Foulkin (4e Race)
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Humanoids whose minds and bodies have been have been twisted and altered by the power of the Far Realm
|Average Height: 6'6" - 7'6"|
|Average Weight: 200 lbs. - 400 lbs.|
|Ability Scores: +2 Strength +2 Intelligence|
|Speed: 5 squares|
|Vision: Low-light vision|
|Languages: Common, Deep Speech|
|Skill Bonuses: +2 Arcana +2 Athletics|
|Aberrant Awareness: You have a +2 bonus to Perception do to your foul nature.|
|Alien Body: You are considered an aberrant creature for the purpose of effects that relate to the creature origin.|
|Foul Infection: You gain a +3 bonus to saves against attacks that have the dominated condition.|
|Aberrant Augmentation||Foulkin Racial Power|
|You feel the power of the Far Realm course through your core as the foul taint in your body comes forth.|
|Effect: You immediately gain a +3 to all attack and defense rolls until the end your next turn.|
Like their cousins the Foulspawn, the Foulkin have been tainted by the Far Realm. Unlike their cousins, they somehow found the strength of will to resist the madness.
Play a Foulkin if you want...
- to play a character forever in a battle for his/her own sanity
- to be a member of a unique race with special rules
- the pleasure of roleplaying a mad-man
- To be a member of a race that favors the arcane and psionic classes.
The Foulkin can appear like any other humanoid race with a few minor differences. However, when they begin to tap into their aberrant powers, their forms shift and bubble. Their skin sheds and they become terrible monsters, much like the Foulspawn, if only with a small amount of self control. Their size increases and they become monstrous to behold. As a simple rule, the normal form of a Foulkin appears to be sickly and disturbed. Their eyes are surrounded by thick black rings and their skin is pale and usually marred by scars. Their nails are usually chipped and chewed upon. Their hair is either completely gone or falling out in clumps from the Foulkin's constant worry and anxious clawing. It's common for Foulkin to have removed a limb or a sensory organ, usually the one that forces the most aberrant information into their already damaged mind.
Playing an Foulkin
The Foulkin are a race of half insane mutants. At some point in their normal life they were touched by the power of the Far Realm. It may have started with a few odd dreams. Voices speaking in a language that hurt your ears to hear. Then again, it may have started when a hulking monster ripped a hole into your home and killed your entire family. Either way, you're not what you used to be. When you're taken, you find yourself using a different name. A name you've never heard before, but you know is the name of the monster in your head. No. You're a monster. You feel the foul, corrupt energy of the Far Realm pulsing in your mind. Taking control. You're fighting a losing battle, but what else can you do?
Foulkin Characteristics: Nervous, anxious, mad, verbose, violent, frightened, gloomy, cross, fatalistic.
Male Names: Fhfragn, Rgarlas, Pjsarew, Vnerasrg.
Female Names: Gssartlss, Bgsasrt, Vfrwylt, Nsgnro.
Three sample Foulkin adventurers are described below.
Fluntusa is a Foulkin Bard. He (though he prefers to be referred to as gender-neutral) was amazed by the power of warpcallers and strove to be like them. He has become famous in a section of the Far Realm and strives to "perfect" the world in the way of the mad visions the Far Realm has given him. Thinking he was built to be legendary, he already has bolstered the strongest armies of foulspawn with his twisted battle tunes, and many kingdoms fear he could lead an invasion of the natural world.
Hloth-Samethagog is a Foulkin Star Pact Warlock. She isn't completely mad, but she has acquired many eccentricities from her transformation, and she meditates each week. Still thinking herself to be human, she uses the name she was given at birth, Avenia.
Yxyx is a distant Foulkin Psion. He makes his dwelling in the Tower of Thyp, once owned by the power-hungry group of psions called the Thinkers of Thyp. With each passing year, he develops more powerful rituals to fortify his mind against the power of Outside. The Tower of Thyp is actually a large petrified tentacle from the Far Realm, making many rooms irregular in shape. He gladly helps other Foulkin defend their minds against the Far Realm, and although he doesn't seek them out, they seek him out, making anything he does, although how insignificant it may be, worth it.