jaker2003
Explorer
I have included an Identical file below, if you want it.
Protoss
Aiur, a massive jungle world, had borne a race of highly advanced beings. These beings were incredibly adaptable to harsh natural conditions and climates. However, their most distinct aspect was that they communicated with each other through a very complex method of instinctive telepathy, allowing them to operate communally with striking efficiency. The Protoss civilization spread across the face of Aiur within only a few thousand years. The Protoss harbored an insatiable lust for knowledge that led them to develop radical, progressive strains of scientific and psionic study.
What followed has been recorded as the bloodiest, most violent civil war ever recorded in history: The Aeon of Strife. The raging battles waged during the Aeon of Strife were fought by countless generations of Protoss. Driven by centuries of unthinking hatred towards their brethren, entire generations of Protoss lived and died without ever knowing the legacies of their past or of the primal psychic bond that their forefathers had once shared.
Personality: Protoss are slow to laugh or jest and somewhat xenophobic. Protoss value self-discipline, cunning, battle prowess, beautifully crafted armors, smooth architecture, and traditions. The Protoss are a long-lived and patient people, only hastening their pace for battle.
Physical Description: Protoss stand at 7 to 7-1/2 feet tall, but they are so lithe and thin that they are, on average, slightly heavier than humans. Protoss men are slightly taller and noticeably heavier than Protoss women. Protoss’ skin is typically light purple to dark blue. Their nerve appendages are brown or tan and tied to hang back in a ponytail down to the knees. Protoss favor comfortable, loose fitting clothes. Protoss are considered adults at age 75, and they can live to be more than 1,000 years old.
Relations: Protoss are new to this world, but have managed to form some relationships. Protoss admire the adaptability in the humans and halflings, though they believe that these races may be too rash at times. Gnomish ingenuity is respected as well as the elves’ respect for the world around them. The Protoss appreciate the combat ability of the orcs and their single-mindedness in battle. The Protoss respect the dwarves, who likewise share a martial background and deep traditions. The half-races are viewed suspiciously and seen as untrustworthy.
Alignment: All Protoss are usually good. Templar tend toward Lawful Good, Judicators toward Lawful Neutral, and the Khalai are most often Neutral Good. The only examples of Chaos are found amongst the Dark Templar, who maintain their Good alignment.
Religion: The Protoss have a system of hero worship. The most prominent of which is Khas. Khas established the Khala, or Path of Ascension, that all Templar follow.
Language: The Protoss lack mouths, and as such they are incapable of speech. They don’t really have a need to learn languages, since their telepathic abilities allow them to communicate with most creatures. The Protoss do have a runic script that they use when they have a need to record things.
PROTOSS RACIAL TRAITS
+2 Strength, -2 Constitution, +2 Intelligence, +4 Charisma. Protoss are strong and quick of wit, but they lack the hardiness of other races.
Aberration (reptilian): As an aberration, a Protoss is immune to effects that target humanoids.
Medium: As Medium creatures, Protoss have no special bonuses or penalties due to their size.
Protoss base land speed is 40 feet.
Naturally Psionic: A Protoss gains Inner Strength as a bonus feat at first level. While this doesn’t grant them the ability to manifest powers, it does allow them the use of certain psionic feats.
Psi-Like Abilities: 1/day – Sustenance.
Attack/defense modes: Mind Thrust/Empty Mind
+2 Insight bonus to Armor Class and Attack rolls against creatures that are not immune to mind-affecting effects.
Communal Link (Psi): All Protoss within 100 feet of each other are in constant communication, if one is aware of a particular danger, they all are. If one in a particular group is not flat-footed, none of them are. No Protoss in such a group is considered flanked unless they all are.
Death Throes (Ex): When a Protoss dies, its body is consumed by its life energies, igniting any flammable items in its possession and disintegrating its body. The Protoss’ other items fall to the ground.
Deflection (Psi): A Protoss is surrounded by an aura that grants it a deflection bonus to AC equal to its Charisma bonus.
Psychic Impressions (Psi): A Protoss gains a +20 Insight bonus to checks to track a creature with an intelligence score of 3 or more. This bonus decreases by 2 for every hour after the trail has been made.
Slow Healing (Ex): A Protoss naturally heals a number of hit points a day equal to 1 + ½ his Hit Dice. This replaces a character’s normal healing rate.
Telepathy (Psi): A Protoss may communicate telepathically with any creature within 100 feet that has an Intelligence score of 3 or higher.
Thought Sense (Psi): A Protoss usually does not need to make Spot or Listen checks to pinpoint the location of a living creature with an Intelligence score of 3 or higher within 20 feet. An opponent not seen by the Protoss still has total concealment, and the Protoss has the normal miss chance. A Protoss is still denied its Dexterity bonus to AC against attacks from creatures it cannot see.
Alien Face: A Protoss does not have a mouth or nose. Because of this, a Protoss does not have a sense of smell or taste, nor can it eat, drink, or use potions. A Protoss breathes through his skin.
Level Adjustment: +2
Protoss
Aiur, a massive jungle world, had borne a race of highly advanced beings. These beings were incredibly adaptable to harsh natural conditions and climates. However, their most distinct aspect was that they communicated with each other through a very complex method of instinctive telepathy, allowing them to operate communally with striking efficiency. The Protoss civilization spread across the face of Aiur within only a few thousand years. The Protoss harbored an insatiable lust for knowledge that led them to develop radical, progressive strains of scientific and psionic study.
What followed has been recorded as the bloodiest, most violent civil war ever recorded in history: The Aeon of Strife. The raging battles waged during the Aeon of Strife were fought by countless generations of Protoss. Driven by centuries of unthinking hatred towards their brethren, entire generations of Protoss lived and died without ever knowing the legacies of their past or of the primal psychic bond that their forefathers had once shared.
Personality: Protoss are slow to laugh or jest and somewhat xenophobic. Protoss value self-discipline, cunning, battle prowess, beautifully crafted armors, smooth architecture, and traditions. The Protoss are a long-lived and patient people, only hastening their pace for battle.
Physical Description: Protoss stand at 7 to 7-1/2 feet tall, but they are so lithe and thin that they are, on average, slightly heavier than humans. Protoss men are slightly taller and noticeably heavier than Protoss women. Protoss’ skin is typically light purple to dark blue. Their nerve appendages are brown or tan and tied to hang back in a ponytail down to the knees. Protoss favor comfortable, loose fitting clothes. Protoss are considered adults at age 75, and they can live to be more than 1,000 years old.
Relations: Protoss are new to this world, but have managed to form some relationships. Protoss admire the adaptability in the humans and halflings, though they believe that these races may be too rash at times. Gnomish ingenuity is respected as well as the elves’ respect for the world around them. The Protoss appreciate the combat ability of the orcs and their single-mindedness in battle. The Protoss respect the dwarves, who likewise share a martial background and deep traditions. The half-races are viewed suspiciously and seen as untrustworthy.
Alignment: All Protoss are usually good. Templar tend toward Lawful Good, Judicators toward Lawful Neutral, and the Khalai are most often Neutral Good. The only examples of Chaos are found amongst the Dark Templar, who maintain their Good alignment.
Religion: The Protoss have a system of hero worship. The most prominent of which is Khas. Khas established the Khala, or Path of Ascension, that all Templar follow.
Language: The Protoss lack mouths, and as such they are incapable of speech. They don’t really have a need to learn languages, since their telepathic abilities allow them to communicate with most creatures. The Protoss do have a runic script that they use when they have a need to record things.
PROTOSS RACIAL TRAITS
+2 Strength, -2 Constitution, +2 Intelligence, +4 Charisma. Protoss are strong and quick of wit, but they lack the hardiness of other races.
Aberration (reptilian): As an aberration, a Protoss is immune to effects that target humanoids.
Medium: As Medium creatures, Protoss have no special bonuses or penalties due to their size.
Protoss base land speed is 40 feet.
Naturally Psionic: A Protoss gains Inner Strength as a bonus feat at first level. While this doesn’t grant them the ability to manifest powers, it does allow them the use of certain psionic feats.
Psi-Like Abilities: 1/day – Sustenance.
Attack/defense modes: Mind Thrust/Empty Mind
+2 Insight bonus to Armor Class and Attack rolls against creatures that are not immune to mind-affecting effects.
Communal Link (Psi): All Protoss within 100 feet of each other are in constant communication, if one is aware of a particular danger, they all are. If one in a particular group is not flat-footed, none of them are. No Protoss in such a group is considered flanked unless they all are.
Death Throes (Ex): When a Protoss dies, its body is consumed by its life energies, igniting any flammable items in its possession and disintegrating its body. The Protoss’ other items fall to the ground.
Deflection (Psi): A Protoss is surrounded by an aura that grants it a deflection bonus to AC equal to its Charisma bonus.
Psychic Impressions (Psi): A Protoss gains a +20 Insight bonus to checks to track a creature with an intelligence score of 3 or more. This bonus decreases by 2 for every hour after the trail has been made.
Slow Healing (Ex): A Protoss naturally heals a number of hit points a day equal to 1 + ½ his Hit Dice. This replaces a character’s normal healing rate.
Telepathy (Psi): A Protoss may communicate telepathically with any creature within 100 feet that has an Intelligence score of 3 or higher.
Thought Sense (Psi): A Protoss usually does not need to make Spot or Listen checks to pinpoint the location of a living creature with an Intelligence score of 3 or higher within 20 feet. An opponent not seen by the Protoss still has total concealment, and the Protoss has the normal miss chance. A Protoss is still denied its Dexterity bonus to AC against attacks from creatures it cannot see.
Alien Face: A Protoss does not have a mouth or nose. Because of this, a Protoss does not have a sense of smell or taste, nor can it eat, drink, or use potions. A Protoss breathes through his skin.
Level Adjustment: +2