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| + | /* À compléter */ | ||
| + | ====== Inspiré ====== | ||
| + | {{: | ||
| + | {{: | ||
| + | {{: | ||
| + | ^Race | ||
| + | name = Inspiré | ||
| + | image = | ||
| + | caption | ||
| + | aliases | ||
| + | Empty Vessels (when not channeling their [[quorien| il-altas or "great spirits" | ||
| + | distinctions | ||
| + | height | ||
| + | weight | ||
| + | lifespan | ||
| + | ^Domicileland | ||
| + | language | ||
| + | |||
| + | **The Inspiré** are a race of beautiful [[Humains]] from the continent of [[Sarlona]] that rule the [[Riedra|Unity of Riedra]]. | ||
| + | |||
| + | ====== Histoire ====== | ||
| + | The Inspiré first appeared during the events of [[Le Fractionnement]] to save the people of [[Sarlona]] from the terrors unleashed in the conflict, and were given the mantle of rulership by the various cultures that now make up the [[Riedra|Unity of Riedra]] in gratitude. | ||
| + | |||
| + | They are said to be descended from some mixing of [[Humain]], [[Elfes|elvish]], | ||
| + | |||
| + | ====== Appearance & Personality ====== | ||
| + | The Inspiré are Chosen vessels that have been possessed by a [[quorien]] spirit. Ruling over the ever expanding nation of [[Riedra]] in [[Sarlona]] the Inspiré have slowly began expanding into [[Khorvaire]], | ||
| + | |||
| + | Chosen not currently inhabited by a [[quorien]] are known simply as "empty vessels." | ||
| + | |||
| + | ====== Capacités ====== | ||
| + | The Inspiré are powerful [[Psion]]s and may embed [[fragments_de_dragon|Fragments de Siberys]] into their bodies to enhance their innate //psi-like abilities// | ||
| + | |||
| + | ====== Society ====== | ||
| + | The Inspiré make up the highest echelon of [[Riedra]]n society. | ||
| + | |||
| + | The Chosen are the mortal apotheosis of the cycles of spiritual rebirth and growth known as the [[Chemin de l' | ||
| + | |||
| + | ====== Lands ====== | ||
| + | Through their powers and the faith of the [[Chemin de l' | ||
| + | |||
| + | ====== Religion ====== | ||
| + | The [[quorien]] of [[Dal Quor]] that puppet the Inspiré view the [[reve_obscur]] as their god, with themselves as its immortal angels. | ||
| + | |||
| + | |||
| + | |||
| + | “Kill me a thousand times. It will not matter. I will always | ||
| + | return, and when the time is right I will have my vengeance.” | ||
| + | same bonus on weapon damage rolls against animals. | ||
| + | —Lady Kashanshara of the Rêve Obscur | ||
| + | Against Humains, a lath gains a +2 bonus on these | ||
| + | skill checks and on weapon damage rolls. | ||
| + | Humainity was born in Riedra, but Humain beings no | ||
| + | Animal Companion (Ex): This lath has a Longues-griffes | ||
| + | longer rule the land of their birth. The lords of Riedra | ||
| + | animal companion. Statistics are found on page 279 | ||
| + | are slender and elegant, with delicate features that | ||
| + | of the EBERRON Campaign Setting. Bonus trick: attack. | ||
| + | Swift Tracker (Ex): Track at normal speed without –5 | ||
| + | hint at elf blood. This beauty is a deceptive façade. The | ||
| + | penalty, or track at double speed with –10 penalty. | ||
| + | people of Riedra believe that their rulers are Inspiré by | ||
| + | Wild Empathy (Ex): A lath can improve the attitude | ||
| + | ancient wisdom. In truth, they are vessels of darkness | ||
| + | of an animal in the same way that a Diplomacy check | ||
| + | who have willingly surrendered their bodies to dark | ||
| + | can improve the attitude of a sentient being. The lath | ||
| + | spirits from the Outer Planes. | ||
| + | |||
| + | THE Inspiré | ||
| + | |||
| + | 98 | ||
| + | |||
| + | |||
| + | |||
| + | CHAPTER 5 | ||
| + | |||
| + | |||
| + | vessels; as the planes grow closer, their power continues | ||
| + | to grow. | ||
| + | Power Groups: Thirty-six fortress-metropoli are | ||
| + | in Riedra. Each fortress has an overlord, supported | ||
| + | by an efficient bureaucracy formed of lesser Inspiré | ||
| + | and empty vessels. As a whole, the country is ruled | ||
| + | by a council of Maîtres Démoniaques, | ||
| + | night to discuss the affairs of the nation. This council is | ||
| + | responsible for maintaining the affairs of Riedra, but it | ||
| + | is the Rêve Obscur that determines the destiny of the | ||
| + | quori. The Dévoreur of Dreams stands above the council, | ||
| + | and any agent of the Rêve Obscur can command the | ||
| + | obedience of a member of the Riedran court. | ||
| + | The Rêve Obscur is most active in Khorvaire and | ||
| + | Xen’drik. Its agents are rarely seen in Sarlona, and the | ||
| + | Commun folk know nothing about L' | ||
| + | After centuries of conditioning and exposure to the | ||
| + | hanbalani, the people adore their Inspiré Maîtres Démoniaques and | ||
| + | have complete faith in their enlightened masters. | ||
| + | The security of Riedra lies in the hands of the Thousand | ||
| + | Eyes. The Inspiré commanders of the Thousand Eyes | ||
| + | oversee military operations, including coastal defense | ||
| + | and the continued siege of Adar. They also maintain a vast | ||
| + | web of spies and assassins within Riedra. These agents | ||
| + | primarily watch for foreigners and kalashtar saboteurs. If | ||
| + | any Riedran should turn against the Inspiré or threaten | ||
| + | the stability of the nation, however, the Eyes will quickly | ||
| + | cut him down. The bulk of the Eyes are Humain rogues | ||
| + | and monks, while the commanders and elite agents are | ||
| + | Inspiré soulknives, telepaths, and psychic warriors. | ||
| + | Beliefs: The beliefs of the citizens of Riedra have | ||
| + | been carefully crafted to serve the needs of the Inspiré. | ||
| + | They believe that existence is a long cycle of physical | ||
| + | reincarnation en route to spiritual enlightenment. | ||
| + | Enlightenment comes from hard work and serenely | ||
| + | accepting your place in society. A Riedran doesn’t | ||
| + | expect to achieve anything in his current lifetime, but | ||
| + | if he works diligently and obeys the Inspiré, his soul | ||
| + | will be reborn in a higher state in his next life. Riedrans | ||
| + | don’t believe in the existence of other planes, gods, or | ||
| + | outsiders; they say that everything is a manifestation | ||
| + | of the Humain spirit. | ||
| + | Démon and gods alike are the remnants of twisted | ||
| + | souls who strayed from the true path and must now be | ||
| + | destroyed. Arcane magic and divine magic both draw | ||
| + | on the power of these twisted spirits, and by using | ||
| + | these forces a character puts his own soul at risk; as a | ||
| + | result, no loyal Riedran would consider becoming a | ||
| + | spellcaster. The Inspiré are believed to be the hosts | ||
| + | of the most enlightened spirits, allowing the greatest | ||
| + | souls of the past to guide the people in the present; their | ||
| + | psionic powers come from within and are the result | ||
| + | of their bond with the universe, unlike the unnatural | ||
| + | powers of a wizard or a cleric. | ||
| + | |||
| + | OTHER RACES | ||
| + | |||
| + | The Inspiré are a race created through generations | ||
| + | of controlled breeding and psionic manipulation. This | ||
| + | created a subspecies of Humainity ideally suited to channeling the essence of a quori spirit. Only a fraction of | ||
| + | these vessels ever bond with quori and become Inspiré; | ||
| + | the majority serve as administrators in the courts of | ||
| + | Riedra and captains in the armed forces, fulfilling tasks | ||
| + | too important to be trusted to Humain hands yet too | ||
| + | demeaning for one of the Inspiré to handle. | ||
| + | For more than a thousand years, the quori have focused | ||
| + | their energy on Sarlona. In the last millennium they have | ||
| + | forged the disparate kingdoms into a mighty empire, | ||
| + | transformed the populace into an army of devoted followers, and created a race of perfect hosts. Now the Inspiré | ||
| + | are turning their attention to Khorvaire. Inspiré ambassadors can be found in most of the courts of Khorvaire, | ||
| + | and some have taken up positions as advisers to noble | ||
| + | families or guilds. The more dangerous quori are those | ||
| + | who cannot be easily seen: the agents of the Dreaming | ||
| + | Dark, who have used the chaos of the La Dernière Guerre to gain | ||
| + | footholds throughout the Cinq Nations. Slowly, they | ||
| + | are building their power—and the adventurers may | ||
| + | be the only force that can oppose their plans. | ||
| + | Lands: Riedra is a vast territory, almost as large as | ||
| + | Khorvaire itself. The terrain is dominated by temperate plains and gentle hills, but forests, deserts, and | ||
| + | mountains are scattered across the realm. | ||
| + | Settlements: | ||
| + | two sizes: small and enormous. Most people live in | ||
| + | self-sufficient agricultural villages. Each network of | ||
| + | villages is supported by a massive fortress-metropolis, | ||
| + | which is home to the Inspiré who govern the region. | ||
| + | The overall aesthetic of Inspiré cities is odd to Humain | ||
| + | eyes; structures are built from crystal and glass alloyed | ||
| + | with iron or hardened through the power of thought, and | ||
| + | everything is curved and bent. These cities are beautiful, | ||
| + | but they are dizzying and strange to foreign eyes. At night | ||
| + | the buildings glow with an inner light, powered by the | ||
| + | thoughts and dreams of the inhabitants. | ||
| + | One of the many wonders of Riedra are the hanbalani | ||
| + | altas, or “sanctuaries for the soul.” These are monoliths | ||
| + | of stone and crystal, so large that they Nain the nearby | ||
| + | cities. The Inspiré devote a tremendous amount of | ||
| + | resources and manpower to the construction and maintenance of the hanbalani. The people of Riedra believe | ||
| + | that these monuments are tombs for the memories of | ||
| + | the departed—that the essence of the dead remains | ||
| + | within a hanbalan while preparing to move on to the | ||
| + | next life. In truth, the hanbalani are psionic anchors. | ||
| + | Powered by the dreams of Riedra, these monoliths are | ||
| + | slowly pulling Dal Quor into alignment with Eberron, repairing the damage done in the cataclysm that | ||
| + | destroyed Xen’drik. Already, the quori have gained the | ||
| + | power to possess creatures beyond their custom-bred | ||
| + | |||
| + | 99 | ||
| + | |||
| + | |||
| + | CHAPTER 5 | ||
| + | |||
| + | OTHER RACES | ||
| + | |||
| + | These beliefs extend to the vessel families as well as | ||
| + | the Commun peasantry; empty vessels eagerly await | ||
| + | the chance to serve as bearers of the wisdom of the | ||
| + | past, believing that it is the final step to enlightenment. | ||
| + | Through the course of the bonding a vessel will eventually learn the true nature of his quori partner, but most | ||
| + | vessels are soon corrupted by the power of the Inspiré | ||
| + | personality and no longer care about their old beliefs. | ||
| + | Riedrans consider all foreigners to be barbarians. | ||
| + | Foreigners live for the pleasures of the moment and | ||
| + | risk their eternal souls for temporary power. They are | ||
| + | superstitious fools who make up gods and Démon | ||
| + | to avoid facing their own fears. They are violent and | ||
| + | dangerous. As a result of these beliefs, Riedrans pity | ||
| + | foreigners and do their best to avoid them. | ||
| + | As for the Inspiré themselves, the quori believe | ||
| + | only in the quori and the supremacy of the Dreaming | ||
| + | Dark. The Dark is their god, and they see themselves as | ||
| + | angels: divine and immortal, superior to any creature | ||
| + | of mere flesh and blood. Humains are toys and cattle, | ||
| + | tools to be put to use and thrown away when they have | ||
| + | served their purposes. | ||
| + | Language: Riedran is the dominant tongue of the | ||
| + | land. All vessels learn Quor, which is considered to be the | ||
| + | language of the enlightened; | ||
| + | courts is conducted in Quor. Many vessels learn Commun | ||
| + | in order to conduct business in foreign courts. | ||
| + | Relations: Throughout the history of Galifar, Riedra | ||
| + | was an isolationist nation that had virtually no contact | ||
| + | |||
| + | with the outside world. Over the last forty years this | ||
| + | changed dramatically. Today Inspiré ambassadors can | ||
| + | be found in cities across the globe. Beautiful, clever, and | ||
| + | generous with the wealth of their nation, the Inspiré | ||
| + | have found favor in the courts of Khorvaire. While | ||
| + | they maintain a strict policy of neutrality, the lords of | ||
| + | Riedra have strong ties to the young nation of Q’barra. | ||
| + | The Inspiré want access to the rich dragonshard | ||
| + | deposits of Q’barra; the Q’barrans primarily trade for | ||
| + | food and spices, but they have also accepted the aid | ||
| + | of Riedran troops, allowing the Inspiré to establish | ||
| + | two garrisons to help defend against the Homme-lézards and | ||
| + | Lhazaar raiders. So far the Riedran soldiers have been a | ||
| + | great help for the people of Q’barra, but the time could | ||
| + | come when this foothold will prove a threat to Q’barra | ||
| + | and Khorvaire itself. | ||
| + | |||
| + | Inspiré CHARACTERS | ||
| + | Inspiré are not intended for use as player characters. Virtual immortality and biplanar existence | ||
| + | are both difficult abilities to balance within a party. | ||
| + | The kalashtar are a better match for PC adventurers; | ||
| + | newborn kalashtar (see page 59) are an option for | ||
| + | characters who want to have a close tie to the Inspiré | ||
| + | for purposes of backstory. | ||
| + | Adventuring Inspiré: The Inspiré have no | ||
| + | interest in personal wealth or power; their daily life | ||
| + | is merely a shadow of their true life on Dal Quor. An | ||
| + | Inspiré may assemble a team of dungeon delvers to | ||
| + | |||
| + | pqqqqqqqqqqqqqqqqqqqqrs | ||
| + | ROLEPLAYING AN Inspiré | ||
| + | The Inspiré are cunning and subtle creatures. As true | ||
| + | immortals, their patience is even greater than that of the | ||
| + | elves; an Inspiré scheme may take years or even centuries to come to fruition. If the Inspiré have a racial flaw, | ||
| + | it is their arrogance. An Inspiré considers all mortal creatures to be animals, incapable of matching wits with an | ||
| + | immortal; this may cause the Inspiré to underestimate | ||
| + | the abilities of an adventuring party. The Inspiré are also | ||
| + | extremely vain. They can overcome this flaw in order to | ||
| + | accomplish a critical mission, but in general they expect | ||
| + | to have the best of everything: fine clothes, exotic foods, | ||
| + | and most of all beautiful hosts. An Inspiré will quickly | ||
| + | abandon a host who is crippled, disfigured, or beginning | ||
| + | to suffer the ravages of age. | ||
| + | When dealing with the Inspiré, it is important to bear | ||
| + | their biplanar nature in mind. The quori spirit within the | ||
| + | Inspiré returns to Dal Quor while its host is asleep or | ||
| + | unconscious. Because of the time differential between | ||
| + | the planes, this means that a quori spends 40 hours | ||
| + | in Dal Quor for every 20 hours it spends in the waking | ||
| + | world. Among other things, this gives the Inspiré an | ||
| + | unparalleled ability to communicate and scheme. An | ||
| + | Inspiré spy in Fort-de-la-Flamme and an infiltrator in Sharn can | ||
| + | |||
| + | meet every night in Dal Quor and spend hours planning | ||
| + | their next moves. | ||
| + | Being virtually immortal, Inspiré make ideal recurring | ||
| + | villains. Death and imprisonment are only temporary setbacks for an agent of the Rêve Obscur; as soon as she | ||
| + | settles into a new vessel, she can return to battle the party | ||
| + | once more. The Inspiré should be the villains adventurers | ||
| + | love to hate, turning up when least expected. After all, can | ||
| + | a character ever be certain that the seemingly harmless | ||
| + | innkeeper isn’t possessed by his archenemy Torashana? | ||
| + | Here are some tips and ideas to use when playing one | ||
| + | of the Inspiré. These apply only if the true nature of the | ||
| + | character is known; otherwise, the quori acts in a manner | ||
| + | that fits its current disguise. | ||
| + | In a diplomatic situation, appear to be kind, generous, | ||
| + | and understanding. Always maintain your composure and | ||
| + | your manners. When your true nature is revealed, turn | ||
| + | cold, calculating, | ||
| + | Look for any opportunity to sow discord between characters. Sense Motive and telepathy allow you to identify | ||
| + | touchy subjects—use these to your advantage. | ||
| + | Always remember that nothing that happens in this world | ||
| + | can truly harm you. Laugh off threats of torture or death. | ||
| + | The only thing that you fear is the Rêve Obscur itself. | ||
| + | |||
| + | pqqqqqqqqqqqqqqqqqqqqrs | ||
| + | |||
| + | 100 | ||
| + | |||
| + | |||
| + | |||
| + | EL 8: This is a typical Inspiré observer and insurgent. She could be encountered as an ambassador, a | ||
| + | socialite, or an advisor to a wealthy family or guild. | ||
| + | Combat is not her specialty; she will try to study | ||
| + | the characters, learn their weaknesses, and use her | ||
| + | unnatural charisma and mental powers to trick others | ||
| + | into destroying the party. | ||
| + | |||
| + | CHAPTER 5 | ||
| + | |||
| + | |||
| + | OTHER RACES | ||
| + | |||
| + | Inspiré Manipulator: | ||
| + | HD 5d4 plus 2d8+12; hp 37; Init +1; Spd 30 ft.; | ||
| + | AC 21, touch 15, flat-footed 20; Base Atk +3; | ||
| + | Grp +2; Atk +2 melee (1d6–1, unarmed | ||
| + | strike); Full Atk +2 melee (1d6–1, unarmed strike); SA psi-like abilities; SQ | ||
| + | dual spirits, evasion, flurry of blows; | ||
| + | AL LE; SV Fort +5, Ref +6, Will +12; | ||
| + | Str 8, Dex 12, Con 10, Int | ||
| + | 19, Wis 18, Cha 21. | ||
| + | Skills and Feats: Autohypnosis +13, Bluff +20, | ||
| + | Concentration +13 (+17 to gain | ||
| + | psionic focus), Diplomacy +22, | ||
| + | Disguise +5 (+7 when imitating | ||
| + | a Humain), Gather Information +10, | ||
| + | Hide +6, Intimidate +16, Knowledge | ||
| + | (history) +5, Knowledge (nobility | ||
| + | and royalty) +9, Knowledge (the | ||
| + | planes) +16, Knowledge (Psioniques) | ||
| + | +16, Listen +9, Move Silently +13, | ||
| + | Psicraft +16, Sense Motive +18, | ||
| + | Spot +13; Deflect ArrowsB, | ||
| + | Greater Psionic EndowmentB, | ||
| + | Improved Unarmed StrikeB, | ||
| + | Narrow Mind, Psionic Body, | ||
| + | Inspiré ENCOUNTERS | ||
| + | Psionic Endowment, Psionic | ||
| + | The schemes of the Inspiré should | ||
| + | be difficult for a mortal mind to | ||
| + | MeditationB, | ||
| + | unravel. Any single encounter is | ||
| + | Stunning FistB. | ||
| + | probably part of a larger scheme. If | ||
| + | *New feat described in this book. | ||
| + | the party finds and destroys a thieves’ A pair of Inspiré—a female soulknife | ||
| + | Psi-Like Abilities: 1/ | ||
| + | guild controlled by the Inspiré, it’s | ||
| + | ment, id insinuation (DC 17), mindlink, | ||
| + | psionic charm (DC 15), recall agony (DC | ||
| + | possible that’s exactly what the Inspiré | ||
| + | 17); 3/ | ||
| + | wanted; a month later the party may discover that the | ||
| + | psionic scent. Manifester level 6th. | ||
| + | power vacuum created by the destruction of the guild | ||
| + | Telepath Powers Known (power points 42, maniallowed the Inspiré to establish a new and stronger | ||
| + | fester level 5th): 1st—conceal thoughts A , defensive | ||
| + | guild in place of the original. The goals of the Inspiré | ||
| + | should always be a mystery. The party may learn the | ||
| + | precognitionA , mind thrustA (DC 15), mindlinkA , psionic | ||
| + | truth in time, but it should never be easy. | ||
| + | charmA (DC 15); 2nd—brain lockA (DC 16), cloud mind | ||
| + | With the notable exception of soulknife assassins, | ||
| + | (DC 16), psionic suggestionA (DC 16), read thoughts (DC | ||
| + | the Inspiré prefer to avoid direct combat. The weapons | ||
| + | 16); 3rd—hostile empathic transferA (DC 17), time hop | ||
| + | of the Inspiré are guile and psionic manipulation. An | ||
| + | (DC 17). | ||
| + | A: Power can be augmented. | ||
| + | Inspiré is far more likely to trick the local guards or | ||
| + | thieves’ guild into attacking the PCs than to face them | ||
| + | Possessions: | ||
| + | in open combat. | ||
| + | of resistance, headband of intellect +2, psionic tattoo of body | ||
| + | |||
| + | Illus. by S. Prescott | ||
| + | |||
| + | obtain an artifact on behalf of the Rêve Obscur or | ||
| + | to carry out a short-term mission for the nightmare | ||
| + | realm. Such adventurers will usually pose as kalashtar | ||
| + | and employ Humain and demiHumain dupes to help | ||
| + | accomplish the mission. | ||
| + | Character Development: | ||
| + | avoid physical combat. Their feats and powers are | ||
| + | typically oriented around mental manipulation and | ||
| + | the acquisition of information. Inspiré who do focus | ||
| + | on the arts of war are generally monks or soulknives. | ||
| + | With the addition of the psionic | ||
| + | feats presented in the Expanded | ||
| + | Psioniques Handbook and this book, | ||
| + | these stealthy warriors can be | ||
| + | unpleasant surprises for any | ||
| + | party not familiar with their | ||
| + | hidden techniques. | ||
| + | Character | ||
| + | Names: Inspiré | ||
| + | names have much | ||
| + | in Commun with those | ||
| + | of the kalashtar, since | ||
| + | both are based on the Quor | ||
| + | tongue. Inspiré names are usually three to five syllables long, | ||
| + | with a combination of hard and | ||
| + | hissing consonants. | ||
| + | Male Names: Alharad, Duralan, Farashan, Jolorath, Laramesk, | ||
| + | Moshakel, Shoralath, Zorash. | ||
| + | Female Names: Adashara, Daralashtai, | ||
| + | Halatavi, Kashanshara, | ||
| + | Olashtai, Sharaktavi, Torali. | ||
| + | |||
| + | 101 | ||
| + | |||
| + | |||
| + | adjustment, | ||
| + | tattoo of elfsight. | ||
| + | |||
| + | CHAPTER 5 | ||
| + | |||
| + | OTHER RACES | ||
| + | |||
| + | Inspiré ADVENTURES | ||
| + | Foreigners are not welcome in Riedra, so it is more likely | ||
| + | that the Inspiré will come to the party than that the | ||
| + | adventurers will journey to the land of the Inspiré. | ||
| + | Because of the quori power of possession, almost any | ||
| + | adventure can turn out to have a tie to the Inspiré. An | ||
| + | evil wizard, a mercenary leader, a suspicious prince— | ||
| + | anyone could be a servant or host of the quori. | ||
| + | • A priest of the Flamme d' | ||
| + | given his body to a quori spirit so that the quori | ||
| + | can use its powers to stir up a crusade against the | ||
| + | local Féral population. Can the party put an end | ||
| + | to the racial violence? Why do the Inspiré want to | ||
| + | eliminate Férals? | ||
| + | • A kalashtar monk hires the adventurers to join her | ||
| + | on an expedition into Xen’drik. She is trying to find | ||
| + | an artifact from the first war with the Quorienen before | ||
| + | it can fall into the hands of the Rêve Obscur or | ||
| + | the Order of the Griffe Émeraude. In reality, she is an | ||
| + | Inspiré agent of the Dark. Will the adventurers | ||
| + | recognize the truth before it’s too late? | ||
| + | • A kalashtar elder asks an adventurer to penetrate the | ||
| + | depths of Riedra and destroy one of the hanbalani. | ||
| + | Can the party penetrate the borders of this mysterious land and evade the Thousand Eyes long enough | ||
| + | to accomplish their mission? Can they find a way to | ||
| + | escape with their lives? | ||
| + | |||
| + | HOMUNCULI | ||
| + | A homunculus i s a construct servant created fo r certain | ||
| + | tasks. Artificers and wizards are responsible for most of | ||
| + | the homunculi in existence. | ||
| + | Each kind of homunculus has a body constructed from | ||
| + | different kinds of materials, including clay, iron, and | ||
| + | bits of hair and feathers. The process that creates a homunculus | ||
| + | sees those materials mixed with the creator' | ||
| + | blood and animated through an extended magical ritual. | ||
| + | Constructed Nature. A homunculus doesn' | ||
| + | air, food, drink, or sleep. | ||
| + | EXPEDITIOUS MES SENGER | ||
| + | An expeditious messenger is a speedy flier, designed to | ||
| + | quickly carry messages for its creator. Their speedy and | ||
| + | efficient attitude makes expeditious messengers quite | ||
| + | chatty, and they natter on as fast as they move. | ||
| + | These messengers come in a variety of forms, | ||
| + | often looking like mechanical birds or sprites. | ||
| + | I RON D EFENDER | ||
| + | A n iron defender fights fo r its creator. They come in | ||
| + | many shapes and are often crafted in the form of animals. | ||
| + | More creative artificers craft iron defenders in the | ||
| + | shape of hybrid animals or other fantastical creatures. | ||
| + | |||
| + | VAR I A N T: Q U O R I VE S S E L | ||
| + | T h e I n spired are vessels for q uori spi rits, allowing the | ||
| + | q uori to manifest a portion of their power while the vessel | ||
| + | is possessed. An I nspired can gain benefits depending on | ||
| + | the type of quori possessing it. The quori also gai n s access | ||
| + | to the l nspired' | ||
| + | H A S H ALAQ | ||
| + | Suggestion (3/Day). The I nspired can cast the suggestion | ||
| + | spell (spell save DC 1 3) , req u i ring no material | ||
| + | components. | ||
| + | KALARAQ | ||
| + | All Around Vision. The I nspired can't be su rprised. | ||
| + | Arcane Eye (3/Day). The I nspired can cast the arcane eye | ||
| + | spell, requ i ring no material components. | ||
| + | Ts u co R A | ||
| + | Fear (1/Day). The I n spired can cast the fear spell (spe l l | ||
| + | save D C 1 3) , req uiring n o material components. | ||
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