Remnant
Long before sapient creatures began building their civilizations, ancient and long-forgotten deities sculpted Ancerra. Their tools were powerful machinations of magic and technology, shaping and maintaining Ancerra’s storied terrain. Eons later, shards of these tools lay forgotten, abandoned by their original purpose.
Now with the advent of widespread magic, sometimes these shards, these remnants, find themselves awake and with memories that blur and blend together. These wandering souls seek out an esoteric something, whether that be a master or true freedom. Most cannot describe it in words of any mortal tongue. Remnants are highly empathic, and often sensitive to the emotional energies of the people they surround themselves with.
Built With Purpose
Not every tool must be a weapon. Remnants can be the remains of anything: an ecological manipulation device, an arcane observatory, a dimensional gateway, etc. Their forms, though humanoid, are varied; however, they always share the sharp geometric patterns and bismuth-like formations of stone that make up their body. Remnants have personalities as varied as any other lineage, but they all possess an existential desire to be useful. Whether that translates to overthrowing tyrants or creating toys for children, remnants believe that all living beings are designed to compliment one another in a grand, cosmic symbiosis. Remnants find it abhorrent when sapient creatures act in a selfish manner.
Remnant Traits
Height: 4’0” - 7’0”
Weight: 150 - 500 lbs
Size: Medium
Base Speed: 20 ft
Appearance: Remnants generally have a bright metallic sheen and while some are monochrome, many sparkle with iridescent colors. It is possible to see light shining from within many of their joints.
Lifespan: Remnants can live almost indefinitely, provided that they can get whatever sustenance their bodies need.
Remnant Features
Remnant Starting Features
At level 1, you get the following features as a remnant.
| Feature | Description |
|---|---|
| Armored Form | You cannot wear Armor and your AR is naturally 12. You can integrate armor into your form by spending at least one hour disassembling it and customizing it to your form. Armor integrated in this way grants all of its bonuses and properties except for AR. You can only integrate one suit of armor at a time; if you want to integrate a new set of armor, you must first eject your current form of armor. Ejected armor regains all of its original properties. |
| Constructed Form | You do not need to eat or drink, but must still breathe and sleep. |
| Unique Feature | To further define your Remnant, choose one option from the All Remnant Features table at level 1. |
All Remnant Features
In addition to the unique feature you selected at level 1, you gain one more feature at 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the following features.
| Feature | PreReq | Description |
|---|---|---|
| Darkvision | You can see in darkness to a limit, even without any light source. Gain 30 ft of Darkvision. | |
| Divinity Code | Learn two prayers of your choice from the Divine Source. These prayers count as psionic magic for you. Use your magic attribute. If you do not have one, use CHA. | |
| Enhanced Armor | Armored Form | Repeatable. Your AR increases by +2. |
| Illuminate | Gain the Illuminate ability.
| |
| Manufacturer | You may cast the Minor Conjuration cantrip from the Arcane Source. It counts as psionic for you. | |
| Programmed Appraisal | Repeatable. Gain +6 Skill Points that you can spend on any skills with the observation tag. With this feature, you may put up to +4 points into any individual skill. | |
| Programmed Athleticism | Repeatable. Gain +6 Skill Points that you can spend on any skills with the athleticism or stamina tags. With this feature, you may put up to +4 points into any individual skill. | |
| Tireless Sentinel | You no longer physiologically require sleep. You must still rest your mind, however, to avoid the psychological effects of fatigue. Four hours of quiet meditation is sufficient for you to Take a Rest, but you cannot Rest more than once per 24 hours as usual. | |
| Tool Manifestation | Repeatable. Choose a tool or kit. You can produce that tool or kit from within yourself at will, but when you do, that tool or kit is considered a part of your body and can only be used by you. Gain +4 to all checks made with tools and kits that are a part of you. | |
| Warm | Illuminate | Gain the Warm ability.
|
| Weapon Manifestation | Choose a weapon with the one-handed tag. You manifest that weapon out of the material within your own dominant arm. You cannot throw the weapon, even if it has the thrown tag, and you cannot be disarmed of this weapon unless your dominant arm is severed. | |
| Weapon Manifestation II | Weapon Manifestation | The weapon that you manifest can have the hand-and-a-half tag. You may use it with one hand, or temporarily fuse your hands together to gain its hand-and-a- half benefit. |
*Updated v1.2
| Core Lineages | Bhrunai • Dragonfolk • Dwarf • Elemental • Elf • Fiendblood • Golem • Halfling • Hondu • Human • Kettek • Kleppin • Raedeen • Remnant • Satyr • Trollkin • Undead • Urkou |
|---|---|
| Additional Lineages | Harker's: Batfolk • Dhampir • Gretchling • Hellspawn |