Farspawn (4e Race)
From D&D Wiki
Character Creation Notes To reflect the bizarre nature of this race, DMs are encouraged to allow Method 3 for generating ability scores (see PHB pp. 18). Similarly, the "abhorrent form" traits should be rolled for randomly rather than chosen.
Things that should not be.
|Average Height: 5'0" to 7'6"|
|Average Weight: 80 - 250 lbs|
|Ability Scores: +2 Constitution, +2 Charisma or Intelligence|
|Speed: 6 squares|
|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.|
|8||Void Compound Eyes|
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 molded 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.
- to be a member of a race that favors the warlock, battlemind or bard classes.
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, color, 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.
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 farspawns are more coherent in their interactions and are able to forge relationships with sentient creatures, but are usually Unaligned.
Their strange appearance always alienates them, and often frightens 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, aloof, scheming, strange, tough
Names: Eg-kr, Gnegotu, Lehu, Llanyi-zho, Lol-kib, Rus-cyiarusts, U'ibolen, Ushar-lamiho, Y'haligh, Zamatthammon
|"The Thing" by Kelvin64, on Flickr|
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 traveling companions' sanity.
|Preternatural Spell||You can cast a spell that changes throughout time.|
|Strange Words||Apply words of friendship to Intimidate check|
|Weird Step||When you use blurred step you can teleport 1 square instead of shifting.|
|Abhorrent||Your form mutates into an even more maddening form.|
|Tentacles Everywhere||Your tentacles are in constant motion, granting you threatening reach.|
|Planephase Form||In urgent situations you can walk freely between the material realm and the Far Realm.|
Farspawn Utility Powers
|Planar Evasion||Farspawn Utility 2|
|A blow literally knocks you into next week, but then you come back.|
|Trigger: You are hit by a melee attack.|
|Effect: You teleport 3 squares.|
|Psychic Explosion||Farspawn Utility 6|
|Your pain warps the psychoscape around you.|
|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...|
|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.|
|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).|