PDA

View Full Version : [Pathfinder/D&D 3.5] Homebrew Race: The Scarred Mind, PEACH.



IamL
2014-01-19, 09:50 PM
The Scarred Mind

“Magic is capable of wondrous things, but it always comes with a cost. You cannot have wonder without payback. Our people have learned the universal Law of Equivalent Exchange the hard way.”
Scarred Minds are the descendants of nearly-legendary mages who became too ambitious–and Hubris proved to be their downfall. Magic corrupted their genes and their physical bodies, and caused them and their offspring to become strange, twisted versions of humans. These people call themselves the Scarred Minds.
Type: Monstrous Humanoid (3 RP).
Size: Medium.
Racial Ability Scores: Standard: +2 Intelligence, +2 Constitution, -2 Charisma. Scarred Minds are brilliant and resilient, but appear hideous. (0 RP).
Base Land Speed: Scarred Minds almost always walk with a limp, and those that don’t have some sort of spinal deformity or cerebral problems that slow them down. Scarred Minds have a land speed of 20 feet (-1 RP).
Racial Languages:
Linguist: Scarred Minds begin play knowing Common and Draconic. They may choose between any other languages due to a high Intelligence score. (1 RP)
Racial Traits:
Negative Energy Affinity: Scarred Minds have been twisted by the backfire of arcane energies to the point where that which would heal instead damages, and vice versa. (-1 RP)
Resist Level Drain: The same energy that causes them to be harmed by healing causes them to be immune to the effects of level drains, although they still die when they accrue more negative levels than they have Hit Dice (1 RP).
Light Blindness: Arcane power has wreaked havoc on their visual cortex; a lifetime of being worn down by the bright flashes of arcane power has rendered their eyes vulnerable to bright light. Abrupt exposure to bright light blinds Scarred Minds for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. (-2 RP)
Lucky, Greater: Some say that fate herself took pity on the Scarred Minds for their curse, though most folk consider it more likely that their seemingly supernatural luck is based more on their careful, concise planning. Scarred Minds gain a +2 Racial bonus to all saving throws. (4 RP).
Advanced Wisdom: Scarred Minds are perceptive and insightful. They gain a +2 bonus to Wisdom. (4 RP)
Blindsense 30 feet: The overload of arcana that runs through Scarred Minds and renders them sensitive to light also gives them a supernatural sense for the things around them. Scarred Minds gain Blindsense 30 feet. (4 RP)
Spell-like divination (Detect Magic): The magic coursing through Scarred Minds’ system allows them to see other things of magic. Scarred Minds can use Detect Magic as a constant spell-like ability. (3 RP)


Total RP: 16.

Advice?