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<blockquote data-quote="Knightfall" data-source="post: 2087596" data-attributes="member: 2012"><p><strong>A core Alternity race</strong></p><p></p><p>I'm really unsure of what the CR and LA for this race should be, as designed. -KF72</p><p>------------------</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 12px"><strong>Fraal</strong></span></span></p><p><strong>Fraal, 1st-Level Psychic Warrior</strong></p><p><strong>Medium-size Humanoid (Fraal)</strong></p><p><strong>Hit Dice:</strong> 1d8+4 (6 hp)</p><p><strong>Initiative:</strong> -1 (Dex); +0 while wielding tri-staff</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>AC:</strong> 13 (-1 Dex, +4 flight suit), touch 9, flat-footed 13; AC 16 while wielding tri-staff</p><p><strong>Base Attack/Grapple:</strong> +0/+0</p><p><strong>Attack:</strong> -1 ranged (3d6/x2, laser pistol) or -1 ranged (2d6/x2, screamer pistol); or +1 melee (3d8+1 or 2d8+1/x3, tri-staff)</p><p><strong>Full Attack:</strong> -1 ranged (3d6/x2, laser pistol) or -1 ranged (2d6/x2, screamer pistol); or -3/-7 melee (3d8+1/2d8/x3, tri-staff)</p><p><strong>Space/Reach:</strong> 5 ft. / 5ft.</p><p><strong>Special Attacks:</strong> Psi-like abilities, weapon familiarity (tri-staff)</p><p><strong>Special Qualities:</strong> Darkvision 90 ft., isolation insanity, low-light vision, psi-like abilities, power resistance 11</p><p><strong>Saves:</strong> Fort +2, Ref -1 (+0 while wielding tri-staff), Will +1</p><p><strong>Abilities:</strong> Str 11/13* (+0/+1*), Dex 9/11* (-1/+0*), Con 10 (+0), Int 10 (+0), Wis 13 (+1), Cha 10 (+0)</p><p><strong>Skills:</strong> Autohypnosis +3, Concentration +4, Freefall +1, Psicraft +2, Use Psionic Device +2</p><p><strong>Feats:</strong> Combat Manifestation, Psionic Body, Technical Proficiency [sup]B[/sup]</p><p></p><p><strong>Climate/Terrain:</strong> Any land, space, or underground</p><p><strong>Organization:</strong> Mated couple, family (2–5), or nomadic sphereship colony (20–100)</p><p><strong>Challenge Rating:</strong> 1</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually lawful neutral</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +1</p><p></p><p>The fraal are visitors from somewhere beyond the bounds of known space. Where they come from is unknown and they refuse to tell anyone. Masters of technology and psionics, the goal of the fraal in this area of the galaxy remains a mystery. Their sphereships are an awe-inspiring sight and the fraal are the only known race capable of traveling the stars without the need of a starcaster.</p><p></p><p>Their sphereships travel through techno-psionic-created wormholes called jump points. They call the process mindjumping but no other race has ever seen the technology used that accomplishes this amazing feat. Mezzenbone would give anything to possess mindjump technology but captured fraal wipe their own minds rather than risk it falling into the hands of the Dragon Empire.</p><p></p><p>The fraal get along well with elves, the juna, the raia and chronomancers. They don’t get along well with members of the Arcanum or the Freedom League, viewing them as interstellar manipulators and terrorists. For the most part, fraal tend not to get involved with stellar politics and watch from the sidelines. It is rumored that they are a divine race descended from the Twelve True Gods. And while fraal are not prone to emotional outburst they tend to laugh uncontrollably when asked such.</p><p></p><p>Fraal never associate with the Dragon Empire for any reason and view Mezzenbone as a horrible dictator. As a result, fraal have been forced to work with resistance members from time to time. More often than not, the fraal throw in with the guardians against both sides of the conflict.</p><p></p><p>The most famous fraal in the history of known space was the xeno-geneticist Iscin. This fraal experimented with genetics on thousands of alien creatures. He was known for warping a primitive creature’s genes to bring about the spark of intelligence in his experiments. Most believe he was evil, as the fraal don't talk of Iscin when asked. It is believed that the xeno-geneticist was an outcast amongst his people due to these experiments.</p><p></p><p>Dozens of intelligent races that survived his experiments continue to exist to this day. The blount, bronth, crugar, and woffen are all intelligent, mutated races created by Iscin. Some speculate that Iscin also brought about the existence of the dabber, hoop and weren. These races can neither confirm nor deny this possibility, but one should be careful about even mentioning it to a weren. They absolutely refuse to believe that a mortal being created them, no matter how advanced.</p><p></p><p>The fraal speak Common and their own racial language.</p><p></p><p><strong>Combat</strong></p><p>The fraal are not sturdy combatants and will often let others do the fighting for them. If forced into a confrontation they prefer to use laser or screamer pistols, from a distance, as well as their psi-like abilities. *If pressed into close melee combat they will defend themselves with tri-staffs.</p><p></p><p><em>Isolation Insanity</em>: A fraal that becomes isolated from others of its race will become mentally unbalanced and subject to unprecedented mood swings of depression and anxiety. Eventually, a permanent form of insanity takes hold.</p><p></p><p>A fraal without at least one other of his or her kind nearby, for more than a month, is at risk of developing this insanity. The fraal must make a Will save (DC 15 + 1 per month - the fraal’s Wisdom modifier) or go insane. (Melancholia, alienation, and dementia praecox are the most likely forms of fraal mental disorder.)</p><p></p><p>The fraal suffers a -4 circumstance penalty to all Intelligence, Wisdom, and Charisma-based checks until her or she comes back into contact with one of his or her own kind. It is possible that an psionically-endowed individual of another race could help a fraal fight through his or her isolation insanity. (Subtract the psionically-endowed individual’s Wisdom modifier from the Will save DC.)</p><p></p><p><em>Low-light Vision</em> (Ex): Fraal can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.</p><p></p><p><em>Psi-Like Abilities</em>: At will – <em>conceal thoughts</em> (DC 11, harmless), <em>detect psionics</em>, <em>empty mind</em>, <em>mindlink</em>, <em>object reading</em>, <em>psychic crush</em> (5d6, DC 15**). Manifester level 3rd + the fraal’s character level. The save DCs are Charisma-based. **Includes augmentation for the fraal’s manifester level.</p><p></p><p><em>Power Resistance</em> (Ex): A fraal has power resistance equal to 10 + 1 point per character level.</p><p></p><p><em>Skills</em>: A fraal gains a +2 racial bonus to Autohypnosis, Concentration, Psicraft, and Use Psionic Device checks. A fraal may use the Autohypnosis, Psicraft, and Use Psionic Device skills untrained.</p><p></p><p><strong>Fraal as Characters</strong></p><p>The fraal favor the psion class. Fraal often become bards, clerics, rogues, and psychic warrior, and they sometimes become mechanists, fighters, pilots, and sorcerers. Fraal cannot be barbarians, wizards, paladins, or rangers. Fraal often multiclass as rogue/psions, cleric/psions, fighter/psions, and psychic warrior/psion.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2087596, member: 2012"] [b]A core Alternity race[/b] I'm really unsure of what the CR and LA for this race should be, as designed. -KF72 ------------------ [COLOR=DarkOrange][SIZE=3][B]Fraal[/B][/SIZE][/COLOR] [B]Fraal, 1st-Level Psychic Warrior[/B] [B]Medium-size Humanoid (Fraal)[/B] [B]Hit Dice:[/B] 1d8+4 (6 hp) [B]Initiative:[/B] -1 (Dex); +0 while wielding tri-staff [B]Speed:[/B] 30 ft. (6 squares) [B]AC:[/B] 13 (-1 Dex, +4 flight suit), touch 9, flat-footed 13; AC 16 while wielding tri-staff [B]Base Attack/Grapple:[/B] +0/+0 [B]Attack:[/B] -1 ranged (3d6/x2, laser pistol) or -1 ranged (2d6/x2, screamer pistol); or +1 melee (3d8+1 or 2d8+1/x3, tri-staff) [B]Full Attack:[/B] -1 ranged (3d6/x2, laser pistol) or -1 ranged (2d6/x2, screamer pistol); or -3/-7 melee (3d8+1/2d8/x3, tri-staff) [B]Space/Reach:[/B] 5 ft. / 5ft. [B]Special Attacks:[/B] Psi-like abilities, weapon familiarity (tri-staff) [B]Special Qualities:[/B] Darkvision 90 ft., isolation insanity, low-light vision, psi-like abilities, power resistance 11 [B]Saves:[/B] Fort +2, Ref -1 (+0 while wielding tri-staff), Will +1 [B]Abilities:[/B] Str 11/13* (+0/+1*), Dex 9/11* (-1/+0*), Con 10 (+0), Int 10 (+0), Wis 13 (+1), Cha 10 (+0) [B]Skills:[/B] Autohypnosis +3, Concentration +4, Freefall +1, Psicraft +2, Use Psionic Device +2 [B]Feats:[/B] Combat Manifestation, Psionic Body, Technical Proficiency [sup]B[/sup] [B]Climate/Terrain:[/B] Any land, space, or underground [B]Organization:[/B] Mated couple, family (2–5), or nomadic sphereship colony (20–100) [B]Challenge Rating:[/B] 1 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually lawful neutral [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +1 The fraal are visitors from somewhere beyond the bounds of known space. Where they come from is unknown and they refuse to tell anyone. Masters of technology and psionics, the goal of the fraal in this area of the galaxy remains a mystery. Their sphereships are an awe-inspiring sight and the fraal are the only known race capable of traveling the stars without the need of a starcaster. Their sphereships travel through techno-psionic-created wormholes called jump points. They call the process mindjumping but no other race has ever seen the technology used that accomplishes this amazing feat. Mezzenbone would give anything to possess mindjump technology but captured fraal wipe their own minds rather than risk it falling into the hands of the Dragon Empire. The fraal get along well with elves, the juna, the raia and chronomancers. They don’t get along well with members of the Arcanum or the Freedom League, viewing them as interstellar manipulators and terrorists. For the most part, fraal tend not to get involved with stellar politics and watch from the sidelines. It is rumored that they are a divine race descended from the Twelve True Gods. And while fraal are not prone to emotional outburst they tend to laugh uncontrollably when asked such. Fraal never associate with the Dragon Empire for any reason and view Mezzenbone as a horrible dictator. As a result, fraal have been forced to work with resistance members from time to time. More often than not, the fraal throw in with the guardians against both sides of the conflict. The most famous fraal in the history of known space was the xeno-geneticist Iscin. This fraal experimented with genetics on thousands of alien creatures. He was known for warping a primitive creature’s genes to bring about the spark of intelligence in his experiments. Most believe he was evil, as the fraal don't talk of Iscin when asked. It is believed that the xeno-geneticist was an outcast amongst his people due to these experiments. Dozens of intelligent races that survived his experiments continue to exist to this day. The blount, bronth, crugar, and woffen are all intelligent, mutated races created by Iscin. Some speculate that Iscin also brought about the existence of the dabber, hoop and weren. These races can neither confirm nor deny this possibility, but one should be careful about even mentioning it to a weren. They absolutely refuse to believe that a mortal being created them, no matter how advanced. The fraal speak Common and their own racial language. [B]Combat[/B] The fraal are not sturdy combatants and will often let others do the fighting for them. If forced into a confrontation they prefer to use laser or screamer pistols, from a distance, as well as their psi-like abilities. *If pressed into close melee combat they will defend themselves with tri-staffs. [I]Isolation Insanity[/I]: A fraal that becomes isolated from others of its race will become mentally unbalanced and subject to unprecedented mood swings of depression and anxiety. Eventually, a permanent form of insanity takes hold. A fraal without at least one other of his or her kind nearby, for more than a month, is at risk of developing this insanity. The fraal must make a Will save (DC 15 + 1 per month - the fraal’s Wisdom modifier) or go insane. (Melancholia, alienation, and dementia praecox are the most likely forms of fraal mental disorder.) The fraal suffers a -4 circumstance penalty to all Intelligence, Wisdom, and Charisma-based checks until her or she comes back into contact with one of his or her own kind. It is possible that an psionically-endowed individual of another race could help a fraal fight through his or her isolation insanity. (Subtract the psionically-endowed individual’s Wisdom modifier from the Will save DC.) [I]Low-light Vision[/I] (Ex): Fraal can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. [I]Psi-Like Abilities[/I]: At will – [I]conceal thoughts[/I] (DC 11, harmless), [I]detect psionics[/I], [I]empty mind[/I], [I]mindlink[/I], [I]object reading[/I], [I]psychic crush[/I] (5d6, DC 15**). Manifester level 3rd + the fraal’s character level. The save DCs are Charisma-based. **Includes augmentation for the fraal’s manifester level. [I]Power Resistance[/I] (Ex): A fraal has power resistance equal to 10 + 1 point per character level. [I]Skills[/I]: A fraal gains a +2 racial bonus to Autohypnosis, Concentration, Psicraft, and Use Psionic Device checks. A fraal may use the Autohypnosis, Psicraft, and Use Psionic Device skills untrained. [B]Fraal as Characters[/B] The fraal favor the psion class. Fraal often become bards, clerics, rogues, and psychic warrior, and they sometimes become mechanists, fighters, pilots, and sorcerers. Fraal cannot be barbarians, wizards, paladins, or rangers. Fraal often multiclass as rogue/psions, cleric/psions, fighter/psions, and psychic warrior/psion. [/QUOTE]
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