Half-Esper
Ability Score
Adjustments
Half-espers receive no ability score adjustments.
Ability Score Range | Minimum | Maximum |
Strength | 3 | 18 |
Dexterity | 3 | 18 |
Constitution | 3 | 18 |
Intelligence | 3 | 18 |
Wisdom | 3 | 18 |
Charisma | 3 | 18 |
Class Level Limits | Max |
Fighter | 15 |
Ranger | 15 |
Thief | 15 |
Bard | 15 |
Mage | U |
Priest | 9 |
Hit Dice
Half-Espers use the same hit dice as their class.
Alignment
Half-Espers may be of any alignment.
Natural Armor Class
Half-Espers have a natural AC of 10
Background
An incredibly rare specimen, Half-Espers are the result
of an offspring between humans and espers. Because relationships
of any sort are discouraged by both races, Half-Espers tend to
feel awkward and lonely no matter where they go. For the most
part, Half-Espers appear mostly human, though some may be able to
cast some spells inately. Another appearance difference is that
Half-Espers may have bright, abnormally colored hair or irises,
ranging from green to purple tints. However, Half Espers remain
mostly human until they reach the adulthood. At this point,
inspired especially when a half esper is exposed to a great
source of magic, they tend to spasm and pulsate as their
esper-blood begins to wreak havoc. At this point, the sheer power
takes control, the body of the esper transfroms monstrously, and
the half-esper acts insanely, demolishing anything in it's way.
This transformation lasts 1d4 days. Only a full blooded esper may
control an esper during this time. A half-esper will not kill
loved ones during this time.
After this period of puberty, so to speak, a half esper has the ability to harness the power of their esper blood. When in this state, anything the half-esper does is hyper sensitive. The half-espers body transroms into the mostrous self that was revealed when the half esper first transformed. The motions of the half-esper are feral and animal like, violently lashing out on a dime.
When half-espers die, their bodies divide into two pieces. Part of them shrivels, as if being aged violently. The other part transforms into magicite, though this magicite is virtually useless.
Languages
Esper, Common, and anything else appropriate to the
region.
Role Playing Suggestions
Half-Espers are often outcast profoundly. Hence, they
tend to be lonely and generally depressed. A player should keep
this in mind when deciding a class. Half-Espers make ideal mages
but work well as any class.
Advantages
The half-esper can transform into their wild esper side
at will. Transformation takes 1 round, and lasts for 1d6 rounds
per level. While in their transformed, esper state, their
strength score receives a +2, AC is lowered by 4, Thac0 is
lowered by 2, and any spells cast are doubled in power, range,
and duration. This transformation is dangerous, however, and upon
returning to human form, the half-esper must make a saving throw
vs. death magic, or feint for 1d3 hours.
In addition, all half-espers are able to cast a few spells inately. These should be selected by the DM, and if he/she chooses, a half-esper may learn new spells as he progresses in experience.
Disadvantages
Half-Espers are usually frightened and lonely. Some will
be driven out of Esper villages for having human blood, and then
driven out of human villages for having esper blood.