fetfet
2009-07-01, 04:57 PM
EMPREANS
All Empreans claim to be from some great place, far away in the Outer Planes. A place where one can stay forever, live forever, and have all of one's desires met. They all say that they wish to go back there, and do the things they do because it is the only way. They all say what they do is for the best.
They lie.
The truth is, no one knows where Empreans come from. Not even themselves. An Emprean will form on the planet, with no knowledge of how they got there, with an urge in their head that they must accomplish. They do not know why they are here. They do not know why they must do what they must. But they do know something. They must do it. Fast. Or people will die.
Emprean
Size/Type: Medium Aberration (Chaotic)
Hit Dice: 12d8+24 (78 hp)
Initiative: +3
Speed: 30ft, fly 20ft(perfect)
Armor Class: 24, touch 13, flat-footed 13 (+3 dex, +7 natural, +4 deflection)
Base Attack/Grapple: +9/+11
Attack: Longsword +11/+6 melee(1d8+2)
Full Attack: +11/+6
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Directive Sense, Dispersal, Spell-like Abilities
Saves: Fort +6, Ref +7, Will +21
Abilities: Str 15, Dex 16, Con 15, Int 16, Wis 29, Cha 10
Skills: Bluff +10, Diplomacy +15, Spot +24, Listen +19.
Feats: Power Attack, Cleave, Run, Iron Will, Empower Spell-like Ability.
Enviroment: Any
Organization: Solitary
Challange Rating: 7
Treasure: None
Alignment: Usually CN
Advancement: By class. Favored Class: Ranger
Level Adjustment: +3
Empreans speak Common.
A humanoid creature stands before you. His skin glows faintly, and his eyes are bleached. His hair seems to be tossed by some unknown breeze.
Directive(Ex): An Emprean is ruled by a directive. This directive is usually simple and cryptic, such as "Move a certain rock seven feet before tomorrow morning" or "Blow out a lamp in the princess' bedroom at 12:43am." An Emprean will usually appear about 2 miles away from their directive, with enough time to complete it. Empreans have an instinctual sense of how far they are from their directive, and how long they have. An Emprean recieves a +10 racial bonus to any skills pertaining to it's directive. If a Emprean is unable to complete it's directive in time, it gains the ability to use wish as a spell-like ability, but only to complete it's directive.
Dispersal(Su): Once an Emprean completes it's directive, or is prevented from completing it's directive for an indefinite time, it will disappear into a fine mist. It cannot be dealt damage in this form, and will only reform when the danger disappears, or never if it has completed it's directive.
Spell-like Abilities: At will: mage hand, tongues. 3/day: invisibility, silence, suggestion, 1/day: freedom of movement.
EMPREANS AS RACES
Sometimes Empreans come to being with no directive. These Empreans have few powers, and are much less powerful than the Empreans with directives.
+4 Wis, -2 Cha,
Abberation: Empreans are Abberations, and have all traits associated with abberations.
Empreans are Medium
Racial Hit Dice: An Emprean begins with six levels of abberation, which provide 6d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +2, Ref +2, and Will +5.
Racial Skills: An Emprean's abberation levels give it skill points equal to 9 × (2 + Int modifier, minimum 1).
Racial Feats: An Emprean's abberation levels give it three feats.
Spell-like Abilites: 3/day: tongues. 1/day: invisibility
Level Adjustment: + 3
All Empreans claim to be from some great place, far away in the Outer Planes. A place where one can stay forever, live forever, and have all of one's desires met. They all say that they wish to go back there, and do the things they do because it is the only way. They all say what they do is for the best.
They lie.
The truth is, no one knows where Empreans come from. Not even themselves. An Emprean will form on the planet, with no knowledge of how they got there, with an urge in their head that they must accomplish. They do not know why they are here. They do not know why they must do what they must. But they do know something. They must do it. Fast. Or people will die.
Emprean
Size/Type: Medium Aberration (Chaotic)
Hit Dice: 12d8+24 (78 hp)
Initiative: +3
Speed: 30ft, fly 20ft(perfect)
Armor Class: 24, touch 13, flat-footed 13 (+3 dex, +7 natural, +4 deflection)
Base Attack/Grapple: +9/+11
Attack: Longsword +11/+6 melee(1d8+2)
Full Attack: +11/+6
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Directive Sense, Dispersal, Spell-like Abilities
Saves: Fort +6, Ref +7, Will +21
Abilities: Str 15, Dex 16, Con 15, Int 16, Wis 29, Cha 10
Skills: Bluff +10, Diplomacy +15, Spot +24, Listen +19.
Feats: Power Attack, Cleave, Run, Iron Will, Empower Spell-like Ability.
Enviroment: Any
Organization: Solitary
Challange Rating: 7
Treasure: None
Alignment: Usually CN
Advancement: By class. Favored Class: Ranger
Level Adjustment: +3
Empreans speak Common.
A humanoid creature stands before you. His skin glows faintly, and his eyes are bleached. His hair seems to be tossed by some unknown breeze.
Directive(Ex): An Emprean is ruled by a directive. This directive is usually simple and cryptic, such as "Move a certain rock seven feet before tomorrow morning" or "Blow out a lamp in the princess' bedroom at 12:43am." An Emprean will usually appear about 2 miles away from their directive, with enough time to complete it. Empreans have an instinctual sense of how far they are from their directive, and how long they have. An Emprean recieves a +10 racial bonus to any skills pertaining to it's directive. If a Emprean is unable to complete it's directive in time, it gains the ability to use wish as a spell-like ability, but only to complete it's directive.
Dispersal(Su): Once an Emprean completes it's directive, or is prevented from completing it's directive for an indefinite time, it will disappear into a fine mist. It cannot be dealt damage in this form, and will only reform when the danger disappears, or never if it has completed it's directive.
Spell-like Abilities: At will: mage hand, tongues. 3/day: invisibility, silence, suggestion, 1/day: freedom of movement.
EMPREANS AS RACES
Sometimes Empreans come to being with no directive. These Empreans have few powers, and are much less powerful than the Empreans with directives.
+4 Wis, -2 Cha,
Abberation: Empreans are Abberations, and have all traits associated with abberations.
Empreans are Medium
Racial Hit Dice: An Emprean begins with six levels of abberation, which provide 6d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +2, Ref +2, and Will +5.
Racial Skills: An Emprean's abberation levels give it skill points equal to 9 × (2 + Int modifier, minimum 1).
Racial Feats: An Emprean's abberation levels give it three feats.
Spell-like Abilites: 3/day: tongues. 1/day: invisibility
Level Adjustment: + 3