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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.

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