imp_fireball
2009-10-10, 08:08 PM
Protoss Khalai (commoner)
Large Humanoid (light protoss)
Hit Dice 3d8+3 + 1d4+1 (20 hp)
Speed 60ft. (6 large 10ft.x10ft. squares)
Initiative: +0
Armor Class 11; touch 10; flat-footed 11
(Natural Armor +1)
Base Attack/Grapple +2/+8
Attack Standard attack khalai claw +4 (1d4+2, 20/x2)
Full-Attack Full attack khalai claw +4 (1d4+2, 20/x2)
Space 10ft.; Reach 10ft.
Special Attacks Powers
Special Qualities Khala, Telepathy 60ft., Psi Sense, Manifester Levels, Wild Talent, Endurance
Saves Fort +3 Ref +3 Will +5
Abilities Str 14, Dex 10, Con 15, Int 11, Wis 13, Cha 8
Skills Autohypnosis +5, Survival +5, Profession: (insert Khalai occupation here) +5
Feats Iron Will, Narrow Mind
Environment Any, Aiur (jungle) or Shakuras (dry tundra)
Organisation Protoss of Aiur and the Conclave (entire government); usually group that includes higher level Khalai with up to three more levels in commoner (8 - 300+)
Challenge Rating 2
Treasure Standard; typical protoss civilian hardware
Alignment Usually Lawful (any)
Advancement by character class; Favored Class Any Psionic
Level Adjustment +2
Combat
Khalai, like most commoner humanoids, are generally not obliged to fight, however if pressed to do so, they fight with unbridled ferocity while making use of whatever psychic powers their wild talent and manifester levels offer them.
Protoss Khalai represent the entirety of the workforce of the Protoss of Aiur. Protoss in general are long and lithe, with varying skin tones, some scaled and others smooth. Protoss have no facial features - aside from the odd ridges and sometimes bony 'crowns' - except for large luminescent eyes. Protoss cannot speak and do not eat and instead communicate telepathically. The Protoss of Aiur are all interlinked via a psychic network known only as the 'Khala', upon a depth which few other races can imagine or approach (even psychic ones).
In general, all Protoss are stoic, graceful, but practically robotic in mannerisms. Most, if not all, behave in a powerfully logical manner and habitually think ahead - although sometimes they forget to request input from other species and as such are often viewed as arrogant in this sense.
Protoss lead a simple life, less vibrant and varied than what terrans have to offer in art and entertainment and more traditionally immersed. Servants are painfully loyal. Protoss generally range from 7 - 9ft. tall but are very lanky. One of their most distinctive features apart from humans (aside from their mysterious wild talent), are their hands which feature two thumbs and two fingers, as well as their three hearts. Because Protoss do not speak, they begin knowing only their own language which can only be communicated telepathically. Even though they may not understand the languages of others, they are able to communicate via psychic emotions and imagery complex enough that a sapient creature can take instruction, but not those with intelligence of 2 or less (does not function as wild empathy). Protoss do not eat, but sleep and breathe. At GM discretion, a protoss must be immersed in sunlight as often as a human eats and drinks and for as long or they will starve/dehydrate as a human does. Although protoss lack typical facial features such as ears and noses, they can still smell (via some other means) and make listen checks ordinarily (by way of hearing and a combination of psychics via some other means), however they cannot taste.
Light Protoss
Light Protoss have the following racial features:
- +4 STR, +4 CON, +2 WIS, -2 CHA
Not only are Protoss naturally strong, but the combined might of their three hearts offer great vitality. They have a tendency to think ahead and be aware of the state of others and of their minds but their stoic and direct nature leaves something to be desired upon first impressions.
- Protoss sleep and breathe. Going without direct exposure to sunlight will cause them to dehydrate as humans do, with the exception that their dehydration does not vary in accordance to climate.
- Size Large
- Natural Armor +1
- Slight Build - Treat as one size smaller whenever it is beneficial to a Light Protoss.
- Khala (Ex)
The Khala is a great union of all Light Protoss minds. Protoss are always aware of one another up to several miles, provided the participants are willing. If one is not flatfooted towards a creature, none of them are (for player purposes, a GM should never consider a protoss PC flat footed towards one creature except in special situations; ie. a creature that has evaded the minds of every light protoss). Protoss receive a +16 to diplomacy checks when interacting with other Light Protoss. Finally, a Light Protoss can communicate and share vision and hearing with any other Light Protoss within 1000 miles, but must take a standard action to 'single them out' amidst the flurry of other interlinked minds.
- Telepathy 60ft. (Ps)
Protoss can read the minds of any sapient creature (creature with higher than 2 int) as ordinary telepathy. By taking a standard action to concentrate, they also receive a +6 to sense motive checks against a specific creature that is within range of their telepathy, even if the creature can find a way to conceal their thoughts.
A protoss can also make a listen check to pin point the location of a specific creature that they hear via telepathy (as normal rules for pin-pointing location via listen), with no penalties due to range.
- Psi Sense (Ex)
Protoss can sense the presence of psychic emissions and of other psychic creatures up to several miles (Khala range) - they can discern the location of a psychic creature, however they must know something distinctive about that specific creature (such as name or physical appearance). Assuming these requirements are met, a Protoss can know the location of that creature. A Protoss emits 'detect psionics' as a continuous aura that can be activated/de-activated at will (free action on their turn), at a range of 120ft.
- Manifester Levels
Light Protoss are natural psionists whose ancestors have attuned themselves to an entire way of life revolving around this supernatural capability. All protoss are treated as having at least two manifester levels, regardless of HD or class. They may also select powers as if having two levels in a psychic class of their choice (but no other features of the class) upon taking a level in said class.
- Wild Talent
Light Protoss have 'Wild Talent' as the feat descriptor in the D20SRD.
- Endurance
Light Protoss have 'Endurance' as the feat descriptor in the D20SRD.
Protoss rarely tire before others.
- LA +2
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Zealot
Templar 'Zealot' Armor
Type: Medium
AC: +5
Special: Plasma Shields, Servos
In order to wear zealot armor, the user must have at least two manifester levels and the wild talent feat (Use Psionic Device DC 25 to mimic requirements each time armor is donned). Zealot armor is typically sized for large bipedal humanoid creatures with two arms and one head.
Plasma Shields grant temporary hp equivalent to the wearer's total hp or their wisdom score (whatever is highest) and recover at a rate of 1 hp/round. Whenever temporary hp granted by shields is greater then 0 and the shield is active, the wearer is treated as a construct, whenever it would be beneficial to them. Sometimes the armor is simply outfitted with a stock of 50 temporary hp for initiate users.
Servos: Despite being medium armor, this armor does not penalize base move speed.
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If Wielder takes Armor Focus (Templar 'Zealot' Armor), then they may make a free bullrush attempt that does not provoke attacks of opportunity against any attack that hits but fails to reduce temporary hp granted by their shields to 0. Use wisdom modifier instead of strength modifier for this check. Do not move with the target. If pushed more then 10ft., target must succeed on a balance check of DC 10 + 1/4 damage they dealt to shields or fall prone.
Psi-Blades
Type: Exotic
Size: Light
Dmg(large): 1d8 Fire and Slashing or Fire and Piercing, 19-20/x2
Special: Worn as bracers, Paired, Ignores up to 8 Hardness
Wielder must have at least two manifester levels and wild talent, or the blades do not activate. While worn, blades can be drawn as a free action on wielder's turn. While they count as light weapons, they are worn as bracers and do not occupy the hands. Note that attacking with a bracer that is worn on the same arm as the off-hand counts as attacking with the off-hand, and the same goes for those worn on the main hand.
Sundering the blade means sundering the bracer instead. Disarming the blade means removing the bracer (incur modifiers for such), etc.
Paired: Psi-blades are purchased in twos. Two bracers that can be mentally commanded into two blades, are given at purchase.
Protoss Zealot
Prerequisite: Must be Light Protoss, BAB +3
Zealots are proficient with psi blades and Templar 'Zealot' Armor and nothing more.
BAB: Full
Saves: Good Will and Reflex
HD: d10
1st Level: A zealot acquires two weapon fighting as the feat. Wis modifier adds to touch, flatfooted and total AC.
2nd Level: Choose one psychic warrior power to become at-will. Treat manifester level as levels in psychic warrior for purpose of meeting power prerequisites (level 2 powers require 3 levels in psychic warrior, etc.).
3rd Level: Ambidexterous. Flurry of Blades: Zealot can attack once more at full BAB with both their off-hand and main hand during a full attack action.
4th level: Choose one psychic warrior power to become at-will. Treat manifester level as levels in psychic warrior for purpose of meeting power prerequisites (level 2 powers require 3 levels in psychic warrior, etc.). Bonus feat (from psychic warrior list).
5th level: Psychic Frenzy 1/day - Add wisdom modifier to attack, damage and bonus hp/HD (wisdom modifier times HD, as if it were a constitution bonus); automatically regain psionic focus at beginning of every turn during psychic frenzy; lasts for 5 rounds + Con modifier.
Alternative: Make these feats or variant features of psychic warrior?
Large Humanoid (light protoss)
Hit Dice 3d8+3 + 1d4+1 (20 hp)
Speed 60ft. (6 large 10ft.x10ft. squares)
Initiative: +0
Armor Class 11; touch 10; flat-footed 11
(Natural Armor +1)
Base Attack/Grapple +2/+8
Attack Standard attack khalai claw +4 (1d4+2, 20/x2)
Full-Attack Full attack khalai claw +4 (1d4+2, 20/x2)
Space 10ft.; Reach 10ft.
Special Attacks Powers
Special Qualities Khala, Telepathy 60ft., Psi Sense, Manifester Levels, Wild Talent, Endurance
Saves Fort +3 Ref +3 Will +5
Abilities Str 14, Dex 10, Con 15, Int 11, Wis 13, Cha 8
Skills Autohypnosis +5, Survival +5, Profession: (insert Khalai occupation here) +5
Feats Iron Will, Narrow Mind
Environment Any, Aiur (jungle) or Shakuras (dry tundra)
Organisation Protoss of Aiur and the Conclave (entire government); usually group that includes higher level Khalai with up to three more levels in commoner (8 - 300+)
Challenge Rating 2
Treasure Standard; typical protoss civilian hardware
Alignment Usually Lawful (any)
Advancement by character class; Favored Class Any Psionic
Level Adjustment +2
Combat
Khalai, like most commoner humanoids, are generally not obliged to fight, however if pressed to do so, they fight with unbridled ferocity while making use of whatever psychic powers their wild talent and manifester levels offer them.
Protoss Khalai represent the entirety of the workforce of the Protoss of Aiur. Protoss in general are long and lithe, with varying skin tones, some scaled and others smooth. Protoss have no facial features - aside from the odd ridges and sometimes bony 'crowns' - except for large luminescent eyes. Protoss cannot speak and do not eat and instead communicate telepathically. The Protoss of Aiur are all interlinked via a psychic network known only as the 'Khala', upon a depth which few other races can imagine or approach (even psychic ones).
In general, all Protoss are stoic, graceful, but practically robotic in mannerisms. Most, if not all, behave in a powerfully logical manner and habitually think ahead - although sometimes they forget to request input from other species and as such are often viewed as arrogant in this sense.
Protoss lead a simple life, less vibrant and varied than what terrans have to offer in art and entertainment and more traditionally immersed. Servants are painfully loyal. Protoss generally range from 7 - 9ft. tall but are very lanky. One of their most distinctive features apart from humans (aside from their mysterious wild talent), are their hands which feature two thumbs and two fingers, as well as their three hearts. Because Protoss do not speak, they begin knowing only their own language which can only be communicated telepathically. Even though they may not understand the languages of others, they are able to communicate via psychic emotions and imagery complex enough that a sapient creature can take instruction, but not those with intelligence of 2 or less (does not function as wild empathy). Protoss do not eat, but sleep and breathe. At GM discretion, a protoss must be immersed in sunlight as often as a human eats and drinks and for as long or they will starve/dehydrate as a human does. Although protoss lack typical facial features such as ears and noses, they can still smell (via some other means) and make listen checks ordinarily (by way of hearing and a combination of psychics via some other means), however they cannot taste.
Light Protoss
Light Protoss have the following racial features:
- +4 STR, +4 CON, +2 WIS, -2 CHA
Not only are Protoss naturally strong, but the combined might of their three hearts offer great vitality. They have a tendency to think ahead and be aware of the state of others and of their minds but their stoic and direct nature leaves something to be desired upon first impressions.
- Protoss sleep and breathe. Going without direct exposure to sunlight will cause them to dehydrate as humans do, with the exception that their dehydration does not vary in accordance to climate.
- Size Large
- Natural Armor +1
- Slight Build - Treat as one size smaller whenever it is beneficial to a Light Protoss.
- Khala (Ex)
The Khala is a great union of all Light Protoss minds. Protoss are always aware of one another up to several miles, provided the participants are willing. If one is not flatfooted towards a creature, none of them are (for player purposes, a GM should never consider a protoss PC flat footed towards one creature except in special situations; ie. a creature that has evaded the minds of every light protoss). Protoss receive a +16 to diplomacy checks when interacting with other Light Protoss. Finally, a Light Protoss can communicate and share vision and hearing with any other Light Protoss within 1000 miles, but must take a standard action to 'single them out' amidst the flurry of other interlinked minds.
- Telepathy 60ft. (Ps)
Protoss can read the minds of any sapient creature (creature with higher than 2 int) as ordinary telepathy. By taking a standard action to concentrate, they also receive a +6 to sense motive checks against a specific creature that is within range of their telepathy, even if the creature can find a way to conceal their thoughts.
A protoss can also make a listen check to pin point the location of a specific creature that they hear via telepathy (as normal rules for pin-pointing location via listen), with no penalties due to range.
- Psi Sense (Ex)
Protoss can sense the presence of psychic emissions and of other psychic creatures up to several miles (Khala range) - they can discern the location of a psychic creature, however they must know something distinctive about that specific creature (such as name or physical appearance). Assuming these requirements are met, a Protoss can know the location of that creature. A Protoss emits 'detect psionics' as a continuous aura that can be activated/de-activated at will (free action on their turn), at a range of 120ft.
- Manifester Levels
Light Protoss are natural psionists whose ancestors have attuned themselves to an entire way of life revolving around this supernatural capability. All protoss are treated as having at least two manifester levels, regardless of HD or class. They may also select powers as if having two levels in a psychic class of their choice (but no other features of the class) upon taking a level in said class.
- Wild Talent
Light Protoss have 'Wild Talent' as the feat descriptor in the D20SRD.
- Endurance
Light Protoss have 'Endurance' as the feat descriptor in the D20SRD.
Protoss rarely tire before others.
- LA +2
-------
Zealot
Templar 'Zealot' Armor
Type: Medium
AC: +5
Special: Plasma Shields, Servos
In order to wear zealot armor, the user must have at least two manifester levels and the wild talent feat (Use Psionic Device DC 25 to mimic requirements each time armor is donned). Zealot armor is typically sized for large bipedal humanoid creatures with two arms and one head.
Plasma Shields grant temporary hp equivalent to the wearer's total hp or their wisdom score (whatever is highest) and recover at a rate of 1 hp/round. Whenever temporary hp granted by shields is greater then 0 and the shield is active, the wearer is treated as a construct, whenever it would be beneficial to them. Sometimes the armor is simply outfitted with a stock of 50 temporary hp for initiate users.
Servos: Despite being medium armor, this armor does not penalize base move speed.
-----
If Wielder takes Armor Focus (Templar 'Zealot' Armor), then they may make a free bullrush attempt that does not provoke attacks of opportunity against any attack that hits but fails to reduce temporary hp granted by their shields to 0. Use wisdom modifier instead of strength modifier for this check. Do not move with the target. If pushed more then 10ft., target must succeed on a balance check of DC 10 + 1/4 damage they dealt to shields or fall prone.
Psi-Blades
Type: Exotic
Size: Light
Dmg(large): 1d8 Fire and Slashing or Fire and Piercing, 19-20/x2
Special: Worn as bracers, Paired, Ignores up to 8 Hardness
Wielder must have at least two manifester levels and wild talent, or the blades do not activate. While worn, blades can be drawn as a free action on wielder's turn. While they count as light weapons, they are worn as bracers and do not occupy the hands. Note that attacking with a bracer that is worn on the same arm as the off-hand counts as attacking with the off-hand, and the same goes for those worn on the main hand.
Sundering the blade means sundering the bracer instead. Disarming the blade means removing the bracer (incur modifiers for such), etc.
Paired: Psi-blades are purchased in twos. Two bracers that can be mentally commanded into two blades, are given at purchase.
Protoss Zealot
Prerequisite: Must be Light Protoss, BAB +3
Zealots are proficient with psi blades and Templar 'Zealot' Armor and nothing more.
BAB: Full
Saves: Good Will and Reflex
HD: d10
1st Level: A zealot acquires two weapon fighting as the feat. Wis modifier adds to touch, flatfooted and total AC.
2nd Level: Choose one psychic warrior power to become at-will. Treat manifester level as levels in psychic warrior for purpose of meeting power prerequisites (level 2 powers require 3 levels in psychic warrior, etc.).
3rd Level: Ambidexterous. Flurry of Blades: Zealot can attack once more at full BAB with both their off-hand and main hand during a full attack action.
4th level: Choose one psychic warrior power to become at-will. Treat manifester level as levels in psychic warrior for purpose of meeting power prerequisites (level 2 powers require 3 levels in psychic warrior, etc.). Bonus feat (from psychic warrior list).
5th level: Psychic Frenzy 1/day - Add wisdom modifier to attack, damage and bonus hp/HD (wisdom modifier times HD, as if it were a constitution bonus); automatically regain psionic focus at beginning of every turn during psychic frenzy; lasts for 5 rounds + Con modifier.
Alternative: Make these feats or variant features of psychic warrior?