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.
Relations
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).
Alignment
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.
Lands
The Drakin Empire is always expanding, meaning that their lands are many and varied, with other settlements interspersed.
Religion
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.
Language
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.
Names
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.
Gender
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
Encounter✦Arcane
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
Encounter✦Divine
Move Action
Personal
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.
Regenerate
Drakin Racial Power
At-Will✦Primal
Minor Action
Personal
Effect: Heal 1 H.P.
Elemental Resistance
Drakin Racial Power
Daily✦Elemental
Standard Action
Personal
Effect: You gain Resist the damage type chosen at character creation 5 until the end of the encounter.
Barkscale
Drakin Racial Power
Encounter✦Ki
Move Action
Personal
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
At-Will✦Shadow
Minor Action
Personal
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.
Relation
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.
Alignment
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.
Lands
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.
Religion
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.
Language
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.
Names
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
Encounter✦Weapon
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
Encounter✦Divine
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.
Relations
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.
Alignment
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.
Lands
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.
Religion
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.
Language
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.
Names
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.
Relations
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.
Alignment
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.
Lands
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.
Religion
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.
Language
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
Daily
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..//;,
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.
Relations
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).
Alignment
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.
Lands
The Drakin Empire is always expanding, meaning that their lands are many and varied, with other settlements interspersed.
Religion
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.
Language
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.
Names
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.
Gender
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
Encounter✦Arcane
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
Encounter✦Divine
Move Action
Personal
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.
Regenerate
Drakin Racial Power
At-Will✦Primal
Minor Action
Personal
Effect: Heal 1 H.P.
Elemental Resistance
Drakin Racial Power
Daily✦Elemental
Standard Action
Personal
Effect: You gain Resist the damage type chosen at character creation 5 until the end of the encounter.
Barkscale
Drakin Racial Power
Encounter✦Ki
Move Action
Personal
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
At-Will✦Shadow
Minor Action
Personal
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.
Relation
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.
Alignment
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.
Lands
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.
Religion
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.
Language
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.
Names
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
Encounter✦Weapon
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
Encounter✦Divine
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.
Relations
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.
Alignment
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.
Lands
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.
Religion
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.
Language
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.
Names
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.
Relations
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.
Alignment
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.
Lands
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.
Religion
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.
Language
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
Daily
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..//;,