Gnomes2169
2013-01-25, 01:07 AM
Just another template for you to use, welcome the Arcanites. A hopefully newish design of an outsider-construct race powered and created by magic. :smallbiggrin: For the use of any DM or player that likes the idea. (DM's might actually love it, since a group of NPC Arcanites would be decently difficult to overcome...)
Without further ado, the race!
Arcanite:
Racial history: Born of the plane between the planes of Magic, Life and Order, the Arcanites are a race of living magic shaped into pure crystalline bodies. They walk the planes of the multiverse, often in groups numbering a few dozen or more, studying the beings there and gathering knowledge to be used for an undefined purpose. Others of their race like to pretend that they are peace keepers, imposing order on the multiverse through diplomacy and domination. As dimension hopping takes quite a decent bit of energy without some kind of divine assistance, an Arcanite must choose where they wish to go carefully, for it will take quite a long time to regain the power to go home. The ones that appeared in *Player's world* dimension either found the world to be interesting enough to study it for a few decades, or they are there to impose order harshly on its inhabitants.
Appearance: Standing between 5-8 feet tall, the Arcanite appears to be made of an almost ethereal crystal, with the color and exact structure being major distinctive factors. They glow ever so slightly, have no apparent mouth, nose or ears and sometimes seem to almost float above the ground. They weigh anywhere between 200-350 lbs.
Personality: Generally considered to be aloof, the Arcanite take pride that they are not made of "fragile" flesh and blood and see other, fleshy, beings as rather interesting oddities. Sometimes they grow attached to their test subjects, but they always remember that these people will someday die, no matter what methods are taken (they view Undeath as a metaphysical death, as it almost always radically changes the person the undead used to be). Thus these nearly immortal beings appear to be almost cold when they interact with other races.
Being creatures of order, the Arcanite show far less emotion than a normal humanoid, reacting more calmly and rationally than most other beings.
Culture: The Arcanite culture is one that is very collectivist, due to their strong mental connection with each other. Their cities, while grand and beautiful, tend to have few aesthetically complex or unnecessary designs. Rather, it is better to describe their culture as "Functional," working to optimize all aspects at once. Their culture is not stricken by disease or starvation, since there is no normal disease that can affect them, and on their plane there is no need for them to consume anything as their world itself sustains them. This makes things far simpler, equality wise. Basically, an Arcanite only works to gain more knowledge, create order and become better than they are, yet these central cultural values are so great that there are very, very few members of their race that display sloth or who are not motivated to achieve.
They do have what could be called a "Ruling class," though who it is and what they actually do with that role (and how they secured it) is completely up to interpretation, as it seems that these "rulers" are often just another Arcanite within a few days.
Alignment: Arcanites are believers in (and beings of) order, and as such cannot be of a chaotic alignment. Other than that, there are no restrictions on what alignment they can hold.
Environment: Their home dimension is a place created by magic and order, making places that resemble this their preferred habitation. They are at home in most elements otherwise, as long as they are temperate (No volcano cities, and no tornado belt towns). Particular sites of high magic concentration (of any variety) will draw in Arcanites like moths to the flame. These include Mage Guilds, High Temples, Artifact Vaults, Sites of Power, places where the planes are closer than normal and fallout zones where massive amounts of magic ripped at the earth itself. In the prime material plane, Archanites tend to build enchanted stone, steel and adamantine cities (though the last is incredibly rare).
Religion: Arcanites worship the gods of Magic and Order most commonly, seeing them as their mothers and fathers. They shun all chaotic gods, and tend to study, rather than worship, the remaining gods. Their version of Hell is the Void, and anything associated with it is a horrible demonic monster that either must be purged, or that must be avoided. As such, they fear the Void Dragon (a deity that I'm going to create one of these days) as a mortal being would fear Satan.
Languages: Automatic languages: Common, Celestial, Infernal. Bonus languages: Any
Lifespan: As they are made from pure magic, the lifespan of an Arcanite is not measured in mere centuries but rather it extends to eons. Every few centuries, an Arcanite must return to their home plane to replenish their magical stores and restore their essence, and will die permanently if they are unable to, but there is no age limitation on them otherwise. Not only that, but when an Arcanite is created it comes into this world fully formed in body, and its mind swiftly catches up.
As such, there is no category for measuring their age, and for all intents and purposes the Arcanite is considered to be "Adventuring" age, no matter how old it may be.
Names: Usually associated with energy, gems or games of strategy, names spoken in common tongues are generally nicknames Arcanites give themselves to give other races a way to tell them apart. It often describes a key feature of their appearance, personality or chosen profession.
Favored class: Wizard
Racial traits:
-6 Dex, +4 Con, +4 int, +2 wis, +2 natural AC. Though wise, smart and durable, the Arcanite are exceedingly clumsy and a tad slower than most races.
Size: Medium.
Movement: 25ft base, 10ft when in "Magic drained" mode.
Outsider: This creature is an outsider, giving it immunity to many spells (some of which are beneficial). It also has the subtypes of "living" and "earth".
Crystalline body: The Arcanite is immune to all normal poisons and diseases, and all magical diseases that do not target magic. They do not need to eat or sleep.
Spell resistance: Arcanite are naturally resistant to hostile magic, gaining a spell shield with of DC11+HD that a spell must penetrated to affect the Arcanite. They can activate or deactivate this ability as a free action.
Magic body (su): This creature, being made of magic, is affected severely by spells such as dispell magic, being dealt 1d6 damage/caster level (will save DC10+spell level+key ability modifier) for half, as long as the dispell penetrates the Arcanite's magic resistance. Also, the Arcanite must roll a saving throw (Will, DC15+1/2 caster level) to prevent being rebuked* from an anti-magic field.
*Being rebuked entails being removed to the closest edge of the field, unable to return for 8 hours while simultaneously being dealt 1d4/caster level damage.
Magic drain (su): If the Arcanite is dealt enough damage (lethal or non, either way) to knock it unconscious, it instead becomes "Magic drained." While magic drained, the Arcanite and all of its items become intangible (Can only be damaged by magic or magic weapons, armor no longer incurs movement or skill check penalties). It retains consciousness and can continue to move and speak, but cannot affect the physical world in any way. It is also killed instantly by any ability that dispells magic (Will, DC10+spell level+key ability score to survive) and cannot cast any spells or enter an anti-magic field. If a weapon* or spell reduces it to -10 damage, the Arcanite still dies as normal. While intangible, this creature still heals and bleeds as normal.
*Note, as their body is technically made of crystallized magic, any physical damage it takes will literally damage its magic supply, literally bleeding magic out of them.
Magical mastery (ex): This race, with its magical abilities, treats all supernatural and magical spells and abilities like they are one caster level higher than normal. It also gains +2 to all Concentration checks, Knowledge: Arcane, Divine, Planes and Psionics checks and all Spellcraft/ Psicraft (only one or the other) checks.
Arcane replenishment (su): While in an area of high magic concentration, see the "Environments" list above for examples, the Arcanite heals 2 nonlethal damage per round and 2 lethal damage per hour passively.
Magical resonance (ex): While standing within 30" of another Arcanite, the Arcanite's spell DCs, SR, saving throws, skill checks, hit and damage are raised by 1. This effect can stack for every Arcanite within 30" of this one to a maximum of +4.
Telepathic (ex): The Arcanite are Telepathic, allowing them to communicate directly with any creature that is willing and has a mind.
Level Adjustment: +2
Without further ado, the race!
Arcanite:
Racial history: Born of the plane between the planes of Magic, Life and Order, the Arcanites are a race of living magic shaped into pure crystalline bodies. They walk the planes of the multiverse, often in groups numbering a few dozen or more, studying the beings there and gathering knowledge to be used for an undefined purpose. Others of their race like to pretend that they are peace keepers, imposing order on the multiverse through diplomacy and domination. As dimension hopping takes quite a decent bit of energy without some kind of divine assistance, an Arcanite must choose where they wish to go carefully, for it will take quite a long time to regain the power to go home. The ones that appeared in *Player's world* dimension either found the world to be interesting enough to study it for a few decades, or they are there to impose order harshly on its inhabitants.
Appearance: Standing between 5-8 feet tall, the Arcanite appears to be made of an almost ethereal crystal, with the color and exact structure being major distinctive factors. They glow ever so slightly, have no apparent mouth, nose or ears and sometimes seem to almost float above the ground. They weigh anywhere between 200-350 lbs.
Personality: Generally considered to be aloof, the Arcanite take pride that they are not made of "fragile" flesh and blood and see other, fleshy, beings as rather interesting oddities. Sometimes they grow attached to their test subjects, but they always remember that these people will someday die, no matter what methods are taken (they view Undeath as a metaphysical death, as it almost always radically changes the person the undead used to be). Thus these nearly immortal beings appear to be almost cold when they interact with other races.
Being creatures of order, the Arcanite show far less emotion than a normal humanoid, reacting more calmly and rationally than most other beings.
Culture: The Arcanite culture is one that is very collectivist, due to their strong mental connection with each other. Their cities, while grand and beautiful, tend to have few aesthetically complex or unnecessary designs. Rather, it is better to describe their culture as "Functional," working to optimize all aspects at once. Their culture is not stricken by disease or starvation, since there is no normal disease that can affect them, and on their plane there is no need for them to consume anything as their world itself sustains them. This makes things far simpler, equality wise. Basically, an Arcanite only works to gain more knowledge, create order and become better than they are, yet these central cultural values are so great that there are very, very few members of their race that display sloth or who are not motivated to achieve.
They do have what could be called a "Ruling class," though who it is and what they actually do with that role (and how they secured it) is completely up to interpretation, as it seems that these "rulers" are often just another Arcanite within a few days.
Alignment: Arcanites are believers in (and beings of) order, and as such cannot be of a chaotic alignment. Other than that, there are no restrictions on what alignment they can hold.
Environment: Their home dimension is a place created by magic and order, making places that resemble this their preferred habitation. They are at home in most elements otherwise, as long as they are temperate (No volcano cities, and no tornado belt towns). Particular sites of high magic concentration (of any variety) will draw in Arcanites like moths to the flame. These include Mage Guilds, High Temples, Artifact Vaults, Sites of Power, places where the planes are closer than normal and fallout zones where massive amounts of magic ripped at the earth itself. In the prime material plane, Archanites tend to build enchanted stone, steel and adamantine cities (though the last is incredibly rare).
Religion: Arcanites worship the gods of Magic and Order most commonly, seeing them as their mothers and fathers. They shun all chaotic gods, and tend to study, rather than worship, the remaining gods. Their version of Hell is the Void, and anything associated with it is a horrible demonic monster that either must be purged, or that must be avoided. As such, they fear the Void Dragon (a deity that I'm going to create one of these days) as a mortal being would fear Satan.
Languages: Automatic languages: Common, Celestial, Infernal. Bonus languages: Any
Lifespan: As they are made from pure magic, the lifespan of an Arcanite is not measured in mere centuries but rather it extends to eons. Every few centuries, an Arcanite must return to their home plane to replenish their magical stores and restore their essence, and will die permanently if they are unable to, but there is no age limitation on them otherwise. Not only that, but when an Arcanite is created it comes into this world fully formed in body, and its mind swiftly catches up.
As such, there is no category for measuring their age, and for all intents and purposes the Arcanite is considered to be "Adventuring" age, no matter how old it may be.
Names: Usually associated with energy, gems or games of strategy, names spoken in common tongues are generally nicknames Arcanites give themselves to give other races a way to tell them apart. It often describes a key feature of their appearance, personality or chosen profession.
Favored class: Wizard
Racial traits:
-6 Dex, +4 Con, +4 int, +2 wis, +2 natural AC. Though wise, smart and durable, the Arcanite are exceedingly clumsy and a tad slower than most races.
Size: Medium.
Movement: 25ft base, 10ft when in "Magic drained" mode.
Outsider: This creature is an outsider, giving it immunity to many spells (some of which are beneficial). It also has the subtypes of "living" and "earth".
Crystalline body: The Arcanite is immune to all normal poisons and diseases, and all magical diseases that do not target magic. They do not need to eat or sleep.
Spell resistance: Arcanite are naturally resistant to hostile magic, gaining a spell shield with of DC11+HD that a spell must penetrated to affect the Arcanite. They can activate or deactivate this ability as a free action.
Magic body (su): This creature, being made of magic, is affected severely by spells such as dispell magic, being dealt 1d6 damage/caster level (will save DC10+spell level+key ability modifier) for half, as long as the dispell penetrates the Arcanite's magic resistance. Also, the Arcanite must roll a saving throw (Will, DC15+1/2 caster level) to prevent being rebuked* from an anti-magic field.
*Being rebuked entails being removed to the closest edge of the field, unable to return for 8 hours while simultaneously being dealt 1d4/caster level damage.
Magic drain (su): If the Arcanite is dealt enough damage (lethal or non, either way) to knock it unconscious, it instead becomes "Magic drained." While magic drained, the Arcanite and all of its items become intangible (Can only be damaged by magic or magic weapons, armor no longer incurs movement or skill check penalties). It retains consciousness and can continue to move and speak, but cannot affect the physical world in any way. It is also killed instantly by any ability that dispells magic (Will, DC10+spell level+key ability score to survive) and cannot cast any spells or enter an anti-magic field. If a weapon* or spell reduces it to -10 damage, the Arcanite still dies as normal. While intangible, this creature still heals and bleeds as normal.
*Note, as their body is technically made of crystallized magic, any physical damage it takes will literally damage its magic supply, literally bleeding magic out of them.
Magical mastery (ex): This race, with its magical abilities, treats all supernatural and magical spells and abilities like they are one caster level higher than normal. It also gains +2 to all Concentration checks, Knowledge: Arcane, Divine, Planes and Psionics checks and all Spellcraft/ Psicraft (only one or the other) checks.
Arcane replenishment (su): While in an area of high magic concentration, see the "Environments" list above for examples, the Arcanite heals 2 nonlethal damage per round and 2 lethal damage per hour passively.
Magical resonance (ex): While standing within 30" of another Arcanite, the Arcanite's spell DCs, SR, saving throws, skill checks, hit and damage are raised by 1. This effect can stack for every Arcanite within 30" of this one to a maximum of +4.
Telepathic (ex): The Arcanite are Telepathic, allowing them to communicate directly with any creature that is willing and has a mind.
Level Adjustment: +2