Channeler Character Backgrounds

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

These backgrounds are adapted from the psionic races of the System Reference Document to serve as common interplanetary species.

Psionics in this document are synonymous with spell-like abilities.

Channeling is similar to the ability of clerics to channel negative and positive energy.

Blues

Blue characters possess the following racial traits.

-2 Strength, +2 Dexterity, +2 Intelligence.

Small: As a Small creature, a blue gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, but it uses smaller weapons than normal, and its lifting and carrying limits are three-quarters of those of a Medium character.

Speed: Blue base land speed is 30 feet.

Darkvision: Blues can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and blues can function just fine with no light at all.

Channeling: Blue spellcasters gain bonus spells as if the governing ability score were 1 point higher. This benefit does not grant them the ability to cast spells unless they gain that ability through levels in a spellcaster class. See Basics for Table: Ability Modifiers and Bonus Spells.

Racial Skills: A blue character has a +4 racial bonus on Move Silently checks and Ride checks.

Dromites

Dromites stand about 3 feet tall and usually weigh slightly more than 30 pounds. They have iridescent compound eyes. Dromites wear heavy boots and light clothing, and are sometimes content with just a sturdy harness.

Dromite characters possess the following racial traits.

-2 Strength, +2 Dexterity, +2 Charisma.

Monstrous Humanoid: Dromites are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.

Small: As a Small creature, a dromite gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.

Speed: Dromite base land speed is 20 feet.

Chitin: A dromite’s skin is hardened, almost like an exoskeleton, and grants the character a +1 natural armor bonus to AC and one of the following kinds of resistance to energy: cold 5, electricity 5, fire 5, or sonic 5. The player chooses what type of energy resistance is gained when the character is created. (This choice also dictates which caste the dromite belongs to.) This natural energy resistance stacks with any future energy resistance gained through other effects.

Channeling: Dromite spellcasters gain bonus spells as if the governing ability score were 1 point higher. This benefit does not grant them the ability to cast spells unless they gain that ability through levels in a spellcaster class. See Basics for Table: Ability Modifiers and Bonus Spells.

Energy Ray (Sp): Once per day as a standard action, a dromite can create a ray of energy that shoots forth from its fingertip and strikes a target within 25 feet + 5 feet per 4 character levels, dealing 1d6 points of damage if it succeeds on a ranged touch attack with the ray. The ray deals the kind of energy damage that the dromite's chitin has resistance to (for example, an dromite who has resistance to cold 5 deals cold damage with its energy ray).

Scent (Ex): Its antennae give a dromite the scent ability. A dromite can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not re vealed—only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 5 feet of the source, the dromite pinpoints the source’s location.

Compound Eyes: This feature of its anatomy gives a dromite a +2 racial bonus on Perception checks.

Duergar

Duergar characters possess the following racial traits.

+2 Constitution, +2 Wisdom, -2 Charisma.

Medium: As Medium creatures, duergar have no special bonuses or penalties due to their size.

Speed: Duergar base land speed is 20 feet. However, duergar can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

Darkvision: Duergar can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and duergar can function just fine with no light at all.

+2 racial bonus on saves against poison, spells and spell-like effects.

Stability: Duergar are exceptionally stable on their feet. A duergar receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).

Psionics (Sp): 1/day—enlarge person and invisibility as a wizard of the duergar's character level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries.

Channeling: Duergar spellcasters gain bonus spells as if the governing ability score were 3 points higher. This benefit does not grant them the ability to cast spells unless they gain that ability through levels in a spellcaster class. See Basics for Table: Ability Modifiers and Bonus Spells.

Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell.

Elans

Elan characters possess the following racial traits.

-2 Constitution, +2 Intelligence.

Aberration: Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.

Medium: As Medium creatures, elans have no special bonuses or penalties due to their size.

Speed: Elan base land speed is 30 feet.

Channeling: Elan spellcasters gain bonus spells as if the governing ability score were 2 points higher. This benefit does not grant them the ability to cast spells unless they gain that ability through levels in a spellcaster class. See Basics for Table: Ability Modifiers and Bonus Spells.

Supernatural Abilities: Elans can channel energy to manifest supernatural powers. They can use these abilities a number of times per day equal to 1⁄2 character level × Charisma modifier (mimimum 2). Furthermore, they can “lose” any prepared arcane spell in order to use one of these abilities instead.

Resistance (Su): Elans can channel energy to increase their resistance to various forms of attack. As an immediate action, an elan can expend one nergy channeling use to gain a +4 racial bonus on saving throws until the beginning of her next action.

Resilience (Su): When an elan takes damage, she can channel energy to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every energy channeling use she expends.

Repletion (Su): An elan can sustain her body without need of food or water. If she expends a single energy channeling use, an elan does not need to eat or drink for 24 hours.

Half-giants

Half-giant characters possess the following racial traits.

+2 Strength, -2 Dexterity.

Giant: Half-giants are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.

Medium: As Medium creatures, half-giants have no special bonuses or penalties due to their size.

Speed: Half-giant base land speed is 30 feet.

Low-Light Vision: A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures.

Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger.

Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him.

A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Channeling: Half-giant spellcasters gain bonus spells as if the governing ability score were 2 points higher. This benefit does not grant them the ability to cast spells unless they gain that ability through levels in a spellcaster class. See Basics for Table: Ability Modifiers and Bonus Spells.

Stomp (Sp): Once per day as a standard action, an half-giant can precipitate a shock wave that travels along the ground, toppling creatures and loose objects. The shock wave affects only creatures standing on the ground within a 20-foot cone. Creatures that fail a Reflex save with a DC equal to 11 + the half-giant's Charisma modifier are thrown to the ground, become prone, and take 1d4 points of nonlethal damage.

Maenads

Maenad characters possess the following racial traits.

Medium: As Medium creatures, maenads have no special bonuses or penalties due to their size.

Speed: Maenad base land speed is 30 feet.

Channeling: Maenad spellcasters gain bonus spells as if the governing ability score were 2 points higher. This benefit does not grant them the ability to cast spells unless they gain that ability through levels in a spellcaster class. See Basics for Table: Ability Modifiers and Bonus Spells.

Sonic Ray (Sp): Once per day as a standard action, a maenad can generate a tremendous scream of rage that strikes a target within 25 feet + 5 feet per 4 character levels, dealing 1d6−1 points of sonic damage if he succeeds on a ranged touch attack with the ray. This damage ignores hardness.

Outburst (Ex): Once per day, for up to 4 rounds, a maenad can subjugate her mentality to gain a boost of raw physical power. When she does so, she takes a –2 penalty to Intelligence and Wisdom but gains a +2 bonus to Strength.

Xephs

Xeph characters possess the following racial traits.

-2 Strength, +2 Dexterity.

Medium: As Medium creatures, xeph have no special bonuses or penalties due to their size.

Speed: Xeph base land speed is 30 feet.

Darkvision: Xeph can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and xeph can function just fine with no light at all.

Racial Bonuses: +1 racial bonus on saving throws against powers, spells and spell-like effects. Xephs have an innate resistance to psionics and magic.

Channeling: Xeph spellcasters gain bonus spells as if the governing ability score were 1 point higher. This benefit does not grant them the ability to cast spells unless they gain that ability through levels in a spellcaster class. See Basics for Table: Ability Modifiers and Bonus Spells.

Burst (Su): Three times per day, a xeph can increase his or her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph's base speed. A burst of speed lasts 3 rounds.

Appendices

Source Table: Exotic Backgrounds Extended
Name Size and Type Level Adjustment Ability Adjustments Favored Class Channeling
Blue Small humanoid +1 −2 Strength, +2 Intelligence, −2 Charisma Wizard 1
Dromite Small monstrous humanoid +1 +2 Charisma, −2 Strength, −2 Wisdom Sorcerer 1
Duergar, psionic Medium humanoid +1 +2 Constitution, −4 Charisma Bard 3
Elan Medium aberration +0 −2 Charisma Wizard 2
Half-giant, psionic Medium giant +1 +2 Strength, +2 Constitution, −2 Dexterity Bard 2
Maenad Medium humanoid +0 Sorcerer 2
Xeph Medium humanoid +0 +2 Dexterity, −2 Strength Monk 1

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