Mindhome Folk: Difference between revisions
1d4chan>QuietBrowser (I've never actually played Shattered Lands, just managed to luck into this extra info, so please correct my mistakes.) |
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Latest revision as of 21:44, 18 June 2023
Mindhome Folk are a lesser race from the Dungeons & Dragons setting of Dark Sun who technically never appeared in the game, but rather were featured in the Undermountain region of the videogame Dark Sun: Shattered Lands. As such, there's very little to actually say ab out them, although this didn't stop fans from both converting them into monsters in the "Terrors of Athas" netbook for Dungeons & Dragons 3rd Edition and making them a playable race.
Similar in basic concept to races like the Grimlock, Lerara and Svirfneblin, Mindhome folk are a race of small, peaceful, and reclusive humanoids that have taken shelters from the dangers of Athas in the cool darkness of the Athasian Underdark, where they cultivate fungus and subterranean critters for food. Naturally psionic, they exist in communal groups that maintain a centralized identity through the artificial establishment of a permanent telepathic hive-mind that allows all Mindhome folk in that group to immediately communicate with each other. In fact, so central is this group mind to a Mindhome's (Mindhomens, Mondhomians, Mondhomers, Mindhomebodies?) sense of identity that any Mindhome who is disconnected from the group mind is permanently expelled from that group as an outcast.
In the game, you encounter Mindhome in the form of two factions, due to the influence of hostile creatures called the "Dark Spiders". The First Mindhome are pacifists who are content to tolerate the depredations of the Dark Spiders, whilst the Rebel Mindhome have broken their connection and accepted isolation of the mind so that they might arm themselves to defend against the horrors preying on their people.
- Ability Score Modifiers: -2 Str, +2 Dex, +2 Wis, +2 Cha.
- Small. Mindhome folk gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
- Space/Reach: 5 ft./5 ft.
- Mindhome folk base land speed is 20 feet.
- Darkvision out to 120 feet.
- Racial Hit Dice: A Mindhome folk begins with 2 levels of humanoid (mindhome), which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +0 and Will +3.
- Racial Skills: A Mindhome folk‘s humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Craft (any), Knowledge (any), Listen, Psicraft and Spot.
- A Mindhome folk‘s humanoid levels give it 1 feat.
- Weapon Proficiency: A Mindhome folk is proficient with all simple and martial weapons.
- Psi-Like Abilities: At will—mindlink (one target and all mindhome folk within 60 ft.), sense link; 1/day—empty mind, mind thrust (DC 12). Manifester level 2nd. The save DC is Charisma-based.
- Mindlink (Ps): All Mindhome folk are under a constant mindlink effect. This also grants them total immunity to mind-affecting effects and charms. Single folk (such as outcasts) do not have this special quality.
- Automatic Languages: Common, Mindhome. Bonus Languages: Anakore, Gith, Hej-Kin.
- Favored Class: Psion.
- Level Adjustment +1.