Mirage (3.5e Race)
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A mirage is usually out adventuring, if they aren't, they would be in a village collecting equipment for their journey. A mirage has no typical behavior it all and can good or evil. They mimic typically humanoid behaviors and attitudes and will sometimes even try living like other humanoid just for the experience.
The mirage takes on the appearance of a normal human. That is until they get into battle. They choose when they reach manhood if they will fight for good or evil. If evil is picked they can use a power that will transforming them into a half-fiend. If good is chosen it will transform them into a celestial being. They have a humanoid body but white, blue, or red eyes. They have long black or silver hair, and can be about 6ft tall for males and 5'5 tall for females. They weigh around 140pounds for males and 115 for females.
Depending on the alignment that they have chosen for themselves they will align themselves with others like them. Half-fiends tend to align themselves with drow and deep dwarves. Celestials beings tend to align themselves with those pure of heart, and especially enjoy the company of elves.
They choose their alignment at their adulthood and most choose between lawful good and chaotic evil.
Mirages tend to live among humans and other humanoid, especially elves and halfings. Chaotic Mirages tend to live among drow and even make acquaintances with dragons.
Celestial Mirages normally worships Pelor. Half-Fiend Mirages tend to worship Nayrule. Even those that don't pray to Nayrule prefer to worship deities of chaos or death.
Half-fiends know common and half-fiend, while Celestials know common and celestial. They can learn any other language that isn't secret.
A mirage will receive a name at adulthood, until then they are called by a nickname given to them by their parents. Names could include Half-fiend names or Celestial names, of either gender. Such as
- Half-fiend names: parthrax, yozak, dodark, yozoria, petraz, dernma...
- Celestial being names: Adrian, sataxia, eleron, Adzanna, sartax, Elegan...
- Half-fiend: strength +4, dexterity +4, constitution +2, intelligence +4, charisma +2 OR celestial being: strength +4, dexterity +4, constitution +2, Intelligence +4, charisma +4
- Large species
- Base land speed is 30, flying is 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, and they are usually some kind of spell caster.
- 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
Mirages can learn: 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 saves 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.