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- +4 WIS
- +2 CON
- +2 DEX
- +2 INT
- NO CHA
- HP: 5
- SIZE: MED
- SPEED: 30ft
- OTHER:
- EMOTIONLESS: Your kind has extremely limited emotions, rendering you immune to all mind-based emotional effects.
- VOID PLATING: Your body is plated and interwoven with an exotic extradimensional organic material. You gain +2 EAC and +2 KAC.
- SOCIAL OVERMIND: Zyol have no emotions or force of personality, and as such have no Charisma score. However, their intellect and will are potent and fluid, and they may choose either INT or WIS and use that in place of their Charisma score for the purposes of skills and abilities that rely on CHA. Separated from their universe, the Zyol become somewhat cold and rigid, and cannot use INT or WIS for their Diplomacy skill, start off with a -2 penalty to Diplomacy, and Diplomacy cannot be a class skill unless it is made such by a feat.
- TELEPATHY: You can speak to others telepathically at up to 100ft, but you can only communicate telepathically or with sign language.
- TELEPATHIC SURGE: As a standard action, you can overwhelm the mind of a nearby creature with psionic signals, nauseating them for 1d2 rounds. You may do this a number of times equal to once per day at 1st level and once more for every 5 levels you have.
- PSIONIC BLINDSIGHT: Zyol perceive things psionically, allowing them 100ft of blindsight (thought). If a Zyol concentrates, their sight range extends to that of other races, but compresses into a regular cone of vision and loses the benefits that come with blindsight. They are blinded when in the presence of antipsionic effects.
- PSIONICALLY RELIANT: Zyol take 1 damage per round spent inside of an antipisionic effect. Any effect that completely destroys psionics in the area forces the Zyol to make a Fortitude save or be knocked unconscious for the duration of the effect, or for 1 minute if it was instantaneous. They must repeat this Fortitude save every 30 seconds or 5 rounds spent inside of such an effect.
- SKILL BONUSES:
- +4 racial bonus to Perception, and it becomes a class skill if it is not already.
- +4 racial bonus to Survival, and it becomes a class skill if it is not already.
- +2 racial bonus to Intimidate, and it becomes a class skill if it is not already.
- -2 racial penalty to Diplomacy, and it cannot be a class skill unless made such by a feat.
- -4 racial penalty to Stealth.
- -2 racial penalty to Culture.
- LYXARIS:
- +4 DEX
- +2 CHA
- -2 CON
- -2 STR
- HP: 4
- SIZE: SMALL-MEDIUM
- SPEED: 50ft
- OTHER:
- HEIGHTENED REFLEXES: Lyxaris have naturally high reflexes. They gain an innate +4 to Reflex saves and +1 Dodge AC.
- TELEPATHY: Lyxaris gain innate telepathy with a range of 50ft. They may telepathically link with other Lyxaris specifically, and two linked Lyxaris gain a +1 enhancement bonus to their INT scores as they share and process certain data together.
- PSIONIC IMMUNITY: Immunity to poison and disease effects.
- PSIONIC DEFENSE: +6 to Fortitude saves made against antipsionic effects, and +4 to will saves made against mind-affecting psionic and psychic effects. A critical success on any such roll deals 2d6 bludgeoning damage to the source of the effect and dazes it for one round as an arc of immense psionic power strikes the assailant. If the source is indirect, such as from a grenade, no such effect occurs.
- PSIONIC RELIANCE: Lyxaris take 1 damage per 4 rounds spent inside any antipsionic effect. Any effect that completely destroys psionic energy in an area forces the Lyxaris to make a Fortitude save or be reduced to 0 HP and knocked unconscious, at which point they will be stable but any further damage will reduce them to dying.
- DARKVISION: 60ft.
- SKILL BONUSES:
- +4 racial bonus to Acrobatics, and it becomes a class skill if it is not already.
- +4 racial bonus to Climb, and it becomes a class skill if it is not already.
- +2 racial bonus to Diplomacy.
- -1 racial penalty to Intimidate.
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