Skip to content

Homebrew Spotlight: Astralus

Astralus

Outsider (native, astral, humanoid)     20 RP     (NPC)

Racial Traits

  • +2 Dexterity, +2 Intelligence, -2 Constitution (0 RP)
  • Outsider: Astralus are outsiders with the subtype of astral. (3 RP)
    • Ultravision: Astralus have the ability to see in complete darkness perfectly. It is like a combination of enhanced darkvision and blindsense.
  • Medium: Astralus have no bonuses or penalties due to their size. (0 RP)
  • Standard Speed: Astralus have a base speed of 30 feet. (0 RP)
  • Lifesense: Astralus can sense all life within 60 feet. (3 RP)
  • Psionics: Astralus have the following psionic powers. At will: cure light woundsillusion, levitate, telepathy, telekinesis, and tongues; or any 3rd level or lower level spell of choice, that does not attack a creature or deal damage. 1/day: phase (ethereal), cure moderate or serious wounds, stabilize, and scry; or any 5th level or lower level spell of choice. 1/week: planeshift; or any 7th level or lower spell of choice. The caster level for these effects is equal to the user’s character level. (6 RP)
  • Immunities: Astralus gain immunity to charm, sleep and hold person spells or spell-like abilities. (2 RP)
  • Skilled: Astralus gain a +2 racial bonus to Knowledge (planes), science (any) or craft (any) skill checks. (4 RP)
  • Halo: Astralus gain the ability to create light centered on their head at will as a spell-like ability. When using the halo, a member of this race gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. (2 RP)
  • Languages: Etherian and Common. Bonus: Astral, Atlantean, Elf, Lycan, or Sylvan. (0 RP)

Alternate Racial Traits

  • Lightbringer: Astralus are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it may use light at will as a spell-like ability. Replaces halo.

Astralus are from the Astral Plane, they followed their cousins, the Atlanteans to Aquatica. When they found out what the Atlanteans were doing they tried to stop them. The resulting conflict brought about the Chaos Wars.

Their society is similar to that of Tibet or Vulcan from Star Trek. They revere learning above all and in giving back to others. Their society is a meritocracy.

This slideshow requires JavaScript.

 

Related Links:

Homebrew Spotlight: Elf, Astral

Homebrew Spotlight: Wild Elf

 

RPG PATREON LINK

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

Terminally Nerdy

Home to the Terminally Nerdy one, Clay. Reviews, DND, Tabletop, and More!

Designer Geek

To get a nat 20, you gotta roll the dice!

Pookas Kreations

My personal blog, roleplaying, custom crafts and jewelry.

SKYLARITY

Paradigm Shift, Mindfulness, and Personal Empowerment

Casting Shadows

Interactive roleplaying interaction

Dungeonmusings

Commentary on Dungeons, Dragons, and Other Important Issues

The Kind GM

I'm too kind for my own good...or am I?

Discover

A daily selection of the best content published on WordPress, collected for you by humans who love to read.

Meeple Ex Machina

Another tabletop and board games blog

Skill Up Skillet

A Geek and Game themed Food Blog - Because cooking IRL doesn't have to be a Feat of Strength.

Initiative : Tabletop

Bringing personality to tabletop gaming.

World Builder Blog

Just a man and his homebrew worlds.

%d bloggers like this: