another Star*Drive race
Deepfallen
Large Monstrous Humanoid (Aquatic)
Hit Dice: 2d8+4 (13 hp)
Initiative: +3 (Dex)
Speed: 20 ft. (4 squares), swim 40 ft.
AC: 16 (-1 size, +3 Dex, +4 natural)
Base Attack/Grapple: +2/+8
Attack: +3 melee (1d8+2, Large combat knife) or +4 ranged (3d8, Large aqualaser pistol)
Full Attack: +3 melee (1d8+2, Large combat knife) or +4 ranged (3d8, Large aqualaser pistol)
Space/Reach: 10 ft. / 10ft.
Special Attacks: Mind blast, psi-like abilities
Special Qualities: Darkvision 60 ft., psi-like abilities, telepathic communication
Saves: Fort +2, Ref +6, Will +4
Abilities: Str 14 (+2), Dex 17 (+3), Con 14 (+2), Int 13 (+1), Wis 13 (+1), Cha 12 (+1)
Skills: Balance +5, Concentration +6, Escape Artist +4, Knowledge (any one life science skill) +5, Sense Motive +3, Spot +3, Swim +10, Survival +3
Feats: Agile, Technical Proficiency
B
Climate/Terrain: World of Bluefall and any other water dominated Outlands world; any aquatic
Organization: Solitary, mated pair, patrol (4–8), commune (4–48 plus 50% noncombatants plus 1–2 orcas or 1–6 porpoises).
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +3
Deepfallen are a technologically advanced aquatic race. They look like sinuous elongated humanoids with translucent skin. Their arms and legs are very long, ending in broad, webbed hands and feet. They swim in an eel-like manner. Wing-like membranes connect their arms to their bodies allowing for greater speed and maneuverability when swimming. Their eyes are wide and dark, and their small mouths seem almost vestigial.
Deepfallen can only communicate through the use of psionics or by sign language.
Combat
Deepfallen tend towards a more passive lifestyle, but they will fight to defend their aquatic homes from invaders and individual deepfallen have been known to fight to the death for a cause they are fanatic about (i.e. eco-terrorism).
Mind Blast (Su): A deepfallen can unleash a mind blast instead of attacking in any round. The blast is a cone of mental energy that reaches 50 feet; anyone caught in the cone must make a Will save (DC 13) or be stunned for 1d4 rounds. The save DC is Wisdom-based.
Psi-Like Abilities: At will –
mindlink (7 willing targets within 15 ft. of each other; or 1 unwilling target, DC 12*),
psionic restoration (harmless, DC 17); 3/day –
metamorphosis,
mind probe (DC 16),
precognition; 1/day –
mind trap (7 round duration*),
psionic suggestion (7 targets within 15 ft. of each other, DC 13*). Manifester level 6th. The save DCs are Charisma-based. *Includes augmentation for the deepfallen’s manifester level.
Skills: Deepfallen gain a +2 racial bonus on all Knowledge (any one life science skill) and Sense Motive checks. Deepfallen gain a +8 racial bonus to all Swim checks because of their Swim speed.
Deepfallen Society
Deepfallen are native to the world that is known as Bluefall, and the general populace of the Aegis Region knows about the deepfallen. They are full members of the Regency and control most of the administration of that world below the sea. In fact, Regent Hale leaves most of the rulership of Bluefall's undersea races to the deepfallen. Bluefall's pristine oceans have become the home of such races as the ooloi, sea elves, and even the sahuagin. This last race had caused quite a stir when they petitioned to become undersea Regency citizens. And while they have been loyal to the deepfallen and have not caused trouble the sea elves believe it is only a matter of time.
The deepfallen don't just live on Bluefall anymore and dozens of other worlds in the Outlands now have a growing population of deepfallen on them. This expansion was partially due to the Regency's need to expand beyond the Aegis System, in order to show the Dragon Empire that the Regency of Bluefall is not to be taken lightly. The other reason was more to do with the desires of young deepfallen that wished to explore not only other worlds but the stars as well. Some in the Regency believe that given enough time the deepfallen could become one of the most widespread aquatic races in the Outlands worlds.
Deepfallen have learned that humans are their greatest allies and worst enemies. The relationship the deepfallen have with the humans of Bluefall is very unique in the known galaxy. However, deepfallen don't see much difference between humans and other land-dwellers, which show their naivete regarding land-dwellers. The one exception to this is the Iscin race known as bronth, a species they constantly work towards understanding better.
Their relations with the ooloi are cordial, while their interaction with the sea elves and sahuagin are cool as best. They can't stand the continuous friction between the two races and have, on more than one occasion, referred to the two races as being two different sides of the same coin. They constantly work towards the two races putting aside their eons long war and learning to live as brothers. The two races don’t like being compared to each other, and a full-scale conflict on Bluefall could erupt at a moment’s notice.
Deepfallen as Characters
Deepfallen favor the psion class. Deepfallen favor more intellectual pursuits and may become bards, mechanists, and wizards. They are a technological civilization, so they often become some of the best pilots underwater (i.e. submarines). They often become druids and rangers, as they love nature and often fight to preserve it. There are rumors of more primitive deepfallen living in the deeper parts of Bluefall’s oceans. These primitive deepfallen would most likely be barbarians (they wouldn’t have Technical Proficiency as a bonus feat). Most of their soldiers are warriors and true deepfallen fighters are rare. A deepfallen paladin is unheard of. Deepfallen have a starting ECL of +5.
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Aqualaser Upgrade
This weapon upgrade can be added to any type of laser pistol or rifle for an additional 25% of the weapon’s regular cost, in credits. The upgrade also increases the weapon’s weight by 2 pounds.
The resulting aqualaser fires a blue-green laser beam that operates underwater just as effectively as a regular laser does under normal conditions. However, the weapon’s effective range is only equal to its air counterpart up to 325 feet beneath the water. For every 325 feet beyond that, the aqualaser’s range drops by 50% and suffers a -2 circumstance penalty to attack rolls every 650 feet
Restrictions: Ranged weapons only.