Synpyre (3.5e Race)

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grave digger, grave digger

send me on my way

release me to this earth

within' this shallow grave

grave digger, grave digger

bring me to my knees

forget what i have done

forgive me if you please

save me if you can

the time for me has come

let me be the one that got away

grave digger, grave digger

slowly fill my grave

whisper to your god

allow me to be saved

grave digger, grave digger

pray for my lost soul

release me from this earth

allow me to grow old

save me if you can

the time for me has come

let me be the one that got away

oh my god

can I be saved

and not forgot

I hold out own

it's not too late

so I'll pray

I'll pray it's not too late

grave digger, grave digger

rest is weary bones

help me on my way

don't let me die alone

grave digger, grave digger

take what I have left

give it to the lost

up on my dying breath

save me if you can

the time for me has come

let me be the one that got away

- Grave Digger, Blues Saraceno

Come little children and listen to a tale as old and twisted as a gnarled heart that beats with hollow will and ambition; yes indeed a tale spun long ago on the Weave’s ancient loom whose tapestry hangs now in the Hall of The Fates to serve as our guide when man becomes too morbidly bold. Tis a tale of a beginning whose wrongs have led Kryptos Kingdom to a path of many doors and foretold endings.

Once Kryptos Kingdom was young like the world of Aum where magic flowed from the pocket realm Fortuna; the realm of witches that guarded the Weave and it’s secrets, into it’s air, earth, and water to instill it with immortal invigoration: blessing all life with wisdom and power beyond comprehension with gods leading a sovereignty of observing majesty and tempered visions of grandeur. Ah, but how bittersweet is ambition, as there will always be those who fall prey to the temptations of the unknown, always hungrily soaring higher and challenging all boundaries to achieve filling the fire in their belly and emptiness in their hearts.

No truth could be spoken more true for the royal family of Kryptos Kingdom, who seeking the wisdom and secrets of the gods, took into their service daughter-witches from Fortuna under the pretense of wishing to appease the will of their deity the God of Demons while truly seeking to find the source of his power and usurp it for their own vices. Many a brilliant mind had been taken under the royal family’s wing, given accommodations fit for brilliance to those with a penchant to challenge the fabric of reality itself; though the royal family worked closely with these scientists and scholars in secret, the God of Demons saw and heard from deep below his loathsome domain with patient glee. Waiting to rest from these weary souls all the fruits of their labor in wrath and agony.

The God of Demons had long sought to exploit the vanity of Aum's creations to bring himself closer to Fortuna, for the witches guarded the Weave's power source that flowed to all Aum's deities within that realm, and gaining access to the Weave itself to tap into its source would allow the deity to become unmatched in rivalry as a foe to tread the material plane with all his horde of hellish spawn to reign a legacy of terror and destruction till the end of days. The Goddess of Fate Amaltheia had long opposed the God of Demons, creating a specialized sect of her daughter-witches trained in the ancient unknown knowledge of the Weave to become the guardians of Aum known as The Fates who would be able to slowly tap into it's pools of power only in times of greatest ire to prevent the chaos that would ensue if natural law and balance was disheveled in the world of Aum.

The God of Demons knew in order to exploit any weakness, he would be required to deceive Kryptos Kingdom and the daughter-witches of Amaltheia very carefully, a slow process the deity was willing to bide his time with. Like a serpent waiting for the impending doom upon its foes, the God of Demons sowed in the dreams of Kryptos Kingdom's clergy fear and doubt of the royal family's intentions, showing them as selfish beings wanting to ascend to godhood and forsaking all that the people of this kingdom strived to being. The God of Demons allowed for plagues and famines to spread across Kryptos Kingdom's territory, remaining silent to prayers unless it was a daughter-witch coming to intervene on the people's behalf, in which the clever god would explain the crimes of the royal family and that a deal must be brokered to appease his righteous fury for daring to undermine his authority.

The witches being creatures of order and law had no choice but to accept the terms of the God of Demons if they wished to rescue Kryptos Kingdom from extinction at the hands of an often merciless deity, so with heavy heart and apprehension bargains were struck where the God of Demons slowly accumulated knowledge of the Weave and in exchange relinquished his hand of anger from Kryptos Kingdom's territories, allowing for the people and lands to recover but oh with the devilish scheming of a cruel master hard at work. The God of Demons would take this knowledge and appear once more to those he had sent visions to in dreams, these individuals being susceptible to doubt moreso than most, being races such as the Meister or the vampires of old whose forced pacifism over the decades by the witches had dwindled their numbers and culture to near extinction. The God of Demons offered them gifts of the knowledge he had learned, twisting the truth by sowing lies that the witches were consorting with Kryptos Kingdom's royal family to unlock the secrets of divinity to throw the balance of Aum into an eternity of chaos, stating the proof lay in their distance from humanity but having no issue assisting the royal family with whatever the distress often leaving the people of the world to their own vices.

The God of Demons offered a pledge to these individuals he spoke to in dreams, stating he was a generous god wanting to right the wrongs of deceitful deeds so that he might prove to Aum that despite his reputation, was in fact a noble being capable of compassion and justice who only wanted the best intentions for his domain Kryptos Kingdom. The pledge entailed that the God of Demons would alter the bloodline of those chosen, recreating them into his image which would grant them heightened capabilities more than their ancestors could ever aspire, enough to make them potent in dealing with the witches as a countermeasure to their activities; in exchange for such a boon, the God of Demons instructed that these new beings he would name as Synpyre would answer to him and him alone, creating a secret cult dedicated to the study of the Weave and applying its powerful knowledge in the pursuit of granting the God of Demons more domain authority. This cult was established under the name "Memento Mori" and worked secretly, using the knowledge of the Weave gleaned by any and all methods to enhance their understanding of magic as well, working to alter their bloodlines with demonic traits to bring the influence of the God of Demons that much closer to fruition.

The Goddess of Fate Amaltheia had long observed the activities of each nation's royal family, occasionally causing a Child of Fate to be born within those families to alter the course of the kingdom's future into balance, ensuring that no deity had complete influence and control of a race as the original creators of Aum desired for all races to have the choice of deciding their own fates. When the changes of the Vampires and Meister began to take effect on a physical level, Amaltheia became suddenly aware of the God of Demon's activities with great interest, vexing her into sending The Fates (Amaltheia's oldest and most powerful witch-daughters who direct the other witch's objectives) into the world of Aum to spy on Kryptos Kingdom. Amaltheia was certain that any discrete action becoming now apparent meant that the God of Demons was scheming something devious, and as The Fates brought back reports of the bargains forcedly struck with the lesser witches to ensure Kryptos Kingdom's survival, Amaltheia's apprehension heightened with dread. The Goddess of Fate suspected this was a carefully planned out plot to usurp Fortuna's link to the Weave, a thought too horrible for Amaltheia to ponder on as that would mean a future where Aum was reigned by eternal Darkness and Chaos.

Knowing full well the consequences that would immediately enact upon her actions, the Goddess of Fate Amaltheia took a desperate measure to ensure whatever schemes the God of Demons had devised would not easily come into fruition; Amaltheia caused the queen of Kryptos Kingdom to become pregnant with a Child of Fate that would carry a pure and innocent heart to lead the nation into a pacified state while splitting the vampire population in half. The vampires who hadn't yet been affected by the God of Demons' influence were sent to the farthest remote reaches of the world on an island known as Elysium where some humans had managed to survive all these long years in isolation, dooming them to a fate worse than death. The Synpyre and Meister that had been affected in Kryptos Kingdom were immediately severed from the Weave's magic indefinitely, causing an unnatural attraction to occur between them and witches.

Since this meant the Goddess of Fate Amaltheia was directly influencing and altering races and the future of Aum, despite her noble intentions, Amaltheia paid dearly in price as her form became imprisoned in Fortuna's shrine called "Malditaroca" (Mal-dee-ta-row-ka) which was a large runic stone serving as the gate between the Weave and Aum.

The echoes of magic resound like chimes in water amongst the stones of Malditaroca, humming the musical emotions of the Weave.

The Synpyre and Meister that remained in Kryptos Kingdom learned of the Goddess of Fate's sacrifice to aid their nation and races, realizing they had been tricked by the God of Demons but at a point where interference to prevent further consequence was too late, as the unsettling events that had occurred in Kryptos Kingdom led eventually to the other nations entering a brutal war with them that would be known as "The 30 Nights of Tears" in which both the witches and dragons were obliterated to near extinction, and magic withdrew from the races almost entirely. It would take years for Kryptos Kingdom and its people to recover, the Synpyre cutting themselves from their older and more pure kin, while trying to fully embrace a pacifist way of life to prevent further bloodshed and abuse. Eventually, all but the Child of Fate from the royal family died off during the events, leaving the people to raise that child as a normal citizen and goes for many decades without any official leader to direct their future, but always with the Synpyre monitoring activities with a more methodical and open-minded approach.


"Madame Darfur I cannot make their proclivity of indifference towards races in general anymore clear in the letters prior to satiate your curiosity and deter all frivolous notions of an arranged marriage with one of your beguiled daughters amongst their capricious courts. The Synpyre are creatures inclined to the pursuit of greater intellects, never paying a dull moment's notice of any regard for matters that are clearly seen to them as a flawed and meagerly pacifying bane sought for amongst mortals. The Synpyre desire not the lust for gold and vain possessions, as ever the greatest treasure of that is both their ire of despair and a means of unending passion is the ability to learn, and have educating them made anew in all matters of subjects that was once considered improbable. Knowledge is the pursuit of happiness, thus it is wisdom that drives the Synpyre to their knees to fill the holes bleeding with a yearning too deep for our minds to comprehend. Your tokens of beauty and virgin motherhood, though charming to them I'm sure in their own merit of humor, is nothing more then a trifle considered only out of necessity or if by some miraculous chance the prize is a daring and uniquely aspiring individual that stirs a wonder in their aging bones. This is all to say in due respect Madame Darfur, that the dreams and desperate desires of even the lowliest of Synpyre is beyond the aspirations of a normal subject such as ourselves, and to pursue courting your children in their halls of tempest moods and changes is to welcome insanity upon the fragile sanity that still yet remains within those you love."

-The Correspondence of Sir Timothous Monte Montague and Madame Darfur, Kyrii Nobility of Sinsaradin Kingdom

Physical Description[edit]

As the poets of old when first they dare lay eyes upon the blossoming flame, did they impart to all races of Aum the language of beauty and song. to capture every aspect, every motion; every change of mood and hue: the poet's diction in describing the birth of the Synpyre in all their characteristics has been a sonnet told by the bards in every tavern across the realms, sang bold and true as in the words below:

"Ah Sycamore in your Witchwood groves,

Peel back the veil of a ghostly host,

Let forth the Red-Twig Dogwood's hues,

Let your fiery stems flow evermore,

Through their hair like a crimson fall,

Bathed in the lights of Twilight's water.

Their complexions now revealed to Aum,

Like the gypsum sands of Phlegethon Desert,

Ruddy highlights of Coral and Pearls,

There we're ensnared by your firm bow lips,

Stained Garnet red like a treacherous twist,

With eyes soft as a Dove's yet cunning as a Crow's;

Piercing the hearts of man as a Falcon to the prone.

With the grace of the Moon, they walk in stride;

The Synpyre's fluid motions like a shadow abides,

Amidst the crowds with a smile of many facets,

Always the art locking eyes in hypnotizing dances;

Silently they tap lightly from one muse to another,

With a gallant heir of a stallion longing for his pasture,

Effortlessly, their gesture will procure,

Even the hardest and noble of heart to flutter,

As if to pluck the violinist's strings from a song bird.

How your airs of nobility vexes the plotting,

Of races whose regalia pale in comparison,

To the sardonic humors of that which is a tempest of fire;

Never to be tamed nor subdued by the wiles of frivolous natures,

The blood that quickens in your veins:

The drums of warriors long past their heady days,

Whose chorus beckons the spirit to wander farther still,

To the undying fields where true passion blooms,

Ever to grasp with fervor at the stars,

Whose mysteries shall taunt with ceaseless wonder."

The Synpyre stand nobly from 8 to 9 feet tall on average, with very impressive genes allowing for the Synpyre to reach heights of 10 to 12 feet tall upon reaching adulthood; only with a rare form of vampiric genes known as "Vampræ" allows for Synpyre to grow up to huge size, as this is a pure-blooded magical trait that very rarely is seen or bred into vampiric stock, and is the only way a Synpyre will eventually develop a bestial alternate form much like the Lycanthropes of old.

“Don’t blame the hunter if you aren’t paying attention enough to spot the traps.” ― T.T. Escurel, The Conservancy


The Tessai and Synpyre have long been at odds with each other even before the events of the God of Demons within Kryptos Kingdom, for as the Tessai stand for order and superiority through misogynist sexual objectification towards females of any species that are abducted to improve the genetics of strong bloodlines, the Synpyre are enigmatic debonairs whose passion for the unknown and taboo through science is well-masked by a masquerade of witty etiquette and a personality versatile with the politics and traits of other races, using cunning sarcasm and cunning humor to topple intellects into humble submissiveness. The Tessai have little concern or interest in professions that dabble in science, apothecary, and magic when their culture derives from the arrogance of already being perfect, needing only to expand their prowess to the reaches of other civilizations till the world of Aum is a melting pot of Tessai-mixed warriors. This is a concept the Synpyre find not only dull in appreciation compared to the grand scheme of living in a world that has the potential to be connected to many worlds and possibilities, but restricting in imagination since the Synpyre abhor the very idea of "perfection".

"The perfect being, was it? There is no such thing as perfect in this world. That may sound cliche, but it's the truth. The average person admires perfection and seeks to obtain it, but what's the point of achieving perfection? There is none. Nothing. Not a single thing. I loathe perfection! If something is perfect, then there is nothing left. There is no room for imagination. No place left for a person to gain additional knowledge and abilities. Do you know what that means? For scientists such as ourselves, perfection only brings despair. It is our job to create things more wonderful than anything before them, but never to obtain perfection. A scientist must be a person who finds ecstasy while suffering from that antinomy. In short, the moment that foolishness left your mouth and reached my ears, you had already lost. Of course, that's assuming you are a scientist."

-Mayuri Kurotsuchi, Speech on Perfection (Time stamp: 1:45:48).

Like with the Tessai, there is no room for the Hissi and Krawrk in a Synpyre's world as they are seen as nothing more than extreme conceit, arrogance, pomposity, vanity and narcissism; the Hissi and Krawrk are well known to the Synpyre of Kryptos Kingdom for the history marred by their tyrannical campaign of oppression against the other races long ago, and hold a firm belief that there is no amount of complacency that can remove the sinister nature of selfish ambition that the Synpyre thoroughly believe lie dormant within all the reptilian races. As the Synpyre see things, history is like insanity, always repeating itself with nary the thought to learn from its mistakes, which is duly stigmatized with the reptilian races as the Synpyre make note that there has not been seen any motivation on their end to make changes of improvement as they've been still known to take advantage of any and all opportunities to be used against the other races, even at the expense of abusing magic and sciences altogether.

"Men cower at the power in my pinky

My thumb is number one on every list

But if you're not convinced that I'm invincible

Put me to the test

I'd love to lay this rivalry to rest"

-Jafar, You're Only Second Rate

The Kyrii, while not allied with Kryptos Kingdom, has maintained very good standing with each other over ball dances and political meetings for the benefit of both kingdoms, as both the Kyrii and the Synpyre value knowledge more than material goods such as gold and silk, while maintaining a pleasantly classical victorian-esc demeanor with each other; the Synpyre and Kyrii establishing some trade where both sides share their knowledge of the sciences such as apothecary, biology, astrology, and alchemy while keeping communications open with genteel formalities such as Dinner Parties, Tea Parties, Hunting Parties, and Ceremonies. The Kyrii and Synpyre both prefer to keep business light-hearted and respectable, feeling strongly that refined governments will serve as greater role models towards other kingdoms and maintain a peaceful and pacified people within their nations regardless of when issues may arise. It is the hope of the Kyrii and Synpyre that their two kingdoms will eventually become allies, but they've been cautious in enacting such friendship as the reptilian races have long held the venomous paranoia that the other nations have been trying to unite to overthrow them which has led to such tense confrontational political meetings.

Basil: Ratigan, no one can have a higher opinion of you than I have, and I think you're a slimy, contemptible sewer rat!

Ratigan: Oh, my dear Bartholomew. I'm afraid that you've gone and upset me. You know what happens when someone upsets me.

Dr. Dawson: How the deuce did you know I was a doctor?

Basil: A surgeon to be exact. Just returned from military duty in Afghanistan. Am I right?

Dr. Dawson: Why, ha, ha, yes. Major David Q. Dawson. But how could you possibly...?

Basil: Quite simple, really. You've sewn your torn cuff together with a Lambert stitch, which, of course, only a surgeon uses. And the thread is a unique form of cat-gut, easily distinguished by its peculiar pungency, found only in the Afghan provinces.

Dr. Dawson: Amazing!

Basil: Actually, it's elementary, my dear Dawson.

-The Great Mouse Detective


The Synpyre generally follow the Neutral Alignment paths, but easily stray towards Chaotic Alignments due to their necessity to test boundaries and never shunning taboo methods, which often obscures their moral compass.


Kryptos Kingdom, like the Nyanya's Mali’Teke Kingdom, was established on an island far off the coast of the mainland. Thades, the island in which Kryptos Kingdom was built upon, is a landmass of 70,000 km2 (27,000 square miles) with a maximum length and width of about 200 miles (320 km). In the ancient vampiric tongue, this old island was known to them long before as "Quel'ra", which meant "Redwater Den" as it was noted to them that long ago there was a wellspring of blood created by the first Vampræ Lords to continue their immortality regardless of events brought forth by the gods of Aum. The mountain range around Thades reaches elevation of 14,000 feet (With a latitude and climate broadly comparable to those of northern California and northwestern Spain), with the greatest mountain being Monte Sanguinare with a summit elevation of 1,600 metres (5,300 ft) above sea level. Like most peaks in the area it is capped with ancient dolerite.

Thades is an island risen and built upon subterranean underwater gypsum cavern systems located inbetween South Okeanos Ocean and The Sea of Mist that interlock while measuring over 16,000 ft long, boasting crystalline overhangs and pristine waters filled with mineral-rich coral reefs and fungi that glow an intense turquoise aura lighting up the surroundings. The Bloodstone is the largest grotto of these underwater caverns (164 ft in length and 50 ft wide), filled with natural deposits of gemstones such as Ruby, Red Coral, Carnelian, Red Diamond, and Garnet whose refracted lighting from the illuminating flora gives the grotto a deep red misty glow. Because of low water temperatures (39-44°F) and fragile gypsum interiors, diving is suitable only for experienced divers, which has become a major hobby of Kyrii and Synpyre enthusiasts wanting to perform dangerous and rare studies.


The island of Thades has extremely diverse vegetation, from the heavily grazed grassland of the dry Midlands to the tall evergreen eucalypt forest, alpine heathlands and large areas of cool temperate rainforests and moorlands in the rest of the state. Many flora species are unique to Kryptos Kingdom, and some are related to species in Adriatic Island and Sarpedon through ancestors which grew on the mainland portion of Vorrelia, over thousands of years ago. Beech species Nothoboius gunnii, commonly known as Boius, is Kryptos Kingdom's only temperate native deciduous tree that is found exclusively in Thades.


The island of Thades is home to Komodo Dragons, Lurkers, Wombat, Pademelon, Dolphin and Whales, Penguins, Platypus, Quoll, Possum, Bettong, Potoroo, Kangaroo, Wallaby, Bats, Seals, Echidna, Emu, and ancient breeds of wild horses. There was a creature known as the thylacine, a marsupial which resembled a fossa or some say a wild dog. Known colloquially as the Kryptossian Tiger for the distinctive striping across its back, it became extinct in mainland Vorrelia much earlier because of competition by the Kryptossian Hyperion, introduced in prehistoric times. Owing to persecution by farmers, government-funded bounty hunters and, in the final years, collectors for overseas museums, it appears to have been exterminated in Thades.


The Synpyre are for the most part atheist not for disbelief in the existence of a god or gods, but because they'd rather surrender themselves to a life above predetermined destinies and obligations. All Synpyre strive to create their own fates, weave their own fulfilling lives, and have no desire to owe all their intelligence and life's work to a being that is whimsical in favors and considered by Synpyre fickle in nature. If a being is to be judged, Synpyre believe they are to be judged amongst the other races by their deeds, and are content living without dependence on divines whose religions have gripped hearts into fearing the unknown and power to the point of feeble subservient servitude.


The Synpyre's official language is Necril, which is the language of the Undead born as part of Kryptos Kingdom's nationality. Necril is an ancient language first taught by the ghouls, zombies, and skeletons of the feral region as a means to allow these beings full working citizenship rights in Kryptos Kingdom by the time the nation was established, and has helped races such as the Meister and Synpyre communicate with spirits and the newly deceased when that is something only normally accessible by those of the Underworld itself. The language Necril is a requirement amongst those who comes to live within the nation.


Male Names: Andrei (Andrew), Constantin (Constantine), Cristian (Christian), Daniel/Dan (Daniel/Dan), Gheorghe/George (George), Grigore (Gregory), Ilie (Elijah), Ion/Ioan (John), Iacob (Jacob/James), Laurențiu (Lawrence), Luca (Luke), Marcu (Mark), Matei (Matthew), Mihail/Mihai (Michael), Nicolae/Niculaie (Nicholas), Pavel/Paul (Paul), Petru/Petre (Peter), Ștefan (Stephen), Vasile (Basil).

Female Names: Mariana, Marioara, Maricica, Maricela, Măriuca, Mara, Marina, Marilena, Marieta, Marinela, Marisa, Marița, Marusia, Mia, Mioara. Florin/Forina, Florentin/Florentina, Florian/Floriana, Florica, Floarea.

Racial Traits[edit]

  • Racial Abilities: Str +1, Dex +2, Int +1, Wis +1, Cha +2
  • Monstrous Humanoid: Fiend
  • Space/Reach: 10 feet/10 feet.
  • Large: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Synpyre base land speed is Speed: 60ft Other: Synpyre have perfect maneuverability fly speed of 60ft.
  • Racial Hit Dice: A Synpyre begins with five levels of monstrous humanoid, which provides 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +2, Ref +4, and Will +4.
  • Racial Skills: A Synpyre’s monstrous humanoid levels give it skill points equal to 4 × (6 + Int modifier, minimum 1). Its class skills are Bluff, Hide, Intimidate, Knowledge: History, Knowledge: Nature, and Move Silently. Synpyre have a +6 racial bonus on Search, Spot, and Listen checks.
  • Racial Feats: A Synpyre’s monstrous humanoid levels give it three feats.
  • Synpyre Weaknesses:

1) Synpyre are vulnerable to water as they cannot swim (granting a -10 disadvantage to Swim checks), and are liable to drown in 30ft deep or more water sources; Synpyre can drown in less than 2 inches (6 centimeters) of water if their mouth and nose are covered (sinks, toilet bowl, fountains, buckets, or small bodies of standing water around a home), all of which require a five stage Fortitude save (DC 15, +5 for each continuous check) in order to determine if the character can be rescued or does indeed drown. Synpyre take double the normal lethal damage a typical creature would receive when drowning, with a base damage of 1d6.

2) Synpyre are vulnerable to cold, taking +50% more damage as normal from the effect regardless of whether a saving throw is allowed, or if the save is a success or failure. Failure on Fortitude Saving throws versus cold effects causes the Synpyre to become beset by frostbite or hypothermia (treat them as fatigued) for 1d6 rounds.

  • Darkvision out to 60 feet.
  • Immunity to Fire
  • Sanguisuge Healing (Ex): A Synpyre heals 10 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, a Synpyre automatically assumes a bloodlust rage and must feed on the blood of nearby victims to restore at least 3d6 worth of hit points before snapping out of the animalistic urges. Draining a victim in this manner requires the target to make a grapple vs grapple check and then a Fortitude (DC 15 + 5 for each continuous check) otherwise will fall into a swoon (treated as Unconscious) with Blood Poisoning.
  • Sanguimancy: Sanguimancy is a darker path of the sciences, a practice the Synpyre created dabbling in apothecary and alchemy while using anatomy and their blood to create a new study called Blood Magic. Blood Magic allows the Synpyre to drink the blood of races and temporarily become boosted by their particular magical properties to create a myriad of different spells that can be cast as a swift action, but at a limited use per day:

Cibola Blood: Blood Trap (4/per day), Bloody Replica (4/per day), Blood Barrier (4/per day), Crystal of Slashing Blood (2/per day)

Dirus Dominus Blood: Bestial Bloodlust (4/per day), Devil Fire (2/per day), Blood in the Water (4/per day)

Duroc Blood: Blood Harvest (4/per day), Blood Bullet (4/per day), Spear of Blood (4/per day), Blood Blade (3/per day)

Hissi Blood: Blood Whip (4/per day), Blood Vein Whip (4/per day), Needle Blood (4/per day), Blood to Water (1/per day)

Human Blood: Desiccate (4/per day), Razor Blood (2/per day), Blood Bomb (2/per day), Blood of the Pale Moon (1/per day)

Krawrk Blood: Blood Drops (4/per day), Blood of the Predator (4/per day), Blood to Acid (1/per day)

Kyrii Blood: Blood Spilled Anew (4/per day), Follow the Bloody Trail (4/per day), Third Eye (Blood) (4/per day), Eye Bleed (4/per day), Bleed (3/per day)

Nyanya Blood: Blood Rain (4/per day), Blood Mist (4/per day), Blood Storm (2/per day), Extract Water Elemental (2/per day), Blood Wave (2/per day)

Tessai Blood: Bloody Missile (4/per day), [ Blood Bolt (4/per day), Avasculate (2/per day), Avasculate, Greater (1/per day),

  • Weapon Proficiency: Synpyre have Improved Unarmed Strike with a base attack of 1d8, as their natural weapons are the only source of offense they are most proficient with; honing their combat prowess in the arts utilizing their Claw Attack as if trained in Fencing (treated as Fencing Stance and Parry and Riposte), gaining Weapon Focus (Claws), Weapon Finesse, and Improved Critical (Claws) as Racial Feats. Synpyre's Claw Attack is treated as both Slashing and Gore (Piercing) damage.
  • Malevolence (Su): Once per round, a Synpyre can merge its body with a creature on the Material Plane. This ability is similar to magic jar as cast by a 10th-level sorcerer (or the Synpyre's character level, whichever is higher), except that it does not require a receptacle. If the attack succeeds, the Synpyre's body vanishes into the opponent's body. The target can resist the attack with a successful Will save (DC 15 + Synpyre's Charisma modifier). A creature that successfully saves is immune to that Synpyre's malevolence for one day. Upon failure though, a Synpyre can manipulate that target's body and actions (though limited as they cannot cause the target to harm themselves or others) temporarily for 1d4 days.
  • Bestial Ascension (Su): Once per round, a Synpyre can make a concentration check (DC 10 + Wisdom Modifier) to transform into their bestial form; so long as they maintain this form, all ability score modifiers are doubled, Hit Points are doubled, and all attacks cause Bleeding. Every turn requires a Fortitude Save (DC 15 + number of turns active + Wis modifier due to bloodlust) to maintain form, and once form resolves the Synpyre can't activate it again for 1d4 days.
  • Automatic Languages: Common and Infernal. Bonus Languages: Necril (Undead), Giant, Nyan (Feline), Orc, Draconic, Wolfen, and Squeak Speak.
  • Favored Class: Cleric
  • Level Adjustment: +2

Vital Statistics[edit]

Synpyre are the oldest and longest living race on the world of Aum, aging similarly as the Drow back on Toril in that their lives can expend well into the 1000's before reaching old age and expiring.

Synpyre, like elves, reach the age of maturity in their early 100's, much like a human reaching puberty, experiencing the physical changes such as the gonads producing hormones that stimulate libido and the growth, function, and transformation of the brain, bones, muscle, blood, skin, hair, breasts, and sex organs. It is upon reaching the age of maturity that the Synpyre gain their "bestial" alternate form

The bestial form of a Synpyre is an altered and sinister appearance, displaying the full power and wrath of their race, a form that excels in intimidation even towards fellow synpyre.

Maturity in Synpyre society is the beginning in which the rebellious and curious natures of their race begin to show; often challenging ideals of their elders, experimenting within their own interests with little regard towards risks, and exploring the world of Aum without the fear of other race's laws or cultures imposing on them.

Mating is a serious and often deadly ritual in the culture of Synpyre, as only the nobility of Synpyre culture have the right to mate given the rarity of females naturally born within their species, thus turning such a necessity into an aggressive competition. The firstborn of Synpyre nobility hold rights in claiming first prize over the most fair and sought for females across Aum, but this doesn't prevent aspiring males from challenging their authority in an attempt to assert dominance over the situation.

Often the result is the competing males will hold duels with specified rules, the most important that one cannot be killed in the event. Usually implementing their fencing techniques, the duel focuses on using cunning wit and intellect rather than brute force, maiming and disabling their opponent as efficiently as possible. The victor leaves the other to nurture their wounds in shame while establishing themself amongst the nobility, immediately confronting the female of their desires with an open offer of immortality. Females are often not willing to become a Synpyre, so often a Synpyre will stalk the female till she is asleep and proceed to have them drink their blood in order to turn into a Synpyre, while others come up with craftier and sometimes ulterior means of entrapping their prey through deals or situations that force their hand.

Table: Synpyre Random Starting Ages
Adulthood Simple Moderate Complex
110 years +4d6 +6d6 +10d6
Table: Synpyre Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
400 years 600 years 1000 years Max: 2000 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Synpyre Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 9' 0" +2d8 450 lb. 4× (2d6) lb.
Female 8' 0" +2d6 350 lb. 2× (1d6) lb.

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