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Medium Humanoid (Lawful)
Hit Dice:2d8-2 (7 hp)
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
Environment:Any Temperate
Organization:Company 2-5 (1d4+1)
Challenge Rating:  2
Alignment:Usually Lawful Neutral
Advancement:By character class
Level Adjustment:+5

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.

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.

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.

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