Oni-Konketsu

Products of the intermingling of Oni and mortal races, Oni-Konketsu are as varied as their parent races.  Most Oni-Konketsu hail from human or elven families, though the occasional gnome, dwarf, or kitsune born child appears as well.  Like their tiefling cousins the birth of an Oni-Konketsu is often met with fear or hatred and many find themselves orphaned at birth or cast away from their families out of shame.  The couplings that produce these beings are often those of trickery or deceit with Oni disguising themselves as handsome men or women and seducing unsuspecting villagers.  Such Oni-Konketsu are often raised, or at least grow up, in their unsuspecting parent’s society.  Oni-Konketsu born of slaves or other less fortunate means are often raised by their Oni parent to be as ruthless and destructive as their progenitor.

Unlike a tiefling, most Oni-Konketsu are much more closely related to their oni ancestry, with the vast majority having an Oni parent or, at most, grandparent.  People with more diluted oni-blood are more often born as Hungerseed Tieflings.

### **Physical Description**

There is no universal appearance for an Oni-Konketsu, and in fact many of them are mistaken for Tieflings.  Many boast horns and skin tones in pitch black, red, gray, blue, or gold.  Some may even have feathers, scales, or fur.  One thing most have in common however is that they are tall, most being well over six feet.  Most Oni-Konketsu bear some resemblance to their oni-parent, with nogitsune-sired children having fox-like features, Yamabushi Tengu born having feathers intermixed with their hair, and and descendants of Fire Yai having deep red skin and molten gold eyes.

**Random Oni-Konketsu Starting Ages**

(64 – 84 years)
(66 – 96 years)
(68 – 108 years)

1 This category includes barbarians, oracles, rogues, and sorcerers.

2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.

3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

**Table: Random Height and Weight**

(5 ft. 3 in. – 7 ft. 1 in.)
 Female
(4 ft. 11 in. – 6 ft. 9 in.)
(144 – 248 lbs.)

### **Society**

Oni-Konketsu have no particular culture of their own being a half-blooded race and usually adopt the traditions of the society they are raised in.  As such Oni-Konketsu come from all walks of life, though Oni appear to particularly enjoy saddling higher born noble families with their shameful offspring.

### **Relations**

Despite their efforts, Oni-Konketsu more often than not finds themselves on the receiving end of suspicion and scorn, if not out-right hostility, shunned by most of civilized society out of fear that the Oni-Konketsu will have the same destructive, evil tendencies of their Sire.  There are a few races, however, that welcome the Onikin. Hobgoblins are particularly friendly to Oni-Konketsu, especially those whose sire took the form of a hobgoblin themselves.  Other mixed races such as tieflings and half-orcs also feel a certain kinship with the Oni-Konketsu due to their shared societal shunning.

### **Alignment and Religion**

Oni-Konketsu tend to worship the gods of the area they are born and their parent race’s gods and as such have no distinct pantheon.  Most Oni-Konketsu tends towards wild shows of emotion and a reckless emboldenment that leans them towards the side of chaos. Despite their evil roots, not all Oni-Konketsu are evil, and in fact many are neutral or good aligned.

## **Racial Traits (14 RP)**

All Oni-Konketsu gain the following racial traits:

## **Subraces**

From descendants of Nogitsune and dwarves to Water Yai and Elves, an Oni-Konketsu’s size, shape, and coloration varies from land to land, settlement to settlement, and even within families. Certain aspects of particular Oni stand out more strongly in some offspring than others and an almost universal set of traits emerge into what have become known as the subraces of Oni-Konketsu kind. (These subtypes have no difference in RP as the traits removed and the traits gained have the same total RP cost)

### **Mage-Blooded Oni**

Also called blue oni, Some Oni-Konketsu are descended from varieties of Oni that rely more on their magic than their physical might.  These Oni-Konketsu are often descended from Nogitsune or Yamabushi tengu or other magic-wielding oni. These Oni-Konketsu have the following unique racial trait:

* Oni-Magic: If a member of this race is a sorcerer with the oni bloodline, it treats its caster level as 1 higher when casting bonus spells and bloodline powers. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait.
* Members of this race gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

### **Brutal-Blooded Oni**

Often referred to as ‘red oni’ these Oni-Konketsu inherited more of their parent’s physical might than any cunning or magical prowess. They are often the descendants of Oni Mages or other strong, large oni. Members of this group often boast deep red, blue, or golden skin and shocking white hair and are considerably less intelligent than other Oni.

* +2 Str, +2 Con, -2 int.  This replaces ability scores.
* Thick Skin: Their Natural armor bonus increases an by additional +1

### **Elemental Yai**

Many oni have a close tie to an element of nature or are associated with them, such as the elemental Yai.  Their off-spring form the ‘elemental-kin.’  Their appearances vary, but common features include coloration associated with their lineage. At character creation they choose their elemental heritage (acid for Earth Yai, cold for Water Yai, electricity for Wind Yai, or fire for Fire Yai), once chosen this cannot be changed.

* Improved Elemental Resistance: Pick one of the following energy types that corresponds to their elemental heritage: acid (earth), cold (water), electricity (air), or fire (fire). Members of this race have resistance 5 to the corresponding energy type.
* Elemental Blood: Members of this race are treated as 1 level higher when casting spells with the descriptor that matches their elemental heritage or using powers of the matching domain, bloodline powers, and evelations of mysteries with that elemental heritage. This trait does not give members of this race early access to level-based powers; it only affects powers they could already use without this trait.

## **Alternate Racial Traits**

**Monster Amongst Men**: Occasionally an Oni-Konketsu is born with such strong ties to it’s oni heritage it is unable to change its shape.  The general hatred of their oni-sires leave them sharp and alert for dangers.  These Oni-Konketsu gain Improved Initiative as a bonus feat.  This replaces Change shape, Lesser.

**Keen Eyes**: Some Oni-Konketsu grow up in areas that Oni are deeply hated and become used to keeping an eye out for danger. Others may simply have additional eyes that make their vision extra keen. Oni-Konketsu with this trait have a +2 racial bonus to perception checks.  This replaces Natural Armor.

**Mostly Mortal**: Some Oni-Konketsu more closely resemble their non-oni progenitors and therefore counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait alters the native subtype.  (Note: For Oni-Konketsu not born to humans replace ‘humanoid (human)’ with the type and subtype of the other biological race, such as Humanoid (elf).  This is always another playable race)

**Weak Wings**: Some Oni-Konketsu have an ancestor capable of flight, such as a Yamabushi tengu.  While their wings are not capable of true flight, they can glide. They take no damage from falling (as if subject to a constant non-magical *feather fall* spell). While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.  This replaces Lesser Regeneration. (new ability: Gliding Wings)

**Oni-Magic**: Some oni are more gifted in the magical or manipulative arts than the physical, and this preference shows up in their offspring as well.  Instead of the standard ability scores they use the following stat array: +2 Cha, +2 Dex, -2 Str. This replaces ability scores.

**Fierce Body**: Many Oni-Konketsu inherit the natural weapons of their sires.  These creatures receive a primary gore attack that deals a D6 damage for a medium creature. Additionally, they gain Weapon Focus: Natural attacks as a bonus feat. This replaces change shape, lesser.

## **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.

* **Cleric** Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
* **Inquisitor** Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.
* **Magus** Add +1/4 point to the magus’s arcane pool.
* **Rogue** Add +1/2 to sneak attack damage dealt to creatures with the outsider type.
* **Wizard** Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power
* **Armiger** Add +1/4 on rolls to confirm critical hits with customized weapons.
* **Conscript** Gain a +1/2 profane bonus on three conscript class skills..
* **Sentinel** Add +1/3 to one energy resistance granted by your race.
* **Technician** Whenever you deal damage to a target within 30 ft. that is either flat-footed, that you are flanking, or that has lost its Dexterity bonus to ac, you deal an additional +1/2 damage to that target.
* **Armorist** +1/2 bonus damage to good outsiders when using a bonded weapon. This bonus damage bypasses DR/evil, as appropriate. Other damage dealt as part of the attack does not automatically bypass DR/evil.
* **Elementalist** All destructive blasts deal an additional +1/4 damage in the energy of your elemental lineage (option for Elemental Yai only)
* **Hedgewitch** Choose a path power usable a number of times per day equal to 3 + 1/2 the hedgewitch’s level. The hedgewitch may use this power an additional 1/2 times per day.
* **Mage Knight** Gain a +1/6 bonus to attack rolls made against outsiders.
* **Shifter** Deal an additional +1/2 damage when attacking targets the shifter is flanking, or who are denied their Dexterity bonus to AC.
* **Striker** Add +1/4 fire damage to your unarmed strikes.