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AuraTwilight
2013-09-01, 09:22 PM
http://i39.tinypic.com/105np0m.gif

Cherubim

Cherubs are a very ephemeral, rare, and unique people. They are proxies of Paradox, servants of Space and tools of Time, often in ways inscrutable and unknowable to the cherubs themselves. They are children of destiny, who live among stars.
These are all pretty ways of saying that they live lonely lives, whether they like it or not.

Personality

All Cherubim, without exception, have dual personalities; after infancy, their minds schism into two identities. Male and Female, Good and Evil. One personality will always be sweet, compassionate, and saintly, and the other will always be contemptuous, vile, and sociopathic. The gender identities of these personalities can go either way, as long as both are represented. Upon adulthood, the personalities predominate into each other, creating a unified whole with one or the other ultimately dominating. If the good personality dominates, it becomes a figure of ineffable justice and cosmic righteousness, while the opposite matures into a force of omnicidal calamity and rampage. Only one personality is active at a time, and they do not share memory. They are distinct.
Regardless of personality, Cherubs tend to have childlike dispositions before they predominate, and are obsessed with adherence to rules in games with their 'siblings'. Overcoming compliance to the rules agreed upon with their twin is a feat of incredible willpower, and as these games often bring both personalities to a stalemate, cherubs tend to be creatures of obsessive-compulsive quirks, rituals, secrets, and patterns.

Physical Description

Despite their moniker, cherubs are green-skinned humanoids with skull-shaped heads, with spiral-shaped cheeks reflecting the dominating identity's blood color; Red for evil, Lime for good. They have claws, fangs, forked tongues (white for good, black for evil), and their eyes, otherwise humanlike, share the colors of their cheeks with their irises at all times. A mature Cherub's cheeks fill out into full circles, and begins maturing into an adult; a larger, muscular, winged creature, the specifics varying on the predomination.

Relations

Cherubs are an antisocial race, typically spending their childhood with no one for company except their sleeping twins, communicating with their other halves through messages left in advance and altering their sleep cycles. There are exceptions, but good cherubs tend to fear social interaction because they fear the harm they can bring to those around them, and evil cherubs are just murderous tools. Mature cherubs tend to explore the stars, likely never meeting another of their kind until it comes time for mateship. While a good cherub protects and nurtures life as they cross it, and evil cherubs just blow them up, cherubim in general tend to keep a distance from other beings, like an angel removed from the world of mortal men.
Cherubs, while capable of friendship, are incapable of feeling romantic love. Their courtship is based on feelings of hatred that attract them to a cherub resembling their lost sibling, and mating takes the form of galaxy-shattering omnipotent immortal mythic combat. Cherubs are weird.

Alignment

As covered previously, a cherub has two personalities, one always good, one always evil. There is no negotiation for a neutral cherub, ever. While the byzantine games of the cherubim give them a strong leaning towards Law, this is much less concrete, and cherubs that are neutral or chaotic on the ethical axis are not unheard of.

Lands

Cherub eggs are most often laid on dead worlds near dying stars, where the cherubim grow up alone in isolation until they predominate and begin wandering the stars. Adult cherubs usually section off several light years as territory, making their rounds around it and only wandering from it in search of a mate, but there are exceptions to all rules. Perhaps a Red cherub, eager to see the no-doubt ugly outcome, laid its egg on a populated world. If there's one thing an evil cherub loves more than bloodshed, it's despair.

Religion

It's very rare for a Cherub to worship a god as most would imagine it; they're quite literally bordering on the divine themselves; however, they do have a superstitious culture centered around magical tokens called 'Jujus'. Jujus run the full gamut of power, ranging from the barely-noticable to the world-altering Artifacts, and every Cherub twin has one. Their games tend to revolve around protecting and trying to acquire the other's Juju, believing this to be a necessary part of 'winning'. Jujus are discussed in more detail below.

Cherubs also believe in a fantastical world of candy, idealism, colors, and zilliness. Just hearing this tends to send Cherubs into giddy, obsessive fascinations regardless of personality and temperament, and regard everything associated with the Zillyhoo trickster-land as nothing short of empyrean perfection itself. Skeptical scholars tend to write this aspect of cherub culture off as a coping mechanism; the horrid childhood they're forced to go through made bearable by the possibility that they can escape to someplace better. Other scholars, especially cherubs, will insist it's all real, and that Zillycraft artifacts actually exist in our world. These people are crazy and also stupid and most likely ugly and you shouldn't listen to them. Zillyworld is fake as hell.

Language

There is no trend in Cherubim language, given how sparse they are. They tend to adopt the first language they're exposed to, having none of their own.

Names

The only observed trend in Cherub names, since they're self-adopted by necessity, is that each pair of twins tends to share the first syllables of their names.

AuraTwilight
2013-09-01, 09:23 PM
Racial Traits

Outsider (Native)
Medium: As a Medium creature, a Cherub has no special bonuses or penalties due to its size.
Cherub base landspeed is 30 feet.
Dual Personalities (Ex): Every cherub has opposing personalities that couldn't be more different. These personalities alternate whenever the cherub falls asleep, effectively meaning that the cherub body is always awake. These personalities do not share temperments or personalities, and while opposed, the personalities do cooperate with their agreed rules. Each cherub personality can have their own class progression, the body shifting to fit accordingly. Even Hit Dice, Saving Throws, and Feats can shift with each personality, making each Cherub character effectively two distinct characters that take turns 'existing'. It is recommended, but not required, that each personality is played by a different player. For maximum inter-personality conflict. The personality switch can only happen once every 8 hours. The two personalities always have the same amount of XP. Things such as damage, injury, and other physical effects are shared by both Cherubs, due to having a single body between them.
Juju (Su): Every Cherubim starts with a pair of magical items known as Jujus, one bonded to each personality. A Cherub cannot properly predominate unless one personality owns both Jujus. See below for details on how Jujus function.
Predomination (Ex): When a single Cherub personality acquires both Jujus and keeps a hold of them at 20 HD, the other personality is lost forever, and the winning personality gains access to the Cherubim Epic Racial Paragon Class. A Cherub personality can be removed by other means, but they can be revived and restored. This is just as well, as removing a personality by any other method forever bars the other personality from proper maturity into Predomination.
Automatic Languages: Common
Bonus Languages: Any
Favored Class: Any
Level Adjustment: +2
Effective Character Level: +3

Table: Cherub Starting Ages


Adulthood
Simple
Moderate
Complex


10 years
+1d4
+4d4
+6d4




Table: Cherub Aging Effects


Middle Age
Old
Venerable
Maximum Age


200 years
400 years
1000 years
indefinite


1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Table: Cherub Random Height and Weight


Gender
Base Height
Height Modifier
Base Weight
Weight Modifier


Both
4'10"
+2d10
120 lbs.
x (2d4) lbs.

AuraTwilight
2013-09-01, 09:24 PM
JuJus

Jujus are born of the void, their origins and ultimate fates meeting each other in eternal ouroburos. There can only be one of any specific Juju at any point, any pretense otherwise being a trick of the atemporal causality Jujus follow, being indestructible as an Artifact. A Juju can never be stolen, save by killing the owner, and are bonded to the owner for as long as that owner lives or doesn't give it away willingly. Even if the physical Juju is stolen, it will not work for anyone but the owner, and the owner still benefits from any effects that were still in progress.

When upgrading a Juju, the owner in question may upgrade it into a form equivalent to a magic item priced at HD * 5,000 GP or lower. At 5 HD, this would be 25,000 GP; 10 HD, 50,000 GP, and so on. A Juju's new enchantments are allowed to be below this set maximum, but they cannot be upgraded again until the next 5 HD milestone. These upgrades are additive, and do not overwrite or erase the Juju's former powers necessarily, but can be at the player's discretion to make room for more expensive abilities. A Cherub does not need to know the spells required to 'add' these new abilities as with ordinary magic item creation, as these powers have always dwelled within the Juju. No other means of enchantments or magical alterations can ever effect a Juju's properties.

The effects of the Juju can be changed by the owner at these evolutions into any equivalent they desire, though a general theme should be retained. A sword should remain a sword, for instance, and retain the same general effects, incrementing in power and scope only. As a rule, the Jujus of a set are antithetical to each other, as light and darkness, but they can also be complementary. A Juju's power is always tied to the HD of the Cherub it was spawned with, though its development freezes if owned by a non-Cherub. A Juju cannot be a consumable, such as a scroll or potion. Jujus may change forms upon being upgraded, but may not change item type. A sword can become an axe, but a weapon can never become a ring.

Example using Magic Item Compendium pricing:

Meet Calypso and Calamity. Calypso is our Lime, compassionate and sociable Cherub, and her brother Calamity is a Red-blooded sociopath. Not necessarily blood-thirsty, but utterly selfish.

Calypso's focus is on friendship, protecting others, and forging new bonds, while Calamity is all about self-benefit and personal power. Both of their Jujus are simple gold rings.

At <5 HD, the rings are effectively identical in appearance and properties, though the twins may tell their own rings apart, and know that even if they hold their sibling's ring, they cannot benefit off of its future magic. To the opposite twin, the rings are mere baubles. Indestructible, covetable baubles.

At 5 HD, the Jujus awaken, and the themes begin to emerge. Calypso's Tier One Juju manifests with the traits of Mystic Healing (3500 GP), Communication (2000 GP), Animal Friendship (10800 GP), Brief Blessing (1000 GP), Sustenance (2500 GP), and is satisfied with that.

Calamity's Tier One Juju manifests with Sustenance (2500 GP), Mind Shielding (8000 GP), Vengeance 4500 GP), Feather Falling (2200 GP), Water Breathing (6000 GP), and is satisfied with that.

At 10 HD, Calypso adds Dragon Friendship (16,000) to her Tier Two Juju, and is satisfied. Calamity's Tier Two Juju receives Bone Ring (20,000), and is satisfied.

At 15 HD, Calypso's Tier Three Juju receives Friend Shield (50,000 GP), but she deletes Animal Friendship to make room. Calamity's Tier Three Juju receives Blinking (27,000).

At 20 HD, Calypso and Calamity delete all their abilities at this point and make both their Rings into Three Wishes rings (97,950 GP). Zilly shenanigans ensue.

AuraTwilight
2013-09-01, 09:56 PM
Cherubim Epic Racial Paragon Class

To become a Cherubim Paragon, one must be a Cherub who has successfully Predominated. A Predominated Cherub's alignment cannot change under any circumstances, not even by force of magic. They are psychologically incapable of it, as the possibility has been literally excised from their consciousness.

Hit Dice: d12


Level
Special
Advancement


1st
New Domain, Wings
-


2nd
-
+1 Class Level


3rd
New Domain
-


4th
-
+1 Class Level


5th
New Domain
-


6th
-
+1 Class Level


7th
New Domain
-


8th
-
+1 Class Level


9th
New Domain
-


10th
New Domain, Divine Ascension
+1 Class Level


Class Skills: All
(8 + INT skill points per level)

CLASS FEATURES:

Class Advancement: At every even level, the Cherub Paragon may advance the features of one of their base classes or prestige classes as if they had taken a level in it. This progresses spellcasting, manifesting, Fighter bonus feats, and whatever else could possibly be construed as a class feature, but not aspects of the chassis such as skill points and Hit Die.

Domains: At every odd level, a Cherub may select a Domain, and may use that Domain's power, and may also use its spells as spell-like abilities 1/day. At first level, they must take the Good or Evil domains, depending on their alignment, but may choose any other Domain afterwards, so long as they make sense. Domains cannot contradict each other (ex: A single Cherub cannot have both a Fire and a Water Domain, or a Life and Undeath Domain). At 5th level, their spell-like abilities from Domains advance to being 3/day, and any powers that were 1/day usage advance to 3/day. At 10th level, spell-like abilities and Domain powers become at-will.

Wings: A Cherub gains wings, if they did not already have them. A Good cherub has white wings, an Evil cherub black, and these wings are tendrils of energy that can adjust their size but cannot interact with physical matter save to grant the cherub flight. They may fly at 120 ft. move speed with perfect maneuverability, and they may move at Spelljamming Speeds between planets, surviving in the ether. Furthermore, they can power a spelljamming helm as a Wizard with a caster level equal to their Hit Dice.

Divine Ascension: At 10th level, a Cherubim becomes a bonafide deity of Divine Rank 0, with absolutely everything that entails, and may begin advancing in Divine Rank as any other deity might.

AuraTwilight
2013-09-02, 09:29 PM
Bump. No one has any comments?

AuraTwilight
2013-09-04, 01:37 AM
Guess not.

Debihuman
2013-09-04, 07:42 PM
While I can say that some of the fluff was interesting, it's not to my taste and I find that the powers are off-putting.

My objection to timeless body is that it is a boon that shouldn't belong to low-level characters. Druids gain this at 15th level and Monks at 17. I see no reason that any PC should have this advantage without gaining it from a class or prestige class.




Dual Personalities (Ex): Every cherub has opposing personalities that couldn't be more different. Sorry, but that made me laugh. It's kinda hard to have opposing personalities that would be more similar.


These personalities alternate whenever the cherub falls asleep, effectively meaning that the cherub body is always awake. These personalities do not share temperaments or personalities, and while opposed, the personalities do cooperate with their agreed rules. Each cherub personality can have their own class progression, the body shifting to fit accordingly. Even Hit Dice, Saving Throws, and Feats can shift with each personality, making each Cherub character effectively two distinct characters that take turns 'existing'.

In Humanoids, sleep is a requirement. These cannot be a Type that requires sleep if the "body" never sleeps. Having the "personalities" become an escape clause for sleeping can be decidedly unfair and/or DM can force the PC to be permanently exhausted from lack of sleep. I have no objection to multiple personalities (even opposing ones), but how that is implemented could be a lot better.


It is recommended, but not required, that each personality is played by a different player. For maximum inter-personality conflict. The personality switch can only happen once every 8 hours. The two personalities always have the same amount of XP. Things such as damage, injury, and other physical effects are shared by both Cherubs, due to having a single body between them.

Don't tell players how to run with multiple personalities and play by two players can be extremely biased. Where is there a mechanic for running opposed traits? That is what should be in here.


Juju (Su): Every Cherubim starts with a pair of magical items known as Jujus, one bonded to each personality. Jujus are born of the void, their origins and ultimate fates meeting each other in eternal ouroburos. There can only be one of any specific Juju at any point, any pretense otherwise being a trick of the atemporal causality Jujus follow, being indestructible as an Artifact. A Juju can never be stolen, save by killing the owner, and are bonded to the owner for as long as that owner lives or doesn't give it away willingly. Even if the physical Juju is stolen, it will not work for anyone but the owner, and the owner still benefits from any effects that were still in progress.

This is all background and doesn't even belong in this section. Each cherub gains a juju that is indestructible? Really? For free? Like it doesn't count towards Wealth By Level even? Two thumbs down for that.


Despite the incredible nature of these Jujus, they can often be quite underwhelming. Oh good. I now expect to be underwhelmed. Sarcasm font not installed.


At 1 HD, the Juju is equivalent to a +1 Magic Item, gaining a +1 at 5 HD and every 5 Hit Dice afterwards.

WHAT? They get a +1 magic item up front FOR FREE? Not on my watch buddy.


The effects of the Juju can be changed by the owner at these evolutions into any equivalent they desire, though a general theme should be retained. The potential for abuse is rather astounding. How are the two personalities supposed to come to agreement about which power should be gained?

What is lacking in this ability is the mechanics on how to implement all of this.


Predomination (Ex): When a single Cherub personality acquires both Jujus and keeps a hold of them at 20 HD, the other personality is lost forever, and the winning personality gains access to the Cherubim Epic Racial Paragon Class. A Cherub personality can be removed by other means, but they can be revived and restored. This is just as well, as removing a personality by any other method forever bars the other personality from proper maturity into Predomination.


Most campaigns do not make it to 20 levels. What constitutes a "winning" personality? Do you get to play rock, paper, scissors, lizard, Spock to decide? If 2 players are playing this, is there a custody battle over the character sheet?

Debby

AuraTwilight
2013-09-04, 11:14 PM
My objection to timeless body is that it is a boon that shouldn't belong to low-level characters. Druids gain this at 15th level and Monks at 17. I see no reason that any PC should have this advantage without gaining it from a class or prestige class.

http://dnd-wiki.org/wiki/Elan


Sorry, but that made me laugh. It's kinda hard to have opposing personalities that would be more similar.

Oppositions can have similarities though. Case in point, Law/Chaos, right? :P


In Humanoids, sleep is a requirement. These cannot be a Type that requires sleep if the "body" never sleeps. Having the "personalities" become an escape clause for sleeping can be decidedly unfair and/or DM can force the PC to be permanently exhausted from lack of sleep. I have no objection to multiple personalities (even opposing ones), but how that is implemented could be a lot better.

Good thing they're not Humanoids, right?



Don't tell players how to run with multiple personalities and play by two players can be extremely biased. Where is there a mechanic for running opposed traits? That is what should be in here.

I think recommendations of play are entirely valid. And asking for a mechanic for 'opposed traits' is kind of impossible to provide. It's too subjective.


This is all background and doesn't even belong in this section. Each cherub gains a juju that is indestructible? Really? For free? Like it doesn't count towards Wealth By Level even? Two thumbs down for that.

Have it count towards Wealth By Level then. I didn't specify it didn't. :l Also, it's backround with relevant descriptions of Juju properties, that kind of matter. I could put it in it's own section I guess?


Oh good. I now expect to be underwhelmed. Sarcasm font not installed.

Indeed. Example Jujus include an oven that moves forward in time by one second at a rate of one second.


WHAT? They get a +1 magic item up front FOR FREE? Not on my watch buddy.

+0, then, or however that would work? Because the Jujus thing is kind of super important.

An idea occurs to me of having the Jujus be indestructible but otherwise completely powerless pre-5HD, and the +1 increase represents the Jujus finally awakening. Does this sound better?


The potential for abuse is rather astounding. How are the two personalities supposed to come to agreement about which power should be gained?

What is lacking in this ability is the mechanics on how to implement all of this.

Well, how would you do it? This is kind of skirting the bounds of DM-Fiat by necessity, but I imagine that "The ability should be equal to the current bonus of your Juju" and "Powers should be thematically consistent across the Juju's growth" are suitable guidelines.


Most campaigns do not make it to 20 levels. What constitutes a "winning" personality? Do you get to play rock, paper, scissors, lizard, Spock to decide? If 2 players are playing this, is there a custody battle over the character sheet?

Both Cherubs have their own character sheets, if you read the Dual Personalities trait. :l And in the part you quoted I already specified that a cherub becomes dominant by holding onto both Jujus at level 20.

That most campaigns do not make it up to 20 levels is entirely irrelevant.

Debihuman
2013-09-05, 08:59 AM
http://dnd-wiki.org/wiki/Elan

Please do not cite to D&D wiki as they have WRONG information. Elans do NOT have timeless body. See here: http://www.d20srd.org/srd/psionic/monsters/elan.htm.



Oppositions can have similarities though. Case in point, Law/Chaos, right? :P

I am confused. How is law/chaos more or less similar than evil/good?


Good thing they're not Humanoids, right? Except they are native outsiders which also need to breathe, eat and sleep. See Subtype: Unlike true outsiders, native outsiders need to eat and sleep.


I think recommendations of play are entirely valid. And asking for a mechanic for 'opposed traits' is kind of impossible to provide. It's too subjective.

It doesn't belong in the section you put it regardless of how valid you think it is. Nonetheless, see traits here: http://www.d20srd.org/srd/variant/buildingCharacters/characterTraits.htm



Have it count towards Wealth By Level then. I didn't specify it didn't. :l Also, it's background with relevant descriptions of Juju properties, that kind of matter. I could put it in it's own section I guess?

Citing examples of jujus would be relevant and helpful. Note: there should be maximum and minimum cost range for juju. A +1 item can vary in cost. Why would anyone pick an oven that "moves forward in time by one second at a rate of one second"?

I totally get that jujus are integral to this race. As designer of races, you have to show how that is possible.


An idea occurs to me of having the Jujus be indestructible but otherwise completely powerless pre-5HD, and the +1 increase represents the Jujus finally awakening. Does this sound better?

Any item can and should be destroyed given the right circumstances. If you mean it cannot be destroyed by mortal means, then be clearer. Does the item reform in 24 hours if destroyed? That's a variation of indestructible as well.


Well, how would you do it? This is kind of skirting the bounds of DM-Fiat by necessity, but I imagine that "The ability should be equal to the current bonus of your Juju" and "Powers should be thematically consistent across the Juju's growth" are suitable guidelines.

This is where a chart would be helpful. 20 examples is sufficient.


Both Cherubs have their own character sheets, if you read the Dual Personalities trait. :l And in the part you quoted I already specified that a cherub becomes dominant by holding onto both Jujus at level 20.

And so how do you compensate the player who loses his character?

Debby

AuraTwilight
2013-09-05, 12:46 PM
Please do not cite to D&D wiki as they have WRONG information. Elans do NOT have timeless body. See here: http://www.d20srd.org/srd/psionic/monsters/elan.htm.

Fair enough, but I distinctly remember it being a trait of the Elans due to their infinite lifespan and everything; was it errata'd out or something?


I am confused. How is law/chaos more or less similar than evil/good?

See: Every Alignment Debate Ever, honestly. Unlike Good and Evil it's kind of impossible to permanently distinguish the two of them in a Ying-Yang fashion; they always have elements of their counterpart.

Atleast, that's been my 'sanity-preserving interpretation' of Law and Chaos.


Except they are native outsiders which also need to breathe, eat and sleep. See Subtype: Unlike true outsiders, native outsiders need to eat and sleep.

And not every Aberration has Darkvision. Exceptions are allowed to exist when it comes to a Type's traits.


Citing examples of jujus would be relevant and helpful. Note: there should be maximum and minimum cost range for juju. A +1 item can vary in cost. Why would anyone pick an oven that "moves forward in time by one second at a rate of one second"?

I totally get that jujus are integral to this race. As designer of races, you have to show how that is possible.

That's fair. The Jujus in the source material is frankly all over the place and I'm not quite sure how to tackle the problem. The Juju aspect is really the part I'm shakiest with on this race.

http://mspaintadventures.wikia.com/wiki/Juju Here's pretty much the best way to cite examples. I admit I've never tackled creating magic items before.


Any item can and should be destroyed given the right circumstances. If you mean it cannot be destroyed by mortal means, then be clearer. Does the item reform in 24 hours if destroyed? That's a variation of indestructible as well.


I did specify, I believe, that Jujus follow the same sort of indestructibility as an Artifact would. I would probably favor that different Jujus react differently to attempts to destroy them, like a charm-necklace-shaped one breaking up into parts Rod of Seven Parts-style.


This is where a chart would be helpful. 20 examples is sufficient.


I'll get on that, then.


And so how do you compensate the player who loses his character?

Well, that'll have to depend on the group. If two people are sharing a Cherub, what's Player B doing when Player A is in control? Both personalities can't be active at the same time, so is there another PC they take turns sharing when not in control of the Cherub, or what?

On some level, this goes beyond my ability to address, here.

AuraTwilight
2013-09-05, 04:48 PM
Timeless Body stricken out. Did the same for the link I posted, because that's supposed to be the trustworthy wiki, demmit. :l

AuraTwilight
2013-09-07, 04:25 PM
Modified the Wings ability.

Reality Glitch
2013-09-07, 05:55 PM
I always though that Caliope/Caliborn's Sarswapagoghy, Bodyswaping was unique to them, and other cherub didn't have that condition.

AuraTwilight
2013-09-07, 08:37 PM
No, it's something that applies to the entire Cherub species, as Aranea explains to great detail.

Reality Glitch
2013-09-08, 09:25 AM
I see. I haven't read that far so what I know is second hand.

AuraTwilight
2013-09-19, 03:48 PM
Made an update on Juju mechanics. Hopefully this clarifies things a lot more. Not sure how good this is though. :l

Debihuman
2013-09-20, 10:31 AM
Mechanics are better but I wasn't terribly impressed with MS Paint's Homestruck in the first place and never got past John getting his arms.

Debby