Mirage (3.5e Race)
From D&D Wiki
Mirage
Contents |
[edit] Personality
A mirage is usually out adventuring, if he or she isn't he or she is in a village collecting equipment for their journey.
A mirage has no typical behavior it all depends on which side you choose, good or evil.
[edit] Physical Description
The mirage takes on the appearance of a normal human. That is until they get into battle. They choose when they reach manhood, good or evil. if evil is picked he can use a power at will transforming him into a half-fiend. If good is chosen it will transform them into a celestial being. Human (your human form must have white, blue, or red eyes. Long black or silver hair, be about 6ft tall and weigh about 140pounds (for males), (for females), same eyes and hair color, but can be as little as 5'5"tall and weigh about 115). Half-fiend (see half-fiend), Celestial being (see angel,solar)
[edit] Relations
it depends on your alignment Half-fiends normally are not well liked by anyone they would get along with dark drow. The Celestial being is liked by everyone except evil creatures.
[edit] Alignment
lawful good (has to be the angel) or chaotic evil (has to be Half-fiend).
[edit] Lands
typically lives among humans inside small villages in the material plane.
[edit] Religion
the good side normally worships pelor, the evil side tends more to nayrule.
[edit] Language
(common, half-fiend) or (common, celestial).
[edit] Names
You as a mirage will receive a name at adulthood, until then you are called by a nickname given to you by your parents. names could include male and female Half-fiend names or male and female Celestial names.
male Half-fiend names: parthrax, yozak, dodark... female: yozoria, petraz, dernma...
male Celestial being names: Adrian, sataxia, eleron... female: Adzanna, sartax, Elegan...
[edit] Racial Traits
half-fiend: strength +4
dexterity +4
constitution +2
intelligence +4
charisma +2
celestial being: strength +4
dexterity +4
constitution +2
Intelligence +4
charisma +4
humanoid large walk 30 fly 90 half-fiend can cast darkness at will, have darkvision up to 60ft, and are typically fighters. celestial beings can cast daylight at will, have darkvision up to 30ft and lowlight vision up to 60ft, they are usually some kind of spell caster.
spells
celestial being:aid animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration (DC 19), polymorph (self only), power word stun, remove curse (DC 20), remove disease (DC 20), remove fear (DC 18), resist energy, summon monster vii, speak with dead (DC 20), waves of fatigue; 3/day—blade barrier (DC 23), earthquake (DC 25), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, waves of exhaustion; 1/day—greater restoration (DC 24), power word blind, power word kill, power word stun, prismatic spray (DC 24), wish. Solars can cast divine spells as 20th-level clerics. A solar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.save DC 17 + spell level): 0—create water, detect magic, guidance (2), resistance (2); 1st—bless (2), cause fear, divine favor (2), entropic shield, obscuring mist*, shield of faith; 2nd—align weapon, bear’s endurance (2), bull’s strength (2), consecrate, eagle’s splendor, spiritual weapon*; 3rd—daylight, invisibility purge, magic circle against evil, magic vestment*, prayer (2), protection from energy, wind wall; 4th—death ward (2), dismissal (2), divine power*, neutralize poison (2); 5th—break enchantment, control winds*, dispel evil, plane shift, righteous might (2), symbol of pain; 6th—banishment, chain lightning*, heroes’ feast, mass cure moderate wounds, undeath to death, word of recall; 7th—control weather*, destruction, dictum, ethereal jaunt, holy word, regenerate; 8th—fire storm, holy aura, mass cure critical wounds (2), whirlwind*; 9th— etherealness, elemental swarm (air)*, mass heal, miracle, storm of vengeance.
Change Shape (Su): A solar can assume the form of any Small or Medium humanoid.
automatic languages: both know common, celestial, and fiendish.
favored class: half-fiend: fighter
celestial being: cleric
Level Adjustment: 4
[edit] Vital Statistics
see other races for more information!
Back to Main Page → 3.5e Homebrew → Races
