Difference between revisions of "Magiter (3.5e Race)"
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==Magiter== | ==Magiter== | ||
− | [[Summary:: Born out living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers. | + | [[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers. |
===Personality=== | ===Personality=== |
Revision as of 23:43, 22 June 2023
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Contents
Magiter
Born out of living magic, these humanoids hold incredible prowess over the arcane. Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.
Personality
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane.
Physical Description
They look both derpy and scary, due to their angler fish-like body, mixed with expressive eyes and playful disposition. They have a moist skin, usually black or of similar dark colors, dotted with light points, which shine faintly with an eerie light. They have long fin-like arms, which can grasp things almost as good as human hands can. Theirs heads are almost like those of an anglerfish, with pointy teeth, wide eyes and a bioluminescent organ on their forehead. They have short, stumpy fish-tails.
Males are usually much smaller than females.
Relations
Their habitat isn't very populated, so most of their encounters are with the races that live in caves and underground, which are mostly evil. Because of this, they are usually happy to open relationships with good races or surface-dwelling races. They are quite primitive in their lifestyle, so much that they don't share much with more advanced races, except for the contribution as guides they can give.
Common people usually refer to them as anglerfolk.
Alignment
Most of them are neutral or chaotic, and a lot are good, but any alignment is present among them.
Lands
They usually live in dark, damp places, such caves, especially coastal or underwater, or in the Underdark. They are not amphibious nor breath water, so they need to have fresh air. They are quite primitive, living in mud huts, or stone buildings.
Religion and Society
They don't have a racial deity and each community simply worships underground gods of caves, water and hunting. Many also pray to furtive gods. They are not that spiritual though, mainly concerned with survival.
They live in hunting communities, which teach their young their traditions to help them survive their harsh home. They also narrates myths from their past, from when their ancestors lived under beholders and when they escaped their tyrannical grasp.
Language
They are strangely proficient in multiple languages, such as Common, Aquan and Undercommon, which enrich their oral tradition. They also learn languages customary for their neighbours.
Names
Their names are very similar to sahuagin's names, usually in Aquan or Undercommon.
Racial Traits
- +2 Any mental sc or +2 e: Magiters have strong minds, which can develop in numerous ways.
- Humanoid (Magiter)
- Medium: As a Medium creature, a luresca has no special bonuses or penalties due to its size.
- Luresca base land speed is 30 feet.
- Arcane Skill: They gain a racial +2 to Use Magice Device checks, and can use the skill even if untrained.
- Darklure (Ex): Having a natural light source, they can use their luring light to draw closer creatures. They can use a free action to switch on or off their light, which shines like a candle. When the light is on, they can use a standard action against one enemy within 60 feet to try and lure them closer, like a command spell. The creature must pass a Will save (DC is 15 + 1/2 the luresca's HD) or be compelled to go adjacent to the luresca, avoiding any obvious danger, and remain there fascinated for as long as the effects lasts. Any hidden danger that affects the target immediately breaks the effect, and a target will not put itself in danger if there's no way to safely reach the light. If the luresca uses this ability while hidden in the dark, it will not reveal itself, even if the creature come adjacent to it, though any hostility will break the effect. This is a mind-affecting effect but mindless creatures are not immune to it and creatures with 1 or 2 Intelligence have a -4 penalty against this ability. Creatures which can see the luresca have a +2 bonus against this effect.
- Hidden in the Dark (Ex): They can Hide while in darkness or shadowy illumination, even against creatures with darkvision or other special senses (like blindsight), but not against creatures that pierce magical darkness.
- Light Sensitivity: Lurescai are dazzled (–1 penalty on attack rolls, Search checks, and Spot checks) in bright sunlight or within the radius of a daylight spell.
- Magic Power-Up (Su): Once per day, as swift touch action, they may infuse a spark of magic into a mundane weapon, armor or shield. The item becomes magical with a +1 enhancement. At 5 HD they may even infuse already magical weapons, armors or shields, increasing the temporary enhancement up to +2. At 10 HD the temporary enhancement becomes +3, at 15 HD it's +4 and at 20 HD it's +5. This effect lasts 3 + their highest mental modifier rounds (minimum 3).
- Tinge of Magic (Sp): As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the Tinge of Magic feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and they DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat agains allows them to choose an additional cantrip with the same rules here presented.
- Automatic Languages: Common
- Bonus Languages: Any, except secret ones
- Favored Class: Any arcane caster
- Level Adjustment: +0
- Effective Character Level: 1
Biting Mouth
Light Melee
Cost: | — gp |
---|---|
Damage (Small): | 1d4 |
Damage (Medium)1: | 1d6 |
Critical: | 18-20/×2 |
Weight2: | — lbs |
Type3: | Piercing |
HP4: | 10 |
Hardness: | 5 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
Racial Options
Feats
Pathfinder
In Pathfinder games they also have .
Alternate Racial Features
Author | the bluez in the dungeon + |
Class | Melee + |
Cost | — gp + |
Critical | 18-20/×2 + |
Damage | 1d6 + |
Damage Type | Piercing + |
Effective Character Level | 1 + |
Favored Class | Any arcane caster + |
Hardness | 5 + |
Hit Points | 10 + |
Identifier | 3.5e Race + |
Level Adjustment | 0 + |
Proficiency | None + |
Racial Ability Adjustments | +2 Any mental sc or +2 e + |
Range | — + |
Rating | Undiscussed + |
Size | Medium + and Light + |
Subtype | Magiter + |
Summary | Born out of living magic, these humanoids hold incredible prowess over the arcane. + |
Title | Magiter + |
Type | Humanoid + |
Weight | — + |