Esper
Ability Score Adjustments
Espers may receive a +2 bonus to any requisite the
player chooses, as long as they receive a -2 to another ability.
Ability | Maximum | Minimum |
Strength | 22 | 4 |
Dexterity | 22 | 4 |
Constitution | 22 | 4 |
Intelligence | 22 | 4 |
Wisdom | 22 | 4 |
Charisma | 22 | 4 |
Class Restrictions
Espers have no class. To determine which Thac0, Saving
Throws, etc, are used, use the highest ability score and match it
to the prime requisite. (Strength and constitution are warriors,
dexterity and charisma are rogue, intelligence is mage, wisdom is
priest.)
Hit Dice
See above.
Alignment
Espers may be of any alignment.
Background
Espers are essentially, magic creatures in the purest
form; magic taking a solid, living form. They once lived among
humans until the War of the Magi took place, and the espers were
driven into hiding.
Their appearance ranges from the most hideous abominations to the infinitely loveliness, rivaling nymphs. Likewise, their personalities range from caring and empathetic, light and carefree, to cold and evil.
When espers die, their bodies begin to implode and they transform into a rock, called Magicite. In this form, their powers and abilities remain. Anyone who carries, wears or otherwise is in constant contact with it can begin to learn the powers inately. All phyiscal attributes (horns, wings, etc.) can be retracted at will.
Languages
Common, Esper, any extra-planar.
Role Playing Suggestions
Espers have long been forced into the deepest nooks and
cracks of civilization, so PC espers are few and far between.
Espers are often sought after and hunted down because their
powers can be transfered by Magicite, so most tend to be bitter
towards all other races. Espers require a lot of DM input, keep
in mind that the list of abilities is only a shortened list,
players would be encouraged to create their own unique abilities.
Special Advantages
Espers have a huge range of possible abilities. DM's are
encouraged to provide very much input as characters are being
created.
Esper Ability | Cost | Rate of Learning* | Damage | Description | ||
Claws | 1 | 10 | 1d4/1d4 | Claws appear on hands, can used for attacking. |
||
Horns | 1 | 10 | 1d3 | Horns appear on head, can be used for attacking |
||
Wings | 3 | 5 | -- | Wings appear, can be used for flying at class E. | ||
Wings | 4 | 4 | -- | Wings appear, can be used for flying at class D | ||
Wings | 5 | 3 | -- | Wings appear, can be used for flying at class C | ||
Wings | 6 | 2 | -- | Wings appear, can be used for flying at class B | ||
Wings | 7 | 1 | -- | Wings appear, can be used for flying at class A | ||
Fly | 10 | 1 | -- | Can fly at will, class A | ||
Elemental Force | 5 | 5 | 1d8 per 3 levels |
Can use some sort of elemental or para-elemental beam. |
||
Skin Bonus | 1 | 5-the number of times the ability is taken. |
-- | Character gets an AC bonus of +1. This can be taken multiple times |
||
Constitution Bonus | 1 | 4 | -- | Character uses fighter constitution bonus | ||
Strength Bonus | 1 | 4 | -- | Character uses fighter strength bonus | ||
Animal Empathy | 2 | 10 | -- | Character gains animal empathy as the trait | ||
Read Languages | 1 | 10 | -- | Can read languages as a thief of the same level. | ||
Aura of Protection | 2 | 10 | -- | Receives an aura of protection as a paladin, facing opposite alignment. |
||
Backstab | 1 | 3 | -- | May backstab as a thief of the same level | ||
Priest Spells | 10 | 1 | -- | Character casts spells as a priest of the same level. | ||
Priest Spells (1 sphere) | 3 | 8-the number of times the ability is taken. | -- | Character casts spells from one sphere as a priest of the same level. This ability can be taken multiple times. |
||
Climb Walls | 1 | 5 | -- | Character can climb walls as a thief of the same level. |
||
Find/Remove Traps | 1 | 5 | -- | Character can find/remove traps as a thief of the same level. |
||
Healing as a Paladin | 3 | 2 | -- | Character can "lay hands" as a paladin of the same level. | ||
Detect Noise | 1 | 5 | -- | Character can detect noise as a thief of the same level. |
||
Hide in shadows | 2 | 7 | -- | Character can hide in shadows as a thief of the same level. | ||
Magic | 20 | 1 | -- | Character can cast magic from any school. | ||
Magic:Single School | 4 | 1 | -- | Character can cast magic from one school of Magic. | ||
Move Silently | 1 | 5 | -- | Character can move silently as a thief of the same level. | ||
Open Locks | 1 | 5 | -- | Character can open locks as a thief of the same level. | ||
Pick Pockets | 1 | 5 | -- | Character can open locks as a thief of the same level. | ||
Shapechange | 4 | 3 | -- | Character can shapechange. What the character can change into must be decided at creation of the character. |
To determine rates for advancement, take the total cost and multiply it using the following table.
Level | Base Experience* |
2 | 200 |
3 | 400 |
4 | 800 |
5 | 2000 |
6 | 4000 |
7 | 8000 |
8 | 15000 |
9 | 28000 |
10+ | 30,000 each additional level. |
So a creature who's total cost was 10 would reach level 2 at 2000, 3 at 4000, 4 at 8000, 5 at 2000, etc.
Special Disadvantages
Espers are often hunted down and killed, so they turn
into magicite, and their killers may learn their powers. That's
why Espers are so rare in the world.
Monstrous Traits
Espers all vary in appearance, some may be tiny, some
may be huge. Again, DM's should help decide this.