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Mercurials (SSDK Materials, v0)

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  1. Mercurials Type: Mercurials are Aberrations with the Mercurial subtype, but they also count as Humanoids for the sake of spells and effects that are restricted to targeting Humanoids, such as Hold Person or Enlarge Person. Size: Mercurials are Medium size. Ability Scores: Mercurials' light and lithe bodies give them a natural advantage on the move, but their fortitude and endurance are often lacking. They get +2 to Dexterity and -2 to Constitution. Additionally, see Caste below - depending on their Caste, they receive an additional +2 to one ability score. Languages: Mercurial + Auran, Common, Aklo, Sylvan, Terran, Undercommon Speed: Normal (30ft) Racial Traits: Low-Light Vision - Mercurials can see twice as far as humans in conditions of dim light. Read Emotions (Su) - Mercurials can naturally discern the emotional states of creatures. A Mercurial can read the emotional state of any creature within Close range that is not immune against Divination effects, or against effects that discern auras (such as Detect Alignment or See Alignment). This functions as per Analyze Aura, except it can only be used to analyze the target's Emotion Aura. This ability does not function against mindless creatures, or creatures that completely lack emotions (such as Inevitables or certain types of constructs). The Mercurial must be able to detect their target with their Empathy Sense in order to use this ability. They use their HD as caster level for this ability, and their highest mental stat to determine save DCs. Empathy Sense (Su) - In addition to their skill at discerning emotional states, Mercurials are also naturally gifted with a form of second sight that allows them to detect nearby creatures using their emotional auras. This ability functions as per Detect Desires, except it is a constant effect that gives information as per the second round of concentration. Rather than a creature's Charisma score, this ability reveals any Emotion or Fear effects currently affecting the target and the severity of those effects. If the target is not under any such effects, this ability reveals the strongest emotion they are currently feeling (such as anger, fear or joy). Additionally, this ability also functions as Detect Metal, but it is only able to detect mercury. By concentrating for one round, you can discern the location of all creatures detected with this ability. You have Blindsense against all creatures you sense with this ability that you have discerned the location of, either by sight or by concentrating on this ability. This ability can be suppressed as a free action. You use your HD as caster level for this ability, and your highest mental stat to determine save DCs. Empathivore (Su) - Mercurials do not primarily sustain themselves off the same type of material food as most other races. They are empathivores, and their primary sustenance is derived from positive emotions. You gain an Empathic Pool that you store and draw power from. Your Empathic Pool has a capacity of a number of points equal to 4+your constitution modifier(if positive). Rather than consume food or water, you need to consume 1 point from your Empathic Pool per day; this provides you with the same sustenance as other creatures would get from eating and drinking. You can go 3 days without consuming any points from your Empathic Pool as long as you have at least 1 point in your pool, as per the normal rules on Starvation, but every day you do so you must make a Will save with a DC of 15, +1 for each previous check. If you fail, your discipline falters and you consume 1 point of energy from your Empathic Pool, gaining normal sustenance from it. You must make these Will Saves even beyond the initial 3-day period of starvation, when you need to also make Constitution checks to avoid taking nonlethal damage. If you have 0 points in your Empathic Pool and have not consumed any point within the last 24 hours, you must make Constitution checks as per the rules on Thirst. You can stave your hunger by more normal means to some extent, but it does not provide you all the nutrition you require; you can sustain yourself on normal food and water for 3 days, before you must start making Constitution checks as per Starvation rules; failing a check means your body fails to convert the food into the proper nutrition, and you start Starving as detailed above (beginning a new 3-day period of no eating). After failing this check, you cannot start subsisting on normal food again until you have consumed at least 1 point from your Empathic Pool. You can gain a point to your Empathic Pool by drawing on the roused emotions of a willing creature affected by a spell with the Emotion descriptor or an ability that somehow empowers them through their emotions. Valid effects are beneficial spells such as Rage or Adoration, manipulative spells using positive emotions such as Haze of Dreams or Unnatural Lust, or emotion-based class features such as a Barbarian's Rage or a Bard's Inspire Courage. With your GM's approval, you may also use other suitable spells and effects, such as the Heroism spell (which lacks the Emotion descriptor and thus would not normally qualify). Drawing on a creature's emotions this way is a Standard Action with a range of Close, and gives you 1 point to your Empathic Pool; afterwards, you are unable to gain any more points to your Empathic Pool from that creature for 24 hours. You cannot gain any points to your Empathic Pool from another creature with this ability. Quicksilver Blood (Ex) - True to their name, Mercurials' most alien feature is the liquid mercury blood that flows within their veins. All Bleed damage they take is halved, but they count as being made of metal (quicksilver) for the purpose of spells and effects such as Shocking Grasp or Detect Metal. Mercury Mark (Ex) - In the society of the Mercurial hives, everything is recorded somewhere; and a significant part of an individual Mercurial's personal history and identity is physically engraved on their body. From a young age, all Mercurials are trained to subconsciously alter the quicksilver inside their bodies into subtle patterns that are understandable by anyone who knows the Mercurial language - this is known as the Mercury Mark. A creature who can read Mercurial can use Detect Metal (or a similar effect capable of detecting quicksilver) and concentrate on the Mercurial to analyze this mark. Every turn, you may decipher one of the pieces of information contained within the mark; unless otherwise specified this is a Linguistics check with a base DC of 10, plus 1 for every HD above 5 the Mercurial has. The mark contains information on the following: the indidual's gender, age, and caste; the bloodline and caste of their parents; any significant official titles the individual has, and when and how those titles were gained (base DC 15); the name of their hive/hometown and the location of their home within it (base DC 15); any criminal deeds or broken oaths against their hive/hivelord/sovereign/deity/homeland/master/owner or similar that the individual has been convicted of/rightfully punished for, as well as the time and sentences thereof; the number of times the individual has procreated, how many children they have, and the caste and bloodline of the parents of those children (base DC 20); the name of the Hivelord the individual is bonded to (base DC 20); and the name of their Sovereign (base DC 25). Inclusion (Su) - The nature of Mercurial biology generally turns much of their society into a largely immaterial one, and where other societies might have some form of tax in goods or gold, Mercurials give of their thoughts and memories in exchange for the safety and nutrition that the hive provides them. Mercurials do not get any saving throw against Divination effects created by the Hivelord they are bonded to, or by their Sovereign. Additionally, hiveling Mercurials naturally gravitate to bond themselves to nearby Hivelords; especially ones who have an unusually small number of subjects. If a Mercurial comes within Close range of a Hivelord or Sovereign with fewer subjects than their total number of HD, she must make a Will save against the hivelord/sovereign's (10+Charisma modifier+HD/2), or automatically be bonded to them as per this ability. If a Mercurial is currently not bonded to any hivelord or sovereign, she must make this save whenever she passes within Close range of any hivelord or sovereign. If she makes the save, she does not need to save against that specific hivelord/sovereign's Inclusion for 24 hours. When a hiveling Mercurial is within Close range of their bonded Hivelord or Sovereign, they get a +2 Racial bonus to all Will saves. Genetic Memories (Ex) - Mercurials pass on more than just their physical traits to their offspring; newborn hivelings are also gifted a portion of their progenitors' memories and knowledge. You gain any one skill of your choice as a class skill, and you gain a +2 racial bonus to checks with any one class skill of your choice. ALTERNATE: Genetic Arcana (Ex) - Some Mercurials are born of bloodlines famed for their magical talent, and this is reflected in the gifts that are passed down to them. Choose one level 1 spell and 1 level 0 spell that are not on your spellist; you add these spells to your spellist, and must take them as spells known (or add them to your spellbook or familiar, as appropriate) at level 1. The spells you add must be of the same type (divine, arcane, etc) as the spellcasting class you're adding them to. For example, you could add Divine Favor to your Druid spellist, but not to your Wizard spellist because Divine Favor is a Divine spell. Caste - Upon coming of age, a Mercurial chooses - or is assigned - a Caste, which defines their role in Mercurial society and grants them additional abilities. Choose one of the following options: SCHOLAR CASTE: Scholar caste Mercurials are the researchers and sages of their kind, with improved magical abilities and greater understanding of the world. They receive a +2 bonus to their Intelligence, and gain Mercurial Transmuter as a bonus feat. SCOUT CASTE: Scout caste Mercurials are the eyes and ears of their kind, gifted with empowered senses - including the Mercurials' signature Empathy Sense. They receive a +2 bonus to their Wisdom, and gain Project Senses as a bonus feat. WARRIOR CASTE: Warrior caste Mercurials keep the peace within Mercurial society, but also capture vital Vassals for the hives - and their increased combat abilities reflect this. They receive a +2 bonus to their Strength, and gain Quicksilver Fortitude as a bonus feat. HARVESTER CASTE: Harvesters have perhaps the most vital task of all to ensure the survival of a Mercurial hive - the harvesting of emotional nourishment from the hive's Vassals, and its distribution to the hivelings. They receive a +2 bonus to their Charisma, and gain Empathic Harvest as a bonus feat. ALTERNATE: Casteless (Replaces Ability Scores, Caste, Inclusion and Mercury Mark) Sometimes, unfortunate circumstances lead to hivelings becoming lost outside the protective system of Mercurial society. Exiles, runaways or feral foundlings, these Mercurials are sturdier than their more civilized counterparts and are not bound to their race's normal system of servitude to a Hivelord, but lack the normal sophistication and training most Mercurials possess. They do not gain -2 to their Constitution like other Mercurials; instead they gain +2 to Dexterity as their only racial ability score adjustment, and gain Toughness as a bonus feat. RACIAL FEATS Mercurial Transmuter - (PRQ: Level 3 or Scholar caste) You gain an improved ability to manipulate the physical world through supernatural means, and you can use your Empathic Pool for other purposes than simply surviving. You gain a +1 to your Caster Level when casting Transmutation and Conjuration (Creation) spells. Additionally, you may spend 1 point from your Empathic Pool to cast one of the following spells as a Spell-like ability: Create Water, Mending, Produce Flame, Endure Elements. Your caster level is equal to your HD, and you use your highest mental stat to determine save DCs. Projected Senses - (PRQ: Level 3 or Scout caste) Your gain increased senses and awareness, allowing you to detect creatures even at long range using your Empathy Sense. The range of your Empathy Sense increases to Medium (rather than 60 ft), and by closing your eyes you may detect creatures in a Medium radius rather than a Medium cone. Doing this makes you blinded, but you do not take the normal AC penalties or lose your dexterity bonus to AC unless you move more than half your speed in a turn; you are not denied your Dexterity bonus to AC against creatures you can see with this ability, and you cannot be flanked by any creature you can detect with this ability. Quicksilver Fortitude (Combat) - (PRQ: Level 3 or Warrior caste) Your flesh hardens to form a chitin-like protective shell, and your body becomes sturdier and more suited for combat. You gain a +2 natural armor bonus, and a +2 bonus to checks and saves that are affected by the Endurance feat. You count as having Endurance for the purpose of prerequisites. Empathic Harvest - (PRQ: Level 3 or Harvester caste) Your ability to feed on other creatures' emotions is increased, and you gain the ability to physically store surplus power in your blood - which you can provide to others of your kind. Drawing power from a willing creature with the Empathivore ability becomes a Move action for you. The capacity of your Empathic Pool is increased by 1 for every HD you have, and you can allow others to draw upon your power for sustenance; doing so takes 1 minute and deals 1 point of nonlethal damage to you, as they drain a small portion of your quicksilver blood. Additionally, you can attempt to forcefully drain a creature of positive emotions in order to harvest power from them as a standard action. If they fail a Will save (DC 10+your Charisma modifier+1/2 your HD), they become Shaken as if Demoralized for a number of rounds equal to your Charisma modifier, and you gain 1 point to your Empathic pool. You cannot use this ability on creatures who have given you power in the last 24 hours, and using this ability on a creature prevents you from gaining power from them again for 1d6+1 days. This is a Mind-affecting fear/emotion effect, and you cannot use this ability on creatures currently suffering from a fear effect or an Emotion effect that uses negative emotions, such as the Crushing Despair spell. Anger - (PRQ: Level 4) Mercury Mark only reveals your name and station, gain other bonuses relevant to your station Hivelord - (PRQ: Level 7, at least 2 racial feats) Increased Caste abilities, increased power, can bond hivelings as per Inclusion Sovereign - (PRQ: Level 10, at least 3 racial feats including at least 2 of Mercurial Transmuter, Projected Senses, Quicksilver Fortitude, Empathic Harvest) Increased caste abilities, increased power, increased Empathic Pool, can bond hivelings and hivelords as per Inclusion SOCIETY Empathic empathivores Organized into "kingdoms" made up of communities known as Hives, can be small as village or big as city Divided into Castes: Scholar (+INT, Mercurial Transmuter), Scout (+WIS, Project Senses), Warrior (+STR, Quicksilver Fortitude), Harvester (+CHA, Empathic Harvest) Hierarchy: Hivelings at the bottom, Ministries under Hivelords, Hivelords in the middle, Ministries under Sovereign, Sovereign (King/Queen) at the top Ministries are populated by Angers, who are the immediate subordinates of Hivelords and Sovereigns, keep things running Relies on Vassals (subjugated or domesticated creatures of other types) to supply them with Empathic power HIVELORDS: Selected by direct democracy from the populace SOVEREIGNS: Selected by direct democracy from the populace APPEARANCE:
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