Remnant: Difference between revisions

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<u>Lifespan</u>: Unknown|image=Remnant.png}}
<u>Lifespan</u>: Unknown|image=Remnant.png}}


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.
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.
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.
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|'''Armored Form'''
|'''Armored Form'''
|You cannot wear Armor, but your base AR begins at 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 its magical bonuses, but none of the 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 and provides no benefit to you unless you integrate it again.
|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.
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|'''Constructed Form'''
|'''Constructed Form'''
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==== All Remnant Features ====
==== 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 features below.  
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.  
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|'''Darkvision'''
|'''Darkvision'''
|
|
|You can see in darkness to a limit, even without any light source. You cannot discern color while using your darkvision. While using Darkvision, you can see up to 30 ft, and then are blind beyond that point.
|You can see in darkness to a limit, even without any light source. Gain 30 ft of Darkvision.
|-
|-
|'''Divinity Code'''
|'''Divinity Code'''
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|
|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.
|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.
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|-
|'''Enhanced Armor'''
|'''Enhanced Armor'''
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|'''Illuminate'''
|'''Illuminate'''
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|
|By spending 1 AP, you can shed bright light for up to a 20 ft radius from yourself, and dim light for double that distance. Alternatively, you can choose to shine only dim light up to a 20 ft radius. This light remains until you decide to spend an additional 1 AP to end it.
|Gain the Illuminate ability.
 
* '''Illuminate.''' Spend 1 AP to shed bright light for up to a 20 ft radius from yourself, and dim light for double that distance. Alternatively, you can choose to shine only dim light up to a 20 ft radius. This light remains until you decide to spend 1 AP to end it.
|-
|-
|'''Manufacturer'''
|'''Manufacturer'''
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|
|You may cast the [[Minor Conjuration]] cantrip from the Arcane Source, but it counts as psionic for you when cast in this way.
|You may cast the [[Minor Conjuration]] cantrip from the Arcane Source. It counts as psionic for you.
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|-
|'''Programmed Appraisal'''
|'''Programmed Appraisal'''
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|
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the Observation tag. You cannot put more than +4 into a single skill using this feature.
|''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.
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|-
|'''Programmed Athleticism'''
|'''Programmed Athleticism'''
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|
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the Athleticism or Stamina tags. You cannot put more than +4 into a single skill using this feature.
|''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.
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|-
|'''Tireless Sentinel'''
|'''Tireless Sentinel'''
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|
|You no longer physiologically require sleep. You must still rest your mind, however, to avoid the psychological effects of fatigue. 4 hours of quiet meditation is sufficient for you to Take a Rest, but you cannot Rest more than once per 24 hours as usual.
|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.
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|'''Tool Manifestation'''
|'''Tool Manifestation'''
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|'''Warm'''
|'''Warm'''
|Illuminate
|Illuminate
|By augmenting the heat produced by your advanced technological body, you may emit warmth akin to that of a campfire in a 10 ft radius around you. You may only do this when you Catch your Breath, Recoup, or Take a Rest. Creatures within the radius who are not wet do not need to make END checks against the effects of extreme cold.
|Gain the Warm ability.
 
* '''Warm.''' By augmenting the heat produced by your advanced technological body, you may emit warmth akin to that of a campfire in a 10 ft radius around you. You may only do this when you Catch your Breath, Recoup, or Take a Rest. Creatures within the radius who are not wet do not need to make END checks against the effects of extreme cold.
|-
|-
|'''Weapon Manifestation'''
|'''Weapon Manifestation'''
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|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.
|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.
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|}
''*Updated v1.2''
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{| class="wikitable"
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!Lineages
!Core Lineages
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem]] [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem|Golem •]] [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]
|-
!Additional Lineages
|''Harker's:'' [[Batfolk]] • [[Dhampir]] • [[Gretchling]] • [[Hellspawn]]
|}
|}

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