Gemynd (3.5e Race)
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Among the space-faring beings are many a strange creature, from bug-people in flying organic trees, to a hive-mind slime, to plant based elephants. Few are as unusual as the gemynd though. The brain-like gemynd, also known as "tankers", live a cursed life inside a mechanical tank which makes up for their now missing bodies.
It was not always this way. In the distant past the gemynd were a small humanoid race with green skin, large black eyes, and advanced science. They were not unlike humanoid depictions of "little green men", and their society had advanced so far part in due to a mythical alien artifact known as the Daoloth. The Daoloth provided hidden knowledge, and in turn the gemynd worshiped the Daoloth and its creators. The wisest gemynd minds spoke that the mythical race which built these artifacts had advanced so far they became beings of pure mind and spirit, gods unbound by the worries of flesh and blood. And so the race poured all their efforts into replicating the process, and performing the Great Transcendence to become as their beloved deities. Planets were harvested, cultures were unified, and there was great celebration as the Great Machine they had built was turned on to bring them perfect Instrumentality with the cosmos.
Someone messed up.
Perhaps a line of code was wrong. Perhaps the linked hivemind of beings was impure. Perhaps it was a fools errand to begin with. Whatever it was, the process was incomplete. As their bodies melted away, the seat of their minds remained. Millions of brains, unable to move yet still able to think, observe, and live. Through their vast psionic potential, they remained alive when these soft squishy things should have perished. The strong among them used telekinesis to gather parts for mechanical bodies, and began saving their kind and placing them in new artificial bodies, their brains held in jars which permitted them mobility for those unable to bend reality themselves.
Now their species is lost between worlds, struggling to either complete the process and pass on, or regain what they lost in their zeal.
When your entire race is turned into brains, it tends to put a damper on things. The gemynd are a stressed people forced to live with the consequences of their actions. Some are wracked with guilt, others anger, still more depression and ennui. Most continue to persist for one reason or another, but they will be sure to let others know about their plight when they can.
In spite of all that happens, those that stay out of the pits of emotional trauma have continued to work with other races, often trying to find ways to undo the Great Mistake.
What was once a little green alien has been reduced to a large exposed brain. In spite of lacking vitals, it continues to throb with psychic energy. In spite of being exposed its soft pink exterior is thick enough not to be wounded simpy by exposure to the elements. In spite of a lack of eyes, it still seems to see and in darkness the faint foggy aura of a skull can sometimes manifest about them.
Gemynd brains are almost never exposure like this, being contained in specially made jars with robotic arms and tentacle legs for mobility called Think Tanks. These containers are often placed in even larger, golem-like suits for that they may continue to operate normally. Perhaps due to their shorter statures in comparison to their new bodies, or perhaps due to center of gravity issues, gemynds in their golem-suits are placed in the stomach region.
These golem suits are designed for mass production and thus rarely have much appearance beyond that of a gray or bronze humanoid figure with an unusual stomach window, but some gemynd take care to decorate their suits to appear very humanoid, and some use it to take on more mechanical features to avoid the uncanny valley. The loss of a golem suit is a serious problem, for a gemynd reduced to their Think Tank is severely weaker. Got help them if they lose even that.
The process the gemynd went through has rendered them biologically immortal, and technically immortal even through death (though it is an experience not desired at the slightest). Curiously the gemynd continue to be able to procreate, a process which has become almost purely mental and produces a spiritual presence inhabiting a bud of brain matter that eventually splits off on its own. Though it means the gemynd as a species will not die out, the practice is seen as extremely taboo as this state of being they persist in is not their natural or desired state.
The gemynd feel a great shame, and many have chosen to hide away from the world or shun their past. These wanderers abandon former ties and become wanderers of the world. Others actively engage the world, in hopes of finding a cure or a solution to their problem. All tend to be protective of themselves, for they are now vulnerable.
Gemynd are of many alignments and the Great Mistake took their formerly unified culture and shattered it. Now both the balanced and extreme have taken hold.
The gemynd hail from their home planet of Kranion, but ever since the Great Mistake have fled deep into the stars, many finding homes are far off planets where they could leave their former cultures behind. Because of their appearance, they rarely are found in civilization or in public, except in cases where they can go undercover.
The once universal religion of the Church of the Way is now as shattered as the people themselves. Perhaps due to the apparent betrayal, many outright shun the gods while others turned deeper in seeking forgivenesss for their arrogance.
Gemynd have a purely mental telepathic language, but have picked up Common to communicate with others via limited telepathy. Their suits can also vocalize as normal.
Gemynd names are quite varied, though beyond the typical first and last name all of the original gemynd have a "religious" name. These names are often lost to all those but the devout, who use them exclusively. Religious names are much more fancy and flamboyant in their wording.
- -2 Strength, -2 Dexterity, -2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma: These powerful minds are forced to use mass produced suits, and thus the quality of these golem-suits are cheap and frail.
- Aberration (Psionic, Xenoblooded): Powerful psychics of alien origin, it is a good thing they are for now they are nothing but brains.
- Medium: As a Medium creature, a gemynd has no special bonuses or penalties due to its size.
- Gemynd base land speed is 30 feet.
- Darkvision: A gemynd can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a gemynd can function just fine with no light at all.
- Astral Respawn (Su): If a gemynd is slain, its mind is lost inside the astral sea. If left on its own it will eventually return to the living but it takes a year and a day to do so (coming back as if using raise dead and appearing in a random location in the universe). Each time they die like this, the respawn time increases by a year. While this ability is not useful for most, at the very least it seems that bringing them back is also easier. Revival costs are cut in half.
- Golem Suit (Ex): The ability scores of the gemynd are technically for the golem suit they possess. They count as both a member of their normal type and a construct at the same time, and may take feats and abilities for constructs and for warforged. They heal from positive energy as normal, take half the benefit from the repairSpC series of spells, and full damage from negate energy. They benefit from several immunities from their Think Tank ability, but otherwise they do not possess any of the construct immunities or abilities. The golem suit may be abandoned as an immediate action, launching the Think Tank into the nearest valid spot.
- When reduced to 0 hp, the suit goes inert and the Think Tank pops out. Excess damage goes from the golem to the Think Tank and subsequently to its Soft and Pink form. If the golem suit is destroyed it can be repaired over 24 hours as long as the Think Tank is intact, but if the Think Tank is destroyed the gemynd must spend 100 gp per HD it possesses to rebuild a new Think Tank with golem suit.
- The golem suit nor the Think Tank does not block line of effect or give cover, all three forms are considered to be the gemynd itself.
- Limited Telepathy (Su): Gemynd possess telepathy, but only to a range out to 60 ft and only to creatures with intelligence 3 or higher. It does not translate language, so meaning may be lost.
- Naturally Psionic (Ex): Gemynd gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
- Soft and Pink (Ex): A gemynd outside of their golem suit and think take is very vulnerable. Its size drops to Tiny, its Strength drops to 1, and it takes a -6 penalty to Dexterity. Its base land speed is reduced to 5 ft, and it is always considered prone. In its base brain state it only has 10% of its maximum hp (which combined with Think Tank gives it +30% more hp than normal). It is sensitive to environmental changes and treats environments of any temperature as very hot (above 90° F as normal) or very cold (below 90° F). Cold temperatures are listed as one degree more severe (from very cold to severe cold to extreme cold and so forth). It also takes additional damage from sources of desiccation and dryness. It can crawl along its pseudo-nerve endings, and is very vulnerable in this state dying at -10 at normal. In any state, the gemynd does not need to eat, sleep, or breath.
- Psi-Like Abilities (Ps): At will-far hand; 1/day-any 1st level psion or psychic warrior power of your choice. The saving throws are based on your highest mental ability score.
- Skills: All knowledge skills are considered class skills for a gemynd, and may be used untrained.
- Think Tank (Ex): The core of the golem suit and a secondary body for the gemynd, the Think Tank is but weak but a tough escape pod for the gemynd. As long as the Think Tank exists, the golem suit can be rebuilt with random raw materials parts for free. The Think Tank can be popped out of the body as an immediate action and lands in the next closest space. It is Small size, with a -6 penalty on Strength and a -3 penalty on Dexterity, but a +4 bonus on Stability (as a dwarf) and hardness 5 (treat it as glass and thus weak to sonic). It has arms which can still manipulate thing and six legs. It has no body slots of its own. It has 20% of its maximum hp (which combined with Soft and Pink gives it +30% more hp than normal). It cannot be targeted directly while inside the golem suit. When reduced to 0 hp, the Think Tank breaks and exposes the gemynd's brain (see Soft and Pink).
- Weak Point (Ex): It turns out having your brain visible and exposed does make for an obvious weak point. Gemynd have 50% fortification, but when a successful critical hit or sneak attack does go through the damage is increased by an additional +50%.
- Automatic Languages: Common, Gemynd (mental only)
- Bonus Languages: Any
- Favored Class: Psion
- Level Adjustment: +0
- Effective Character Level: 1
|Middle Age1||Old2||Venerable3||Maximum Age|
|- years||- years||- years||+Unlimited years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||6' 0"||+1d2||200 lb.||× (1d2) lb.|
|Female||6' 0"||+1d2||200 lb.||× (1d2) lb.|
|Effective Character Level||1 +|
|Favored Class||Psion +|
|Identifier||3.5e Race +|
|Level Adjustment||0 +|
|Racial Ability Adjustments||-2 Strength +, -2 Dexterity +, -2 Constitution +, +2 Intelligence +, +2 Wisdom + and +2 Charisma +|
|Rated By||Spanambula +|
|Rating||Rating Pending +|
|Subtype||Psionic, Xenoblooded +|
|Summary||The brain-like gemynd, also known as "tankers", live a cursed life inside a mechanical tank which makes up for their now missing bodies. +|