Siberys
Adventurer
PDF Updated.
I've added this to the beginning of Four Arms;
As for if it's overpowered? I don't know. It's definitely higher up on the power scale, that's for sure, but it really comes down to 1 or 2 extra points of damage per [W], or some special thing like reach. And kreen really don't get much else - psychic resonance is there so that implement users have a benefit from using this race (otherwise, it'd only really work for weapon-users), trance is a flavor ability, and their sole other benefit (excluding race and skill modifiers, but every race has those) is a 7 speed. Oh, and psychic resistance. That too.
Also, I gave the merrow a "summon water" power. They can now summon up to a gallon of water at a time. This will allow players to use their Watershaping powers without carrying around a waterskin (though that would definitely be an option).
I've added this to the beginning of Four Arms;
You have four arms, the benefits of which are detailed below. In all other respects, you operate as although you had two arms for the purposes of the rules.
As for if it's overpowered? I don't know. It's definitely higher up on the power scale, that's for sure, but it really comes down to 1 or 2 extra points of damage per [W], or some special thing like reach. And kreen really don't get much else - psychic resonance is there so that implement users have a benefit from using this race (otherwise, it'd only really work for weapon-users), trance is a flavor ability, and their sole other benefit (excluding race and skill modifiers, but every race has those) is a 7 speed. Oh, and psychic resistance. That too.

Also, I gave the merrow a "summon water" power. They can now summon up to a gallon of water at a time. This will allow players to use their Watershaping powers without carrying around a waterskin (though that would definitely be an option).
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