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Emrion
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Medium Humanoid (Lawful) |
Hit Dice: | 2d8-2 (7 hp) |
Initiative: | +0 |
Speed: | 30 ft. |
AC: | 11 (padded armor), touch 10, flat-footed 11 |
Base Attack/Grapple: | +1/+0 |
Attack: | Quarterstaff +0 melee (1d6-1); or longbow +0 ranged (1d8-1) | Full Attack: | Quarterstaff +0 melee (1d6-1); or longbow +0 ranged (1d8-1) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Mental powers | Special Qualities: | Blindsight 80 ft., dominant will, etherealness, telepathy |
Saves: | Fort -1, Ref 0, Will 5 |
Abilities: | Str 8, Dex 11, Con 9, Int 11, Wis 13, Cha 13 |
Skills: | Concentration +5, Diplomacy +3, Gather Information +2, Knowledge (Planes) +2, Knowledge (Arcane) +2, Knowledge (History) +2, Sense Motive +4 | Feats: | Dodge |
Environment: | Any Temperate |
Organization: | Company 2-5 (1d4+1) |
Challenge Rating: | 2 |
Treasure: | Standard |
Alignment: | Usually Lawful Neutral |
Advancement: | By character class |
Level Adjustment: | +5 |
- Appearance
- The Emrion are a tall race of pale humanoids known for their skill at diplomacy and the dominating powers of their minds.
An Emrion stands about seven feet tall. They have unusually long and delicate looking
arms which end in hands, each with three opposable fingers. Emrion have no facial features, their mighty wizards magically
removed these details from their race long, long ago. Instead, their faces are nothing more than their pale skin stretched
over their head appendage. One can perceive behind their skin, where their eyes would be if they had eyes, a vague
darkness, like empty eye sockets.
It is said that the Emrion wizards did this so that the race could focus upon its mighty
mental powers. Despite their lack of sensory organs, Emrion possess a powerful sense of blindsight, hear by means of
how light and sound reverberates against their faces, and when need arises to smell or taste they can do so through their
dominated servants.
While Emrion communicate with creatures not of their race using a form of telepathy,
they communicate amongst each other with a rapid flickering of light from behind the skin which covers where their eyes
should be. Speech with each other is done this way out of respect for the privacy of their fellow Emrion's minds.
Emrion are nearly always accompanied by several warrior-like creatures, which serve
as the Emrion's bodyguards. Tsadutan fighters frequently are
found in service with the Emrion.
- Combat
- Emrion rarely engage in physical combat, preferring to let their dominated minions and servants do such uncivilized tasks for
them. Occasionally an Emrion might elect to bring its mental powers against its foes, but should it become physically
threatened an Emrion will typically become temporarily ethereal and flee, seeking revenge later through its agents.
Mental Powers (Su): Emrion are able to use their supernatural mental powers to
affect other creatures with confusion, dominate, and suggestion effects. These powers are similar
to the spells by the same name that are found in the Player's Handbook and they function as though invoked by a 10th level
sorcerer. An Emrion can use these powers at will and as often as desired.
Blindsight (Ex): Emrion possess blindsight 80 ft. and, having no eyes, are
unaffected by attacks which require sight on behalf of the defender. An Emrion sees in three ways, by strange mental
powers that allow it to see primitive shapes and movement, by how light and sound reflect and reverbrate against their
faces, and simultaneously through the eyes of their dominated servants.
Dominant Will (Ex): Emrion add their Charisma modifier to their Will saves in
addition to their Wisdom modifier.
Etherealness (Su): Emrion are able to become ethereal for a number of minutes
equal to their charisma modifier. This time may be expended in round by round increments. When an Emrion becomes
ethereal they may choose to become completely invisible or to appear vague and ghost-like. Becoming ethereal or
rematerializing is a standard action for an Emrion.
Telepathy (Ex): Emrion are able to communicate telepathically to any creature
within sight. Their telepathy is language based and so an Emrion cannot communicate with a creature whose language it
does not understand. Creatures which do not possess telepathy may verbally communicate back to the Emrion or can
attempt to return the telepathic communication by opening up their surface thoughts to the Emrion. It is impossible to
lie to an Emrion when communicating to it telepathically and some Emrion will only speak with creatures in this fashion
for just this reason. Emrion sometimes prefer to communicate through their dominated servants, often without alerting
the other party to the fact that it is the Emrion speaking and not actually the servants voice.
An Emrion can choose to open their mind to others of their kind, allowing other Emrion
within 120 feet to listen in on their Emrion's surface thoughts.
Skills: Emrion receive a +2 racial bonus to Concentration and Sense Motive.
They also gain a +1 racial bonus to all Knowledge skills which they have one or more ranks in.
- Habitat/Society
- Emrion live as a collective, their thoughts traveling fluidly. While most Emrion found traveling the multiverse are merchants
or diplomats for their race, occasionally they can be found working among other races for more personal reasons -
employed as spies and saboteurs.
An Emrion's sense of law and property typically only extends to other Emrion. Other
creatures are usually treated with a mild disinterest.
It is said that somewhere there exists an Emrion master mind, a near infinite well of
information gathered by individual Emrions. Whether or not such a being exists is known no better than the origin of
the Emrion - and the Emrion aren't telling.
Rumor has it that they are also related to the evil mind flayers. Their powerful mental
powers, three fingers, and their physical height certainly would seem to indicate so; though Emrion are hostile to the
Illithids. Again, they won't say either way whether the rumor is true or not.
- Ecology
- Emrion subsist on the hum of mental energy produced by other creatures. It is thought that Emrion are unable to subsist
on each others thoughts.
- Emrion Characters
- Emrion make good adventurers as they are curious about the nature and social development of other races, this does not
mean that Emrion are particularly interested in developing anything more than a business-like or master-servant type
relationship with most other species. Emrion make particularly good sorcerers and reasonably good bards, despite their
lack of a mouth or "ears" in the traditional sense of the word. An Emrion is likely to assume a leadership role in a party.
Emrion are unlikely cohorts, their personalities are too domineering.
Emrion characters have the following traits:
- -2 Strength, -2 Constitution, +2 Wisdom, +4 Charisma.
- Medium size: Emrion neither gain nor suffer penalty for being Medium size creatures.
- Blindsight 80 ft.
- Racial Hit Dice: An emrion begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +0, and Will +3.
- Racial Skills: An emrion's humanoid levels give it skill points equal to 5 x (2+ Int. modifier, minimum 1). Its class skills are Concentration, Diplomacy, Gather Information, Knowledge (Planes), Knowledge (Arcane), Knowledge (History), and Sense Motive.
- Racial Feats: An emrion's humanoid levels give it one feat.
- Weapon and Armor Proficiency: An emrion is automatically proficient with all simple weapons, long bows, short bows, and composite bows. An emrion is proficient in light armor, but not with shields or tower shields.
- Special Attacks (see above): Mental powers
- Special Qualities (see above): dominant will, etherealness, telepathy
- Favored class: Sorcerer
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