Difference between revisions of "Cosmin (3.5e Race)"

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==Cosmin==
 
==Cosmin==
  
[[Summary::Humanoids with stars and black holes for heads.]]
+
[[Summary::Humanoids born in the deep of space or transformed from mortals, they have small stars or black holes for heads.]]
  
 
===Personality===
 
===Personality===
  
Parraqitos are outgoing and vocal individuals, always offering their comments and opinions on every matter, usually with a pinch, or more, of sarcasm and veiled taunt. They like music, sea shanties, booze and all manner of partying. They are prone to disloyalty, an inheritance of their most frequent professione: piracy. They are generally good with words and in fact open their way mainly through their speech, resorting to violence only if diplomacy and bluffing don't work.
+
Cosmins are distant but not cold, always looking upward, reaching for the stars with their minds and souls. They long for the freedom of the high atmosphere and even beyond that. They are quite competitive and strong-willed, but their reasoning and views may seem strange to others.
  
 
===Physical Description===
 
===Physical Description===
  
They are small parakeet-like humanoids, with beaks, small talons and winged arms. They sport colourful feathers, of a variety of hues. They like to wear light clothes, hats and bandanas, and all clothing needed for naval travel or to live on tropical, coastal cities.
+
They look as humanoids, of any size and build, with a head made of pure energy, looking like a fiery ball (astralchild cosmin) or like a black hole (voidhead cosmin). The colour and shape of their head changes from individual to individual, with no specific pattern. Cosmins are born in various ways, some are spawned by the combination of star energy with organic matter, others are born from the cold void of space, while others are ascended humanoids whose nature is radically changed. They are genderless, but their bodies may display any kind of features, and their voices and mind can be masculine, feminine or neither. Their bodies may really be of any kind, such as dwarf-like, elven-like or human-like, but all have a dulled colors and sometimes a stony appearance.
  
 
===Relations===
 
===Relations===
  
Relationships with other races are mixed: on one hand they often choose to sail one the pirate's way, associating their race to criminal activity, but many parraqitos are employed as mariners, diplomats, administrators in seaside communities, and are quite appreciated at their jobs. Many also act as merchants, more or less honest. They are generally liked by partying and morally-loose people, at least until they board their ships.
+
Beyond their natural aloofness, each cosmin is distinctly different from the others, just as varied in personality as humans can be. Because of this they are treated according to their behaviour, at least if others see past their strange appearance.
  
 
===Alignment===
 
===Alignment===
  
Mostly chaotic, and often neutral, but any alignment may be found among the parraquitos.
+
Any, cosmins' alignments are as varied as them.
  
 
===Lands===
 
===Lands===
  
They rarely have their own communities, usually preferring integrating themselves in coastal societies, where they can better benefit from their abilities.
+
Cosmins can be found in any place, though the Astral Plane and space are their favorite places. They usually don't form communities among themselves.
  
 
===Religion===
 
===Religion===
  
They are not a religious race and each parraqito may have its own religiosu views. They usually worship gods of the sea or of thievery (better if both). They are very superstitious.
+
They are very spiritual but don't follow any specific deity or religion. Each individual cosmin can worship any god they want, or don't do it at all.
  
 
===Language===
 
===Language===
  
Parraqitos speak Common, not having their own language, but usually learn naval terms. They usually learn a lot of languages due to their travels. Parraqitos seem to talk almost always under the effects of the ''[[Talk Like a Pirate (3.5e Spell)|talk like a pirate]]'' spell, even though they are not.
+
They speak Abyssal, Aklo, Anarch, Celestial or Infernal as first languages, being ingrained in their minds at the moment of their birth, and can then learn whatever other languages they want.
  
 
===Names===
 
===Names===
  
Any, they usually adopt the naming convention of their native community.
+
Any, they don't have any specific naming conventions but they like to incorporate space-related terms in their names.
  
 
===Racial Traits===  
 
===Racial Traits===  
 +
 +
====Astralchild Cosmin====
  
 
{{3.5e Racial Traits
 
{{3.5e Racial Traits
|name=Parraqito
+
|name=Starchild Cosmin
 +
 
 +
|type=Aberration
 +
|subtype=Xenoblooded
 +
|typefluff=Despite their humanoid physique they have an alien physiology and mind.
 +
 
 +
|size=Medium
 +
|basespeed=30
 +
|othermove=Cosmins have an hover speed equal to half their land speed with perfect maneuverability.
 +
 
 +
|vision=Darkvision
 +
|darkdist=60 (18 meters)
 +
 
 +
|specialtext1=Cosmins don't age, nor mentally neither physically, so they don't receive any penalty nor bonus from aging. They die of natural causes when their time comes, as normal.
 +
|special1=Ageless
 +
|specialtype1=Ex
 +
 
 +
|specialtext2=They can replicate the spell [[Alter Gravity (3.5e Spell)|''alter gravity'']] at will as a supernatural ability. Caster level equal to their HD. If they gain a fly speed, they may increase their maneuverability by one step or their speed by 30 feet for 1 round as a swift action.
 +
|special2=''Alter Gravity''
 +
|specialtype2=Su
 +
 
 +
|specialtext3=A cosmin's head has the form of a burning star which emanates radiant light. They are always under the effect of a [[SRD:Light|''light'']] spell, centered on their head (caster level is their HD). They can see perfectly in the light conditions that they create thanks to this ability. They can dim the light to a range of 5 feet (1,5 meters) as a swift action, and resume their full effect as the same action. If they fall unconscious their light becomes dimmed.
 +
|special3=Cosmic Radiance
 +
|specialtype3=Ex
 +
 
 +
|specialtext4=Cosmins train their ability to manipulate  gravity to overcome their weakness in normal and heavy gravity. A cosmin can perform a ritual to intensify gravity in a small area. Doing so requires 10 minutes and a DC 15 Concentration check. If successful, the ritual has altered a 30 feet (9 meters) spherical area centered on where the cosmin was standing when it finished the ritual, granting the area the [[Gravity, Revised (3.5e Variant Rule)|heavy or light gravity]] trait. A DC 15 Spot check allows a creature to detect this Gravity Field due to rippling in the air along the border of the sphere, similar to a heat haze. The Gravity Field lasts for 1 hour if the cosmin remains within its borders after completing if, but dissipates 1d4 rounds after it leaves it, and it can't have more than one Gravity Field in existence at a time. As a secondary benefit, if anyone trains in heavy gravity for 1 hour each day for an entire month, it gains a +2 bonus on Climb, Swim, Jump and grapple checks, and its Strength score increases by 2 for the purposes of determining the weight it can carry, becoming also trained to avoid the effects of heavy gravity and overcoming the penalties of the Low Gravity Frame flaw. Those who train must continue to do so for one hour each day to retain this bonus, losing it if they miss an entire week of training and must undergo another month of daily training to regain the bonus. Training in light gravity allows the one training to ignore the penalties of light gravity and treat [[Gravity, Revised (3.5e Variant Rule)|low gravity]] as light gravity. The same is true for the heavy gravity training, but applying the effect to [[Gravity, Revised (3.5e Variant Rule)|extreme gravity]].
 +
|special4=Gravity Field
 +
|specialtype4=Ex
 +
 
 +
|specialtext5=They gain a +1 to the DC of any effect, magic, psionic power or maneuver that involves the manipulation of gravity, such as their ''Alter Gravity'' feature.
 +
|special5=Gravity Manipulation
 +
|specialtype5=
 +
 
 +
|specialtext6=Cosmins' physique is adapted for [[Gravity, Revised (3.5e Variant Rule)|low gravity]], gaining the [[Low Gravity Frame (3.5e Flaw)|Low Gravity Frame]] flaw and suffering its effects without gaining the extra feat. They avoid these penalties, while benefitting from the positive effects of the flaw, if they become trained for the effects of normal or heavier gravity, such as if they train in the Gravity Field.
 +
|special6=Low Gravity Frame
 +
|specialtype6=Ex
 +
 
 +
|specialtext7=Cosmins do not need to breathe and are immune to effects based on breathing. They are also immune to the effects of deep space, such as the cold, radiations, vacuum and any other dangerous effect. This benefit applies only while in space and only against natural hazards of deep space.
 +
|special7=Space Adaptation
 +
|specialtype7=Ex
  
|attribbonus1=+2
+
|specialtext8=Cosmins may use their heads to produce a burning force that deals damage. As a touch attack, once per round using a standard action, they can hit a target and inflict 1d4 +1 per 2 HD (no Strength added) of astralfire damage (half fire, half untyped damage). This attack isn't magical but can still affect ethereal creatures as if it was (50% chance of success). If they attack an object they deal double damage and ignore any hardness, but they can destroy only one object (or section of one) per Constitution modifier (minimum 1) per day, as the destroyed object is absorbed in their body as if it was eaten. They infact still need to eat but can eat anything that they can destroy thanks to their Astralstrike. The destroyed target counts as if it was [[SRD:Disintegrate|''disintegrated'']]. This attack can interact normally with [Force] effects.
|attrib1=Charisma
+
|special8=Astralstrike
 +
|specialtype8=Ex
  
|attribbonus2=-2
+
|autolanguage=One from chosen among the following: Abyssal, [[Expanded Languages (3.5e Other)|Aklo]], [[Expanded Languages (3.5e Other)|Anarch]], [[Expanded Languages (3.5e Other)|Axial]], Celestial or Infernal
|attrib2=Strength
+
|bonuslanguage=Any, except secret ones
 +
|favoredclass=Monk
 +
|la=0
 +
|ecl=1
 +
}}
  
|attribfluff=With a quick tongue and a small body, parraqitos are charismatic but physically weak.
+
====Voidhead Cosmin====
 +
{{3.5e Racial Traits
 +
|name=Void Cosmin
  
|type=Humanoid
+
|type=Aberration
|subtype=Anthro
+
|subtype=Xenoblooded
|typefluff=They are humanoid parrots.
+
|typefluff=Despite their humanoid physique they have an alien physiology and mind.
  
|size=Small
+
|size=Medium
|basespeed=20
+
|basespeed=30
|othermove=
+
|othermove=Cosmins have an hover speed equal to half their land speed with perfect maneuverability.
  
|vision=Low-Light Vision
+
|vision=Darkvision
 +
|darkdist=60 (18 meters)
  
|specialtext1=They have a +2 racial bonus to [[Climb]] checks if their talons are free and a +4 [[Jump]] checks if they use their wings to help the jump.
+
|specialtext1=Cosmins don't age, nor mentally neither physically, so they don't receive any penalty nor bonus from aging. They die of natural causes when their time comes, as normal.
|special1=Bird Body
+
|special1=Ageless
|specialtype1=
+
|specialtype1=Ex
  
|specialtext2=Parraqitos have a glide speed of 30 feet (average maneuverability), which allow them to glide covering 20 feet (6 meters) per 5 feet (1,5 meters) of descent. Treat this glide ability as a fly speed for the purpose of prerequisites. If a parraqito becomes unconscious or helpless while in midair, its  wings naturally unfurl and powerful ligaments stiffen the wings. The parraqito descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
+
|specialtext2=They can replicate the spell [[Alter Gravity (3.5e Spell)|''alter gravity'']] at will as a supernatural ability. Caster level equal to their HD. If they gain a fly speed, they may increase their maneuverability by one step or their speed by 30 feet for 1 round as a swift action.
|special2=Gliding
+
|special2=''Alter Gravity''
|specialtype2=Ex
+
|specialtype2=Su
  
|specialtext3=Despite not being very dexterous with their hands, parraqitos have excellent item manipulation with their feet and they can use them to hold and wield items that fit in one hand and light weapons, though only if standing still or flying. If they move on the ground while grasping an object with their feet their land speed is halved.
+
|specialtext3=A cosmin's head has the form of a gaping black hole. They are always under the effect of a [[SRD:Darkness|''darkness'']] spell, centered on their head. They can see perfectly in the light conditions that they create thanks to this ability. They can reduce the darkness to a range of 5 feet (1,5 meters) as a swift action, and resume their full effect as the same action. If they fall unconscious their darkness becomes dimmed.  
|special3=Grasping Talons
+
|special3=Cosmic Radiance
 
|specialtype3=Ex
 
|specialtype3=Ex
  
|specialtext4=At 5 HD a parraqito  becomes able to fly at a speed of 30 feet (average maneuverability). A parraqito can't fly while carrying a medium or heavy load or while fatigued or exhausted. Parraqitos can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're [[fatigued]] at the end of the flight. Parraqitos are likewise fatigued after spending a total of more than 10 minutes per day flying. Because parraqitos can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). When they reach 10 Hit Dice, parraqitos have enough stamina and prowess to fly for longer periods. They can fly at a speed of 30 feet (average maneuverability), and flying requires no more exertion than walking or running.
+
|specialtext4=Cosmins train their ability to manipulate  gravity to overcome their weakness in normal and heavy gravity. A cosmin can perform a ritual to intensify gravity in a small area. Doing so requires 10 minutes and a DC 15 Concentration check. If successful, the ritual has altered a 30 feet (9 meters) spherical area centered on where the cosmin was standing when it finished the ritual, granting the area the [[Gravity, Revised (3.5e Variant Rule)|heavy or light gravity]] trait. A DC 15 Spot check allows a creature to detect this Gravity Field due to rippling in the air along the border of the sphere, similar to a heat haze. The Gravity Field lasts for 1 hour if the cosmin remains within its borders after completing if, but dissipates 1d4 rounds after it leaves it, and it can't have more than one Gravity Field in existence at a time. As a secondary benefit, if anyone trains in heavy gravity for 1 hour each day for an entire month, it gains a +2 bonus on Climb, Swim, Jump and grapple checks, and its Strength score increases by 2 for the purposes of determining the weight it can carry, becoming also trained to avoid the effects of heavy gravity and overcoming the penalties of the Low Gravity Frame flaw. Those who train must continue to do so for one hour each day to retain this bonus, losing it if they miss an entire week of training and must undergo another month of daily training to regain the bonus. Training in light gravity allows the one training to ignore the penalties of light gravity and treat [[Gravity, Revised (3.5e Variant Rule)|low gravity]] as light gravity. The same is true for the heavy gravity training, but applying the effect to [[Gravity, Revised (3.5e Variant Rule)|extreme gravity]].
|special4=Flight
+
|special4=Gravity Field
 
|specialtype4=Ex
 
|specialtype4=Ex
  
|specialtext5=Parraqitos have hands but they are not as good as human hands are. They can wield melee weapons but they suffer a -1 to attacks if they do so with their hands. They can hold items with their hands but not use them during natural flight and their flight maneuverability drops by one step for holding a one-handed weapon, or two steps for a two-handed weapon.
+
|specialtext5=They gain a +1 to the DC of any effect, magic, psionic power or maneuver that involves the manipulation of gravity, such as their ''Alter Gravity'' feature.
|special5=Non-Dexterous
+
|special5=Gravity Manipulation
|specialtype5=Ex
+
|specialtype5=
  
|specialtext6=They always count [[Perform]] (Accordion) or (Sea Shanty) and [[Profession]] (Sailor) as class skills for all their classes. They gain a +2 racial bonus to these checks and to [[Appraise]] and [[Bluff]] checks. They gain also free weapon proficiency with the [[Flintlock Pistol (3.5e Equipment)|flintlock pistol]].
+
|specialtext6=Cosmins' physique is adapted for [[Gravity, Revised (3.5e Variant Rule)|low gravity]], gaining the [[Low Gravity Frame (3.5e Flaw)|Low Gravity Frame]] flaw and suffering its effects without gaining the extra feat. They avoid these penalties, while benefitting from the positive effects of the flaw, if they become trained for the effects of normal or heavier gravity, such as if they train in the Gravity Field.
|special6=Pirate Calling
+
|special6=Low Gravity Frame
|specialtype6=
+
|specialtype6=Ex
  
|specialtext7=Parraqitos travel a lot and they learn one extra free language of their choosing. They are also immune to the spell ''[[Talk Like a Pirate (3.5e Spell)|talk like a pirate]]''.
+
|specialtext7=Cosmins do not need to breathe and are immune to effects based on breathing. They are also immune to the effects of deep space, such as the cold, radiations, vacuum and any other dangerous effect. This benefit applies only while in space and only against natural hazards of deep space.
|special7=Tongue of the Seas
+
|special7=Space Adaptation
|specialtype7=
+
|specialtype7=Ex
  
|autolanguage=Common
+
|specialtext8=Cosmins may use their heads to produce a crushing force that deals damage. As a touch attack, once per round using a standard action, they can hit a target and inflict 1d4 +1 per 2 HD (no Strength added) of untyped damage. This attack isn't magical but can still affect ethereal creatures as if it was (50% chance of success). If they attack an object they deal double damage and ignore any hardness, but they can destroy only one object (or section of one) per Constitution modifier (minimum 1) per day, as the destroyed object is absorbed in their body as if it was eaten. They infact still need to eat but can eat anything that they can destroy thanks to their Voidbite. The destroyed target counts as if it was [[SRD:Disintegrate|''disintegrated'']]. This attack can interact normally with [Force] effects.
 +
|special8=Voidbite
 +
|specialtype8=Ex
 +
 
 +
|autolanguage=One from chosen among the following: Abyssal, [[Expanded Languages (3.5e Other)|Aklo]], [[Expanded Languages (3.5e Other)|Anarch]], [[Expanded Languages (3.5e Other)|Axial]], Celestial or Infernal
 
|bonuslanguage=Any, except secret ones
 
|bonuslanguage=Any, except secret ones
|favoredclass=Bard or Mariner
+
|favoredclass=Monk
 
|la=0
 
|la=0
 
|ecl=1
 
|ecl=1
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===Racial Options===
 
===Racial Options===
  
* [[Parraqito Pirate (3.5e Racial Substitution Levels)|Parraqito Pirate]]: A parraqito that has chosen the corsair's lifestyle (as if it wasn't the most common choice among parraqitos).
+
*[[Cosmin Eternal (3.5e Racial Paragon Class)|Cosmin Eternal]]
 +
 
 +
* [[Cosmin Voidfist (3.5e Racial Substitution Levels)|Cosmin Voidfist]]: Cosmin monks who enhance their natural abilities and eventually become immortal. Many take also the [[Meteorite Monk (3.5e Alternate Class Feature)|Meteorite Monk]] alternate class feature, which complements well their monk abilities.
  
 
===Pathfinder Options===
 
===Pathfinder Options===
  
Add a +2 to Dexterity for Pathfinder games.
+
Add a +2 to any attribute of your choice for Pathfinder games.
 +
 
 +
===Rituals of Cosmic Ascension===
 +
 
 +
Sometimes cosmins are born from the ascension of an extraordinary individual, in a way similar to how elans are made. Sometimes this transformation may be apparently casual, sometimes it can be triggered, but there's no definitive way on how to obtain it.
 +
 
 +
What's important is that a creature that undergoes such transformation loses its race, templates and classes and all their benefits and effects, along with feats, ability scores bonuses and penalties and reverts to being a 1st level character with no recollection of its previous life, sometimes maintaining a vague physical similarity (but not always). Even its personality, sex and alignment may change. It gains instead all the cosmin racial features here presented.
 +
 
 +
The character may choose which kind of cosmin it becomes.
 +
 
 +
===Simple Racial Traits===
 +
 
 +
These are racial traits for use with the [[Simplified Races (3.5e Variant Rule)|simplified races rules]].
 +
 
 +
*Aberration ([[Xenoblooded (3.5e Subtype)|Xenoblooded]])
 +
*Medium or Small or Large size
 +
*Base land speed of 30 feet. Hover speed half their land speed
 +
*Combat Ability - Astralstrike/Voidbite: Once per round, as a standard action makes a touch attack that deals 1d4 + HD of astralfire damage (half fire, half untyped)/untyped damage against the target. Against objects it deals double damage and ignores hardness. It can interact with [Force] effects.
 +
*Passive Ability - Space Adaption: Breathless and immune to environmental hazars from outer space. Denies penalties from heavy and light gravity if it trains one minute in each via the Alter Gravity ability. If the [[Gravity, Revised (3.5e Variant Rule)|revised gravity rules]] are used, also treats low and extreme gravity as light and heavy respectively. The effects last for one day.
 +
*Utility Ability - Alter Gravity: Replicate the spell [[Alter Gravity (3.5e Spell)|''alter gravity'']] at will (no more than once per round) as a supernatural ability, with caster level equal to their HD.
 
----
 
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{{3.5e Races Breadcrumb}}
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[[Category:3.5e]]
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[[Category:User]]
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[[Category:Race]]
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{{Navboxes}}

Revision as of 21:59, 13 December 2022

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Author: the bluez in the dungeon (talk)
Date Created: 23/06/2022
Status: Complete
Editing: Clarity edits only please
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Cosmin

Humanoids born in the deep of space or transformed from mortals, they have small stars or black holes for heads.

Personality

Cosmins are distant but not cold, always looking upward, reaching for the stars with their minds and souls. They long for the freedom of the high atmosphere and even beyond that. They are quite competitive and strong-willed, but their reasoning and views may seem strange to others.

Physical Description

They look as humanoids, of any size and build, with a head made of pure energy, looking like a fiery ball (astralchild cosmin) or like a black hole (voidhead cosmin). The colour and shape of their head changes from individual to individual, with no specific pattern. Cosmins are born in various ways, some are spawned by the combination of star energy with organic matter, others are born from the cold void of space, while others are ascended humanoids whose nature is radically changed. They are genderless, but their bodies may display any kind of features, and their voices and mind can be masculine, feminine or neither. Their bodies may really be of any kind, such as dwarf-like, elven-like or human-like, but all have a dulled colors and sometimes a stony appearance.

Relations

Beyond their natural aloofness, each cosmin is distinctly different from the others, just as varied in personality as humans can be. Because of this they are treated according to their behaviour, at least if others see past their strange appearance.

Alignment

Any, cosmins' alignments are as varied as them.

Lands

Cosmins can be found in any place, though the Astral Plane and space are their favorite places. They usually don't form communities among themselves.

Religion

They are very spiritual but don't follow any specific deity or religion. Each individual cosmin can worship any god they want, or don't do it at all.

Language

They speak Abyssal, Aklo, Anarch, Celestial or Infernal as first languages, being ingrained in their minds at the moment of their birth, and can then learn whatever other languages they want.

Names

Any, they don't have any specific naming conventions but they like to incorporate space-related terms in their names.

Racial Traits

Astralchild Cosmin

  • Aberration (Xenoblooded): Despite their humanoid physique they have an alien physiology and mind. 
  • Medium: As a Medium creature, a starchild cosmin has no special bonuses or penalties due to its size.
  • Starchild Cosmin base land speed is 30 feet. Cosmins have an hover speed equal to half their land speed with perfect maneuverability. 
  • Darkvision: A starchild cosmin can see in the dark up to 60 (18 meters) feet. Darkvision is black and white only, but it is otherwise like normal sight, and a starchild cosmin can function just fine with no light at all. 
  • Ageless (Ex): Cosmins don't age, nor mentally neither physically, so they don't receive any penalty nor bonus from aging. They die of natural causes when their time comes, as normal. 
  • Alter Gravity (Su): They can replicate the spell alter gravity at will as a supernatural ability. Caster level equal to their HD. If they gain a fly speed, they may increase their maneuverability by one step or their speed by 30 feet for 1 round as a swift action. 
  • Cosmic Radiance (Ex): A cosmin's head has the form of a burning star which emanates radiant light. They are always under the effect of a light spell, centered on their head (caster level is their HD). They can see perfectly in the light conditions that they create thanks to this ability. They can dim the light to a range of 5 feet (1,5 meters) as a swift action, and resume their full effect as the same action. If they fall unconscious their light becomes dimmed. 
  • Gravity Field (Ex): Cosmins train their ability to manipulate gravity to overcome their weakness in normal and heavy gravity. A cosmin can perform a ritual to intensify gravity in a small area. Doing so requires 10 minutes and a DC 15 Concentration check. If successful, the ritual has altered a 30 feet (9 meters) spherical area centered on where the cosmin was standing when it finished the ritual, granting the area the heavy or light gravity trait. A DC 15 Spot check allows a creature to detect this Gravity Field due to rippling in the air along the border of the sphere, similar to a heat haze. The Gravity Field lasts for 1 hour if the cosmin remains within its borders after completing if, but dissipates 1d4 rounds after it leaves it, and it can't have more than one Gravity Field in existence at a time. As a secondary benefit, if anyone trains in heavy gravity for 1 hour each day for an entire month, it gains a +2 bonus on Climb, Swim, Jump and grapple checks, and its Strength score increases by 2 for the purposes of determining the weight it can carry, becoming also trained to avoid the effects of heavy gravity and overcoming the penalties of the Low Gravity Frame flaw. Those who train must continue to do so for one hour each day to retain this bonus, losing it if they miss an entire week of training and must undergo another month of daily training to regain the bonus. Training in light gravity allows the one training to ignore the penalties of light gravity and treat low gravity as light gravity. The same is true for the heavy gravity training, but applying the effect to extreme gravity
  • Gravity Manipulation: They gain a +1 to the DC of any effect, magic, psionic power or maneuver that involves the manipulation of gravity, such as their Alter Gravity feature. 
  • Low Gravity Frame (Ex): Cosmins' physique is adapted for low gravity, gaining the Low Gravity Frame flaw and suffering its effects without gaining the extra feat. They avoid these penalties, while benefitting from the positive effects of the flaw, if they become trained for the effects of normal or heavier gravity, such as if they train in the Gravity Field. 
  • Space Adaptation (Ex): Cosmins do not need to breathe and are immune to effects based on breathing. They are also immune to the effects of deep space, such as the cold, radiations, vacuum and any other dangerous effect. This benefit applies only while in space and only against natural hazards of deep space. 
  • Astralstrike (Ex): Cosmins may use their heads to produce a burning force that deals damage. As a touch attack, once per round using a standard action, they can hit a target and inflict 1d4 +1 per 2 HD (no Strength added) of astralfire damage (half fire, half untyped damage). This attack isn't magical but can still affect ethereal creatures as if it was (50% chance of success). If they attack an object they deal double damage and ignore any hardness, but they can destroy only one object (or section of one) per Constitution modifier (minimum 1) per day, as the destroyed object is absorbed in their body as if it was eaten. They infact still need to eat but can eat anything that they can destroy thanks to their Astralstrike. The destroyed target counts as if it was disintegrated. This attack can interact normally with [Force] effects.
  • Automatic Languages: One from chosen among the following: Abyssal, Aklo, Anarch, Axial, Celestial or Infernal
  • Bonus Languages: Any, except secret ones
  • Favored Class: Monk
  • Level Adjustment: +0
  • Effective Character Level: 1

Voidhead Cosmin

  • Aberration (Xenoblooded): Despite their humanoid physique they have an alien physiology and mind. 
  • Medium: As a Medium creature, a void cosmin has no special bonuses or penalties due to its size.
  • Void Cosmin base land speed is 30 feet. Cosmins have an hover speed equal to half their land speed with perfect maneuverability. 
  • Darkvision: A void cosmin can see in the dark up to 60 (18 meters) feet. Darkvision is black and white only, but it is otherwise like normal sight, and a void cosmin can function just fine with no light at all. 
  • Ageless (Ex): Cosmins don't age, nor mentally neither physically, so they don't receive any penalty nor bonus from aging. They die of natural causes when their time comes, as normal. 
  • Alter Gravity (Su): They can replicate the spell alter gravity at will as a supernatural ability. Caster level equal to their HD. If they gain a fly speed, they may increase their maneuverability by one step or their speed by 30 feet for 1 round as a swift action. 
  • Cosmic Radiance (Ex): A cosmin's head has the form of a gaping black hole. They are always under the effect of a darkness spell, centered on their head. They can see perfectly in the light conditions that they create thanks to this ability. They can reduce the darkness to a range of 5 feet (1,5 meters) as a swift action, and resume their full effect as the same action. If they fall unconscious their darkness becomes dimmed. 
  • Gravity Field (Ex): Cosmins train their ability to manipulate gravity to overcome their weakness in normal and heavy gravity. A cosmin can perform a ritual to intensify gravity in a small area. Doing so requires 10 minutes and a DC 15 Concentration check. If successful, the ritual has altered a 30 feet (9 meters) spherical area centered on where the cosmin was standing when it finished the ritual, granting the area the heavy or light gravity trait. A DC 15 Spot check allows a creature to detect this Gravity Field due to rippling in the air along the border of the sphere, similar to a heat haze. The Gravity Field lasts for 1 hour if the cosmin remains within its borders after completing if, but dissipates 1d4 rounds after it leaves it, and it can't have more than one Gravity Field in existence at a time. As a secondary benefit, if anyone trains in heavy gravity for 1 hour each day for an entire month, it gains a +2 bonus on Climb, Swim, Jump and grapple checks, and its Strength score increases by 2 for the purposes of determining the weight it can carry, becoming also trained to avoid the effects of heavy gravity and overcoming the penalties of the Low Gravity Frame flaw. Those who train must continue to do so for one hour each day to retain this bonus, losing it if they miss an entire week of training and must undergo another month of daily training to regain the bonus. Training in light gravity allows the one training to ignore the penalties of light gravity and treat low gravity as light gravity. The same is true for the heavy gravity training, but applying the effect to extreme gravity
  • Gravity Manipulation: They gain a +1 to the DC of any effect, magic, psionic power or maneuver that involves the manipulation of gravity, such as their Alter Gravity feature. 
  • Low Gravity Frame (Ex): Cosmins' physique is adapted for low gravity, gaining the Low Gravity Frame flaw and suffering its effects without gaining the extra feat. They avoid these penalties, while benefitting from the positive effects of the flaw, if they become trained for the effects of normal or heavier gravity, such as if they train in the Gravity Field. 
  • Space Adaptation (Ex): Cosmins do not need to breathe and are immune to effects based on breathing. They are also immune to the effects of deep space, such as the cold, radiations, vacuum and any other dangerous effect. This benefit applies only while in space and only against natural hazards of deep space. 
  • Voidbite (Ex): Cosmins may use their heads to produce a crushing force that deals damage. As a touch attack, once per round using a standard action, they can hit a target and inflict 1d4 +1 per 2 HD (no Strength added) of untyped damage. This attack isn't magical but can still affect ethereal creatures as if it was (50% chance of success). If they attack an object they deal double damage and ignore any hardness, but they can destroy only one object (or section of one) per Constitution modifier (minimum 1) per day, as the destroyed object is absorbed in their body as if it was eaten. They infact still need to eat but can eat anything that they can destroy thanks to their Voidbite. The destroyed target counts as if it was disintegrated. This attack can interact normally with [Force] effects.
  • Automatic Languages: One from chosen among the following: Abyssal, Aklo, Anarch, Axial, Celestial or Infernal
  • Bonus Languages: Any, except secret ones
  • Favored Class: Monk
  • Level Adjustment: +0
  • Effective Character Level: 1

Racial Options

  • Cosmin Voidfist: Cosmin monks who enhance their natural abilities and eventually become immortal. Many take also the Meteorite Monk alternate class feature, which complements well their monk abilities.

Pathfinder Options

Add a +2 to any attribute of your choice for Pathfinder games.

Rituals of Cosmic Ascension

Sometimes cosmins are born from the ascension of an extraordinary individual, in a way similar to how elans are made. Sometimes this transformation may be apparently casual, sometimes it can be triggered, but there's no definitive way on how to obtain it.

What's important is that a creature that undergoes such transformation loses its race, templates and classes and all their benefits and effects, along with feats, ability scores bonuses and penalties and reverts to being a 1st level character with no recollection of its previous life, sometimes maintaining a vague physical similarity (but not always). Even its personality, sex and alignment may change. It gains instead all the cosmin racial features here presented.

The character may choose which kind of cosmin it becomes.

Simple Racial Traits

These are racial traits for use with the simplified races rules.

  • Aberration (Xenoblooded)
  • Medium or Small or Large size
  • Base land speed of 30 feet. Hover speed half their land speed
  • Combat Ability - Astralstrike/Voidbite: Once per round, as a standard action makes a touch attack that deals 1d4 + HD of astralfire damage (half fire, half untyped)/untyped damage against the target. Against objects it deals double damage and ignores hardness. It can interact with [Force] effects.
  • Passive Ability - Space Adaption: Breathless and immune to environmental hazars from outer space. Denies penalties from heavy and light gravity if it trains one minute in each via the Alter Gravity ability. If the revised gravity rules are used, also treats low and extreme gravity as light and heavy respectively. The effects last for one day.
  • Utility Ability - Alter Gravity: Replicate the spell alter gravity at will (no more than once per round) as a supernatural ability, with caster level equal to their HD.

Back to Main Page3.5e HomebrewRaces

the bluez in the dungeon's Homebrew (740 Articles)
the bluez in the dungeonv
Facts about "Cosmin (3.5e Race)"
Authorthe bluez in the dungeon +
Effective Character Level1 +
Favored ClassMonk +
Identifier3.5e Race +
Level Adjustment0 +
Racial Ability AdjustmentsNone +
RatingUndiscussed +
SizeMedium +
SubtypeXenoblooded +
SummaryHumanoids born in the deep of space or transformed from mortals, they have small stars or black holes for heads. +
TitleCosmin +
TypeAberration +