Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
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76<br />
Alignment<br />
Mentors are generally neutral, leaving maers of morality for others.<br />
Still, they have a deep respect for the laws of the land, acquiescing<br />
to the dictates of the local governments. In fact, they are extremely<br />
careful not to overstep the bounds of legality.<br />
Mentor Lands<br />
Although not exactly welcomed in most instances, mentors may<br />
be found in most cities, save Nolmedron where their presence<br />
is forbidden. Mentors have no land to call their own beyond the<br />
legendary crystal city of Nyrskrill, nestled somewhere within a<br />
foreign mountain range far west of <strong>SpirosBlaak</strong>’s borders.<br />
Religion<br />
Mentors rarely worship any gods. Which isn’t to say they don’t<br />
believe in them, but they tend to be more logical than they are pious,<br />
leaving lile inclination for paying homage to divine powers. Those<br />
pious mentors embrace the path of Logothos.<br />
Divine Heritage<br />
The mentors have no divine heritage.<br />
Language<br />
Grays rarely communicate openly with one another, as they are<br />
telepathic. When they do speak among their own kind it is in<br />
Undercommon, a language virtually unknown on the surface. Most<br />
mentors know Common as well.<br />
Names<br />
Mentors have two names, one chosen by the parent, while the other<br />
the community prescribes during a coming-of-age ceremony. The<br />
laer is most oen a descriptive title, such as “Thoughtwind” or<br />
“Mindstorm,” whereas the given name is a flowing series of hard<br />
and so syllables that almost sound musical when verbalized.<br />
Common Names<br />
Zwyvarkeeds, Naddewnook, and Anweezkown.<br />
Chapter Seven: Races<br />
Adventurers<br />
Mentor adventurers are uncommon but not unknown. Their<br />
scholarly ways mean most mentors stay at home in their<br />
laboratories and libraries. However, most at some point do some<br />
“field work” with a party of adventurers. Wizards, psions, and<br />
monks are by far the most common mentor classes, with rogues,<br />
barbarians, and clerics being the least common. If the campaign<br />
uses Green Ronin’s Psychic’s Handbook, adventuring mentors also<br />
take up the psychic class.<br />
Mentor (Gray) Racial Traits<br />
• –2 Strength, +2 Intelligence, +2 Wisdom, –2 Charisma. A<br />
mentor’s body and social skills both tend to suffer from its<br />
scholastic ways.<br />
• Medium: Mentors have no special bonus or penalty due to<br />
their size.<br />
• Mentor base speed is 30 feet.<br />
• +2 racial bonus to Concentration and to three Knowledge skills<br />
of choice.<br />
• +1 racial bonus to aack rolls against aboleth and drow.<br />
Mentors have a standing hatred for these creatures, going so<br />
far as to develop combat tactics with which to combat them.<br />
• Naturally Psionic: Mentors gain 1 bonus power point at 1st<br />
level. This benefit does not grant them the ability to manifest<br />
powers unless they gain that ability through another source,<br />
such as levels in a psionic class.<br />
• Psionic Resistance 5 + character level.<br />
• Telepathy (Su): Although they can speak, mentors prefer to<br />
communicate telepathically. Their telepathy’s range is 100 feet.<br />
• Automatic Languages: Undercommon and Common. Bonus<br />
Languages: Draconic, Dwarven, Goblin, Orc, and Terran.<br />
• Level Adjustment +1. See Chapter Six: Characters in the DMG<br />
for details on playing a level-adjusted character.<br />
• Favored Class: Psion. A multiclass mentor’s psion class does<br />
not count when determining whether it takes an XP penalty for<br />
multiclassing (for details, see rules for multiclassing in the PHB).<br />
• Allowable Divine Heritage: Mentors may not take either of the<br />
Divine Heritage feats.