|Sam Kay (talk)|
|Date Created:||6th June 2010|
|Editing:||Please feel free to edit constructively!|
The embodied remains of ancient spirits; light and shadow incarnate.
|Average Height:||5' 6" - 6' 2"|
|Average Weight:||135 - 220 lb.|
|Ability Scores:||+2 Int, +2 Wis|
|Skill Bonuses:||+2 Arcana, +2 History|
|Immortal Origin:||Your spirit is native to the astral sea, so you are considered an immortal creature for the purposes of effects that relate to creature origin.|
|Otherworldly Aura:|| Choose light or darkness. You gain an aura based on your choice. This choice remains throughout your character's life. You can suppress or resume your aura as a free action.|
Light: aura 1 (radiant): Each ally in the zone gains a +1 bonus to their will defense. In addition, the aura is filled with a faint light.
|Formidable Will:||You gain a +1 racial bonus to will.|
|Telekinesis:||You can use telekinesis as an at-will power.|
|Otherworldly Power:|| You gain a power based on your choice of Otherworldly Aura.|
|Telekinesis||Remnant Racial Power|
|With a wave of your hand you move an object with the power of your mind.|
|Usage::At-Will ✦ Arcane|
|Action Type::Minor Action||Ranged 5|
|Effect: You can pick up, move or manipulate an object weighing 20 pounds or less that is up to 5 squares away without touching the object. If you are holding the object you wish to manipulate, you can move the object into a pack, pouch, sheath, or similar and simultaneously move any one object carried or worn anywhere on your body to you hand with your mind (so you do not need to physically move either object). As a move action, you can move an object carried in this way up to 5 squares. As a free action, you can drop an object you are holding in this way and end the effect.|
|Special: You can have only one telekinesis effect active at any one time, and a telekinesis effect can only influence one object.|
|Light Essence||Remnant Racial Power|
|You raise your hand, and a searing light ray bursts out of your palm.|
|Usage::Encounter ✦ Radiant|
|Action Type::Standard Action||Close blast 3|
|Target: Each creature in blast|
|Attack: Wisdom +2 Vs. Will|
|Hit: 1d6 + Wisdom modifier radiant damage.|
| 11th Level: +4 bonus, 2d6 + Wisdom modifier damage.|
21st Level: +6 bonus, 3d6 + Wisdom modifier damage.
|Shadow Essence||Remnant Racial Power|
|A shadow rises around you, burning your foes.|
|Usage::Encounter ✦ Necrotic|
|Action Type::Standard Action||Close burst 1|
|Target: Each enemy in burst|
|Attack: Intelligence +2 Vs. Will|
|Hit: 1d6 + Intelligence modifier radiant damage.|
| 11th Level: +4 bonus, 2d6 + Intelligence modifier damage.|
21st Level: +6 bonus, 3d6 + Intelligence modifier damage.
In the beginning of time, powerful beings existed that were bound with the power of light and darkness. Though these nameless beings are no more, sometimes a shard of their essence is bound to a human body. Such a creature is a living remnant of a great being from the dawn of time.
Play a remnant if you want...
- to be the living remains of a being from the dawn of time.
- to be a powerful being bound with light or darkness.
- To be a member of a race that favors the shaman, psion and wizard classes.
As remnants are essences implanted in a mortal body, they are, on sight, virtually indistinguishable from ordinary humans (or, as some remnants claim, ordinary extraordinary humans). The essence tends to work changes on the human body it inhabits as it grows to adulthood. Many of these changes are internal; changes to the brain that enhance cognition, a change in blood color or body temperature. Some remnants have binary circulatory systems (and a few have even claimed to have a trinary system).
Many remnants dress somewhat eccentrically. Some may favor unusually colorful garb, while others may wear a mixture of clothes from different cultures. Other remnants may try to dress according to the human culture they where born into.
Remnants do not share the short lifespans of humans, as the essence inside them makes them immortal. Remnant childhood lasts as long as human childhood (though remnant children tend to develop faster mentally than human children), but once a remnant reaches adulthood that remnant ceases to age.
Playing a Remnant
Many remnants have a tendency for eccentricity that almost leans towards madness. This, combined with their powerful desire for adventure, leads them to throwing themselves into the thick of danger as often as remnantly possible, not to mention into other people's business. It could almost be said, therefore, that simply being a remnant is a hazard in itself. Remnants tend not to think about the potential consequences until they arise.
That is not to say that remnants lack intelligence. Remnants are exceptionally intelligent and have strong mental discipline and control. However, their curiosity is also exceptional, and they have a tendency to indulge it. In fact, they have difficulty in ignoring anything that attracts their interest.
Remnants do not have societies of their own, due in part to their low population, but largely due to their adventurous nature. Remnants tend not to settle anywhere for long, and find ordinary village or city life monotonous and boring. As a result, it does not take long for a remnant to find some sort of trouble in an area—that is something they are renowned for having a talent for—or to move on from an "uninteresting" area.
Remnants are not typically an especially pious race, often criticizing clergies as boring or closed-minded. A remnant might find those of the divine power source difficult to get on with at first. Remnants tend to get on best with those of exceptional imagination or intellect, though they also admire those of great courage.
Remnants are tolerant of, even fascinated by, other races and cultures. A remnant is likely to be exceptionally inquisitive when he or she comes across a new race, culture or idea. As a result of this inquisitiveness, they tend to have an extensive knowledge covering a wide range of subjects.
Remnant Characteristics: Creative, curious, eccentric, intelligent, inquisitive, knowledgeable, resourceful, unconventional, unpredictable.
Remnant Names: Remnants tend to use human names, or to invent a name for themselves.
Three sample remnant adventurers are described below.
Keira is a remnant shaman who was born to human parents of a primal tribe and trained in the ways of nature. Keira has found life among her tribe fascinating, but something drew her to explore the world. Her curiosity soon lead her into trouble, and she was seriously injured in he first adventure. When she came to, she was in a temple surrounded by clerics covered in her own silver blood. Since then, she has learned to use her inborn remnant powers, and has suffered many more injuries, none of which persuaded her to stop adventuring.
Seeker is a remnant psion with two hearts and double the curiousity and eccentricity to match. Seeker chose his name for himself, but when asked what he is seeking, he simply shrugs and replies that he does not know. Whatever it is he is looking for, his search has lead him into some of the most dangerous places in the world. Seeker delights in the aquisition of more knowledge, but is also fascinated by arts. Seeker is also concerned with the suffering of others, and tends to pry into other people's buisness whether they want his help or not.
Eliza is a remnant wizard who has been drawn to the study of magic by her curiosity and her love of knowledge. She is drawn to adventuring so that she can seek out knowledge, particularly pertaining to the arcane. Unlike most remnants, she prays to Ioun for aid in seeking knowledge, not because she is particularly pious, but because she sees Ioun as the best path toward knowledge.