Races of Atheria

   The Races of Atheria were all designed using the d20 point-buy mechanics from  Eclipse: The Codex Persona. In keeping with Atheria’s policy of “no underpowered races”, all of them use pretty much the full allotment of points available to a 0-ECL race.  Some of them also use material from The Practical Enchanter. Shareware versions of both Eclipse: The Codex Persona and The Practical Enchanter are also available in shareware editons through RPGNow or in the download box on the lower right. If you want to use these races in other settings, remember that Atherian characters may buy attribute boosts at half the usual cost: you’ll have to halve the total attribute bonuses that some of these templates provide to match the normal costs.

 

Atherian Birthrights:

    The Universal Birthright: On Atheria, all higher lifeforms – larger plants, sophisticated fungi, and any animal more complicated than a flatworm – channel ambient magic through themselves. At the most basic level, some of it goes to survival. Wounds heal more quickly and completely, creatures are tougher to kill
than is “natural” elsewhere, and autoimmune disorders are unheard of. While this is only enhanced natural healing and durability – injuries which would not naturally heal still won’t heal, limbs and organs don’t regenerate in most species, and the destruction of vital organs still kills – it’s still a blessing.
    Similarly, there is virtually no disease on Atheria: single-celled organisms cannot channel magic, and are thus easily resisted by any higher life form. Cancers, strokes, and similar internal failures do occur (if more rarely than on most worlds), and extreme old age can leave individuals vulnerable to disease as well
as the basic infirmities of a worn-out body, but there are no widespread childhood illnesses, no tooth decay, and no microorganism based plagues (although plagues of fleas and such are common enough). The basic human life expectancy is 101-120 years, presuming that nothing else (accident, wars and violence, monsters magic, etc) goes wrong. In practice, something usually does.
    Life extension is a popular goal. Daily access to fairly basic healing magic can extend a character’s lifespan by 10-20 years. The most sophisticated spells can double or triple it (research continues in this area) – although extra centuries as a frail elder don’t appeal to everyone. You can also temporarily postpone aging with infusions of raw life energy. Sadly, an inevitable tolerance develops. While this technique (and plenty of sacrifices) can extend a user’s life by 300-400 years, it gradually requires more and more life energy from more and more closely related creatures more and more frequently.  In the beginning the life energy of an modest animal might be good for several months. Towards the end, even the fresh life force of a child of the user’s own species might only last for a few minutes. A few people are just lucky: they’re resistant to the passage of time and age more slowly.
    Sadly, the basic life force – the link between the soul and body – slowly fades over time, no matter what measures are taken. Near-death experiences accelerate the process slightly, as does astral projection and related effects. Actually dying, even if you’re brought back immediately, accelerates it much more. Each such incident will literally take years off of your life – although those who are given to such events rarely live long enough to really notice. Regardless of the exact cause, such spiritual aging can be slowed, but it can never be reversed or stopped.
    Of course, if you can manage it, you can hang around without a body, indefinitely. Those with enough magic, an animated body that they’ve been linked to, or who are bound to one with negative energy (enough positive energy, or draining enough life force, will counter it, and let them go free), can still affect the physical world after death – but they’re still dead and are vulnerable to spirit magic.
 

The Local Birthrights:

     Each of Atherias magical domains is the focus of a specific type of magic. While the boundaries may shift a few miles in response to astronomical events and other changes – sometimes even on a regular cycle – their large-scale outlines are normally as stable as any other geological feature. The magic infusing the land and its creatures gives each domain its own tendencies, subspecies, and laws of nature. Sadly, many of those areas aren’t really suited to human life.
    Those born within a particular domain are infused with its magic, gaining whatever advantages and drawbacks that it offers. If it should somehow matter, unborn children are surrounded by the energies of their mother-to-be’s attunement. Infants who would be dependent on a particular type of magic, such as the classical elven dependence on forest magic, cannot survive birth in an inappropriate domain.
 

Known Local Birthrights:

Blood (Chelm): 
    Inherent Spells (Specialized: Item or creature to be affected must be dosed with 1-2 HP worth of the user’s blood, half cost). Blood Link (L2, 2/Day, 3 CP).
    Inherent Spells/Bloodvenom sequence (Specialized: Item or creature to be affected must be dosed with 1-2 HP worth of the user’s blood, half cost): Contagion (L3, 1/Day, 3 CP), Advanced I/Poison (L3, 1/Day, Corrupted: L3 Effect Only, 2 CP), Advanced II/Dominate Person (reduced to touch range, L3, 1/Day, Corrupted: L3 effect only, 2 CP), and Advanced III/Charm Monster (L3, 1/Day, Corrupted L3 effect only, 2 CP).
    Inherent Spell: Cure Moderate Wounds (L2, 2/Day, specialized: must drain 1-2 HP worth of blood from a creature other than the one healed for this to work, 3 CP).
    Privilege (May have a second, unique, form of “Wealth”, 6 CP).
    Animal Companion (normally of CR 1 or less, +1 for +3 extra CP from L1 allotment, +2 for +6 extra CP, 6 CP base).
    Enthusiast (Specialized for +2 CP: the user must drink some blood from a creature possessing the ability he or she wishes to acquire, 3 CP).
    A bonus feat – often an upgraded companion – worth 6 CP.
    Chelmians suffer from obligations (periodic exotic tribal rituals) and have a poor reputation (they are generally regarded as black magicians) for -6 CP.

Crystal (The Frozen Sea and the northern tip of Senthar):
    Focused Imbuement: Specialized (Spell Storing only, double effect), Corrupted: Never progresses to higher-order effects (8 CP). This allows them to store 100 L3 or lower spells with which to imbue the crystal missiles they create. Sadly, each crystalmancer must specialize in a particular type of missile weapon to use with this ability.
    Innate Enchantment (6 CP): Forge Of Air (L1. Creates a piece of standard equipment weighing up to 10 lb which could reasonably be made of crystal. Such items last up to 10 minutes/level, but shatter in anyone else’s hands, 2000 GP), Mage Armor (Personal only, plates of crystal appear as needed to block attacks, 1400 GP), Lens of Air (L0, +3 bonus to all spot checks thanks to crystal lenses over eyes, 700 GP), and Energy Resistance 5 (Personal only, not versus Sonic or Light based attacks, 1000 GP).
    +2 to Spot (2 CP)
    Wizard Spellcasting Progression/L1 (14 CP). Corrupted (uses the Inherent Spell option for a limited spell list but still has to select spells in advance) and Specialized (each spell requires a complex layout of natural crystals to store its energies. These are heavy and are easily disrupted, damaged, or taken away) to triple the effect, for an effective level of 3.
  Crystalmancers are very rare. There’s almost no inhabitable land up there.

Death (The Barren Lands):
    All abilities are Corrupted: they leak over into the physical world. The user frightens animals, detects as being a practitioner of dark magic, and has many social difficulties.
    Mindlink, Outreach, and Spirit Speech. Specialized (in communicating withe the dead only, 6 CP)
    Occult Sense/Spirit Sight (4 CP)_
    Double Enthusiast/”Tapping the Wisdom of the Dead” (may borrow 2 CP worth of abilities, 4 CP)
    Accursed (reversed Healing) Touch, with Improved, Switch, and Empower. (16 CP)
    Immunity/Negative Energy and Undead Attacks (Common/Major/Major, 6 CP)
    Cloaking. Has no detectable life force and will be accepted by Undead as an Undead (4 CP).
    Death-imbued characters suffer from three inherent disadvantages: They are vulnerable to disease, healing resistant, and have a considerably shorter lifespan than the average Atherian – 51-60 years at a maximum (-10 CP).
  Death aspected characters are very rare. They almost never survive birth.

Dimensional (Dernmarik, Senthar, Iretan Peninsula, Nial):
    2d6 Mana with the Reality Editing option (12 CP).
    Action Hero with the Heroism option (6 CP).
    Fast Learner (This may be specialized if desired, 6 CP).
    A bonus feat worth 6 CP.
  Dernmarik is noted for its powerful sorcerers and mighty heroes. It needs them.

Elemental (HuSung):
    Natives of HuSung gain an innate knack with elemental magic, using the Theurgy system. Since the power for their spells comes from Improved Occult Talent and Inherent Spell, their inherent casting level is equal to their base level. Those who opt to develop their abilities can become fairly formidable. In general, natives of HuSung will have two primary elements (Adept, +3 bonus), two secondary elements (Adept, +1 Bonus)- and one they’re weak in (+1 Bonus only).
    Skill Bonuses: +1 each in Creation, Control, Destruction, Healing, Transformation, and Understanding. Specialized: only for use with the Fire, Air, Earth, Water, and Spirit nouns (3 CP).
    Adept: Choice of four from among Fire, Air, Earth, Water, and Spirit (6 CP).
    Skill Bonuses: +1 in each of three elements, +3 in each of the two remaining elements (these must be among those chosen as Adept skills) (4 CP). As part of a template, these bonuses do not count against the normal skill limits.
    Improved Occult Talent: 5x L0 and 3xL1 spell slots. Specialized: no inherent spells, only usable for theurgy, Corrupted, Elemental Magic only (4 CP).
    Inherent Spell: 2x L2 spell slots per day. Specialized: only to power Theurgy. Corrupted: Elemental Magic only (2 CP).
    Immunity/Elemental Damage: Very Common/Major/Trivial (5 points of damage), (5 CP).
    Fast Learner(May be specialized, 6 CP).

  Dwarves are natural channels for earth magic. HuSung is the only major location on Atheria where they can survive and reproduce. Unfortunately, none of them made it there in the first place.

Forest/Plant (The Trackless Forest):
    Timeless Body and Transcendence/Plant Creature (This offers a fair selection of immunities, but also greatly slows healing and reduces the effects of conventional healing magic, renders them immune to most enhancement effects, and means that they reproduce very very slowly indeed. Specialized: prevents them from traveling outside the forest domain until they reach level 10, 4 CP)
    Traceless (Travel). Corrupted: only works in outdoor, and at least semi-natural, surroundings (4 CP).
    Lore/Plants and Forests (6 CP).
    Inherent Spells: 2x L1, 2/day each, Entangle and Activate Herbs (6 CP), Advanced I (Corrupted: L3 only, Cure Moderate Plant Wounds 1/day, 4 CP), Advanced II (Specialized: L3 only, Speak with Plants 1/day, 3 CP), and Advanced III (Specialized, L3 only, Wall of Wood 1/day, 3 CP).

    Thanks to the fact that the Trackless Forest cannot be effectively farmed, cleared, or mined, there’s not much incentive to live there – and those few who are born there generally die when their parents try to take them home before they hit level 10. There may be a few colonies there, but if there are, their reproductive limitations keep them very small.

    Common Elves are natural channels for forest magic. While this means that the Forest domain is one of the few places on Atheria where they can survive for lengthy periods, it also means that any offspring born there will be even more greatly affected than normal humans: they will be born as Dryads, Satyrs, or other forms of forest fey.
 

Ice (In and around the Sea of Pillars):
    All abilities Corrupted: they make the user extremely sensitive to high temperatures. They take an extra 2d6 damage from fire attacks and their “comfort range” hovers around the freezing point of water. They can easily get heat stroke at normal room temperture.
    Innate Enchantment (4 CP): Enlarge Person (Personal Only, cannot be deactivated, 1000 GP), Fur (Hide Like Ox, +1 + L/6 Natural Armor, to a maximum of +3, personal only, creates mammoth-like fur and hide, 1000 GP), Ice Shards (Magic Missile, but d6’s of Ice damage, ranged touch, and ignores spell resistance, 2000 GP), and Energy Resistance 5 (personal only, heat and cold only, 1000 GP).
    Immunity to Dispelling (Uncommon/Minor/Great, specialized in protecting Innate Enchantments, 2 CP).
    Empowerment (specialized in personal powers to remove usage limits, specialized again in innate enchantments, 2 CP).
    Augment Attack: all of their attacks cause an extra 3D6 cold damage (12 CP)
    Inherent Spell with Bonus Uses (Polar Invocation, causes any ice-based effect of up to L2, 7 uses/day, 10 CP).

     Ice Imbuements are fairly uncommon. While there are a few settlements around the Sea of Pillars they must support themselves by fishing and raiding. Most of the domain is uninhabitable ice fields. While there are ice-aspected plants which grow there, they generally have no nutritional value.

    Size Modifiers for Large Creatures: Str +8, Dex -2, Con +4, -1 to AC and Attacks, -4 to stealth related checks, +2 Natural Armor, +5′ Reach, and take 1d8 damage per 10 feet from falls.

     Extradimensional visitors sometimes refer to Ice Birthright characters as “Yeti”, “Bigfoots”, and “Sasquatches”.

Illusion (The Boreal Sea, occasionally the northern tips of Nial and the Iretan Peninsula):
    Guises, Many x2 (5 identities), Quick Change, Mental Guise and Split Persona. Specialized: Self-Deluding. The user must make a DC 18 will save to switch identities or to admit the existence of other identities even to him- or her- self. (15 CP).
    Innate Enchantment (7 CP/6000 GP value): Disguise Self (2000 GP), Silent Image (2000 GP), and Color Spray (2000 GP).
    Inherent Spell with 4 Bonus Uses: Major Image. Corrupted: the user must make a DC 15 will save or behave as if the illusion created was real (8 CP).

    Given that – as far as anyone knows – the illusion domain is almost entirely water, and is extremely hazardous due to the plethora of illusions you encounter, virtually no one has the Illusion birthright. There are a few cases due to the domain overlap with Nial and the Iretan Peninsula, but they’re usually regarded as being possessed or something.

Life (The far south, past Chelm):
    Grant of Aid, Mighty, Regenerative (regrowth option), and Spark of Life with +4 Bonus Uses. (24 CP)
    Innate Enchantment (6 CP/500 GP value. Immortal Vigor I (+12 + 2x Con Mod HP, 1400 GP), Fast Healing (20 HP/Level/Day, personal only, 1400 GP), +2 Con (1400 GP), and a +1 Resistance bonus on Saves (700 GP).
    Immunity/Time (reduced aging) (Common/Major/Minor, usually 4 CP but reduced to 0 CP due to relatively short campaign timescale.

    Thanks to the fact that the Life domain is far, far, to the south – past the Mri desert, the Stormwaters, and Chelm – hardly anyone from there reaches the main campaign setting. Relatively few people opt to leave anyway: it’s a fairly good place to live – although the people are awfully quick to resort to casual violence and fairly brutal physical punishments.
 

Light (The Isles of the Sunset):
    All of their racial abilities are Corrupted. The Children of Light suffer a -5 penalty on all attempts to be stealthy or to deceive people, are easily identified by their radiant auras by any form of magical detection or by perceptive observers (Spot DC 20).
    +2 Charisma, +2 Dexterity, +2 Intelligence, and +2 Wisdom (16 CP)
    Innate Enchantment (7500 GP, 6 CP): Command (2000 GP), Protection From Evil (personal only, 1400 GP), Detect Lie (+5 bonus to all attempts to do so, personal only, 1400 GP), Inspiring Word (personal only, +1 Morale bonus to Saves, Attacks, Checks, and Weapon Damage, 1400 GP), and Immortal Vigor I (+2d6 + 2x Con Mod HP, personal only, 1400 GP).
    Fast Learner (commonly specialized in Channeling, 4 CP).
    Channeling/Positive Energy: 3 + Cha Mod uses/day (6 CP) with a +4 bonus to their Base Intensity (4 CP).
    Immunity/Time (reduced aging) (Common/Major/Minor, usually 4 CP but reduced to 0 CP due to relatively short campaign timescale. 
    The Children of Light suffer from some automatic disadvantages: they are Compulsively Truthful and Blocked (they can’t use negative-energy channeling, darkness-related magic, enhancements to stealth, non-healing necromantic magic, or anything else related to Darkness), for a total of -6 points.

    The Isles of the Sunset, and the Children of Light, are semi-legendary throughout most of Atheria due to sheer distance. Those few who appear elsewhere usually do so as emissaries of higher powers, who apparently find the Isles easy to contact. While occasional freelancers do try their hand on the mainland as diplomats, priests, teachers, and adventurers, the appearance of any significant number there would be taken as a sign of something.
    Interestingly, the creatures of the isles usually show the ability to sense hostile intentions directed at them: few predators can survive there and – conversely – if you simply want to observe, feed, or pet an animal there it will almost certainly let you do so.

Lunar (The Orathan Isles, a small archipelago far off the coast of Kharidath):
    Fast Learner (often Specialized in Witchcraft for 2 CP/Level, +1 CP/Level, 6 CP).
    A bonus feat worth 6 CP.
    Mana: 3d6 Power with the Unskilled Magic option (6 CP).
    Shapeshift (6 CP).
    Basic Witchcraft (6 CP).

     People from the Orathan isles are usually regarded with considerable suspicion. Since EVERYONE there uses Witchcraft, their abilities with it are generally far more developed than those of mainland dabblers. Of course, it’s also a fairly easy birthright to conceal. Secondarily, the fact that everyone there can shapeshift creates considerable social complications. Oddly enough, the Lunar birthright is the only one that has a “carryover” effect: children borne by a lunar-birthright mother show a distinct affinity for Witchcraft and may take an initial Pact with no explanation whatsoever.

Order (The Alarian Imperium):
    Assistant (Their “Aid Another” actions provide a +4 bonus rather than +2, 6 CP).
    Privilege/Imperial Patron (6 CP. Exiles may substitute a bonus feat).
    Innate Enchantment. Specialized: only works with a high-ranking in-empire patron to channel the magic of Order to the user, double effect (6 CP/10,000 GP). Enhance Charms and Talismans (L2 spell effect, increasing the effects of Charms to L1 and those of Talismans to L2. Personal charms only, 8400 GP) and Inspiring Word (personal only, +1 Morale bonus to Saves, Attacks, Checks, and
    Weapon Damage, 1400 GP).
    Fast Learner (may be specialized, 6 CP).
    A bonus feat worth 6 CP.

      Most children in the Imperium are given Lesser or Greater Scholar’s Eyes (Charm Version: +2 Int for skill purposes only for non-imperials, +4 for imperials. Talisman Version: +4 Int for skill purposes only for non-imperials, +6 for imperials) very early on. These are pretty much unheard-of outside the Imperium, where the results are far less noticeable. Given the inflexible imperial codes of conduct, and the stiff penalties for violating them, children normally invest a few in a reasonable understanding of imperial law and their house customs very early on. Freeborn children who don’t usually wind up being sold unless they’re consistently lucky or have some other form of special protection.

     Uniquely, it is possible to acquire some portion of the Order birthright. Unfortunately, while other characters may buy the Innate Enchantment ability they still have to pay CP for the Imperial Patron, go out and find one, persuade him, her, or it to take them on, and sustain the relationship.

Shadow/Darkness (Chelm):
    Rite of Chi with +2 Bonus Uses. Corrupted: it requires at least an hour to call on the protective concealment of darkness and steal the power of The Dragon (6 CP).
    Occult Sense/Darksight. (6 CP).
    Cloaking/Mystical Aura and Powers (6 CP).
    Privilege/May have a second, unique, form of “Wealth” (6 CP).
    Occult Ritual (Corrupted: may only be used at night, 4 CP).
    Fast Learner, Specialized in Knowledges (+2 SP/Level, 6 CP).
    Privilege/May learn Knowledges and Specific Knowledges without having to explain where they’re learning such things. (3 CP)

      Chelmians suffer from obligations (periodic exotic tribal rituals) and have a poor reputation (they are generally regarded as black magicians) for -6 CP.

    The Masters of Shadow are among the few mortals on Atheria with safe access to the Rite of Chi, and are by far the most powerful masters of those branches of magic which call for the use of Mana. They do not spread this information around, but have nevertheless developed a reputation as frighteningly powerful magi with an immense knowledge of mystical secrets and rituals.
 

Solar/Purity (Mri Desert and Kharidath):
    Action Hero/Stunt: Specialized in Solar/Purification effects only (double effect: they gain [4 + 2x Level] AP each time they gain a level, may accumulate up to [4 x Level + 20] AP at any one time, and may briefly gain 12 CP worth of Solar/Purification abilities by spending one (6 CP).
    Immunity to “Contamination” (e.g – poison, negative energy effects, possession, etcetera. Common/Major/Minor: this provides a +4 bonus on relevant saving throws, 6 CP).
    Innate Enchantment (5000 GP value, 6 CP): Resist Fire and Heat (provides resistance 10, 1400 GP), Resistance (+1 Resistance bonus to all saves, 700 GP), Dancing Lights (at will, 1000 GP), Sustenance (has only one-quarter the usual need to eat, sleep, drink, and breathe, 1400 GP), and Eyes of the Sun (cannot be blinded by bright lights, 700 GP).
    Inherent Spell with Bonus Uses (12 CP, a L3 effect 5 times per day): Any first level Solar or Purification effect.

    The people of Kharidath have rigidly maintained their customs, and the worship of a set of gods that never had any power on Atheria and who died with the old world, since the arrival six thousand years ago. Oddly enough, thanks to the “superstition” modifier, this doesn’t hinder their priests much: they continue
to maintain an array of specialized spells devoted to each lost deity. Deviants, heretics, and unbelievers are weeded out early – children are tested and examined yearly from ages 7 to 12 – and are dealt with harshly: they’re traditionally walled into warded chambers and left to die of thirst and starvation. Given the sustenance birthright, this takes a very long time (often long enough for them to be rescued by someone outside and to escape into the desert).

Totemism (The Barbarian Lands):
    Barbarians buy all of their abilities Corrupted (gives them obvious animalistic features and powerful instincts according to their tribal totems). Occasional barbarians are so strongly influenced that they buy their abilities as Specialized (“and renders them incapable of functioning in civilization”), but such characters are generally regarded as little more than animals, even among other barbarians.
    There are several hundred Barbarian variants: each totem spirit provides different abilities – and each tribe has its own totem. The vast majority of successful totems are mammalian, although there are a few tribes with avian and reptilian totems.
    No tribe has a “Dragon” totem, although occasional children are born with it regardless of what their normal totem would have been. Such individuals only appear every few centuries at most, and usually unite the tribes under their leadership for a generation.
    Barbarians normally have substantial attribute bonuses (+1 per 2 CP) and a couple of additional abilities, most commonly Natural Armor (Defender), Enhanced Senses (Occult Sense), Claws and Fangs (Martial Arts), Enhanced Movement (Celerity), Damage Reduction, Berserker, Minor Immunities, and various Skill Bonuses. A very few can actually take their totem form or use more general totem/spirit magic, but these are usually learned abilities.
    Many tribes also have a built-in disadvantage or two, for 3 or 6 extra CP worth of abilities. Common disadvantages include poor manipulation abilities, vulnerability to sensory-based attacks, being extremely hot tempered, disliking any form of entrapment or constricting clothing or armor, and being inept at social skills (very common for all solitary totem species).
    Many Barbarians also take a Restriction against armor and heavy clothing, but this is not required.

    Sample Barbarians:
        Bear: +6 Constitution (12 CP), +6 Strength (12 CP), +1 Natural Armor (Defender, 4 CP), d4 Claws (Martial Arts, 2 CP), and +3 Survival. Al bear barbarians have the Incompetent (-3 penalty on social skills) disadvantage, for +3 CP.
        Fox: +4 Dexterity (8 CP), +4 Intelligence (8 CP), +2 Charisma (4 CP), Occult Sense/Scent (4 CP), Track/Wilderness (2 CP), and Traceless/Travel (4 CP).
        Horse: +4 Constitution (8 CP), +2 Dexterity (4 CP), +4 Strength (8 CP), +10′ Movement (Celerity, 4 CP), d6 Natural Weapons (Martial Arts, 4 CP), Occult Sense/Scent (Specialized: -2 on saves vrs scent-based effects, 2 CP), and Tireless (specialized: horse barbarians can work or run for a long time, but are not genuinely immune to fatigue, 3 CP). All horse barbarians have poor manipulation abilities (-3 on relevant rolls) due to their clumsy hands, for a 3 CP bonus.
        Jackal: +4 Strength (8 CP), +4 Constitution (8 CP), +2 Dexterity (4 CP), and +2 Wisdom (4 CP), Occult Sense/Scent (Specialized: -2 on saves vrs scent-based effects, 2 CP), and Immunity/Poison (Common/Major/ Minor: unaffected by minor poisons and irritants, +4 on saves versus stronger ones, 4 CP). Very similar writeups apply to hyenas, wolves, etcetera.
 

The Dragon-Born, A.K.A. Extradimensional Immigrants: 
    Extradimensional characters do not gain a local Atherian Birthright, although they do gain the universal one while they’re visiting. However, unless they’re properly shielded during the trip, they will be exposed to the raw energies of the Dragon during their travels. While only about 10% of them survive a totally unshielded exposure, those who are only partially exposed – or are lucky enough to survive a full exposure – gain powerful innate magics, replacing whatever natural magical attunements they may have had (such as those of the “elven” human variants).
    +1 Feat
    Fast Learner (This may be specialized, +1 CP/Level, 6 CP)
    Flux Enhancement: +12 CP in Innate Enchantment, may have up to 24 CP in it in total (18 CP).

    If it comes up, an extradimensional mother’s child normally takes on the attunement of the place where it was born.

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