Farspawn (4e Race)

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Character Creation Notes
To reflect the bizarre nature of this race,
DMs are encouraged to allow Method 3
for generating ability scores (see PHB p. 18).
Similarly, the "abhorrent form" traits should be
rolled for randomly rather than chosen.

Contents

[edit] Farspawn

5805854099_010446b385_m.jpg
"The Thing" by Kelvin64, on Flickr

Things that should not be.

Racial Traits
Average Height: 5'0" to 7'6"
Average Weight: 80 - 250 lbs
Ability Scores: +2 Constitution, +2 Charisma or Intelligence
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Skill Bonuses: +2 Arcana, +2 Intimidate
From Beyond The Stars: You were formed in the Far Realm. You are considered aberrant for effects related to creature origin.
Abhorrent Form: When you create your character, roll twice on the abhorrent form table. These are your two racial traits. Reroll your second roll if it was the same as your first.
Abomination: When your farspawn character gains a class utility power after 1st level, you can forgo taking a power granted to you by your class. Instead you gain a farspawn utility power of the same level or lower.


Abhorrent Form
d10 Roll Trait Effect
1 All-Around Vision
  • You can see in all directions, and flanking enemies don't gain combat advantage against you.
  • If an effect would blind you, you may make a saving throw to avoid being blinded.
2 Ceaseless Murmurs
  • Any enemy adjacent to you suffers a -1 penalty to Will.
  • One additional language of your choice.
3 Telepathy
  • You can communicate telepathically with any creature within 5 squares of you that has a language.
4 Reality Warp
  • You have an aura 2. Any enemy that teleports while within the aura suffers 5 damage. At 11th level this increases to 10 damage; at 21st level, 15 damage.
5 Tentacles
  • If you wield a one-handed weapon with the offhand property, it has a reach of 2.
  • Enemies suffer a -2 penalty to escape your grabs.
6 Chitinous
  • When you take your second wind, you gain temporary hit points equal to your Constitution modifier.
  • You have a +1 racial bonus to Fortitude.
7 Alien Mind
  • You have resistance to psychic damage equal to 5 plus half your level.
  • You have a +1 racial bonus to Will.
8 Void Compound Eyes
  • You have darkvision.
  • If an enemy hits you with an attack with the gaze keyword, that enemy suffers a -2 penalty to attack rolls until the end if your next turn.
9 Paraconsciousness
  • You have a +2 racial bonus to saving throws against effects with the fear or charm keywords.
  • You have a +1 racial bonus to defence against attacks with the fear or charm keywords.
10 Fold Spacetime
  • You have a +2 racial bonus to initiative.
  • When you roll for initiative, you may also teleport 6 squares.

If one were to map all the planes of creation, the Far Realm is that maddening un-place off the edge of the paper. Occasionally its strange dimensions intersect with reality, giving birth to aberrations that make mockery of flesh and spirit. When permitted to be moulded by the dreams of mortals, something akin to a humanoid is spawned.

Play a farspawn if you want...

  • to be a weird entity from the Far Realm.
  • to have no control over what abilities you have; to accept randomness in your destiny.
  • so be a member of a race that favors the warlock, battlemind or bard classes.

[edit] Physical Qualities

Farspawn have dissociative morphologies culled from the self-image of living things - from pond-life, to animals and humans. Adventuring farspawn are vaguely humanoid, but may have multiple eyes, eyestalks, pseuodopods, tentacles, chitin, mandibles and other protobiology. Their flesh might resemble the stuff of the material plane, but when wounded they might bleed fluid, colour, sound, or an ooze of microorganisms.

Farspawn have no discernible genders. Those that are able to reproduce might do so by asexual budding or sporing, by impregnating other living creatures, or through other incomprehensible means.

[edit] Playing a Farspawn

Creatures tainted by the Far Realm are often seen as being chaotic, or evil. The truth is that they are largely uncaring, or oblivious to the nature of life on the material plane. Adventuring farspawn are more coherent in their interactions and are able to forge relationships with sentient creatures, but are usually Unaligned.

Their strange appearance will always alienate them, and often frighten communities into shunning them. Some farspawn have a strange, insidious force of personality that at its strongest can dominate groups of humanoids, with cults forming around them.

Whilst a farspawn's goals are often incomprehensible, alliances can be made where those goals coincide with those of the humanoid races.

Farspawn Characteristics: alien, tough, strange, scheming, aloof

Names: Eg-kr, Gnegotu, Lehu, Llanyi-zho, Lol-kib, Rus-cyiarusts, U'ibolen, Ushar-lamiho, Y'haligh, Zamatthammon

[edit] Farspawn Adventurers

Three sample farspawn adventurers are described below.

Azsh Azar is a farspawn star pact warlock. It was spawned when Gulach Azar, the violet eye, squirmed into the material plane and burst into a thousand buds. All the buds transformed into aberrant monstrosities, with the exception of one that became Azsh. It remains in contact with the pseudospirit of Gulach, from whom it receives its spells.

Skorraw is a farspawn battlemind. It is the three-dimensional shadow of the sentient plane of the Squamous Garden as it intersects reality. It delights in mutating time and space with a mere thought, and quests to gain mastery over psionic energies.

De'Valf is a farspawn bard, and the son of the Lord of the Discordant Harps. He seeks to produce new, impossible harmonics and is somewhat inconsiderate about their effects on his travelling companions' sanity.

[edit] Farspawn Feats

Heroic Tier Racial Feats
Name Description
Preternatural Spell You can cast a spell that changes throughout time.
Paragon Tier Racial Feats
Name Description
Abhorrent Your form mutates into an even more maddening form.
Tentacles Everywhere Your pseudopods are in constant motion, granting you threatening reach.
Epic Tier Racial Feats
Name Description

[edit] Farspawn Utility Powers

Psychic Explosion Farspawn Utility 6
Your pain warps the psychoscape around you.
Daily
No Action Close burst 5
Trigger: An attack bloodies you, or reduces you to 0 hit points.
Target: Enemies in burst
Effect: The targets gain vulnerable 5 psychic (save ends).



Unsettling Scuttle Farspawn Utility 10
You drop to all fours - or, as it now appears to be, all eights... or sixteens...
Daily
Move Action Personal
Effect: You shift up to your speed. You can move through enemy spaces and may spider climb during the shift. Enemies whose space you enter during this movement take a -2 penalty to Will (save ends).



Nauseous Stench Farspawn Utility 16
Penduculated polyps sprout across your body and emit weird gases.
Daily
Minor Action Personal
Effect: Until the end of the encounter you have an Aura 2. Enemies that start their turn in the aura are slowed and take a -2 penalty to attack rolls (save ends both).



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