Protoss Race revision


Homebrew and House Rules


I made a post a long time ago about the Protoss as a pathfinder race, well I've revised them a fair bit including racial feats and an archetype. I have more planned but I wanted some opinions on this.

Protoss
The Protoss are a race of psionic creatures crafted by the “Xel-naga” a progenitor race that endowed them with so Called Purity of Form. Tall and imposing, all Protoss are psionically gifted and until recently they all explored such paths until the splitting of their race and contact with other races caused some of them to expand their views.
The Protoss today are split into two distinct racial divisions, the Khala and the Nerazhim. Those of either race who can master the other’s power in addition to their own are known as Ascended Templar but such individuals are exceedingly rare.
The Protoss often begin their lives as Soulknives, which they refer to as Zealots, while the most adept of them become either Psions or Psychic Warriors, Often referred to as High Templar, while Nerazhim adopt their unique rogue type referred to as Dark Templar. All Protoss see the surges of Wilders too risky to pursue.

Racial Traits

Size: Medium

Type: Protoss are Humanoids with the (Protoss) and (Psionic) subtypes

Base Land Speed: 30’

Naturally Psionic: All Protoss gain the Wild Talent Feat for free at first level, if the protoss is of a psionic class they instead gain Psionic Talent for free at 1st level.

Natural Weapons: All Protoss have two claw attacks that deal 1d4 damage.

Telepathy: Protoss may communicate telepathically with any creature that has a language within 100 feet. A Protoss may shield their mind as a free action to prevent any Protoss within range from detecting their presence or speaking to them but they regain contact once in visual range. When communicating with non-Protoss the communication is one-way. Protoss cannot read minds without additional psionic training. Protoss may use their psionic abilities to create vocalizations to speak to creatures that dislike telepathic communications or to create the verbal components of spells.

Path of Ascension: Protoss often begin their time as adventurers or soldiers as Soulknives, often referred to as Zealots, but many aspire to greater heights of psionic mastery. If a Protoss selects their favored class as any psionic class with a manifester level (or the Dark Templar Rogue Archetype) Then when they reach the fifth level of the Soulknife Class they may retrain all their soulknife levels into their favored class for free if they take their first level in their favored class at sixth level.

Three Hearts: All Protoss receive the Endurance feat for free at first level. Protoss have three hearts which allows them to survive in adverse conditions and fight and march much longer than most races.

Nourishment: Protoss are sustained by sunlight, moonlight and the moisture in the air. If denied one or the other a Protoss must consume one power point per day to avoid starvation. If cut off from both then a Protoss begins starving like any other creature (this is not immediate, they still can survive as long as any other creature can without food and water). Protoss may carry waterskins which they consume by dousing themselves and manually absorbing it through their skin. Because of this, in order to benefit from a potion or elixir a Protoss must spend a full round action to both douse themselves and then forcefully absorb it through their skin. Protoss breathe through their skin but may still hold their breath like any other creature.

Racial Dimorphism: Centuries ago the Protoss Race split in two and the two sub-species took differing paths. While they are fundamentally the same race the Khala and Nerazhim have taken divergent paths of training and development that cause them to function differently than each other.

Khala
Con +2, Int +2, Cha -2. The Khala Protoss’ ritual training and strict education is boon to their society but they are standoffish and distrustful of outsiders.
Rigid Discipline: All Khala Protoss have +2 to all Will Saves.
Link of the Khala: All Khala Protoss are trained to be linked together to be able to fight and coordinate with much greater efficiency. All Khala Protoss may use the Aid Another action as an immediate action if they are aiding another Khala Protoss, in addition all Khala Protoss within 60’ of each other cannot be flanked unless all of them are flanked.

Nerazhim
Dex +2, Wis +2, Cha -2. Dark Templar, having travelled far and wide have allowed themselves to absorb knowledge of the outside world while staying hidden, but they shy away from interaction with others.
Low-Light vision: Nerazhim can see twice as far as humans in dim light.
Voidborn: Nerazhim have cut themselves off from the Khala and embraced the shadows and void. Attacks against a Nerzhim in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Ascended Templar: Con +2, Dex +2, Int +2, Wis +2. Very few Protoss possess the ability to master both the Khala and void and even fewer manage to survive long enough to do so. But to those few who do can earn the respect and admiration of all their peers. They also possess the racial abilities of both Khala and Nerazhim. Their experience also teaches them the tolerance needed to interact with outsiders as such most are assigned as dignitaries and ambassadors to other races. (ascended Templar are not suited for PCs)

Racial Items
Kydarin amulet: Cost 50gp: Headband slot (this is meant to be an early game item): The sacred Kydarin crystals are a gift from the Xel-Naga and are held in high esteem by the protoss for their ability to enhance their psionic powers. When worn by a Protoss with levels in a psionic class gains 4 extra power points each day. Even when not worn a protoss may use this to communicate with other protoss with kydarin crystals on the same plane or on one connected plane (from material plane to astral plane, shadow plane or ethereal plane, astral plane to any plane except shadow or ethereal planes, outer planes to the astral plane or either coterminous plane).

Racial Feats
Psionic Shield (Psionic)
Prerequisite: Protoss race
The first time a Protoss gains their psionic focus each day they gain a number of temporary hit points equal to their hit dice. These temporary hit point renew at a rate of 1 per minute as long as a Protoss maintains their psionic focus but disappear at the start of their turn if they don’t have a psionic focus maintained. If an attack does not deal enough damage to damage the Protoss’ hit points then any effects that require contact (such as injury poison) do not apply. As an immediate action a Protoss may expend their psionic focus to instantly gain a number of temporary hit points equal to their hit dice (up to double their hit dice total), then at the start of their next turn they lose a number of temporary hit points equal to their hit dice, this does not damage their hit points.

Greater Psionic Shield (Psionic)
Prerequisite: Protoss Race, Psionic Shield
This feat functions like Psionic shield except the temporary hit points gained when a focus is gained or expended are equal to double the Protoss’ hit dice and the temporary hit points regain at a rate of 2 per minute.

Racial Archetype
Dark Templar (Unchained Rogue Archetype) (Nerazhim only)

Wild Talent: The Dark Templar gains Wild Talent as a bonus feat at 1st level. This is a reflection of the psionic training all Protoss go through. A Character who is already psionic instead gains the Psionic Talent feat.
This replaces Trapfinding.

Warp Blade (Su): As a move action, a Dark Templar can form a semi-solid weapon composed of distilled void energy projected from the Nerazhim’s mind.

The Dark Templar gains the Form Mind Blade and Shape Mind Blade abilities of the Soulknife except they can only form a one-handed mind blade. The Dark Templar also gain the Mind Blade Finesse blade skill of the Soulknife and can add their Dexterity modifier to their mind blade’s damage instead of their Strength modifier starting at level 3.
This replaced Finesse Training.

Enhanced Warp Blade: Starting at 3rd level, the Dark Templar gains the Enhance Mind Blade ability of a Soulknive, using their levels of Dark Templar to determine both the total mind blade enhancement level and the maximum enhancement bonus.
This replaces Danger Sense.

Blade Skill: A Dark Templar may select Soulknife Blade Skills in place of Rogue Talents, using their Dark Templar level in place of their Soulknife level to meet prerequisites. A Dark Templar must take at least one Blade Skill or Rogue Talent to qualify for the Extra Blade Skill and Extra Rogue Talents feats respectively.

Dark Templar Rogue Talents: A Dark Templar may select the following Rogue Talents

Shadowblend (Ps): A Dark Templar may partially merge with the shadows, acting under the effect of a Blur Spell (though it is treated as psionic for all intents and purposes) for a number of minutes per day equal to their character level. These minutes do not need to be used all at once but must be used in one minute increments.

Shadowmeld (Ps): A Dark Templar may merge with the shadows to greater effect, becoming invisible for a number of minutes per day equal to their character level. These minutes do not need to be used all at once but must be used in one minute increments. A Dark Templar must have the Shadowblend Rogue Talent to select this talent.

Shadowblink (Ps): A Dark Templar can jump back and forth between the Material Plane and the Plane of Shadows. This functions as the Blink spell (except treated as psionic) using the Dark Templar’s class level as the caster level, with the following changes: See Invisible, True Seeing and similar effects do not help attackers strike the Dark Templar as they aren’t going to the Ethereal Plane; area effects that extend into the ethereal plane only do half damage; the Dark Templar takes full damage from falling; attacks against any creatures are treated as though they are being flanked; Spells and Psionic Powers that draw on the plane of Shadow (like Shadow Evocation) are treated as 20% more real for the Dark Templar and they take a -2 to all saves to disbelieve them.
Advanced Rogue Talents: A Dark Templar may select the following Advanced Rogue Talents.

Greater Shadowmeld (Ps): A Dark Templar may perfectly merge with the shadows gaining the effect of Greater Invisibility for a number of rounds per day equal to their character level. These rounds do not need to be used all at once but must be used in one minute increments. A Dark Templar must have the Shadowmeld Rogue Talent to select this talent.
Shadowstep (Ps): A Dark Templar may use Dimension Door a number of times per day equal to 3+ their Wisdom Modifier (minimum 1), except it interacts with the Plane of Shadow instead of the Astral Plane and so does not work where the Plane of Shadows does not exist but can work inside the area effect of a Dimensional Lock and similar effects that cut off access to the Astral Plane.


A change I've made to the Racial Archetype

Racial Archetype
Dark Templar (Ninja Archetype)

Wild Talent: The Dark Templar gains the Wild Talent feat for free at 1st level, if the Dark Templar is a Psionic race they gain Psionic Talent instead.

Warp Blade (Su): As a move action, a Dark Templar can form a semi-solid weapon composed of distilled void energy projected from the Nerazhim’s mind.

The Dark Templar gains the Form Mind Blade and Shape Mind Blade abilities of the Soulknife except they can only form a one-handed mind blade. The Dark Templar also gain the Mind Blade Finesse blade skill of the Soulknife and can add their Dexterity modifier to their mind blade’s damage instead of their Strength modifier starting at level 3.
This replaces Poison Use

Void Pool (Su and Ps): A Dark Templar uses their Wisdom Modifier to determine their Ki Pool total and the saving throws and other effects of their Ninja Tricks and combines their Ki Pool and Power Point totals into a single pool called a Void Pool, this otherwise functions identically to the Ki Pool Ninja ability. Points from the Void Pool may be used interchangeably as Ki Points or Power Points for Ninja tricks and psionic abilities. The Extra Ki and Psionic Talent Feats both increase this pool. Ninja Tricks that use Ki points are treated as Psi-like abilities or Supernatural abilities, whichever is more beneficial to the Dark Templar at the time.
This Alters Ki Pool and Ninja Tricks

Enhanced Warp Blade: Starting at 3rd level, the Dark Templar gains the Enhance Mind Blade ability of a Soulknive, using their levels of Dark Templar to determine both the total mind blade enhancement level and the maximum enhancement bonus.
This replaces No Trace

Blade Skill: A Dark Templar may select Soulknife Blade Skills in place of Ninja Tricks, using their Dark Templar level in place of their Soulknife level to meet prerequisites. A Dark Templar must take at least one Blade Skill or Ninja to qualify for the Extra Blade Skill and Extra Ninja Trick feats respectively.

Dark Templar Ninja Tricks: A Dark Templar may select the following Ninja Tricks.
Shadowblink (Ps): A Dark Templar can spend 1 point from his void pool to jump back and forth between the Material Plane and the Plane of Shadows. This functions as the Blink spell (except treated as psionic) using the Dark Templar’s class level as the caster level, with the following changes: See Invisible, True Seeing and similar effects do not help attackers strike the Dark Templar as they aren’t going to the Ethereal Plane; area effects that extend into the ethereal plane only do half damage; the Dark Templar takes full damage from falling; attacks against any creatures are treated as though they are being flanked; Spells and Psionic Powers that draw on the plane of Shadow (like Shadow Evocation) are treated as 20% more real for the Dark Templar and they take a -2 to all saves to disbelieve them.

Ninja Master Tricks: A Dark Templar may select the following Ninja Master Tricks.
Shadowstep (Ps): A Dark Templar may spend 1 point from his void pool to use Dimension Door using his Dark Templar level as his caster level, except it interacts with the Plane of Shadow instead of the Astral Plane and so does not work where the Plane of Shadows does not exist but can work inside the area effect of a Dimensional Lock and similar effects that cut off access to the Astral Plane.

The following Ninja Tricks compliment the Dark Templar Archetype: Vanishing Trick

The following Ninja Master Tricks compliment the Dark Templar Archetype: Invisible Blade

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