Major Editting in Process see below for original old thread
The Majar
Small Humanoid: associated bonuses and penalties for a creature of that size
Land Speed 10 Legs have atrophied from a lifetime of being carried (The typical mount for a Majar is a Thoc)
Telepathic: A Majar have a powerful but limited form of Telepathy (Telepathy power check = d20 + Majar ECL + INT mod). The range for their telepathy is contact and that contact must be near the head of the creature. They can directly commune with the creature causing it to obey them completely. Willing creatures (Thoc are always willing they were bred to be that way) or creatures with an intelligence of less than 3 are automatically put under the control of the Majar. Creature with 3 or more intelligence can fight this control once per day if they wish DC = 10 + Majar ECL + INT mod. There are 5 levels of control
each day an unwilling creature fails the check it move 1 step along the Level Track towards 5. If it succeeds at a check and its on level 1 it breaks free of the mental control and can immediately turn on the Majar gaining a surprise attack.
Level 1: Majar Must make a DC10 Telepathy check to perform a move action, DC15 Std Action, DC20 Hostile Action, DC25 Hositle action against a member of the same race as the mount.
Level 2: DC5 move, DC10 std, DC20 hostile, DC25 Hostile v Race
Level 3: Move free, DC5 std, DC15 hostile, DC20 Hostile v Race
Level 4: Move Free, Std Free, DC5 Hositle DC20 Hostile v Race
Level 5: More Free, Std Free, Hositle free, DC15 Hostile v Race
The Majar can choose not to totally dominate its mount and commonly Majar allow the Thoc they ride much freedom to act and speak if they wish to do so, only imposing thier will when the situation calls for it, and even then the Majar are more like herders planting suggestions in a Thoc's mind rather than outright demanding obedience. The are however some Majar who totally dominate their mounts without question and these Majar typically have an evil alignment.
The Agony: Any Majar that does not have some from of mount that can not only carry him but he can commune with on a telepathic level suffers -4 to all mental stats until a new mount is found. The Majar will also risk falling into a despair and becoming catatonic Will DC1+1/day spent without a mount. a Majar who falls into despair is unconscious and cannot act until some from of telepathy is used to communicate with him which will return him to consciousness. He then must take a mount as soon as possible or risk becoming catatonic again (same DC as when he first fell).
Majar Mount: A Majar can use any creature as a mount however suffers a -2 to all mental stats with a creature that has less than 3 intelligence from the strain of trying to commune with it.
Sleep: a Majar does not sleep instead it communes with a creature while it sleeps entering and sharing its dreams on a subconscious level. This is also why the Agony occurs as Majar cannot fall asleep on their own without a subconscious mind to enter and rest in. This is a weakness formed from generations of dependence on mounts from Birth.
Avg Stats STR 6 DEX 6 CON 6 INT 16 WIS 16 CHA 16
PC Stats
-4 to STR DEX CON
+4 to one Mental attribute
+2 to a different mental attribute
The Thoc
Medium Monstrous Humanoid
STR 16 DEX 16 CON 16 INT 3 WIS 3 CHA 3
Land Speed 30
d10 Hit Die
Claw Attack 1d6
Thoc Varibility: The Thoc have been bred by the Majar to suit their needs as such a Thoc is a very versatile creature although only with the help of a Majar. a Thoc without a Majar does not gain any of the abilites listed below. it lives a simple life most commonly in a herd of Thoc. It Hit Die increases as it ages to a maximum of 5d10 at full adulthood. Its mental stats do not increase with age although it does suffer physical old age negatives to STR DEX and CON.
A Thoc with a Majar rider can be manipulated to acquire various physical qualities over time directed by the Majar tapping into the mind of the Thoc and directing the body to change to suit his specific needs. Thus no 2 riden Thoc are ever alike although many posses similar abilities
Path of Speed: TBA
Path of Strength: TBA
Path of Endurance: TBA
Developing Abilities: TBA
Implanted Knowledge: TBA
Not playable as an individual race, used in conjunction with a Majar character, in part controlled by DM.
[[Basically the Thoc will be like a customizable mount depending on how you want to play in a tactical sense. e.g. Delevop your Thoc for Strength and Speed and use him as a hit and run striker in combat. Develop your Thoc for endurance to be a wall in combat that you can excerpt your powers from. Or delveop specific traits like wings or chamelon like skin, thicker bone armor plates to surround you etc.]]
The Majar
Small Humanoid: associated bonuses and penalties for a creature of that size
Land Speed 10 Legs have atrophied from a lifetime of being carried (The typical mount for a Majar is a Thoc)
Telepathic: A Majar have a powerful but limited form of Telepathy (Telepathy power check = d20 + Majar ECL + INT mod). The range for their telepathy is contact and that contact must be near the head of the creature. They can directly commune with the creature causing it to obey them completely. Willing creatures (Thoc are always willing they were bred to be that way) or creatures with an intelligence of less than 3 are automatically put under the control of the Majar. Creature with 3 or more intelligence can fight this control once per day if they wish DC = 10 + Majar ECL + INT mod. There are 5 levels of control
each day an unwilling creature fails the check it move 1 step along the Level Track towards 5. If it succeeds at a check and its on level 1 it breaks free of the mental control and can immediately turn on the Majar gaining a surprise attack.
Level 1: Majar Must make a DC10 Telepathy check to perform a move action, DC15 Std Action, DC20 Hostile Action, DC25 Hositle action against a member of the same race as the mount.
Level 2: DC5 move, DC10 std, DC20 hostile, DC25 Hostile v Race
Level 3: Move free, DC5 std, DC15 hostile, DC20 Hostile v Race
Level 4: Move Free, Std Free, DC5 Hositle DC20 Hostile v Race
Level 5: More Free, Std Free, Hositle free, DC15 Hostile v Race
The Majar can choose not to totally dominate its mount and commonly Majar allow the Thoc they ride much freedom to act and speak if they wish to do so, only imposing thier will when the situation calls for it, and even then the Majar are more like herders planting suggestions in a Thoc's mind rather than outright demanding obedience. The are however some Majar who totally dominate their mounts without question and these Majar typically have an evil alignment.
The Agony: Any Majar that does not have some from of mount that can not only carry him but he can commune with on a telepathic level suffers -4 to all mental stats until a new mount is found. The Majar will also risk falling into a despair and becoming catatonic Will DC1+1/day spent without a mount. a Majar who falls into despair is unconscious and cannot act until some from of telepathy is used to communicate with him which will return him to consciousness. He then must take a mount as soon as possible or risk becoming catatonic again (same DC as when he first fell).
Majar Mount: A Majar can use any creature as a mount however suffers a -2 to all mental stats with a creature that has less than 3 intelligence from the strain of trying to commune with it.
Sleep: a Majar does not sleep instead it communes with a creature while it sleeps entering and sharing its dreams on a subconscious level. This is also why the Agony occurs as Majar cannot fall asleep on their own without a subconscious mind to enter and rest in. This is a weakness formed from generations of dependence on mounts from Birth.
Avg Stats STR 6 DEX 6 CON 6 INT 16 WIS 16 CHA 16
PC Stats
-4 to STR DEX CON
+4 to one Mental attribute
+2 to a different mental attribute
The Thoc
Medium Monstrous Humanoid
STR 16 DEX 16 CON 16 INT 3 WIS 3 CHA 3
Land Speed 30
d10 Hit Die
Claw Attack 1d6
Thoc Varibility: The Thoc have been bred by the Majar to suit their needs as such a Thoc is a very versatile creature although only with the help of a Majar. a Thoc without a Majar does not gain any of the abilites listed below. it lives a simple life most commonly in a herd of Thoc. It Hit Die increases as it ages to a maximum of 5d10 at full adulthood. Its mental stats do not increase with age although it does suffer physical old age negatives to STR DEX and CON.
A Thoc with a Majar rider can be manipulated to acquire various physical qualities over time directed by the Majar tapping into the mind of the Thoc and directing the body to change to suit his specific needs. Thus no 2 riden Thoc are ever alike although many posses similar abilities
Path of Speed: TBA
Path of Strength: TBA
Path of Endurance: TBA
Developing Abilities: TBA
Implanted Knowledge: TBA
Not playable as an individual race, used in conjunction with a Majar character, in part controlled by DM.
[[Basically the Thoc will be like a customizable mount depending on how you want to play in a tactical sense. e.g. Delevop your Thoc for Strength and Speed and use him as a hit and run striker in combat. Develop your Thoc for endurance to be a wall in combat that you can excerpt your powers from. Or delveop specific traits like wings or chamelon like skin, thicker bone armor plates to surround you etc.]]
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