Lacero in Turmoil
Dwarf without Heritage [Racial]:
You weren’t raised by dwarves and lack their cultural knowledge.
Prerequisite: Dwarf (PHB dwarf).
Effect: You do not have stonecunning, +1 racial bonus to attack rolls against orcs and goblinoids, +4 dodge bonus against giants, +2 on appraise and craft checks. You do not automatically know dwarven language.
Elf without Heritage [Racial]:
You weren’t raised by elves and lack their cultural knowledge.
Prerequisite: Elf (PHB elf).
Effect: You are not gain elven weapon proficiencies, you don’t automatically know elven language, and you have no favored class.
You are less adaptable that most humans.
Effect: You do not gain bonus human skill points per level.
Corrosive Blood [Racial] Your blood is composed of a strong acid or base.
Prerequisite: Tiefling, Half-Fiend, or Demon or Devil bloodline.
Benefit: You can use your blood as an splash weapon. By inflicting an open wound upon yourself as a free action, you can make melee touch attacks that deal 1d6 points of acid damage. Your blood eats through flesh, metal, stone and wood alike; even magic items touched by your blood suffers from the corrosion. Thus, while your self-inflicted open wound remains unhealed, anything within your grasp dissolves at the rate of 1 inch per round.
Drawback: You do not heal naturally with rest. Open wounds (such as those caused by a Wounding weapon) deal an addition 1 point acid damage per wound; this damage cannot be resisted by any mundane forms of acid resistance. Moreover, only a spells with the [Healing] descriptor can close your wounds. Unless “healed”, your death is within 1d10 years of reaching adulthood. Roleplaying Notes: A character with corrosive blood is always in pain, as his own blood eats away at him constantly from within. Those with this trait often adventure to seek a way to “heal” this “malady”.
Flammable Blood [Racial]:
The composition of your blood makes it easily combustible.
Prerequisite: Tiefling, Half-Fiend or Demon or Devil Bloodline
Benefit: Your blood burns at the same rate as oil and can be used to substitute for oil when it is unavailable.
Drawback: Whenever you have open wounds (such as those caused by a Wounding weapon), any spell or effect that allows a Reflex save against catching on fire causes you to take an additional 1d6 fire damage per wound; if you catch on fire and have open wounds, you suffer an additional 1d6 fire damage per wound every round you are on fire. Any effects with the [Fire] descriptor which target your blood force you to make an additional Fortitude saving throw (against the same DC) or die.
Roleplaying Notes: A character with flammable blood is generally cautious around fire; when injured and bleeding, most will do everything possible to avoid fires. Some have adapted to using their blood as a make-shift fuel for fires, but these individuals are few.