"Former residents of the Far Realm, connected by a psionic link."
Average Height: 7' 1” - 7' 6”
Average Weight: 165 – 200 lb.
Ability Scores: +2 Intelligence, +2 Strength
Speed: 6 squares
Languages: Common, Deep Speech
Skill Bonuses: +2 Dungeoneering, +2 History
Aberrant Origin: Your origin is Aberrant, not Natural.
Purity of Essence: You gain Resist Psychic 5 + ½ your level.
Psionic Link: You and any non-Protoss allies within 5 squares of you gain a +1 bonus to initiative checks.
Psychic Shield: You have the Psychic Shield power.
|Psychic Shield||Protoss Racial Power|
|After a brief moment's concentration, you erect a shimmering blue shield of energy around your body.|
|Minor Action - Personal|
|Effect: You gain a +2 bonus to AC until the end of your next turn. In addition, you gain 1d8 temporary hit points.|
|Level 11: 2d8 Temporary hit points|
Level 21: 3d8 Temporary Hit Points
The Far Realm is a maddening, unpredictable place. Most creatures that emerge from its depths are equally deranged and destructive. But not all. Born in the dark recesses of that strange world, the protoss are an honorable race of warriors and philosophers, many of whom see the other creatures of their former home realm as abominations to be destroyed mercilessly.
Play a protoss if you want...
- To be an alien visitor to a strange world.
- To have strong ties to the Psionic and Arcane powers.
- To be connected to your allies with a Psionic Link.
- To be a member of a race that favors the Swordmage, Wizard, Psion, and Monk classes.
Protoss are tall, yet incredibly lean, individuals. They are covered in a leathery, scale-like hide, which ranges in color from bright gold, to brown, to white, as well as light blues; they do not have hair, but instead long tendrils of skin covered in a substance similar to that of a human fingernail. Two of these are larger than the others, and are what provide the larger cultural link of the protoss race. Dark Templar, in keeping with their traditions, rituallistically sever these twin tendrils, preventing other protoss from fully reading their minds, though it does not prevent them from speaking to their allies telepathically.
Their eyes glow with a strangely entrancing light, usually gold, whit, or blue, with green being rather rare.
Protoss can live for eons; many Protoss elders are several thousand years old, and most are still fully active. They reach maturity quite quickly, within fifteen years, in fact.
Playing a Protoss
The Adjudicators are the leaders of the protoss, the equivalant of the "Noble" members of other races. Generally, Adjudicators do not leave their homes, instead living out their long lives leading their people. Why did you leave? Were you exiled for heresy against the Khala? Did you leave of your own free will? Perhaps you never wanted the duties of an Adjudicator in the first place?
Associated Skills: Diplomacy, Bluff, History
Templar Caste protoss are warriors; they are the most common adventurers, venturing out into the world to right wrongs and prove their worth to the senior members of the Templar order, in the hope of one day attaining the rank of High Templar. What started you on your journey from your home? Is there a specific task you wish to complete? Or are you trying to atone for some past mistake?
Associated Skills: Athletics, Endurance, Intimidate
The Khalai are craftsmen and scholars, the backbone of protoss soceity; it is uncommon for one to even hold a weapon, much less use it. Why are you different? What led you away from a life as a blacksmith or a scribe or a farmer? Do you seek greater things for yourself? Are you out for revenge? Or, do you just want to have some fun before you finally "settle down?"
Associated Skills: Dungeoneering, Perception, Streetwise
Long ago banished due to their refusal to accept the Khala, the Nerazim, or "Dark Templar," are a shadowy, mysterious lot. Upon initiation into the order, they ceremoniously sever their nerve tendrils, numbing the powerful psionic link all protoss share with one another, though not killing it completely. Unable to fully channel their natural abilities, the Nerazim instead draw power from "The Void," which many scholars believe to be an aspect of either the Shadowfell or the Far Realm. Nerazim generally leave their tribe only when on tasks of great importance. Were you bid by your Matriarch to halt some great evil? Were you sent to defend a specific person or place? Perhaps you were cast out due to some wrong you commited?
Associated Skills: Acrobatics, Stealth, Thievery
Racial Feats (Heroic)
Psi Blades [Protoss]
Benefit: You gain the ability to manifest, and are proficient with, Psi Blades. These weapons are made of pure energy, but you can magically enchant them. These weapons are a part of you, and cannot be removed in anyway; they are manifested by your mind.
Psi Blade Chaneller [Protoss]
Prerequisite: Protoss, Psi Blades Feat
Benefit: Your psi blade adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by it's high-crit property when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your psi blade as an implement.
Zealot's Charge [Protoss]
Prerequisite: Protoss, Psychic Shield racial power
Benefit: Once per encounter, you may use the Zealot's Charge power instead of the Psychic Shield power.
|Zealot's Charge||Feat Power|
|You charge toward your foe, pushed further by your natural psionic powers.|
|Standard Action - Personal|
|Effect: You charge (with a +2 bonus to speed, and deal an extra 1d4 damage on a successful hit.|
|Level 11: 2d4 Extra Damage|
Level 21: 3d4 Extra Damage
Shielded Zealot [Protoss]
Prerequisite: Protoss, Psychic Shield racial power, Zealot's Charge Feat
Benefit: You can use both Energy Shield and Zealot's Charge in any given encounter.
"The full force of the Khala flows through me... As you shall soon discover."
Prerequisites: Protoss, Disciple of the Khala Feat
The High Templar are the most devout followers of the Khala, the religious philosophy most Protoss follow. Their powerful connection to this communal link is shown in the length of their nerve tendrils; it is common for the tendrils of a High Templar to trail down to their waist, or even their ankles.
A High Templar is the highest ranking a Protoss can achieve in the Templar caste, and, as such, they are highly respected by the members of the other castes.
Through their intense training, High Templar are able to focus their race’s innate psionic abilities to incredible degrees, even if they manifest no other psionic abilities; this is somewhat rare, however, as most High Templar are usually Psions, or even Monks.
High Templar Path Features
Action of the Khala:
More to come.
High Templar Powers
|Hallucination||High Templar Power 11|
|You create an illusionary copy of yourself, confusing your foe.|
|Encounter * Conjuration, Illusion|
|Minor Action - Ranged 5|
|Effect: You create an illusionary double that occupies 1 square within range. Every round, you can move the Hallucination 3 squares as a move action. The Hallucination lasts until the end of the encounter. The Hallucination looks just like you; any enemy must make an Insight check opposed to your Arcana or Bluff check to discover it is imaginary. If hit, the hallucination dissipates.|
| Energy Surge|| High Templar Utility 12|
|Utilizing your natural psionic prowess, you shield some of your allies in a bubble of energy similar to your own.|
|Standard Action - Close Burst 5|
|Requirement: You must have used your Energy Shielding racial power this turn.|
|Effect: Any allies within the burst gain 2d6 temporary hitpoints.|
|Level 21: Any allies within the burst gain 3d6 temporary hitpoints.|
|Psionic Storm||High Templar Attack 20|
|You lash out with the full force of your power, unleashing a storm of psionic fury.|
|Daily * Psychic, Implement|
|Standard Action - Area Burst 5 in 10|
|Target: Each creature in burst.|
|Attack: Intelligence, Wisdom, or Charisma vs. Reflex|
|Hit: 2d8 + Intelligence, Wisdom, or Charisma modifier Psychic damage, and the target takes Ongoing 5 Psychic Damage (save ends)|
|Level 21: 3d8 + Intelligence, Wisdom, or Charisma Modifier Psychic Damage, and the target takes ongoing 10 psychic damage (save ends).|
"Though we may strike from the shadows, we are not afraid to step into the light."
Prerequisites: Protoss, Psi Blades feat.
Descended from the Nerazim tribe, Dark Templar are considered heretics by the protoss who follow the Khala. Believing that the Khala would cause them to lose their individuality, these protoss severed their nerve tendrils, utilizing strong metal "clamps" to prevent the "bleeding" effect; a leakage of raw, psionic energy.
Dark Templar lose their ability to channel the Khala's energies when they go through this ritual, and are also incapable of mastering their own innate abilities. To circumvent this, Dark Templar draw their power from a place they call "The Void," a plane of existence believed to be beyond even the Far Realm, though the veracity of those claims have never been proven.
Dark Templar Path Features
More to come.
Dark Templar Powers