View Full Version : D&D 3.x Other Experimental Species: The Drakin [Please Evaluate And Critique Honestly]

Reality Glitch
2014-03-09, 11:23 PM
This is the thread for the mark II of some homebrew I finally got around to working on for a Star System I've been working on for a 3.5/4E adaptation of the Dragon Star campaign setting for 3.0. I'm starting with this first race and will post others and even classes and feats when I get around to it.Personality
They are a warrior race while paradoxically striving towards the ideal of a world without hostility. They are open and friendly to everyone by default, but swift in punishment of those who mean harm. They also make great diplomats because of their telepathy enabled empathy, they can "see" everyone else's sides of the argument and play the metaphorical devil's advocate simultaneously. On the field war those that survived are offered chances at redemption, but otherwise, they are ruthlessly efficient hunters.

Physical Description
Drakin have a cast system that allows for a wide variety of body types and abilities, most other features varies wildly from individual to individual (such as scale-leaf color). Most are bipedal dragonoids with a mass of pollen stalks on top their heads that resemble human hair, though a drakin might style it to look more like actual horns or spines of some sort. Where eyes would be on most other creates, drakin have a blank patch of their hide, directly beneath which are the organs responsible for the majority of their psychic emissions.

Drakin, by nature, try to have as good of a relation as possible with as many as possible, thought they are completely aware that they can't please everyone. Upon first contact they will show the utmost hospitality (within reason).

Unless a drakin defects, the alignment will always be some form of Good. Defectors are always some form of Evil or, in the case of Feral Defectors, True Neutral.

Using the M:tG color wheel variant, both regular and defector Drakin can be of any combination of colors.

The Drakin Empire is always expanding, meaning that their lands are many and varied, with other settlements interspersed.

While they will acknowledge the existence of deities they tend to not practice religion in general as their own creation myth(s) don't involve personified higher powers. Those who do take up "divine" classes draw on their general conviction rather than belief in anything in particular.

Drakin don't have language, nor can they understand any spoken language on their own without training. Their primary form of communication is the telepathic transmission of pure thought, the concepts around which other beings would create words and other lingual constructs. This can often lead to the minds of other species having difficulty comprehending such transmission and will attempt to by converting it into words, which can lead to varied interpretation.

Without language drakin don't have names the way other races do. When these other races attempt to lingually comprehend a drakin identifying another drakin, what comes out is always one or two six or seven character (including apostrophes if any) individual name(s) followed by a three or four letter (no apostrophes) family name; some impossible to actually pronounce conveniently. Sometimes a third name with no apparent convention will be mentioned, this is describing the location of current residence.

Drakin are neither male nor female, and never fulfill gender-base requirements.

Species Traits
+2 to the ability score of your choice. This is your key ability score for Drakin Monster Class Psionic Powers and Martial Maneuvers.
+2 racial bonus to the skill of your choice.
Plant (Augmented Dragon): Drakin can not be affected by anything that only affect humanoids, such as Charm Person. One must use something that can affect Plants or Dragons. Drakin do not need to sleep, are immune to all sleep effects, magical or otherwise, but they must breath, can't hold their breath, and breath through their entire surface area rather than just single bodily orifice. Drakin must eat, but can acquire sufficient nutrients from photosynthesis and consuming minerals as well as consuming vegetables and animals They are Plants with the augmented Dragon subtype, but do not start with all traits of their types; instead, they gain the rest of the plant and dragon traits except for darkvision over the course of their Monster class.
Plant (Reptile): Drakin are plants with the Reptile subtype.
Plant (Psionic): Drakin are Plants with the Psionic subtype.
Psychic Emitters (Ps): Darkin do not have eyes or ears, instead they have a special organ that allows them to use telekinesis and telepathy to perceive the world around them with a tactile sense as well as communicate telepathically. This is Touchsight and language-dependent telepathy as a psi-like ability with functionally unlimited range, but with distance penalties for spot and listen per 5ft. (Yes, you must make search and spot checks with touchsight.) instead of 10ft. Because it is their sense of touch and thought, they do not perceive light nor sound, and is distorted by metal and other substances that affect psychicsithpsionics.
Arachnophobia: Drakin must succeed a will save against DC 10 + 1/2 the H.D. of creature + 1/2 the H.D. of Drakin whenever it gains knowledge of its proximity to a creature of the Vermin type or be subject to fear, even if it would otherwise be immune to fear effects.
Ambidextrous: Neither hand is a Drakin's off-hand. (This means they never suffer penalties for wielding a weapon without the light property in their "off hand".)
Biological Immortality: Drakin cannot die of age and continue to grow indefinitely as time and nutrition allows.
Drakin Weakness: Drakin have a vulnerability to cold Equal to their E.C.L. If it has the cold subtype, it is vulnerable to fire instead.
Native Environment: Drakin are accustom to a life under an M class star as well as a different atmosphere then humans that, while this exact combination does not adversely affect earthlings, means Earth air is toxic to them. Gravity and Atmo density are the same as Earth's. While they don't need to sleep, drakin require 10 consecutive hours of relative inactivity (Reading a book at a lower reading level then their's, mediating, lazing around like a couch potato, etc.) out of every 30 hour cycle to gain the benefits of an 8 hour rest per 24 hour cycle.
Genderless: Anything that affects only individuals of one gender or the other will not effect drakin, and neither will effects that effect different genders differently.
Starting Language: Drakin Telepathy. They communicate telepathically with each other but extending this to non-Drakin minds is a learned talent equivalent to learning another language. Drakin "written" language is psionic imprintations of messages onto objects. "Reading" these imprints works the same as the drakin who imprinted the object was repeating the message to the reader.
Bonus Languages: Rather than learn spoken or written languages, drakin practice extending their abilities to affect minds relatively alien to their own. Once a mindset is learned they can telepathically communicate with creatures of that mindset as if they shared a language. Do to the different way they perceive light and sound and their own body structure they cannot learn spoken languages or anything that requires speaking (spells with verbal components, truenaming, dragon shouts, etc.) without special telekinetic training; drakin can learn written languages, but require some way to tactilely perceive anything they wish to read (such as engravings, etchings, etc.).
Favored Class: Any (including the Drakin Monster Class).
Level Adjustment: Rather than a level adjustment, drakin have a monster class.

Drakin Monster Class
Hit Dice: As Plants (d8)
Skill Points: As Plants ((2 + Int Mod) x (H.D. + 3))
Species Skills: Pick eight skills to be class skill for your Drakin Mosnter Class. You may not change them later.
Weapon and Armor Proficiencies: Drakin are Proficient with All Simple Weapons, plus One martial or exotic weapon of your choice chosen when you take this class, All Biological Weapons and Armor (listed in it's own section later), and all High-Tech Armor (From the Dragon Star campaign setting), but no shields.
Drakin LevelE.C.L.Species FeaturesPower Points
1One Racial Hit DiePsychic Network, Caste System1
2+1 Level AdjustmentPlant Traits (Immune to Poison)2
3+2 Level AdjustmentPlant Trait (Immune to Paralysis)3
4Two Racial Hit DiceCaste System4
5+3 Level AdjustmentPlant Traits (Immune to Polymorph)5
6+4 Level AdjustmentPlant Traits (Immune to Crits)6
7+5 Level AdjustmentCaste System, Plant Traits (Immune to mind-affecting effect)7Species Features
Base Attack Bonus and Saves: Choose two saving throws or B.A.B. and one saving throw. Your chosen save(s) progress(es) as your good save(s) for your Drakin racial H.D. (+2 at 1 H.D and +3 at 2 H.D.) and the other(s) progress as your bad saves (±0 at 1 & 2 H.D.), and your B.A.B. progresses as a Fighter (1x H.D.) if chosen and as a Wizard (1/2x H.D.) if not.
Power Points: Drakin Gain one racial power Point at each Monster Class level.
Psychic Network: You can share your power points with other drakin as free actions.
Caste System: You gain the subtype of your choice at your first drakin monster level or paragon level. Drakin have a biological caste system built into their XNA (http://en.wikipedia.org/wiki/Xeno_Nucleic_Acid), this means different individuals will have different qualities from birth, but most don't develop until early adolescents. Also, each instance also gives you one racial feature of your choice from the list below. Unless otherwise specified you may take the same feature any number of times.
Wings: Your wings are no longer vestigial, and are strong enough to allow you to glide. If you can already glide this gives you a 5ft. fly speed with clumsy maneuverability or increases your existing fly speed by 5ft. and one maneuverability class to a maximum of Perfect (Hover).
Quadrupedal: Your size changes from tall to long. You may not choose this a second time.
Big: Your size increases by one category. You may not choose this if you've chosen little.
Little: Your size decreases by one category. You may not choose this if you've chosen Big.
Breathweapon (Ps): Most Drakin have a breath weapon usable once per 1d6 rounds as a full-round action, dealing 1d6 damage against all creatures in the area that fail the chosen saving throw as a psi-like ability. The damage type is the type associated with your chosen subtype. Shape, size, and which save is rolled are chosen when you take this ability. The affected are is either a 30ft. cone or a 60ft. line chosen when this power is taken. Taking this a second time lets you chose a second subtype and Breathweapon and may switch which one is used each time this ability is used, or to increases the damage by 1d6 or the save D.C. by +2, or increases the area by 15ft. if cone or 30ft. if line.
Telepathy (Ps): Increase the listen distance penalty increment for your telepathy by 5ft.
Telekinesis (Ps): Increase the spot distance penalty increment for your blindsight by 5ft.
Regenerative (Ex): You may cast Cure Minor Wounds on yourself as an extraordinary ability. Taking this again increases the damage healed by one.
Lifebound: Drakin are difficult to finish off. You get +2 on all saves vs. death effects, negative energy, negative levels, and on constitution checks to stabilize at negative hp.
Skillful: You add another skill to your list of class skills.
Drakin Training: You gain any feat you qualify for as a bonus feat.
Elemental Resistance: You gain or increase your resistance to the damage type associated with your subtype equal to/by 5.
Barkscale: You gain a +1 natural armor bonus or have your existing natural armor increase by 1.
Dragon Hit Die: Your hit dice are as the Dragon type (d12) instead of the Plant type. (This is retroactive if you take it after your first H.D.) You may not choose this a second time.
Dragon Skill Points: You gain skill points as per the dragon type ((6 + INT mod) x (H.D. +3)) instead of the Plant type. (This is retroactive if you take it after your first H.D.) You may not choose this a second time.
Natural Weapon: You either gain a natural attack of your choice at 1d6 damage or a double claw natural attack at 1d4 each or increase the die of one of your attacks or dice of one of your double claw attacks by one die size. If you choose a Slam attack, it is a body slam rather than slamming with a single limb.
Psychic Magic: You gain one first level Psionic power from any list. It uses your Key ability score as it's key ability score.
Key Abilities: Choose and ability score you don't already have a racial bonus to. You get a +2 racial bonus to that Ability score. (This is not an additional key ability score.)
Sublime Aptitude: You gain one 1st-level Martial Maneuver you qualify for from any list. It uses your Key ability score as it's key ability score.
Plant Traits: At first level adjustment you become immune to poison. At second you become immune to paralysis. At third you come immune to polymorph effects, magical or otherwise. At fourth you become immune to critical hits, including sneak attacks and skirmishes. At fifth, you become immune to all charms, compulsions, phantasms, patterns, and moral & mind-effecting effects, magical or otherwise except your arachnophobia trait, unless you willingly allow it to effect you.Ability Scores: +2 to any one, this is your key ability score.
Skills: +2 to any one
Speed: 6 Squares
Size, Origin, and Type: Medium Immortal Humanoids (Dragon, Plant)
Vision: Blindsight
Language: Telepathy, Language of the Mind (Psionic Power page 114)
Ambidexterity: Neither hand is a Drakin's off-hand.
Caste System: Choose a power source (Arcane, Divine, Martial/Sublime, Elemental, Ki/Incarnum, Primal, Psionic, or Shadow) at character creation. This determines which racial power you start with, if you choose Psionic you gain Far Hand (Player's Handbook 3 pg. 82) as your racial power. At each level your class(es) would give utility power(s), you may instead pick a Drakin utility power of the chosen power source.
Drakin Weakness: Whenever you take cold damage, you grant combat advantage until the damage source's next turn. If your racial power deals or gives you resistance to cold damage, you grant combat advantage when you take fire damage instead.
Naturally Psionic: Drakin have an extra power point.
Sleepless: Drakin do not need to take extended rests, but must take 10 hours worth of short rests to gain the benefits of an extended rest. They must still take short rests normally.
Psyght: Your blindsight is psionic in nature and is affected in the same way as psionic disciplines (Null-Psionic and magnets stop it, psi-boosting buffs it, etc.)Breathweapon
Drakin Racial Power
Standard Action
Close Blast 3
Target: Each creature in blast.
Attack: Key Ability vs. the defense chosen at character creation.
Hit: 1d6 damage of the type chosen at character creation.
Winged Flight
Drakin Racial Power
Move Action
Effect: You Fly your speed and stay aloft until your next turn, at which point you must land as part of your move action that turn or fall, unless you sustain this power.
Sustain Minor: You Fly your speed and stay aloft until your next turn, at which point you must land as part of your move action that turn or fall, unless you sustain this power.
Drakin Racial Power
Minor Action
Effect: Heal 1 H.P.
Elemental Resistance
Drakin Racial Power
Standard Action
Effect: You gain Resist the damage type chosen at character creation 5 until the end of the encounter.
Drakin Racial Power
Move Action
Effect: You get a +1 Natural armor bouns to A.C. or increase your current Natural Armor by 1 until your next turn after you stop sustaining this power.
Sustain Move: You sustain this power.
Fury Flurry
Drakin Racial Power
Encounter✦Martial, Weapon
Standard Action
Melee Weaon
Requirement: You may only make this attack unarmed.
Effect: You may move up to one square before and/or after the attack.
Target: Each creature in Reach.
Attack: Key Ability vs. A.C.
Hit: 3[W] damage.
Ninja Stealth
Drakin Racial Power
Minor Action
Requorement: You must be hidden, but not invisible to use this power.
Effect: You become invisible until your next turn.Play a Drakin if you want to....
•....be a member of a utopically-inclined warrior-race of psychic-dragon-plants.
•....pick a semi-build-your-own-race.
•....play race that can be good at any class.Personality
Vector are people who care about familial ties. To a Vector, ones own blood relatives, and by extension, their whole tribe, are the most precious things in their usually quiet little lives. Vector are also highly technophobic, preferring a simpler, more tribal lifestyle, and though this brings them closer to nature, they often see wildlife more as pests, an annoyances at best and abominable vermin at worst.

Physical Description
Male Vector are usually around 6 feet in height, while females never get taller than 4'6". Males are also the ones who give birth and nurse the offspring, so their bodies are properly equipped for such. This often leads to the males being confused for the females and vice versa. Vector have four arms, two on each side, of six fingers each (including thumbs), two pairs of eyes, the top pair wider set and the bottom pair more narrowly set, and stand of a single pair of legs each ending in a cloven hoof. Their ears Jut straight out of their heads ending in points at the top and flat at the bottom. Their fur is a grey-blue color and their hair ranges from dark grey to stony gray to a bright silver which Vector tend to cut at shoulder length.

Vector are technically part of the Arcnian Imperial-Republic, and they get along O.K. with most other races as long as respect is shown towards their tribe and nothing high-tech is brought anywhere near them. This leads them clash often with constructs and robots towards which they show great hostility and platonic hate. Relations among themselves ranges from brotherly comradery to misogynistic and controlling.

Good-aligned male Vector are model tribesmen, though still treating their women as little more then just another child to take care of. While evil males tend to take the already horribly lopsided gender roles and exaggerate them further, seeing females as only good for mating. Lawful Vector are sticklers for tribal traditions and customs. None are ever Chaotic. Females are usually too submissive to be of any particular alignment very strongly.

Using the Magic: the Gathering color wheel variant Vector are white, blue, and/or black, while females are often colorless.

Vector live in the more rural and savanna- or wetland-type locals subsisting on the natural vegetation (including the ones that walk about) and usually never stay far from the tribes settlement, with the occasional trader sent into more industrial or wilderness areas for supplies.

Vector are extremely zealous and fanatical, they gravitate towards male gods of prosperity and harvest, while shunning those of nature and industrial progression as well as all godesses.

Vector language is a combination of more guttural sounds and gesticulation, often with the meaning differing depending on which arms are preforming the movement. They have no written language, though they often keep pictorial records.

Vector names are set in five parts. The first is the tribe name, second is lineage or familial name, third is career related name, forth is a personal name and fifth is a sort of middle- or nick-name.

Species Traits
+2 Wisdom, -2 Intelligence. Vector are wise but dim-witted.
Medium: Vectoer don't get any special bonuses or penalties do to their size.
Base land speed 30ft.
Low-light Vision, 270-degree arc
+2 racial bonus to Search, Spot, and Listen check. A Vector's multiple set of eyes and large, awkwardly shaped ears provide it with better senses.
-2 racial penalty to Cryptography, Pilot, Repair, Use Magic Device, Use Psionic Device, and Use Device. Vector are highly technophobic, this includes magic items.
Vector get Multidexterity and Alertness as bonus feat and may never take the Technical Proficiency feat.
+2 to attack rolls and saving throws against creatures of the Construct, animal, vermin, or Beast types.
Vector can use Cause light damage as per the spell 1/day as a spell-like ability.
Starting Language: Vector Tribal. Each tribe has its own dialect, but for the most part are similar enough that tribes can effectively communicate w each other with only a small amount of misunderstanding.
Bonus Languages: Vector Imperial, Vector Trade, Vector Tongues. Vector Vocal cords aren't built for most non-vector languages, though they have developed ways of speaking for interactions with the rest of the Imperial-Republic, talking to offworlders, and their own religious tongues respectively.
Favored Class: Elder (http://www.giantitp.com/forums/showsinglepost.php?p=13291540&postcount=5).
Level Adjustment: +1.Ability Scores: +2 Wisdom, +2 to either Strength or Charisma.
Skills: +2 Perception, +2 to Religion.
Speed: 6 Squares
Size, Origin, and Type: Medium Natural Humanoids
Vision: All-Around Vision, Low-Light Vision
Laguage: Common, Vector
Multiple Arms: A Vector has two more arms with which he or she can use just as the others. In addition to having more free hands, they can also wield weapons too large for them by holding it with more hands. For example: A weapon one size catagory larger is a three-handed weapon, and a two size categories is four-handed. They are still only allowed one attack per round.
Shun the Extremes: You gain the Shun the Primitive, and Shun the Advanced Racial Powers.Shun the Primitive
Vector Racial Power
Standard Action
Melee Weapon
Target: One Beast-type creature within reach.
Attack: Wisdom vs. A.C.
Hit: 1[W] damage and the target takes ongoing 5 damage (save ends).

Shun the Advanced
Vector Racial Power
Standard Action
Ranged 5
Target: One animate-type creature within range.
Attack: Wisdom vs. A.C.
Hit: 2d8 damage and the target is stunned (save ends).Play a Vector if you want to....
•....be a member of a race that shies away from both nature and technology.
•....have four arms.
•....play race that favors the Ardent, Cleric, Fighter, and Runepriest classes.Personality
Runners are cheerful and tend to have bouncy or bubbly personalities. They are extremely sociable and extroverted, living in large family groups or hanging out with a large numbers of friends. They are not particularly prone to violence, choosing "flight" over fight, which they are extremely good at. Though this behavior spills into their social interactions as well.

Physical Description
Runners average out at 7-8 feet tall with 2/3's to 3/4's of an individuals height being he or her legs. They are rather lanky usually capping out at 200 pounds in weight. their arms are short, never reaching more than a hand's length above their heads with webbed paw-like hands, making them look like mittens. Their features appear half-way between canine and ursine, though their ears tend to be on the slightly more floppy side and their legs end in the same shape of foot as an elephant's and tapering as they go up and connect at the hip. Fur/Hair colors range from mild and/or dark earthy tones to bright blond or gold, though albinism is relatively more common phenomenon among urban populations. Ocular albinism (blood red irises) are the only known eye color.

Runners' friendly and outgoing nature give themselves over to being on good terms with most other species, though they aren't too particularly fond of Aquatic races as their natural predators are large fish.

Runners tend more towards the True Neutral or Chaotic Neutral alignments and those that do lean closer to being good, lawful, or evil so very mildly. This leads them to never being of extreme alignments. (Lawful Good, Chaotic Good, Lawful Evil, chaotic Evil)

Using the M:tG color wheel variant, Runners are usually monogreen, occasionally they'll be red-green and/or green-white. Only a rare few are blue or black, and again, not very strongly so.

Runners are native to coastal regions with lots of wide-open space to easily maneuver through. Some "packs" have moved into more urban or industrialized areas as they are already high population centers.

Most Runners are usually agnostic, not because they don't have faith per say, but rather that they rarely take the time to think very hard about such matters.

Runner language is very fast paced, with it's writing very hastily jotted down and in long, occasionally ranty, rambly, run-on sentences, but never droning or uninteresting if you can understand it and keep up with what the speaker is saying.

Runners usually have very short names, most of the time no more than a syllable, occasionally two.

Species Trait
+4 Dexterity, +2 Constitution, +2 Wisdom; -4 Strength. Runners are, as their name implies great at both achieving high speeds and sustaining them. Though this comes at the cost of there upper body strength.
Medium: Runners get no special bonuses are penalties for their size.
A runner's Base land is 60ft.
Low-Light Vision: Runners can see twice as far in dim light and other low light conditions and retain the ability to see color under those conditions.
Runners get a +4 racial bonus to the Run checks.
Runners ignore penalties to dice rolls do to movement.
Runner's gain Run as bonus feat.
Scent (Ex): A runner can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Starting Languages: Common, Runner
Bonus Languages: Any
Favored Class: Scout.
Level Adjustment: Two Humanoid racial Hit dice.Ability Scores: +2 to Dexterity, +2 to Constitution or Wisdom.
Skills: +2 to Endurance, +2 to Nature or Diplomacy.
Speed: 12 Squares
Size, Origin, and Type: Medium Natural Humanoid
Vision: Low-Light Vision
Laguage: Common, Choice of one other
Leaping Step: You ignore Difficult Terrain.Play a Runner if you want to....
•....be a member of a one of the fastest races alive.
•....be fast talking and very excitable.
•....play a race that Favors the Avenger, Ranger, Druid, or Monk classes.Personality
Ormagna generally keep to themselves, not doing much in the way of open socialization to all but that whom they choose as a life mate. This makes them come off as taciturn and reserved when they do travel with others. They don't fair particularly well in crowds either, preferring smaller groups if it chooses to socially interact at all.

Physical Description
Ormagna are hunched over on all fours with long powerful mole-like claws, and a deceptively frail-looking frame. Their heads resemble dinosaur, the tough, thick skin covering which also covers their vestigial (though still functional) eyes, preventing them from ever being exposed to both harm and light, and large gaping mouths that can unhinge like a snake's.

It's not that Ormagna don't get along with other species, but rather their introverted nature doesn't lend to them contacting others all too often. Though they do mate for life, and thus can be commonly found in closely bonded pairs, occasionally with a child or two.

Ormagna don't have any particular tendancy towards one alignment or another

Using the M:tG color wheel variant, Ormanga are predominantly red and/or green, with the occasional black, White is not unheard of, but extremely rare. They are never blue.

Ormagna live underground in the tunnel systems they build, though this may lead to scaled-up anthill-like structures, this is merely the coincidental merger and continued mutual sharing of two or more individuals' and/or pairs' respective tunnels.

Ormagna revere Gods of the earth, of solitude, of nature, and ones of fertility. Though none are ever truly zealous, there are rumors that speak of a hidden temple of a so-called "patron god" where they might gather in in the hundreds for a special sermon. No one has ever found this place, nor is there any evidence to support such rumors despite their persistence.

Ormagna communicate through low-pitch vibrations that can be felt a short distance through solid rock. They are marginally capable of sounds understandable by other species, but is heavily accented and still very low-pitched.

Species Traits
+2 strength, +2 constitution; -4 charisma. Ormagna are powerful tunnelers are can move large amounts of earth relatively fast, buy their alien appearance tends to unnerve most.
Monstrous Humanoid (Earth)
Medium (long): No special bonuses or penalties.
Base land speed 10ft., burrow 30ft.
An Ormagna's eyes are heavily obscured by a set of eyelids that are fuse shut and treat bright light as dim light and dim light and darker as no light.
Tremorsense (Ex): Ormagna can automatically sense the presence to 60ft. and suffer the normal -1 penalty per ten feet beyond.
Natural Weapons: Ormagna can make a claw/claw/bite routine as a full round action attack at 1d4/1d4/1d4 damage each. If both claws or the bite is successful, the target is grabbed.
Swallow Whole (Ex): Ormagna can swallow a grabbed opponent that is at least two size categories smaller than itself by making a successful grapple check. Once inside the gullet, the opponent takes 2d8+12 points of bludgeoning damage and 1d8 points of acid damage per round from its digestive juices. A successful grapple check allows the swallowed creature to climb out of the gullet and return to the mouth, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing at least 25 points of damage to the digestive tract (AC 20) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed opponent must cut its own way out. A Medium Ormagna’s gullet can hold 1 Tiny, 4 Diminutive, or 16 fine or smaller opponents.
Ormagna are vulnerable acid 10.
Level Adjustment: +2.
Favored Class: Fighter.Ability Scores: +2 Strength, +2 Constitution.
Skills: +4 Endurance.
Speed: 2 Squares, Burrow 6 squares
Size, Origin, and Type: Medium Natural Humanoids (Earth)
Vision: Normal
Laguage: Common, Terran
Swallow Whole: You gain the Swallow Whole Racial Powers.Swallow Whole
Ormagna Racial Power
Standard Action
Melee Reach
Target: One creature within reach.
Attack: Strength vs. A.C.
Hit: 1d8+Strength modifier damage. If the target is tiny or smaller, you swallow the target. While swallowed, the target cannot see, move or affect the outside world in any way and you make a secondary attack against it at the beginning of your turn each round. Similarly, no one can see or attack the swallowed creature. The target does still occupy the same square as you. The target may also still make attacks against you. Once it deals you half your constitution score in damage against your A.C., Fort., and/or Ref. defenses it returns to an unoccupied space adjacent to you if possible.
Secondary attack: Constitution vs. Fortitude
Secondar Hit: 1d4+Constitution modifier acid damage.Play an Ormagna if you want to....
•....be able to dig underground.
•....eat your smaller targets alive.
•....play a race that Favors the Barbarian, Fighter, Runepriest, or Warden classes.Species Traits
Dreamfolk have no Strength, Dexterity, or Constitution scores. As beings of pure incarnum, dreamfolk have no physical body.
Aberration (Incorporeal): Dreamfolk can not be affected by anything that only affect humanoids, such as Charm Person. One must use something that can affect aberrations. Dreamfolk have no physical bodies. They can be harmed only by other incorporeal creatures, magic weapons, or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. They are immune to all nonmagical attack forms except as noted in their Host ability. Even when hit by spells or magic weapons, they have a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). A dreamfolk has no natural armor bonus (nor can it gain one), but has a deflection bonus equal to its Charisma bonus (minimum +1). Unlike most truly incorporeal creatures, a dreamfolk is still bound by physical barriers unless the substance allows incarnum to pass though it unharmed. Dreamfolk can enter or pass through such objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from a dreamfolk that is inside an object. In order to see farther from the object it is in and attack normally, the dreamfolk must emerge. A dreamfolk inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. A Dreamfolk cannot pass through a force effect unless it specifically allows incarnum to pass through it. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields unless they can block incarnum, although deflection bonuses and force effects (such as mage armor) work normally against it unless they allow incarnum to pass through it. Dreamfolk pass through and operate in water as easily as they do in air. Dreamfolk cannot fall or take falling damage. Dreamfolk cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Dreamfolk have no weight and do not set off traps that are triggered by weight. A dreamfolk moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score or Dexterity score, so its Intelligence modifier applies to its initiative, and it can’t make melee or ranged attacks. But can move as noted in its host ability. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures unless they can perceive incarnum. Dreamfolk have an innate sense of direction and can move at full speed even when they cannot see. They are aberrations with the incorporeal. Dreamfolk do not need to sleep or breath, but must eat as described in its Host ability.
Aberration (Incarnum): Dreamfolk are aberrations with the incarnum subtype.
Essentia: Dreamfolk have a pool of 2 essential.
Chakra: As they lack anatomy, Dreamfolk have only Heart and Soul chakras.
Dreamfolk have Language-independent telepathy with anything they have line of effect to.
Host: A dreamfolk can't survive on its own for longer than a number of rounds equal to its intelligence modifier + its wisdom modifier + its charisma modifier. It requires a host in order to sustain its consciousness. Any living mind, or inanimate object capable of holding power points or essential can act as a host to dreamfolk. The dreamfolk cannot control or manipulate its host any more than an otherwise identical individual of any other race, but receives all sensory input the host does. The dreamfolk can interact with their inanimate hosts as if by the Far Hand psionic power unaugmented. If the host is unwilling or the dreamfolk decides to feed on its host, the dreamfolk must make a will check opposed by a will save made by the host. If the check beats the save the host loses 1d6/dreamfolk's character level hit points, and the dreamfolk acquires one day’s worth of nutrients as well as a host for three round at which point it much make another check every three rounds the host remains unwilling. This has no effect on the body, so a dreamfolk and corporeal creatures can feed on the same creature without reducing the amount of food either party receive. Any damage the host takes, the dreamfolk also takes. When the host dies or is destroyed, the dreamfolk dies. It cannot jump to a new host; it must do so before the killing blow is struck. While not in a host, a dreamfolk occupies a space (though this does not prevent others from occupying it), and can move 15ft. as a full-round action.
False body: Dreamfolk have a special exclusive soulmeld called False Body that occupies both the heart and soul chakra’s simultaneously. While shaped, it creates a simulacrum in the appearance of a medium humanoid of the dreamfolk’s choice and has strength, dexterity, and constitution scores of 8 + 1 for every point of essentia invested into that score. Each essentia may only be invested into one ability score at a time. The simulacrum has crown, brow, throat, shoulder, arms, hands, waist, and feet chakras to which the dream folk can shape and bind soulmelds. The simulacrum is under the dreamfolk’s complete control, but may not be taken as a host. It has all the senses of the creature it emulates and the dreamfolk can sense through the simulacrum. While bound to the dreamfolk’s Heart chakra, it may emulate creatures of different types depending on how much essentia is invested into the chakra bind. Binding the False body to its Soul chakra, a dreamfolk’s simulacrum’s strength, dexterity, and constitution scores become 10 + 2/essentia. This does not give the dreamfolk the ability to bind soulmelds to its chakras, but this does give it the ability to shape this soulmeld in addition to any other soulmelds it could shape. A dreamfolk can shape this soulmeld even if it has no other meldshaping capability.
Genderless: Anything that affects only individuals of one gender or the other will not affect dreamfolk, and neither will effects that effect different genders differently.
Favored Class: Any.
Level Adjustment: Three Aberration racial hit dice..//;,

Reality Glitch
2014-05-17, 04:03 PM
Drakin Psychic Warrior Substitution levels
LevelFortRefSpecialPower PointsPowers KnownHighest level Power known
1+2±0Bonus Feat, Psionic Discipline111st
7+5+2Caste System, Chain of Personal Superiority +2, Chain of Defensive Posture +21773rd
12+8+4Chain of Personal Superiority +4, Chain of Defensive Posture +450125th
B.A.B. Save: Your B.A.B. progresses at 1xH.D. (as fighter) and your will save progresses as a good save.
Psionic Discipline: Choose a Psionic Discipline (ex.: Telepathy, Telekinesis, Psychoportation, Psychometabolism, Clairsentience, or Metacreativity). At 1st, 4th, and ever third level after, you gain one bonus psionic power from that list of any level you can know.
Caste System: As the drakin monster class.
Chain of Personal Superiority (Ex): Calling upon inner reserves of knowledge and dedication, at 7th level, you can provide yourself with a +2 insight bonus to Strength and Constitution for up to 1 minute 3/day. Activating this power is a free action. At 12th level, the insight bonus to Strength and Constitution improves to +4.
Chain of Defensive Posture (Ex): Calling upon inner reserves of knowledge and dedication, at 7th level, you can provide yourself with a +2 insight bonus to Armor Class for up to 1 minute 3/day. Activating this power is a free action. At 12th level, the insight bonus to Armor Class improves to +4.

Drakin Dragonfire Adept Substitution levels
LevelB.A.B.FortRefWillSpecialInvocations Known
1±0+2±0+2Breathwepon, Least invocations, Bonus Invocation (Lesser)1
7+3+5+2+5Breathweapon, Caste System, Bonus Invocation (Greater)3
12+6/+1+8+4+8Breath Effect, Breath Effect, Bonus Invocation (Dark)5
Breathweapon (Ps): At 1st and 7th levels, you gain an additional instance of the Caste System Feature, but may only choose the Breathweapon option. Your other Df.A. features interact w/ this as if it were the normal Breath weapon feature. (This includes later instances of the ability instead increase the damage and/or range of your Breathweapon feature.)
Bonus Invocation (Sp): You gain a Lesser Invocation as a bonus Invocation at 1st level, you may exchange it for a Greater Invocation at 7th level and a Dark Invocation at 12th level.
Caste System: As the drakin monster class.

Drakin Totemist Substitution levels
LevelB.A.B.FortRefWillSpecialSoulmelds KnownEssentiaChakra Binds
1±0+2+2±0Wild Empathy, Nature Sense210
7+5+5+5+2Caste System, Woodland Stride552
12+9/+4+8+8+4Rebind Totem Soulmeld 2/day, Trackless Step693
Nature Sense (Ex): As Druid.
Woodland Stride (Ex): As Druid.
Caste System: As the drakin monster class.
Trackless Step (Ex): As Druid.

Drakin Swordsage Substitution levels
Hit Dice: d6
Armor Proficiency:Drakin who take the substitution levels in swordsage are not proficient w/ light armor.
LevelB.A.B.FortRefWillSpecialUnarmed StrikePower PointsPowers Known (highest level)Maneuvers KnownManeuvers Readied/Stances Known
1±0±0+2+2Ouick to act +1, Discipline Focus (Weapon Focus)As Monk.As Psion.2 (1st)4As Swordsage.
7+5+2+5+5Caste System, Sense PsionicsAs Monk.As Psion.6 (4th)6As Swordsage.
12+9/+4+4+8+8Discipline Focus (Insightful Strike)As Monk.As Psion.9 (6th)8As Swordsage.
Unarmed Strike: As Monk.
Power Points: As Psion except you get bonus power points for having a high Racial Key Ability Score.
Psionic Powers: A Drakin Swordsage can Manifest powers w/ a range of touch or self the same way it can Initiate Menveuvers and have a manifester level equal to their Initiator level. These powers Replace Maneuvers Known beyond the number it can have readied at any given time. Your powers use your Racial Ky Ability Score. The highest level power You can known is equal to half your Manifester level rounded up.
Martial Maneuvers: Your Maneuvers Known are the same as your Maneuvers Readied.
Caste System: As Drakin Monster Class.

Vector Cleric Substitution Levels
1+2±0+2±0Turn Animals and Constructs
8+6/+1+6+2+6Bonus Domain
15+11/+6/+1+9+5+9Bonus Domain
Turn Animals and Constructs (Su): Any Vector cleric, regardless of alignment, has the power to turn creatures of the animal or contruct types by channeling the power of his faith through his holy (or unholy) symbol. A cleric may attempt to turn animal or construct a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against animals and constructs.
Bonus Domains: At 8th, and again at 15th, a Vector Cleric gains the either the Death or Destruction domains as bonus domains if he doesn't have them already. If he already has both, then he gains an extra domain spell per day slot which may be used for any domain spell up to the highest level spell he could cast otherwise.

Runner Scout Racial Substitution Levels
W.o.t.C. ScoutScout Fix
LevelB.A.B.FortRefWillSpecialLevelB.A.B.FortRefWil lSpecialSkirmishes KnownMaximum Skirmish Tier Known/Intel/Fast Movement
2±0±0+3±0Grace +1, Uncanny Dodge1±0±0+2±0Grace +1, Chosen Insight, Reconisence1 fewer then Scout fixSame as Scout fix
11+8/+3+3+7+3Grace +2, Fast Movement +20ft., Skirmish (+3d6, +3 AC)9+6/+1+3+7+3Grace +2, Tempo Ability, Wis +22 fewer then Scout fixSame as Scout fix
20+15/+10/+5+6+12+6Grace +3, Blindsight 60ft., Bonus Feat17+12/+7/+2+5+10+5Grace +3, Improved Evasion, Dex +23 fewer then Scout fixSame as Scout fix
Grace: A runner scout gains a +1 competence bonus on Reflex saves at 2nd level, or 1st level if you're using the fix. This bonus increases to +2 at 11th/9th level and to +3 at 20th/17th level. A runner scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
This replaces Battle Fortitude, or a Skirmish known at each indicated level.
Fast Movement: A Runner Scout's enhancement bonus to speed increases to +30ft at level 20 unless your using the fix.Drakin Racial Paragon Class
Hit Dice: As Plants (d8). As Dragon (d12) instead if Dragon Hit Dice Was Chosen as a racial feature.
Skill Points: As Plants ((2 + Int Mod) x H.D.). As Dragon ((6 + Int Mod) x H.D.) instead if Dragon Skill Points was chosen as a racial feature. Times four at first level.
Class Skills: Pick eight skills to be class skill for your Drakin Mosnter Class. You may not change them later.
Weapon and Armor Proficiencies: All Simple Weapons, plus One martial or exotic weapon of your choice chosen when you take this class, All Biological Weapons and Armor (listed in it's own section later), and all High-Tech Armor (From the Dragon Star campaign setting), but no shields.
LevelGood SavePoor SaveSpecialPower Points
1+2±0Caste System1
2+3±0Caste System2
3+3+1Caste System, Epic3
B.A.B. and Saving trows: Choose B.A.B., Fort., Ref., or Will. The chosen Track progresses as Good (1x H.D. as fighter for B.A.B.) the other three progress as Poor (1/2x H.D. as Wizard for B.A.B.).
Caste System: As Drakin Monster Class.
Epic: When you gain your third Drakin Paragon Level, you may choose one of two options -- either progress through leveling up normally; or, for the rest of your character's career, whenever you gain a character level, you gain any feat you qualify for instead of anything else. Feats gained in this way still count as character levels, for example: A Level 7 Drakin/level 3 Paragon who chose the epic option and gained two feats from such is level 12 character, or has E.C.L. 12.

Vector Racial Paragon Class
Hit Dice: d6.
Skill Points: (4 + Int Mod) x H.D. Time four at first level.
Class Skills: Appraise (Int), Bluff(Cha), Craft (Int), Gather Infomation (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis; each one taken separately), Search (Int),Sense Motive (Wis), Spot (Wis), Survival (Wis), Use Rope (Int)
Weapon and Armor Proficiencies: All Simple Weapons and light Armor.LevelB.A.B.Fort SaveRef SaveWill SaveSpecialSpellcasting
1±0±0±0+2Smite Construct+1 to existing divine class
2+1±0±0+3Disable Technology+1 to existing divine class
3+2+1+1+3Spell Resistance 5%, Power Resistance 5%+1 to existing divine class
Smite Construct (Su): As a Paladin's Smite Evil, except against creature of the Construct type or the living construct subtype.
Disable Technology (Su): Vector of 2nd paragon level can use Cause Light Damage twice per day as a supernatural ability.
Spell/Power Resistance: At 3rd level Paragon Vectors gain a 5% spell resistance and a 5% power resistance. These Stack to give Spell/Power resistance 10% if Magic-Psionic transparency is being used.

Runner Racial Paragon Class
Hit Dice: d4.
Skill Points: (4 + Int Mod) x H.D. Times four at first level.
Class Skills: Balance (Dex), Burrow(Str), Climb (Str), Concentration (Con), Diplomacy (Cha), Escape artist (Dex), Fly (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Int;each taken separately), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pilot (Dex), Profession (Athlete), Research (Int), Ride (Dex), Run (Con), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Urban Lore (Wis), Use Rope (Dex)
Weapon and Armor Proficiencies: Natural Weapons and Unarmed Strikes Only.
LevelB.A.B.Fort SaveRef SaveWill SaveSpecialUnarmored Speed Bonus
1±0±0+2±0Speed Over Power+10ft.
2+1±0+3±0Greater Evasion+20ft.
3+1+1+3+1Expeditious Retreat+30ft.
Unarmored Speed Bonus: While not wearing armor and carrying no more than a light load, a Runner Paragon adds his or her Paragon Level x10ft. to all of his or her movement modes.
Speed Over Power: At 1st level, a Runner Paragon gains Improved Unarmed Strike as a bonus feat. A Runner Paragon’s attacks may be with either foot interchangeably or even from knees, and legs, but no other part of his or her body. This means that a Runner Paragon may make unarmed strikes with his or her hands full. There is no such thing as an off-hand attack for a runner paragon striking unarmed. He or she uses its Dexterity bonus on attack and damage rolls for all his or her unarmed strikes instead of strength. Usually a runner paragon’s unarmed strikes deal lethal damage, but he or she can choose to deal nonlethal damage instead with no penalty on his or her attack roll. He or she has the choice of dealing lethal or non-lethal damage while grappling. A runner paragon’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and magic weapon spells). A Runner Paragon also deals 1d6 damage with his or her unarmed strikes using his or her legs or feet.
Greater Evasion: At 2nd level a Runner Paragon gains Uncanny Dodge and Evasion as per the Rouge class. If you already have Uncanny Dodge, you gain Improved Uncanny Dodge instead. If you already have Evasion it gains Improved Evasion instead. If you already have Improved Uncanny Dodge, you no longer lose your Dexterity bonus to AC when struck by an invisible attacker instead. If you already have Improved Evasion, you get +4 to such Reflex saves.
Expeditious Retreat (Ex): 3rd level Runner Paragons can use Expeditious Retreat 1/day as an extraordinary ability.

Ormagna Racial Paragon Class
Hit Dice: d12
Skill Points: 2 + Intelligence Modifier.
Class Skills: As Barbarian.
LevelB.A.B.Fort SaveRef SaveWill SaveSpecial
1+1+2±0±0Bonus Fighter Feat, Bonus Skill
2+2+3±0±0Bonus Fighter Feat, Skill Trick
3+3+3+1+1Bonus Fighter Feat, Skill Trick
Bonus Feats: As fighter.
Bonus Skill: Choose a skill. That skill becomes a class skill for you.
Skill Trick: You gain an extra skill trick at 2nd and 3rd level.

Dreamfolk Racial Paragon Class
Hit Dice: d4
Skill Points: 2+Intelligence Modifier.
Class Skills: All skill are dreamfolk racial paragon class skills.
LevelB.A.B.Fort SaveRef SaveWill SaveSpecialSoulmeldsEssentiaChakra Binds
2+1±0±0+3Heat Chakra240
3+1+1+1+3Soul Chakra361Prerequisite: Drakin
Dual Caste (11th): Chose a power source that you haven't already chosen for your Caste System racial feature. You may gain racial powers from either list at the appropriate levels.
Psionic Potential (11th) You gain an additional power point.
Psychic Stamina Discourse (11th): Your Encounter and Daily racial Powers gain the following augment.Augment 2 or 4: You do not expend the usage of this power, but you may not sustain it next round. This augment cost 2 power points for encounter powers and 4 power points for daily powers.
Twin Power (16th): If you pick a racial power at this level, you gain a 16th level or lower racial power from your other chosen power source. Otherwise, you gain an action point.
Bloody Whirligig
A.I.R. Exemplar Attack 11
Standard Action
Close Burst Weapon
Target: Any number of creatures in burst.
Attack: Key Ability vs. A.C.
Hit: 1[W] damage and the target take ongoing 1[W] damage (save ends).
Augment 1: This power takes a move action instead of a standard action.
Augment 4: This power takes a minor action instead of a standard action.
Flash of Vengence
A.I.R. Exemplar Utility 12
Immediate Reaction
Trigger: When you become bloddied for the first time this encounter.
Effect: Regain the usage of an encounter or daily power of your choice.
Augment 3: You regain the usage of an encounter and a daily power instead.
Shock-Wave Fluctuation
A.I.R. Exemplar Attack 20
Daily✦Arcane, Divine, Elemental, Ki, Martial, Primal, Psionic, Reliable, Shadow
Standard Action
Range Sight
Target: One creature you can see.
Attack: Key Ability vs. the target's lowest defense.
Hit: 1d12 damage of the type the target is most vulnerable or weak to. (You are weak to cold unless you have a racial power that deals or gives you a resistance to cold, in which case you weak to fire.)
Miss: You do not expand your use of this power.
Effect: The target gains a use of this power and a number of power point equal to the number you used to augment this power w/. If the target would be reduced to 0 or fewer H.P. by this attack, it may use this power as an Immediate Interrupt.
Augment X: Increase the damage of this attack by Xd12.Prerequisite: Vector, Male
Potent Poacher(11th): You get a +4 bonus to attack rolls against creature of the beast type.
Technophobia (11th): You get a +4 bonus to damage rolls against creature of the animate type.
Charismatic Strongman (16th): Your +2 racial bonus to Charsima or Strength now applies to both Charisma and Strength.
Ungodly Glare
Tribal Chieftain Attack 11
Encounter✦Divine, Fear, Necrotic, Radiant
Standard Action
Range Sight
Trigger: You and another creature make eye contact.
Target: The triggering creature.
Attack: Wisdom+4 vs. Reflex.
Hit: 3d6 Necrotic and Radiant damage and the target is Blinded (saves ends).
Miss: Half damage and the target is stunned until your next turn.
Communal Encouragement
Tribal Chieftain Utility 12
Minor Action
Close Burst 20
Target: Each ally in Burst.
Effect: The target gets its choice of a +4 moral bonus that it may divide as chooses to its next four die rolls. The target may not assign more of this bonus to any subsequent rolls then it applies to the first one, or the one before it. The remainder of the bonus is waited if it doesn't use it all in its next four dice rolls. The bonus assigned to any single roll must be applied before the result of that roll is known.
Assert Authority
Tribal Chieftain Attack 20
Daily✦Divine, Fear, Martial, Psychic
Standard Action
Melee Reach
Target: One creature w/in reach.
Effect: Make a primary and a secondary attack against the target.
Primary Attack: Strength vs. Fortitude.
Primary Hit: 2d8+Strength modifier+Wisdom modifier damage. If both the Primary and Secondary attacks hit, the target takes onging 2d8 damage.
Secondary Attack: Charisma vs Will.
Secondary Hit: Wisdom modifier+Charisma modifier psychic damage. If both the Primary and Secondary attacks hit, the target is also dominated (save ends).
Miss: If you miss w/ both attacks, you may make a melee basic attack against the target.Prerequisite: Runner
Unarmed Strike (11th): As Monk (Player's Handbook 3).
Feet of Foot (11th): Increase your base land speed by 2 squares.
Fast Runner (14th): Increase your base land speed by another 2 squares.
Speed Demon (17th): Increase your base land speed by yet another 2 squares.
Expeditious Retreat (20th): You gain the Expeditious Retreat power (Player's Handbook).
Shoreline Speeder Utility 11
No Action
Trigger: When a power w/ an effect on a miss misses you.
Effect: You do not become subject to the effect.Prerequisite: Ormagna
Fighter Expertise (11th): You gain a Bonus feat.
Skilled Combatant (11th): You gain training in any one skill of your choice, even if it isn't a class skill for you.
Skill Knack (11th): You gain a level 10 or lower skill power for any skill in which you are trained.
Skill Trick (12th): You gain another level 10 or lower skill power for any skill in which you are trained.
Exceptional Fighter (16th): You gain a bonus feat.
Serious Fighter (20th): You gain a bonus feat.Since Drakin reproduce the same way as most nonflowering plants, they can't have bloodlines from animal ancestors. Bloodline acquired my means other than interbreeding are still possible, such as tainting or manipulating the genetic code, or being granted some other gift, boon, curse, or affliction. W/ the exception of the Ogling Bloodline, none of the ones presented here are naturally occurring, but rather anomalies possessed for any number of other reasons.

Oglins are an extinct race native to the drakin homeworld that died out in a planetary collision. They are said to be able to reproduce successfully w/o a mate and grow back from even they tiniest of remaining fragments. Legends tell of Oglings as Opressive dictators w/ tendancies to extend their control beyond the physical plane and wrought innocent minds w/ their oppressive mindset. Though they are long gone, it is rumored that they have sunk their controlling tendrils into a select few lineages of any many surviving species as they could be for they died out completely. Occasionally evidence for their possible influence shows in a younglings abilities, but never anything conclusive as most traces have faded away for good.

This Blood line is only applicable to creatures of the Plant type or augmented Plant subtype. Drakin, which are generally more tree-like, will show some vine-like growths and their Leaf-scales are a little sparser on their body and a little more loosely attached.

4th+2 to Bluff checks
8thFast Healing +5
12thCon +1
16thFast Healing +10
20thPlant affinity +2

Some have more Psychic aptitude than others, and the same is true for Psionic races like drakin. Therefore, scions of these races have the potential to greatly boost their Mental abilities.

Any race that can gain the psionic subtype or anyone w/ one of those races in their heritage can have this bloodline.

1st----+2 to Concentration checks
2nd--+2 to Concentration checks2 Power Points
3rd--Int +1
4th+2 to Concentration checks2 Power PointsBonus 1st-level Psionic Power
5th----Psionic affinity +2
6th--Int +14 Power Points
7th----+2 to Autohypnosis checks
8th2 Power PointsBonus 1st-level Psionic PowerBonus 1st-level Psionic Power
9th----Wis +1
10th--Psionic affinity +26 Power Points
11th----Psionic affinity +4
12thInt +14 Power PointsBonus 2nd-level Psionic Power
13th----Psicraft +2
14th--+2 to Autohypnosis checks8 Power Points
15th----Cha +1
16thBonus 1st-level Psionic PowerBonus 1st-level Psionic PowerBonus 2nd-level Psionic Power
17th----Psionic affinity +6
18th--Wis +110 Power Points
19th----Use Psionic Devise +2
20thPsionic affinity +26 Power PointsBonus 3rd-level Psionic Power

Azure Blooded
W/ the influence of Incarnum, it is possible for individuals to be born w/ spirit-powers. These traits can even be pass on after their initial introduction into the progenitor.

While it isn't "inherited" genetically, it can pass from one to another. Usually that other is the offspring or future descendant, usually.

2nd--+2 to Concentration checks
4th+2 to Concentration checks1 Essentia
6th--Con +1
8th1 EssentiaBonus Soulmeld
10th--Incarnum affinity +2
12thCon +12 Essentia
14th--+2 to Spellcraft checks
16thBonus SoulmeldBonus Soulmeld
18th--Str +1
20thIncarnum affinity +23 Essentia

Reality Glitch
2014-05-18, 03:44 PM
Biology Related Skills
Knowledge (Biology) [Int; Trained only]
You make Knowledge (Biology) checks to discern or remember information about particulars of the going-ons of how a creature works and functions on an individual level. To clarify, Knowledge (Nature) is for the larger-scale and casually observable events a creature causes, while Knowledge (Biology) more about its inner workings.

Use Symbiotic Devise [Wis; Biological Proficiency only]
Biological Devises are varied and several skills cover their use. Biological vehicles (a.k.a. steeds) use the Ride skill, drawing on it's magical or psionic properties w/o interacting w/ its biology or will is Use Magic Devise and Use Psionic Devise respectively, those w/ sentient intelligence require Diplomacy and other to garner cooperation from, while non-sentient non-mindless devises are won over w/ the Handle Animal skill. Other types, such as living weapons and Armors use the standard rules for their use. However, there are symbiotic organisms that preform the same functions as the above and more, but because they have to be attached and integrated into the wielders biology. These require specialized training to use properly, such training is represented w/ the Use Symbiotic Devise skill.
Check: To use most biological devices, you'll probably make one of the above mentioned skill checks. Though a lot of Devices designed for regular civilian use are extremely user friendly requiring no such check. You need this skill if you want to attempt an advanced task or use of symbiotic variants, or particularly resistant or uncooperative specimens.
Retry: Depending on the situation, you can retry as often as you like. However, if you're trying to coerces a reluctant specimen and you miss your check by 10 or more, you're most likely going to come under attack by it. Your D.M. determines the result. It can range from scratches as it claws its way out of your arms to mauling or intentionally poisoning you.
Special: You must have the Biological Proficiency feat to use this skill. All rules covering what the biology emulates also apply to it except it uses the appropriate skill to operate or handle.

Movement Skills
There is a new skill type: movement skills. Each corresponds to the movement mode of the same name, w/ the exceptions of Jump, which has no associated movement mode and Run, which corresponds to base land movement. The following skills are movement skills:
*New skill presented in this Thread.
¶Skill appears in the Pathfinder RPG, but is changed in this rendition. Otherwise it works the same.

Burrow (Str; Movement Skill)
You use this skill when digging in the ground for any reason. The D.C. for Burrow checks are three times the material's hardness, and successful checks remove a 5ft. diameter hole or add 5ft. to the length of the tunnel in any direction or to the depth or size of a hole. Tool quality can modify the D.C. by anywhere from -10 to +10, while Not having the proper tolls adds +20 to the D.C. Burrowing w/o a burrow speed takes a number of hours per 5ft. equal to the hardness of the material you're burrowing through. Each 10 you beat the D.C. by doubles the amount of material moved or halves the time takes to burrow 5ft.

Fly (Dex; Armor Check Penalty; Trained Only; Gravity Check Modifier; Movement Skill)
This skill is used when doing tricky maneuvers in-flight or for faking it when you have neither a fly speed nor the ability to glide (such as while skydiving). The maneuverability class of the creature modifies the skill as follows:
*You can't you the Fly skill to fly, but can still preform mid-air tricks and replaces the Freefall skill from Dragon Star and may attempted such checks untrained.
The D.M. may add other modifiers for exceptionally tricky stunts. This skill can also be used to glide. Finding thermal updrafts, prolonging a glide, and catching oneself after a fall are all examples of situations where the Fly skill is pertinent.

Run (Con; Armor Check Penalty; Movement Skill)
This skill is for making break-neck on-foot speeds. The D.M. sets the D.C. based on how difficult he or she thinks the terrain is to run across. Success, and you add the difference to how far you run that round in feet. Failure, and the difference is subtracted. During a chase the pursued and pursuer make opposed checks every round, the pursuer closes in, shortening the distance if he wins, the pursued Increases the distance if she wins, and make a hide check if the normal conditions for doing so (other than movement penalties) are present.Biological Proficiency [GENERAL]
You either hail from or have lived in a biopunk civilization for a significant period of time.
Benefit: You can use common biological devices, such as Carrier Pigeons, Living Cloth, Symbiotic enhancements and exotic domesticated pets. You can also learn to use biological weapons, computers, vehicles (steed), and other complex or specialized "equipment" with the appropriate training.
Normal: Without this feat, characters cannot use Biological devices without instruction. Even with instruction, they suffer a -4 circumstance penalty on all ability checks, skill checks, and attack rolls using Biological devices. Such characters cannot choose feats or learn skills that have Biological Proficiency as a prerequisite.
Special: This feat is typically not chosen when a character is eligible to select a new feat. Most characters who hail from a Biopunk civilization such as the Yuushong-Vong or the Drakin Imperial-Republic gain this feat for free when they are created. Characters from other societies may take it for free once they have spent one full level gaining experience with biologicl technology. A character could meet this requirement by adventuring in the Drakin territory, training at an imperial-republic facility offworld, or traveling with others who are equipped and experienced with biological technology. Characters are never required to take this feat. Characters only gain the feat if they are actively attempting to learn and acclimate themselves to biopunk civilization.

Drakin Empathy [Psionic]
You've spent so much time around Drakin that you either awaken latent powers, acquire new ones, or have simply learned to use them as Drakin do.
Prerequisite: Drakin may not take this feat.
Benefits: You gain 1 power point and Language-dependant telepathy out to 5ft. You are also considered to share a language w/ drakin for the purposes of your telepathy.
Special: You may spend power points to increase this telepathy by 5ft. each for 1 hour.

Expanded Psychic Network [Psionic, Drakin]
You've spent enough time around another species that you can extned you're natural mental interconnectivity to them.
Prerequisites: Drakin, have learned other mindsets.
Benefit: Choose a Mindset you've learned. You can create psychic bonds w/ individuals of that mindset by spending a minute communing w/ them. Distance increments for communicating w/ them are doubled. (Ex.: -1/10ft. becomes -1/20ft.) The bond also allows the two of you to share power points between each other's power point pools as free actions. If either becomes unconscious for any reason (including sleep, death, or other loss of mental function), the bond is broken.
Special: You can take this multiple times, each time choose a different mindset you can telepathically communicate w/.

Reality Glitch
2014-05-18, 09:22 PM

"Light belongs to shadow, shadow to light
Chasing one another to the very end"
— Bonnie Pink, Tales of Vesperia, "Ring a Bell" (translated)

The Ideal Hero is the champion of all that is good. Thus, his power will be that of light, he will dress in white or bright primary colors, like blue and red, and he will rarely take proactive action against the villain, preferring to play defensively and protect and defend the innocent. He will also champion the causes of love, courage, and hope. Only natural, such good powers could never be used for evil!
Of course, sometimes you have the Anti-Hero, the guy who wields the power of darkness, powers himself on negative emotions, and probably has an angsty past. He probably dresses in all black, too. In extreme cases, the Dark Hero would like nothing, nothing better than to wrap his hands around his archnemesis' throat and strangle the life out of him. Think Sabata, Raven, and Batman.
But our guy, the Yin-Yang Bomb guy, doesn't care about all those things. He uses both. Not just that, but often, he will combine them into something higher and invariably ridiculously more powerful. Dark and light are not evil and good. They're not even diametrically opposed. To resolve the storyline or beat the boss, the hero must grab the reins of both and wield them in a harmony of fusion.

Ying-Yang Bombs Combine the powers of light and dark, usually by being both an evoker (masculine, feminine, or otherwise) (http://www.giantitp.com/forums/showthread.php?258654-Tome-of-Radiance-Mastering-the-Power-of-Love-and-Justice) and a shadowcaster (though not necessarily a Shadowcaster).

Skills: Knowledge (the planes) 6 ranks, Bluff or Diplomacy 8 ranks, Intimidate 8 Ranks, Use Magic Devise 4 Ranks
Power of Light: Must have celestial, divine, or fey blood or can craft Illuminations.
Power of Darkness: Must have infernal, demonic, or plane-of-shadow-native blood or can shadowcast fundamentals or mysteries.

Class Skills
The Yin-Yang Bomb's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Knowledge (Int; each taken separately), Intimidate (Cha), and Use Magic Devise (Cha).
Skills Points at Each Level: 2 + Intelligence modifier

Hit Dice: d6

LevelBase Attack BonusFort SaveRef SaveWill SaveClass FeaturesIlluminations KnownIlluminations Readied
+2Radiant Armaments, Merciful, Fundamentals of Shadow, Cruel, Grey and Gray Morality (Many Shades)0-
+3Mysterious Progression21
+3Grey and Gray Morality (Light the Fuse)21
+4Bonus Fundamental42
+4Mysterious Progression42
+5Illuminations (Extraordinary)63
+5Grey and Gray Morality (Alignment Shift)63
+6Bonus Fundamentals84
+6Grey and Gray Morality (KA-BOOM!)84
+7Mysterious Progression, Grey and Gray Morality (Perfect Balance)105

Weapon Proficiencies: A Ying-Yang Bomb gains no additional proficiencies.

Radiant Armaments: If you don't already have this feature from another source, it functions identical to the Champion Feature.

Merciful: Whenever you would deal lethal damage, you may deal non-lethal damage instead.

Fundamentals of Shadow: As per the the Shadowcaster except you only get one fundamental at first level.

Cruel:Whenever you would deal non-lethal damage, you may deal lethal damage instead.

Grey and Gray Morality: Ying-Yang Bombs blend White Light and Black Darkness into a sort of Grey area that defies conventional perception of both and gains new power from the mixing of two old ones.

Many Shades: At 1st level, you may use illuminations as mysteries and vice versa. They still use their normal slots, but count as being the other for the purpose of distinguishing the two from each other

Light the Fuse: At 3rd level Ying-Yang Bomb gets access to a special list of Fuses that are both Radiant Illuminations and Shadow Mysteries at the same time. They are crafted, and readied like Illuminations, but are known and shadowcast like mysteries.

Alignment Shift: At 7th level your dabbling into two traditionally conflicting arts affects your spiritual aura. Despite your actually alignment, you always register as both good and Evil whenever your alignments is detected. If the effect can only tell whether you are or are not rather than which (such as Detect Good and Detect Evil spells) you register as both that alignment and not that alignment.

KABOOM!: At 9th level, you also gain access to Explosions components When Crafting your Fuses.

Perfect Balance: At 10th level, your mastery of dual usage is so powerful you can actually dual cast. You may evoke an illumination and shadowcast a mystery as part of the same action. If they use different action types, then use the longer of the two. This is not affected by your many shades feature, so you can't use two illuminations by shadowcasting one and can't use two mysteries by evoking one.

Mysterious Progression: At 2nd, 5th, and 10th level if you can't already shadowcast mysteries you gain access an apprentice mysteries. If you can already shadowcast mysteries, then you gain access to the next category (Initiate, then Master) and increase your previous categories one ability type (Spell to Spell-like, Spell-like to Supernatural, Supernatural to Extraordinary (extraordinary abilities may be used four times)). You know a number of additional mysteries equal to your Ying-Yang Bomb level-1 and can shadowcast them the an additional number of times per day as per Shadowcaster's mysteries/per day table.

Illuminations At 2nd level a Ying-Yang Bomb can evoke Illuminations as per the table. Your evoker attribute for Illuminations form this class is your choice of Intelligence, Wisdom, or Charisma chosen at 2nd level.

At 6th level, your Illuminations may be used as Extraordinary or Supernatural abilities.Prerequisites: 11th level, have a power w/ the radiant keyword, have a power w/ the Necrotic keyword.
Grey and Gray Morality (11th): Whenever you would deal Radiant or Necrotic damage, you deal radiant and necrotic damage instead.
A Foot in Both Worlds (11th): You gain Resist Radiant 10 and resist Necrotic 10.
Perfect Balance (16th): You may use a power w/ the radiant Keyword and a power w/ the necrotic keyword as part of the same action. If the require two different action types use the longer of the two.<As a race we are powerful psychics. To give you an idea, the the way our telepathy tends to naturally network itself is reminiscent of your Earth internet, and the strongest of us all, our king, has the power to abuse that connectivity for schemes that boggle even its mind. No one does of course, because its wrong, but the possibility is there. In short: We are all of us and none of us. We make changes that don't require credit.
We are always from somewhere else. Or nowhere. We are.
We are legion. We often forgive. But do not forget.
We are the Great, magnificent, Pure-hearted utopia that you only wish you're people could be.
We are united as many.
You cannot outrun us, for We are already here.>
—Tri'Dimn Fir, Drakin Prince

As an Imperial-Republic, Drakin territory is governed by a Democratic-Monarchy. This means that anyone can become the new King when the old one either steps down or is removed. This is such a huge responsibility that most drakin seeking the position dedicate their lives to training and conditioning themselves for the throne. Those who do are known as Princes, for no other reason then they're waiting inline to become king.

This isn't a position you're is born into, but one that you must earn; though how you go about trying to earn it is entirely up to you.

Race: Drakin, must have six separate instances of the Caste System racial feature.
Base Attack Bonus: +16
Skills: Concentration 19 ranks, Diplomacy 19 ranks, Fly 19 ranks, Gather Information 19 ranks, Heal 19 ranks, Knowledge (Psionics) 19 ranks, Psicraft 19 ranks, Sense Motive 19 Ranks
Feats: Improved Psychic Network, Greater Improved Psychic network

Class Skills
A Drakin Prince's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Int; each taken separately), Psicraft (Int), Sense Motive (Wis), Spellcraft (Int).
Skills Points at Each Level: 8 + Intelligence modifier

Hit Dice: d12

LevelBase Attack BonusFort SaveRef SaveWill SaveClass FeaturesPower PointsPowers KnownHighest Level Power KnownManeuvers KnownManeuvers ReadiedStances Known
1st+1+2+2+2Imperial Psychic Network (Provence), Wings, Breathweapon, Telepathy, Telekinesis, Training Regimen3051st311
4th+4+4+4+4Imperial Psychic Network (Country), Telepathy120204th1244
7th+7/+2+5+5+5Imperial Psychic Network (Continent), Telepathy210357th2177
10th+10/+5+7+7+7Imperial Psychic Network (Planetary), Telepathy, Challenge the King300509th301010

Weapon Proficiencies: A drakin Prince gains proficiency w/ all simple and martial weapons and two Exotic weapons of its choice.

Power Points/Day: A Drakin Prince's ability to manifest powers is limited by the power points it has available. Its base daily allotment of power points is given on the above Table. It also receives bonus power points per day for a high key ability score. Certain feats and items may also provide bonus power points per day.

Discipline: Drakin Princes may learn any psionic power. A Prince can manifest any power that has a power point cost equal to or lower than its manifester level which is equal to its Levels in Drakin Prince.

Maximum Level of Powers and Maneuvers Known: A Drakin Prince can learn powers, Maneuvers, and Stances whose levels are equal to or less than its levels in Drakin Prince. To learn or manifest a power or initiate a maneuver, a the Prince must have its key ability score at 10 + the power or maneuver's level or greater. The D.C. for saving throws to resist it's powers is 1d20 + the power's level + the key ability modifier.

Maneuvers and Stances: You know and ready a number of Martial maneuvers and Stances from any discipline as per the table above. You must ready a maneuver before you can use it. This takes five minutes of preparation as part of its inactive period by thinking about a conceptualizing future situations in which they might be used and remain readied until expanded or changed w/ another 5 minute to prepare, at which point they are unexpended. They are extraordinary abilities unless otherwise stated. You do not provoke attacks of opportunity when you initiate a maneuver, at which point you expended it. Your initiator level is equal to your Levels in Drakin Prince.

Imperial Psychic Network: The Drakin king acts as the central hub of all drakin telepathy, as such a prince has to ready itself to take over. It does so by exponentially expanding its psychic influence. At each level of magnitude it gains the associated benefits.

Provence: At 1st level, the distance penalty increment for you're telepathy are increased tenfold. (Ex.: -1/20ft. becomes -1/200 f.)

Country: At 4rd level, the distance penalty multiplier increases from x10 to x100, and you can relay your telepathy through the minds of other drakin. This means increments are measured from the drakin whose mind you relay it through.

Continent: At 7th level, the distance multiplier increases to x1,000, and when your telepathy is relayed through another drakin's mind that drakin you may have that drakin continue to relay it through yet another drakin's mind. this make your telepathy w/ other drakin have almost unlimited range w/ no penalty.

Planetary: At 10th level, the increment multiplier is now at x10,000 and your telepathy is no longer language-dependent, even when relayed through any number of other minds. You basically become the ultimate telephone service, able to talk w/ anyone, anytime. Giving power points to other drakin doesn't deplete it from your pool.

Caste System: You get an extra instance of the Wings, Breathweapon, Telepathy, and Telekinesis options as described in the Drakin Monster Class. You also gain another instance of Telepathy each level after 1st.

Training Regimen: Levels in Drakin Prince stack w/ level of all other classes for the purpose of level-dependent numeric variables.

Challenge the King: You are ready to take the throne, you're only task left is to challenge the current king to Ceremonial Combat. You've been training for this you're whole life, and you have the perfect weapon to challenge it w/. Choose any non-drakin class you have not completed. You gain the class feature of your choice from it's highest level.[B]Prerequisies:21st-level Drakin; Key ability score 21; five or more racial powers; training in any two of Acrobatics, Arcana, Diplomacy, Endurance, Heal, Insight, and/or Streetwise.
Imperial Psychic Network (21st): All of your powers gain the Psionic keywords.
Whenever you would deal damage you deal an amount of extra psychic damage equal to your key ability score.
Whenever you wish to speak telepathically w/ another creature, you may route it through the mind of a third creature, which can at you choosing route it through a fourth creature and so on until it reaches your intended target. Only you and the target "hear" the message, and the minds you route it through are completely unaware of the transaction.
Royal Achievement (24th): You gain a racial power from one of your chosen power sources.
Training Regimen (26th): You gain a racial power from one of your chosen power sources.
Challenge the King (30th): You gain a 29th-level power from any class you don't already have a 29th-level power from that class. If you are a hybrid character, powers from either class count as powers from both classes for this purpose.Drakin psychology is a delicate thing and would be easily driven mad, corrupted beyond hope, or shatter entirely if it wasn't so fine-tuned. Unfortunately, there are things that can upset even the balance w/in their minds.

Most Drakin who defect are either Evil, crazy, or animalistic, though other kinds can and probably do exist.

Race: Drakin
Corruption: Must have 0 Sanity, maximum Taint, be of any evil alignment, or have an Intelligence score of less than 3.

LevelGood SavePoor SaveClass FeaturesNumber of DefectsCorruption Rating
1st+2±0Defector's Path11
2nd+3+1Psychic Assault21
4th+4+1Minor Defects52
5th+4+2Corrupted Tendrils62
7th+5+3Moderate Defects93
8th+6+3Defile the Pure103
10th+7+4Major Defects134
11th+7+5Thrall Broodmaster144
13th+8+6Grisly Transformation175

Defector's Path: At 1st, 2nd, and 3rd levels you may only choose Path defects. The first one you choose determines your class skill list, skill points per level, hit dice, B.A.B., and Good & Poor saves. You must still qualify for defects in order to choose them.

Defects: As you embrace the path of corruption, you're own body begins to reflect the worsening state of your mind. Each level you gain a Defect from the list below. Every third level (3, 6, 9, and 12), you gain an additional defect. You must meet all prerequisites to take a defect. At 4th, 5th, and 6th level you are limited to minor defects. At 7th, 8th, and 9th level, you take on just moderate defects, and at 10th, 11th, and 12th level you gain no less than major defects.

Psychic Assault (Su, mind-affecting): A 2nd level a you can make attempts on another's psyche. If you are w/in a number of feet equal to 5 times your corruption rating of a target, you may Roll 1d20 plus twice your Corruption rating opposed by the target's will defense as a mind-affecting supernatural ability. The Defector deal 1d4 points of intelligence damage on a success and regains H.P. equal to a H.D. roll.

Corrupted Tendrils (Su): Once at 5th level, you may spend a full-round action to generate four telekinetic tentacles for use as natural weapons for a number of rounds equal to your Defector level as a supernatural ability. These tentacles have a reach of 10 times your corruption rating in feet and you may use your Psychic Assault ability trough your tentacles against targets pinned by them. Doing so increases the Intelligence damage to 1d6 and the H.P. regained is doubled and the target loses 1d6 Sanity. Your Psychic Assault ability is also your only method of obtaining sustenance.

Defile the Pure (Su): Upon reaching 8th level, your Psychic Assault ability's Intelligence damage increases to 1d8, H.P. healing is tripled, Sanity damage is increased to 1d8 and gives 1d8 taint while physically touching the target. Critical successes also cause one negative level. You may also charm targets of your Psychic Assault as per the spell as a supernatural ability as part of the same action w/ a resist D.C. of 10 + your total H.D. + your corruption rating, whether or not you hit.

Thrall Broodmaster (Su): You can dominate targets of your Defile the Pure ability as per the spell as a supernatural ability w/ a resist D.C. of 10 + your total H.D. + your corruption + the number of negative levels they have. Your Psychic assault ability deal 1d10 intelligence, Sanity, and Taint damages to charmed targets. Drakin that would die from this instead replace all their class levels except for the Drakin Monster class and the Drakin Paragon class and gains that many Defector levels and lose their negative levels at a rate of 1 per month. Any other creature that dies from this has its corpse raised as zombie that is under the your control.
Grisly Transformation: You may only take Grisly defects at this level and the one you take determines what becomes of you once the effect of your psychological imbalance have fully taken hold.BECOMING A Psicarnum Master

Skills: Knowledge (the Arcana) 8 ranks, Knowledge (Psionics) 8 ranks, Psicraft 4 ranks, Spellcraft 4 ranks, Use Magic Devise 2 Ranks, Use Psionic Devise 2 ranks
Psionics: Must be able to manifest 2nd-level powers.
Meldshaping: Must be able to shape soulmelds and bind them to your Crown, Hands, and Feet Chakras.

Class Skills
The Psicarnum Master's class skills (and the key ability for each skill) are Craft (Int), Knowledge (Int; each taken separately), Psicraft (Int), Spellcraft (Int), Use Magic Devise (Cha), and Use Psionic Devise (Int).
Skills Points at Each Level: 4 + Intelligence modifier

Hit Dice: d8

LevelB.A.B.Fort SaveRef SaveWill SaveClass FeaturesManifesting and Meldshaping
1±0±0±0+2Psicrystal+1 to current Manifesting Classes, +1 to Current Meldshaping classes
2+1+1+1+3Chakra (Brow, Shoulder, and Arms)+1 to current Manifesting Classes, +1 to Current Meldshaping classes
3+2+1+1+3Bonus Metapsionic Feat+1 to current Manifesting Classes, +1 to Current Meldshaping classes
4+3+1+1+4Chakra (Throat and Waits)+1 to current Manifesting Classes, +1 to Current Meldshaping classes
5+3+2+2+4Essential Power+1 to current Manifesting Classes, +1 to Current Meldshaping classes

Psicrystal: You gain a psicrystal as a psion does, in addition to any you already have.

Chakra: At second level you unlock your Shoulder, Arms, and Brow chakras if you haven't already. At fourth, your Throat and Waist Chakras.

Bonus Metapsionic Feat: You gain any Metapsionic feat you qualify for as a bonus feat.

Essential Power: Your Essentia and Power Point pools are one in the same; anything affects one affects the other. This also means that Essentia may be spent as Power Points and Power Points may be allocated as Essentia.Prerequisites: 11th level, a power w/ the Psionic keyword, a power w/ the Ki keyword.

Reality Glitch
2014-05-24, 03:40 PM
[Reserved for Subsystem Components (Spells, Powers, Soulmelds, Maneuvers, ect.)]

Reality Glitch
2014-05-24, 07:51 PM
[Reserved for Biological Technology and Such]

Reality Glitch
2014-05-31, 04:28 AM
[Reserved for the Critters you'll have to fight.]

2014-06-01, 08:25 AM
Here's my quick PEACH on the DrakinFluff: Psionic Dragon Plants? Interesting concept, no doubt. I also like their unique take on religion and language.

Psychic Emitters: This will be broken because of one word. Mindsight. I'd suggest explicitly saying Mindsight doesn't work for this ability, at least until mid levels, or you'll have the best LOE-breaking scout ever at level 1. With their interaction with light, does it mean that they will also have difficulties in fogs and mist (that is, particles that to some extent are blocking light).

Additionally, Null Psionics Field or Antimagic Field = "senseless Drakin", so I suggest either making this Extraordinary, or just plain Natural ability (no tags), or make it function even in Null Psionics Fields or dead magic/psionic zones.

Arachnophobia: First, I believe you misspelled. Second, a 20 HD Drakin facing a 20 HD Spider needs to save against DC50... is this the intent? Saves are usually 10 + 1/2 HD + Ability Modifier, so this is highly unusual.

Biological Immunity: I wouldn't say it's functionally Timeless Body, because if you do, you've just given the class a +3 to all mental stats for free at 1st level for aging.

Lifebound: It's not a Con check to stabilize, but a percentile die (d100), just so you know.

Monster Class (Caste System): Wings seems balanced with speed and maneuverability, but unlimited unconditional self-healing at level 1 is always a problem.

Monster Class (Plant Traits): Immunity to Mind-affecting, even at level 7, will be very problematic, since you practically neutered an entire spell School, a big fraction of another (illusion), and a few other abilities.Other than that, I think the race seems good and balanced enough. I like the psionic incorporation.

Reality Glitch
2014-06-01, 01:53 PM
Fluff: Psionic Dragon Plants? Interesting concept, no doubt. I also like their unique take on religion and language.Why thank you, I did try w/ the weirdness.
Psychic Emitters: This will be broken because of one word. Mindsight. I'd suggest explicitly saying Mindsight doesn't work for this ability, at least until mid levels, or you'll have the best LOE-breaking scout ever at level 1. With their interaction with light, does it mean that they will also have difficulties in fogs and mist (that is, particles that to some extent are blocking light).I'm a little confused on how, besides knowing intelligence and surface thoughts, blindsight is better then mind-based blindsense. The wording on that light bit is a bit awkward and I really should just nix it and say they can't perceive light or sound.
Additionally, Null Psionics Field or Antimagic Field = "senseless Drakin", so I suggest either making this Extraordinary, or just plain Natural ability (no tags), or make it function even in Null Psionics Fields or dead magic/psionic zones.It's psi-like for both flavor and balancing reasons, a drakin's psychic abilities are its only way of meaningfully observing it's surroundings, as such, null-psionics (and anti-magic if one is using transparency) causes sensory deprivation equivalent to a Blindness-deafness spell. A (Ps) limitless Blindsight is also much less broken then (Ex) limitless blindsight, especially given it's penetrative qualities.
Arachnophobia: First, I believe you misspelled. Second, a 20 HD Drakin facing a 20 HD Spider needs to save against DC50... is this the intent? Saves are usually 10 + 1/2 HD + Ability Modifier, so this is highly unusual.This is another balancing mechanism. (And thanks for catching the typo.) Plus the logic behind it is: It scales w/ the target's H.D. because Bigger spiders are scarier and it scales w/ the Drakin's H.D. so that it doesn't get easier as the drakin level's up. And D.C.50 at level 20 isn't that tough, I don't think :smallconfused:.
Biological Immunity: I wouldn't say it's functionally Timeless Body, because if you do, you've just given the class a +3 to all mental stats for free at 1st level for aging.Thanks for catching that, I never thought about it.
Lifebound: It's not a Con check to stabilize, but a percentile die (d100), just so you know.I actually didn't come up w/ this one, someone else did on another thread, though I believe they were using Pathfinder rules to do so. I probably should either nix it or make it a caste system option.
Monster Class (Caste System): Wings seems balanced with speed and maneuverability, but unlimited unconditional self-healing at level 1 is always a problem.I never thought Fast Healing 1 was that power, fast healing 5, yes, but you have to get to level 9 to acquire that magnitude. Of course I could be missing what you're pointing out entirely.
Monster Class (Plant Traits): Immunity to Mind-affecting, even at level 7, will be very problematic, since you practically neutered an entire spell School, a big fraction of another (illusion), and a few other abilities.Well, they have the plant type, so I tried to put the more powerful immunities at higher levels, and they only get 3 H.D. by level seven. Maybe giving only two and bumping the L.A. back up to +5 would help?

2014-06-02, 05:27 PM
This is another balancing mechanism. (And thanks for catching the typo.) Plus the logic behind it is: It scales w/ the target's H.D. because Bigger spiders are scarier and it scales w/ the Drakin's H.D. so that it doesn't get easier as the drakin level's up. And D.C.50 at level 20 isn't that tough, I don't think :smallconfused:.

Well, your homebrew look quite nice, but I've not the time to read it entirely right now (and anyway I don't have the necessary d&d experience for Evaluating And Criticising Honestly reviewing it or helping you balance it (well I thought less than a month ago that casters were op because of blasting...)) :smallfrown:.

However, I've got the time for a minor correction nitpick : at 11-12 level/ECL/whatever, you will be facing vermines of 32 (such as colossal spider CR 11) to 40 (such as colossal scorpion CR 12) HD vermines (if you do face vermines, which should not be a problem at this level, but this is an exemple to show how the vermines HD scale).
This would mean DC 60. At level 12. So with high base will (+7 at best), high wis (26 so +8 at best) and assuming reaally high misc/temp modifiers (+12), you still can at most beat DC 47.
So with crazy high will (I'm not sure such modifiers are possible to attain, but maybe with enough feats and spells and wis boosting spells and paladin I think this works), you are still auto-losing. By at least 13.

I'm not sure what is the point of scaling the DC with level since this mean the most powerful the character, the harder it is for him to resist the same spider (in quite a lot of cases, your will save scales less rapidly than your level) (this looks like the truenamer problems). Moreover, a powerful drakin should only be afraid of big spiders (which probably will be the only ones he will faces), right? Maybe not. I can imagine some cool rp there, and even cool rp explanations for this strange scaling. But currently the DCs re more auto-fail than anything. You might want to change that (or not, since this only a minor weakness (and can be flavorful in some cases), unless ennemy casters abuse this weakness with dirty summonings).

Oh, and another nitpick: what's this bit about ambidextry? Doesn't this mecanism only applies to 3.0? If it does, you might want to mention it, since it changed in 3.5 (unless you are speaking of TWF, but this still is strangely worded).

Anyway, good luck:smallbiggrin:.

Reality Glitch
2014-06-02, 05:37 PM
Wow, never thought about how quickly it would scale, thank you. As for the ambidexterity: There are still penalties in 3.5 (and 4th) for wielding weapons larger then light in ones off hand (independent of two-weapon fighting), since Drakin don't have left-right handiness, they don't suffer those penalties, even if the feat that allows the same was errata'd out.

2014-06-02, 06:25 PM
(Well, I cheated a bit to prove my point, since I picked the vermines with the most HD in MM1 which cap at CR 12, not sure if this is still the case for more powerful vermines in other manuals. But I do believe vermines tend to have a lot of HD in any cases, or at least there exist some that do.)

I was sure that all adventurers can use either hands with no penalty outside of TWF in 3.5. I guess I will have to ask the Simple D&D QaA thread.
Anyway, I'm glad to have helped!

2014-06-02, 09:41 PM
Blindsense/sight can be bypassed with Incorporeality, Etherealness, Superior Invisibility, and the Darkstalker feat (i.e. stuff that all sneaky guys will have at least one of anyway). Mindsight means you can detect anyone (that isn't mindless) within range, even those with Hide +1000000. You also know their Int score and their creature Type.

As for Fast Healing 1, it's overpowered for off-combat healing (even Dragon Shaman limits the healing to half its max HP, and you could probably do that too). As for Immunity to Mind-Affecting, I'm really not sure. Either remove it completely, make it work only for spells with level less than half your HD, or keep it as is. Either one works, but on different power levels of campaign.

Reality Glitch
2014-06-05, 08:12 PM
I fixed the fast healing problem it's now cure minor wounds usable only on self.

Reality Glitch
2014-06-06, 11:40 AM
I've added a new Race (the Ormagna) as well as the 1st level racial powers for 4th Edition Drakin.

Reality Glitch
2014-07-26, 05:56 PM
I've added the Dreamfolk race and the Dreamfolk racial paragon Class.

2014-07-27, 04:18 PM
Interesting races. I wouldn't make any one races the "oppressive technophobic @&$holes". Then no one can play them if a technologically inclined party member exists. At least without making a lot of drow jokes. Also this is just personal, but a lot of people will DESPISE the drakin. Once the "this is so weird" wears off they will be an all good, jack of all stats, author favorite, legolas races. I'm sorry if this is insulting. This just how they feel to me.

2014-07-27, 04:19 PM
Interesting races. I wouldn't make any one races the "oppressive technophobic @&$holes". Then no one can play them if a technologically inclined party member exists. At least without making a lot of drow jokes. Also this is just personal, but a lot of people will DESPISE the drakin. Once the "this is so weird" wears off they will be an all good, jack of all stats, author favorite, legolas races. I'm sorry if this is insulting. This just how they feel to me.

Lots of awesome homebrew though.