rferries
2017-04-20, 04:31 PM
Xenopolitans
https://i.imgur.com/1rjFDHJ.jpg
My attempt at an aberration PC race. A blue-and-orange morality race, not necessarily Chaotic Evil. My take is that they’re obsessed with the concept of faith – in a deity’s cult or otherwise.
Physical Description: Xenopolitans are of muscular or slender humanoid build, with slimy jade-green flesh, octopus-like heads complete with tentacled mouths, and two great membranous wings with which they “fly” through the benthic depths of the ocean. The priest caste traditionally wear flowing robes, the warrior caste chitinous armor, and all others go nude.
Society: Xenopolitans are refugees (or colonists, or invaders, depending on which one of them you ask) from the planes of madness/Far Realm. They generally keep to the mighty planeship-fortress-cities with which they arrived in our dimension, deep under the earth and in the dark ocean trenches.
Relations: The divine madness of the Xenopolitans almost always leads to conflict with outsiders and other colonies of their own race. Occasionally however, peaceful contact with lone refugee Xenopolitans leads to them feverishly adopting the codes and creeds of their new allies.
https://i.imgur.com/vHNaBlF.jpg
Alignment and Religion: Xenopolitans are mad by mortal standards and this madness most obviously manifests in chaotic alignments. Those colonies that worship the dark gods are quite triumphantly evil as well. However, their fervour can lead them to the ruthless pursuit of logic and order – there are even known to be one or two Xenopolitan paladins.
Adventurers: Occasionally some few Xenopolitans leave their cities to explore their obsessions (be they commerce, diplomacy, the arts, etc.), and adventuring is as good as reason as any. Most adventuring Xenopolitans are divine spellcasters of some kind.
Xenopolitan Racial Traits
+2 Charisma, +2 Strength, -2 Wisdom: Xenopolitans are forceful of personality and body, but lack common sense to say the least.
Medium: Xenopolitans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Xenopolitans have a base speed of 30 feet.
Aberration: Xenopolitans are aberrations with the amphibious, aquatic, and mortal subtypes.
Mortal (Ex): This non-humanoid creature lacks the immunities normally granted by virtue of its type. Instead, it possesses a +2 racial bonus on saves against any effect against which its type would normally be immune, but is otherwise treated as a humanoid. Furthermore, a creature of this type may only assume humanoid forms when using the alter self spell.
Darkvision: Xenopolitans can see in the dark up to 60 feet.
Aberration Empathy (Su): This ability functions as the druid's wild empathy, save that a Xenopolitan can only use this ability on aberrations. A Xenopolitan gains a +4 racial bonus on this check.
Fanaticism (Ex): A Xenopolitan with levels in a divine spellcasting class uses their Cha modifier instead of their Wis modifier for determining save DCs and spells per day. Knowledge (religion) is always a class skill for Xenopolitans.
Gliding Wings (Ex): Xenopolitans take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, a Xenopolitan can move up to 5 feet in any horizontal direction for every 1 foot it falls, at a speed of 60 feet per round. It cannot gain height with these wings alone; merely coast in other directions it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
Swim (Ex): Xenopolitans have a swim speed of 30 feet and gain a +8 racial bonus on Swim checks. They lose this bonus if their wings are injured or severed.
Languages: Xenopolitans begin play speaking Aklo and Common. Xenopolitans with high Intelligence scores can choose from the following: Abyssal, Aquan, Auran, Goblin, Orc, Terran, and Undercommon.
Aberrant Adaptation
You are resistant to the alien energies of your ancestral home dimension.
Prerequisite: Character level 3rd, Xenopolitan.
Benefit: You gain acid, negative energy, and sonic resistance equal to your character level.
Aberrant Adaptation, Improved
You have begun to adapt for existence in the solar winds and deep-space chill.
Prerequisite: Aberrant Adaptation, Character level 6th, Xenopolitan.
Benefit: You gain cold and fire resistance each equal to your character level.
Aberrant Heritage
Your body mutates through the glory of your aberrant blood.
Prerequisite: Xenopolitan.
Benefit: Select two feats requiring Aberrant Blood for which you otherwise qualify. Gain them both.
Lunatic's Insight
Your unhinged mental state grants you an uncanny, quasi-empathetic perception.
Prerequisite: Character level 3rd, Xenopolitan.
Benefit: You gain the bardic knowledge ability of a bard of your level. You may use your Cha bonus in place of your Int bonus on Knowledge checks.
Starting at 11th level, you may use legend lore once per day as a spell-like ability, but you must have the person or thing of interest at hand or be in the locale to be studied.
Special: If you already possess the bardic knowledge ability from another source your bonus on Knowledge checks increases to your bard level.
Maddening Visage
Your presence calls to mind the terrible gods your ancestors and brethren worship.
Prerequisite: Character level 12th, Xenopolitan.
Benefit: You gain a gaze attack that drives the beholder insane. Any creature within 30 feet that looks at you must make a Will save (DC = 10 + ½ your character level + your Cha modifier) or take 1d4 Wis damage. A creature that successfully saves against this ability cannot be affected for another 24 hours.
Aberrations are immune to this ability, as is anyone that has adventured with you long enough to see you as a true friend (in spite of your appearance).
True Starspawn
You have fully adapted for travel through the heavens and the lightless depths of space.
Prerequisite: Aberrant Adaptation, Improved Aberrant Adaptation, Character level 9th, Xenopolitan.
Benefit: You gain a fly speed of 60 feet with good maneuverability.
You do not need to breathe and can survive comfortably in a vacuum.
Other possible feats: granting natural attacks (claws, bite, wing buffets, TENTACLES), eidolon feats allowing you to assume some of their alien power, etc.
-insanity feat (+6 Cha, -6 Wis), unearthly grace feat...
https://i.imgur.com/1rjFDHJ.jpg
My attempt at an aberration PC race. A blue-and-orange morality race, not necessarily Chaotic Evil. My take is that they’re obsessed with the concept of faith – in a deity’s cult or otherwise.
Physical Description: Xenopolitans are of muscular or slender humanoid build, with slimy jade-green flesh, octopus-like heads complete with tentacled mouths, and two great membranous wings with which they “fly” through the benthic depths of the ocean. The priest caste traditionally wear flowing robes, the warrior caste chitinous armor, and all others go nude.
Society: Xenopolitans are refugees (or colonists, or invaders, depending on which one of them you ask) from the planes of madness/Far Realm. They generally keep to the mighty planeship-fortress-cities with which they arrived in our dimension, deep under the earth and in the dark ocean trenches.
Relations: The divine madness of the Xenopolitans almost always leads to conflict with outsiders and other colonies of their own race. Occasionally however, peaceful contact with lone refugee Xenopolitans leads to them feverishly adopting the codes and creeds of their new allies.
https://i.imgur.com/vHNaBlF.jpg
Alignment and Religion: Xenopolitans are mad by mortal standards and this madness most obviously manifests in chaotic alignments. Those colonies that worship the dark gods are quite triumphantly evil as well. However, their fervour can lead them to the ruthless pursuit of logic and order – there are even known to be one or two Xenopolitan paladins.
Adventurers: Occasionally some few Xenopolitans leave their cities to explore their obsessions (be they commerce, diplomacy, the arts, etc.), and adventuring is as good as reason as any. Most adventuring Xenopolitans are divine spellcasters of some kind.
Xenopolitan Racial Traits
+2 Charisma, +2 Strength, -2 Wisdom: Xenopolitans are forceful of personality and body, but lack common sense to say the least.
Medium: Xenopolitans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Xenopolitans have a base speed of 30 feet.
Aberration: Xenopolitans are aberrations with the amphibious, aquatic, and mortal subtypes.
Mortal (Ex): This non-humanoid creature lacks the immunities normally granted by virtue of its type. Instead, it possesses a +2 racial bonus on saves against any effect against which its type would normally be immune, but is otherwise treated as a humanoid. Furthermore, a creature of this type may only assume humanoid forms when using the alter self spell.
Darkvision: Xenopolitans can see in the dark up to 60 feet.
Aberration Empathy (Su): This ability functions as the druid's wild empathy, save that a Xenopolitan can only use this ability on aberrations. A Xenopolitan gains a +4 racial bonus on this check.
Fanaticism (Ex): A Xenopolitan with levels in a divine spellcasting class uses their Cha modifier instead of their Wis modifier for determining save DCs and spells per day. Knowledge (religion) is always a class skill for Xenopolitans.
Gliding Wings (Ex): Xenopolitans take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, a Xenopolitan can move up to 5 feet in any horizontal direction for every 1 foot it falls, at a speed of 60 feet per round. It cannot gain height with these wings alone; merely coast in other directions it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
Swim (Ex): Xenopolitans have a swim speed of 30 feet and gain a +8 racial bonus on Swim checks. They lose this bonus if their wings are injured or severed.
Languages: Xenopolitans begin play speaking Aklo and Common. Xenopolitans with high Intelligence scores can choose from the following: Abyssal, Aquan, Auran, Goblin, Orc, Terran, and Undercommon.
Aberrant Adaptation
You are resistant to the alien energies of your ancestral home dimension.
Prerequisite: Character level 3rd, Xenopolitan.
Benefit: You gain acid, negative energy, and sonic resistance equal to your character level.
Aberrant Adaptation, Improved
You have begun to adapt for existence in the solar winds and deep-space chill.
Prerequisite: Aberrant Adaptation, Character level 6th, Xenopolitan.
Benefit: You gain cold and fire resistance each equal to your character level.
Aberrant Heritage
Your body mutates through the glory of your aberrant blood.
Prerequisite: Xenopolitan.
Benefit: Select two feats requiring Aberrant Blood for which you otherwise qualify. Gain them both.
Lunatic's Insight
Your unhinged mental state grants you an uncanny, quasi-empathetic perception.
Prerequisite: Character level 3rd, Xenopolitan.
Benefit: You gain the bardic knowledge ability of a bard of your level. You may use your Cha bonus in place of your Int bonus on Knowledge checks.
Starting at 11th level, you may use legend lore once per day as a spell-like ability, but you must have the person or thing of interest at hand or be in the locale to be studied.
Special: If you already possess the bardic knowledge ability from another source your bonus on Knowledge checks increases to your bard level.
Maddening Visage
Your presence calls to mind the terrible gods your ancestors and brethren worship.
Prerequisite: Character level 12th, Xenopolitan.
Benefit: You gain a gaze attack that drives the beholder insane. Any creature within 30 feet that looks at you must make a Will save (DC = 10 + ½ your character level + your Cha modifier) or take 1d4 Wis damage. A creature that successfully saves against this ability cannot be affected for another 24 hours.
Aberrations are immune to this ability, as is anyone that has adventured with you long enough to see you as a true friend (in spite of your appearance).
True Starspawn
You have fully adapted for travel through the heavens and the lightless depths of space.
Prerequisite: Aberrant Adaptation, Improved Aberrant Adaptation, Character level 9th, Xenopolitan.
Benefit: You gain a fly speed of 60 feet with good maneuverability.
You do not need to breathe and can survive comfortably in a vacuum.
Other possible feats: granting natural attacks (claws, bite, wing buffets, TENTACLES), eidolon feats allowing you to assume some of their alien power, etc.
-insanity feat (+6 Cha, -6 Wis), unearthly grace feat...