.

Prerequisites: Nocturne gaze species trait, character level 5th.

Benefit: You may choose to target two different creatures within 30 feet of each other with your nocturne gaze; both creatures must be within 30 feet of you.

Special: Using this feat only costs 1 use of your nocturne gaze.

Normal: You may only target a single creature with your nocturne gaze.

Enduring Gaze

Your nocturne gaze lasts for much longer.

Prerequisites: Nocturne gaze species trait, character level 5th.

Benefit: Your nocturne gaze’s effects last for 1 minute, its duration increasing by 1 minute for every 4 class levels you possess.

Eyes of the Judrai

Your eyes possess the power of the monstrous judrai.

Prerequisites: Hallucinatory Gaze, nocturne gaze species trait, character level 9th.

Benefit: Instead of causing a creature to treat all other creatures as though they had concealment, you can use your nocturne gaze as a standard action to cause a creature to see a hallucinatory terrain. At 15th level, you may instead cause a creature to see a mirage arcana. If you possess the Terror Eyes feat (see page 336), a creature affected by your nocturne gaze is also shaken for its duration.

Special: Using nocturne gaze is a move action.

Special: This feat may not be used along with the Instant Gaze feat.

Hallucinatory Gaze

Rather than clouding a creature’s gaze, you control it.

Prerequisite: Nocturne gaze species trait.

Benefit: Instead of causing a creature to treat all other creatures as though they had concealment, you may cause a creature to see a silent image. At 4th level, you may instead cause a creature to see a minor image, and at 7th level, you may cause a creature to see a major image.

Instant Gaze

You do not need to focus your gaze on a creature to affect them with it.

Prerequisites: Nocturn gaze species trait, character level 7th.

Benefit: Whenever a creature within 30 feet of you starts their turn, you may choose to target it with your nocturne gaze as a free action, even if it is not your turn; treat this as a gaze attack. This still counts against your limit per day.

Ocular Nocturne

You strip all the light from a creature’s eyes

Prerequisites: Nocturne gaze species trait, character level 9th.

Benefit: Whenever a creature is affected by your nocturne gaze, it is blinded for the ability’s duration (this is treated as the original effect of nocturne gaze for the purpose of feats which allow you to choose alternative effects for nocturne gaze). If the creature possesses an ability which would allow it to automatically detect a creature, such as tremorsense or blindsight, it must make a Perception check equal to that creature’s hit dice + their Dexterity modifier to detect them (a creature may make a Stealth check to avoid detection against a creature affected by this feat).

Shadebound

You dwell in darkness, treating it as your home.

Prerequisites: Darkness spell or spell-like ability, character level 7th.

Benefit: You are permanently affected by the protective penumbra spell with a caster level equal to your Hit Dice. You may choose to dismiss or regain this effect as a free action once per round.

Special: Undead with 7 or more hit dice can take this feat, ignoring its prerequisites.

Soul Bond

Your eyes link you to a creature’s condition.

Prerequisite: Nocturne gaze species trait.

Benefit: As long as a creature is affected by your nocturne gaze, you are always aware of its exact hit point total.

Terror Eyes

Your eyes possess the ability to haunt others.

Prerequisite: Nocturne gaze species trait.

Benefit: Instead of causing a creature to treat all other creatures as though they had concealment, your nocturne gaze instead causes a creature to become shaken. At 11th level, you instead cause a creature to become frightened.

True Nocturne Gaze

Your eyes lack the limits of other judow.

Prerequisites: Nocturne gaze species trait, character level 9th.

Benefit: Your nocturne gaze does not have a limit on how many times it can be used per day.

Normal: A judow can only use their nocturne gaze a number of times per day equal to their Wisdom modifier.


Enchanted Anatomy

Some of the Judow favor their heritage as constructs born of inevitables to the point where the planar metals and glass of their forms can be treated in a like manner masterwork items and can bear enchantment in a similar manner.

The artai fitted to these nodes may be enchanted at 75% the cost of normal enchantments of the standard magic items. Generally, these items do not work for non-judow or judow without the feats below and appropriate pre-requisites. Members of some Parities have mastered artai implants through their own secrets.

Deep Mask

Your face is rendered in repaceable artai that favors mask enchantments.

Prerequisite: Constructed species trait.

Benefit: You gain a +2 species bonus to your choice of Bluff, Diplomacy, or Intimidate Skills. Additionally, you gain a special artai slot in the surface of your face. This slot can bear a surface mask of artai glass that may be enchanted with any head slot wondrous item effect. This mask is the surface of the judow’s face and does not prevent a standard head slot item from being worn. The artai mask may be freely exchanged but this process takes 10 minutes of adjustment and magical attunement.

Spellsteel Hide

Your skin is as much metallic plates as tough flesh.

Prerequisite: Constructed and tough hide species trait.

Benefit: You gain a +1 armor bonus whenever you do not have another armor bonus. Additionally, you gain a special artai slot within the length of your spine. This slot can be fitted with a magical artai sphere which grants your skin the attributes of a magical armor enchantment as though your skin was a suit of armor. The artai spheres may be freely exchanged but this process takes 10 minutes of adjustment and magical attunement.

Talon Node

Your claws can bear enchantments from special artai nodes.

Prerequisite: Constructed and Razor claws alternate species trait.

Benefit: You gain a special artai slot within the length of each of your forearms. This slot can be fitted with a magical artai sphere which grants the corresponding claw attack for that limb the attributes of a magical weapon. The artai spheres may be freely exchanged but this process takes 10 minutes of adjustment and magical attunement.


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
Get The City of 7 Seraphs
This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.