A Monster for Every Season: Summer 2
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    Bugbear in the Playground

    Join Date
    Oct 2014

    Default Blighters, small diseased extraterrestrial scavangers

    So this is a race I made for a campaign I am currently running. The theme was like a previous entry in that it is an extraterrestrial race that found its way to earth after a crashlanding. I added

    I made this race a while back, but I finally decided to post them, after doing some modifications.

    I chose to make them aberrations because half-construct was both too expensive, and ultimately provided too many resistances to my liking. Plus, I figure, why not make them be aberrants due to, well, being aliens.

    Jersari “Blighters”

    The “blighters” are a race foreign to our world that arrived here not too long ago in the aftermath of a meteor shower, actually the remains of falling appart spacecraft.

    They are a dying race that has only barely managed to survive due to emphasis on advanced grafting and cybernetics and a need to take apart everything.

    When they first arrived, the blighters or as they call themselves in their own language, the jersari, were thought to be a new type of goblin that took on the trappings of advanced technologies brought on by recent events.

    It wasn’t until a little later that humanoid races learned that there was more to the small framed “blighters”. The Jersari are clever, smart, and boast impressive strength for creatures usually so small, the results of generations of genetic and cybernetic augmentation in their quest to survive.

    Still, many race do not hold them in much regard as their need for full bodysuits to even breathe in a terran atmosphere and the fact that within those suits they build up impressive amounts of toxic to most humanoids gasses to survive in both put a substantial barrier to integration within society humanoid society.

    Most people only value their technology and their results, rather than the Jersari themselves.

    Even worse, despite all that advanced technology the Jersari rely upon, the blighters are slowly overcome.

    Physical Description: The Jersari are of roughly humanoid shape, but their bodies are always obscured in leathery, yet bright colored apparel that surrounds their whole bodies.

    Blighters however earned their name for the sheer amount of deformities found underneath their exterior coatings. Irregular and pained growths, nonfunctional eyeballs in places they shouldn’t be, teeth and misshapen bone structure jutting out of blackened, knotted flesh all can easily lead one to conclude the Jersari are inherently wrong and abominable. So far, no Cleric or other healing method has ever successfully restored a blighter to their original form, whatever that was.

    These problems only get worse as a jersari ages, as once they hit a certain age, their bodies break down even faster, often being reduced to a cancerous mass by the age most humanoids would consider Middle Age.

    In the case of male and female identification, there seems to be no difference outsiders can understand, though other jersari seemingly are able to figure out the other’s genders without difficulty.

    Society: The blighters are organized into clans, which function as a sort of extended family where everyone in the group is subject to a patriarch or matriarch as defined in the clan’s traditions.

    The exact numbers or members of a clan can vary, but as a general rule of thumb, all jersari can conceivably belong to the same clan, even if said clan numbers in the hundreds. This is especially true if all for the jersari share the same prefix in their name, as prefixes denote clan allegiance.

    The role a member of a clan takes is flexible and not set upon birth, allowing for easy change in profession as changes demand. In fact, jersari culture emphasizes flexibility, adapting to situations at hand as stagnation could lead to death. Progress and growth are not to be stifled.

    Relations: Elves and dwarves have much disdain for the jersari, as the jersari are short lived and quick to act in the name of progress.

    Humans only tolerate the blighters, as while their disease and taint are hazardous, their innovations lead to great gains.

    Other small races, such as halflings and gnomes view them as wayward cousins and appreciate the jersari. Gnomes in particular are more forward thinking and eager to wonder what the jersari look like without their corrupted flesh.

    Strangely, goblins hate the jersari the most.

    Alignment and Religion: Jesari learn towards chaos and slightly towards evil, though good aligned blighters are considerably more common than neutrally aligned.
    As a whole, there is a slight emphasis on doing what is necessary to survive, even if it is harmful to others.

    Adventurers: Jersari may have any number of reasons for adventuring, usually related to either reconnecting with the other scattered clans to form a large political whole or to gain the resources needed to stop their further degrdation from taking place.

    Male Names: Goriat, Kulner, Hejule, Morakia

    Female Names: Gorite, Kulne, Heju, Morake



    • +2 Intelligence, +2 Strength, -2 Constitution. Though blighters possess weakened immune systems and lacking, they possess sharp minds and muscles backed up by artificial means.
    • Small Size. Blighters are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet
    • Aberration type. Though blighters possess synthetic vital organs and use mechanic grafts to help them survive, the majority of their bodies is composed of mutated and unstable masses of flesh held in check through biological sciences.
    • Speed:30 feet.
    • Darkvision 30 feet.
    • Languages:

    • Scavenger: Due to cultural emphasis on self-reliance and the loss of most of their industries, blighters gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
    • Protect the Bodysuit: Small, daring, yet smart enough to know not to have their suits breached against their will, blighters gain a +2 dodge bonus to Armor Class.
    • Easy Augmentation: Due to weakened immune systems and the essential need to make up for them, blighters treat their Intelligence and Constitution as being 2 points higher for the purposes of receiving cyberware and furthermore creatures attempting to install cyberware and other types of grafts receive a +2 circumstance bonus to any required checks to do so. At level 10, treat Intelligence and Constitution as 4 higher instead
    • Antitech Vulnerability. Since mechanical cybernetics are required for a blighter to make up for weakened bodies, means that disable the these technologies, such as an Antitech Field , cause blighters to take a -2 penalty to Strength, Dexterity, and Constitution as their mechanical augmentations are shutdown, leaving them alone with their weakened flesh.
    • Poisoned Gas When blighters have their bodysuits compromised, the breathable atmosphere in their suits is automatically released, becoming a toxic gas that is poisonous to other races reliant on oxygen. The poisonous gas is created on the turn after his bodysuit has been breached, even if he does not will it to be created and covers area of about 10 feet nearby the blighter. The poisonous gas may only occur once every hour, and dissipates after a number of rounds equal to ˝ the blighter’s hit dice. Blighters are immune to the gas

      The gas has the following statistics.

      Blighter Gas Leak Sickness Inhaled; save Fort DC 10 + 1/2 the blighter's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.
    • Atmospheric Incompatibility: Blighters are incapable of breathing in oxygen and are in fact weakened by it, even with their synthetic lungs to assist them. As a result, blighters must wear full body suits to survive in the atmosphere, disallowing them from using armor typical of other races. So long as their body suits remain intact, blighters do not need to worry about suffocation as their equipment will filter the hazardous gasses for them into a breathable form. Bodysuits remain intact until the blighter wearing it takes piercing or slashing damage that reduces him to below half his maximum hitpoints, in which case the blighter then becomes under threat of suffocation, treating his constitution score as the number of minutes he can hold his breath. Bodysuits are repaired as armor of the appropriate type. Bodysuits do not protect against drowning or suffocation by other means.

    Standard Traits (9 RP):
    Aberration (3 RP)
    Scavenger (2 RP)
    Defensive Training, Greater (4 RP)

    Custom Traits (no value assigned, mixed draw)
    Easy Augmentation
    Atmospheric Incompatibility
    Anti-Tech Vulnerability
    Poisoned Gas

    Knowing Value: Some Blighters seek more than what is needed to survive, focusing on quality instead of quantity, gaining +2 bonus on Appraise checks. /

    Master Tinker: Many blighters know a great deal about technology, gaining them a +1 bonus on Disable Device and Knowledge (engineering) checks. Blighters are also treated as proficient with any weapon they have personally crafted.This replaces Scavenger .

    Subterranean Subrace: Ever since arriving in our world, some blighter clans have taken to living underground, often forgetting much about their technology, save the most essential.

    Members of this subrace gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground. They also move unhindered through difficult terrain, while underground and members of this race that possess Dexterity score of 13 or higher gain Nimble Moves as a bonus feat.

    This replaces Scavenger and Protect the Bodysuit .

    [b] Bodysuits [b]
    A bodysuit is a modified version of the armor or clothing it is meant to represent, featuring a magnetic seals and pressurization chambers on top of standard features of the armor or apparel. As a result, bodysuits draw on standard armor and clothing to determine their statistics.

    The cost of a body suit is equal to +50 gp per every point of the armor’s Armor bonus.
    The cost of nonarmor bodysuits is inconsequential.

    Bodysuits may be masterwork, may be enchanted, and may be composed of special materials.

    Random Starting Ages
    8 years

    Aging Effects
    Middle Age
    Maximum Age
    30 years
    32 years
    35 years
    +1d8 years

    Random Height and Weight
    Base Height
    Height Modifier
    Base Weight
    Weight Modifier
    30 lb.
    +2d4 lbs.
    (32 - 38 lbs.)
    25 lb.
    +2d4 lbs.
    (27 - 33 lbs.)
    Last edited by Almarck; 2015-02-09 at 05:35 PM.
    I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.

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