Lix Lorn
2014-02-04, 08:28 AM
Strangers
The power of the Far Realms is that which few mortals can claim, and even fewer can do so while retaining their sanity. Their power, knowledge, weakness and ignorance are all their own. In fact, the Strangers are closer to victims.
TYPICAL STRANGERS
A Stranger bears the power of the uncanny in their very blood. For most, the views and priorities of humanity do not even make sense. The amoral nature of the Strangers keeps them at a distance from others, while the true denizens of the Far Realms often consider them too human.
PHYSICAL DESCRIPTION
Trying to describe a ‘typical’ example of a race so varied and nonsensical that their very name is strange is a pointless endeavour. They may appear human, but have a mouth upon their chest large enough to devour a live goat. They may have a trio of tentacles that float in the air around them, not connected to anything. They may have matte black hair, from which a dozen red eyes glare out at the world.
Relations With Other Races
Strangers don’t get on with many races. Isolated, often entirely amoral, and with priorities that can seem illogical and unknowable to them, they are rarely welcome in civilised societies.
Alignment
Like the denizens of the Far Realms from which they descend, Strangers have no relation to the concept of morality. From a human point of view, many are chaotic evil, while only a rare few are lawful.
Lands
Strangers are most commonly found in the wilderness, and have an affinity for dark caves, ancient ruins, and forgotten temples.
Religion
Strangers rarely hold religious beliefs, unless they were raised in a (presumably very tolerant) society that instilled such values in them. Often, Strangers find themselves the subject of worship.
Language
Strangers most often speak common, although some are familiar with the eldritch words of Aklo.
Common Names
Strangers tend to be referred to by names along the lines of ‘OH GOD KILL IT.’
Adventurers
Like many distrusted races, Strangers can view adventuring as a way to prove their heroism and trustworthiness. The fact remains that adventurers are more likely to meet a Stranger as a foe than any other way.
Stranger Racial Traits
Abilities: +2 Dex, -2 Wis, +2 Cha. Strangers are in complete control of their form, allowing them to perform great acts of dextrousness, and they have an overpowering force of personality. However, they have a massive disconnect from the rest of the world and its logic.
Size: Medium
Type: While humanoid, Strangers are also touched by aberrant energies. They are affected by spells and abilities targeting Aberrations, and they have a +2 racial bonus on saving throws against effects that only target humanoids.
Movement Rate: 30ft land
Unnatural Form: A Stranger has six form points, and may spend them on any combination of eyes, mouths, flesh, tentacles, limbs, spikes, and fins. A Stranger who takes the Ozodrin class receives the Otherworldly Guise feature at level one, and may use the tentacle feature from first level.
Languages: Common.
Bonus Languages: Any, except secret languages.
Favoured Class: Rogue, Wilder, or Ozodrin (http://www.giantitp.com/forums/showthread.php?t=153536).
LA: +1
The power of the Far Realms is that which few mortals can claim, and even fewer can do so while retaining their sanity. Their power, knowledge, weakness and ignorance are all their own. In fact, the Strangers are closer to victims.
TYPICAL STRANGERS
A Stranger bears the power of the uncanny in their very blood. For most, the views and priorities of humanity do not even make sense. The amoral nature of the Strangers keeps them at a distance from others, while the true denizens of the Far Realms often consider them too human.
PHYSICAL DESCRIPTION
Trying to describe a ‘typical’ example of a race so varied and nonsensical that their very name is strange is a pointless endeavour. They may appear human, but have a mouth upon their chest large enough to devour a live goat. They may have a trio of tentacles that float in the air around them, not connected to anything. They may have matte black hair, from which a dozen red eyes glare out at the world.
Relations With Other Races
Strangers don’t get on with many races. Isolated, often entirely amoral, and with priorities that can seem illogical and unknowable to them, they are rarely welcome in civilised societies.
Alignment
Like the denizens of the Far Realms from which they descend, Strangers have no relation to the concept of morality. From a human point of view, many are chaotic evil, while only a rare few are lawful.
Lands
Strangers are most commonly found in the wilderness, and have an affinity for dark caves, ancient ruins, and forgotten temples.
Religion
Strangers rarely hold religious beliefs, unless they were raised in a (presumably very tolerant) society that instilled such values in them. Often, Strangers find themselves the subject of worship.
Language
Strangers most often speak common, although some are familiar with the eldritch words of Aklo.
Common Names
Strangers tend to be referred to by names along the lines of ‘OH GOD KILL IT.’
Adventurers
Like many distrusted races, Strangers can view adventuring as a way to prove their heroism and trustworthiness. The fact remains that adventurers are more likely to meet a Stranger as a foe than any other way.
Stranger Racial Traits
Abilities: +2 Dex, -2 Wis, +2 Cha. Strangers are in complete control of their form, allowing them to perform great acts of dextrousness, and they have an overpowering force of personality. However, they have a massive disconnect from the rest of the world and its logic.
Size: Medium
Type: While humanoid, Strangers are also touched by aberrant energies. They are affected by spells and abilities targeting Aberrations, and they have a +2 racial bonus on saving throws against effects that only target humanoids.
Movement Rate: 30ft land
Unnatural Form: A Stranger has six form points, and may spend them on any combination of eyes, mouths, flesh, tentacles, limbs, spikes, and fins. A Stranger who takes the Ozodrin class receives the Otherworldly Guise feature at level one, and may use the tentacle feature from first level.
Languages: Common.
Bonus Languages: Any, except secret languages.
Favoured Class: Rogue, Wilder, or Ozodrin (http://www.giantitp.com/forums/showthread.php?t=153536).
LA: +1