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fredag 12. oktober 2018

Races of Kerebra: Shardborn WIP

Note: This version of the shardborn racial writeup is now obsolete. And updated version can be found here.

Shardborn: Half-crystal beings with floating heads and appendages, a central core of crystal hovering within an open cavity in a weakly luminescent torso of transluscent flesh. The natural inhabitants of Kerebra, anti-bodies of her mind formed to safeguard the people of Kerebra and the plane itself.
Peaceful guardans who are evolving to respond to the new threats faced by Kerebra and her inhabitants.
Core theme: Reluctant guardians. Called to violence against their wishes, they recognise their duty but wish for individuality.

Racial Traits:
+2 to one physical stat, +2 to one mental stat, -2 to any one stat: Shardborn are always in flux, altering their minds and bodies to respond to their environment.
Outsider (Kerebran): Humanoids with the Outsider (Kerebran) subtype
Medium sized
Normal Speed
Darkvision: 60ft.

Mutable: Once per day, a shardborn may take 10 minutes to reshape their minds and bodies, altering their physical and mental capabilities. By doing this, the shardborn may redistribute their racial stat bonuses and penalty to a different set of stats, adhering to the mental/physical divide as described above. At 2nd level, and every even numbered character level thereafter, the shardborn may use this ability an additional time per day up to a maximum of 10/day at 20th character level. By spending 1 power point, the shardborn may reconfigure their stats in this way as a full-round action instead.
Alternately, as a full-round action, the shardborn may spend 1 power point to redistribute and combine the two +2 stat bonuses into a single +4 stat bonus to be applied to any one mental or physical stat, except the stat chosen for the -2 penalty. This effect lasts for one round, after which the shardborns stats revert to their previous configuration.
The shardborn may augment this ability. For every additional power point spent, this effect lasts for one additional round.

Dreamskilled: The shardborn gains a +2 racial bonus to any two skills of their choice. When activating their Mutable racial trait, the shardborn may select two different skills for these bonuses to apply to, losing the old ones in the process.

Birthed By Dreams: Shardborn gain a +1 natural armorbonus to their AC. When they activate their Mutable racial ability, the voor may choose to lose this bonus in exchange for a +1 racial bonus to either Fortitude, Reflex or Will saves. The next time the voor uses it's Mutable racial ability, they may choose to add this bonus to either a different save or gain a natural armor bonus of +1 again.

Shaped of Crystal: As half-crystal beings, shardborn are vulnerable to sonic attacks. Shardborn have -2 on any Fort save made to resist sonic spells, powers and effects, and take 50% more sonic damage.

Inhuman Form: Though humanoid, shardborn are clearly not human and their bodies don't conform to human standards. Shardborn must have armor and items of clothing specially made or fitted to their alien bodies, and they must pay 50% extra for these items and adjustments.

Naturally Psionic: Shardborn gain the Wild Talent feat as a bonus feat at 1st level. If a shardborn takes levels in a psionic class, they instead gain the Psionic Talent feat.

Psionic Aptitude: When a shardborn takes a level in a favored class, they can choose to gain an additional power point instead of a hit point or skill point.

Languages: Shardborn begin play speaking common. A shardborn with high Intelligence may choose a number of different languages from the ones available in Kerebra.

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