THE ELITE PRIME (Zanitarian)
The Zanitarian Elite Prime are the top of the pecking order in Prime Society. They have the closest ties to the Fey Realms but this tie drives them insane. In their belief, the stronger the insanities, the more powerful the Elite Prime and thus, the closer they are to perfection. Of course only a mad race would prize their most cripplingly crazy members.
The variations of insanities are long and exhausting and the Feybloods are growing crazier every generation.
ATTRIBUTES: Choose from the below options:
* No Modifiers (+2 Racial Power Points)
* +2 INT but -2 STR or CON* +2 WIS but -2 STR or DEX or CON
* +2 CHA but -2 STR or DEX or CON
SIZE: Medium size.
SPEED: Prime base speed is 30 feet.
PRIME VISION: Prime base sight starts as normal but can be made either low-light or dark.
PRIME RACIAL ABILITY: Prime get to choose up to 8 points of racial traits, 10 if they choose not to augment their attributes.
INSANITY: The Prime must possess a 1 Point Insanity as a Starting Trait. This does not count as any of the extra insanity points that can be purchased (it is free).
AUTOMATIC LANGUAGES: Common, Zanitarian Noble.
BONUS LANGUAGES: Any, Prime mingle with all races and are quick to master foreign tongues.
FAVORED CLASS: Any. Prime highest level class is not penalized for multi-classing.
FAVORED ALIGNMENT: No particular alignment.
RACIAL/REGIONAL FEATS: Varies by land, choose (1) Regional Feat free. Additional feats can be chosen from this list (unless the feat prohibits this) as regular feat choices.
REGIONAL ANIMAL / MONSTER LORE: Take '10' on all animal and take '5' on all monster knowledge checks for the listed animals and creatures of Zanitar.
REGIONAL KNOWLEDGE: Take '10' on all Local Knowledge Checks for the City, Town, or Village the character lives in. Take '5' on all History Checks related to Zanitar.
PRIME RACIAL POWERS:
Prime have the mixed ancestry of Elvish and Human Blood. Since Prime are banned from breeding with any other race, they now breed true. All Abilities have a point cost. (1, 2, 3 or 4) these are added together to get the Prime's ECL. 1-4 pts the character is a 0 ECL creature. From 5 to 8 he is a +1 ECL creature. In high level campaigns he may be able to take more than 1 ECL.
Those Prime who choose no Attribute Bonuses Get 2 bonus points to spend on Racial Powers.
ADDITIONAL INSANITIES: For each point of Insanity taken they can exceed their maximum points by that number of points. Up to 4 additional Insanities can be chosen and the points they offset are equal to the Insanity Points Taken (IE: If the Prime takes 5 Points of Insanities, he may cancel 5 points of Racial Powers).
1 PT POWERS:
* FEY TOUCHED: (Spells delivered as Touch attacks add +2 DC to their saves)
* ALERTNESS: (+2 Spot and Listen Checks)
* INQUISITIVE: (Knowledge: History and Nobility becomes a class skill or gains a +2 if it is already a skill)
* MAGICAL APTITUDE: (+2 to all Spellcraft and Use Magical Item checks)
* DIVINELY INSPIRED: (Daily x1: Cure Minor Wounds, Guidance, and Resistance, even if a non-caster)
* STUBBORNNESS (+2 WILL Save Versus Enchantment and Mind Affecting Spells)
* INTELLECTUAL: (Gain any Knowledge Skill as a Class Skill)
* CHARISMATIC: (+1 To all CHA Rolls, Diplomacy is a Class Skill)
* LIGHTER THAN AIR (Prime can float up to 1 foot above any surface at will. Moves normal move rate but cannot Run or hustle (x1 Movement Rate Maximum) Acts as Feather Fall when falling Less than 30 feet. If falling over 30 feet the Prime will take Damage as normal.
* ANCESTRY: (+2 Reaction Checks with Other Prime and all Isimiiran Nobility)
* CRAFTY: (Pick 2 Craft skills, these become class skills.)
* SPELL RESISTANCE (10)
2 PT POWERS:
* INFINITE WEALTH: ( Every Level gains Level x 500 GP, Starting Gold is x2)
* FAERIE BLOOD (Gains Faerie Blood Subtype for the purposes of using items and vulnerabilities. Stacks with Elf Subtype. +2 Save versus Faerie Magic)
* SENSUALITY (The Prime is Seductive without even trying, +2 Reaction Adjustment with the opposite Sex, -1 with the Same Sex)
* MINOR WEAPON ATTUNEMENT: (x2 Daily: Cast True Strike as a Free Action, even if a non-caster)
* LOW LIGHT VISION: (60 feet)
* FAERIE DUST: (Cast Glitterdust x1 Daily as a Free Action even if a non-caster)
* HAUNTED: (x3 Daily: Ghost Sound, Dancing Lights, Light, even if a non-caster)
* POISON RESISTANT: (+4 Saves versus Poison)
* DEVIOUS: (+2 Sense Motive and Bluff Checks, become Class Skills)
* FAERIE NATURE: (x1 Daily: Calm Animal, Charm Animal, Detect Animals or Plants, even if a non-caster)
* TRICKSTER: (Bluff, Disguise, and Hide are Class Skills or gain a +2 if it is already a skill)
* SPELL RESISTANCE (13)
3 PT POWERS:
* DARKVISION: (60 feet)
* ARCANE PRODIGY: (Add 1, 1st Level Spell to casting list even if the Prime cannot normally cast spells. This spell can be used twice Daily and does not subtract from any spells cast that day)
* FAERIE SKIN: (DR / 1 Cold Iron)
* 6TH SENSE: (Detect Magic, Detect Poison, Detect Undead and Detect Secret Doors x1 Daily as a Free Action, even if a non-caster)
* SPELL RESISTANCE: (16)
* HYPER-AWARENESS: Cannot be caught Flat-footed even if Surprised.
* RESILIENT: (Heals 1 HP per hour of rest)
* ELEMENTAL RESISTANCE (Permanent Endure Elements)
* SPIDERWALK: (Gain Spider Climb x1 Daily and Immune to Webs, even if a non-caster)
* SEER: (Cast Clairaudience / Clairvoyance x2 Daily, even if a non-caster)
* MEDIUM WEAPON ATTUNEMENT: (Cast Magic Weapon x2 Daily, even if a non-caster)
* FAE CHARM: (Cast Charm Person x3 Daily as Sorceror of Equal Level, even if non-caster)
4 PT POWERS:
* BRILLIANT: (+2 to INT, WIS, or CHA but -2 to STR)
* MAJOR WEAPON ATTUNEMENT: (Held Weapon Gains +1 Magical Bonus + 1 Magical Rank 1 Property (Such as Bane) for CHA + 1 Rounds, x1 Daily)
* MASTER BREEDER: (Gains Leadership Feat with Mamluk Slaves only even if you do't yet qualify for the Feat). They are insanely Loyal and never fail morale checks when commanded by the Prime, however, lost Mamluks cannot be replaced until the Prime Levels Up. In addition, the Prime cannot gain any special creatures or any other race than Mamluk.
* SPELL RESISTANCE: (19)
* DEADLY TOUCH (x3 daily, touch attack causes 1d6 Damage +1 HP per Level of magical damage)
* INSANITY PROJECTION: Touch attack gives victim one of the Prime' Insanities for 24 Hours, only one can be transferred per 24 hours. During this time, the Prime No longer Suffers from that particular Insanity .
* ARCANE STRIKE: (Gain Arcane Strike Feat even if the Prime doesn't qualify for the feat)
* ARCANE SIGHT: (x2 Daily, as 3rd level sorcerer spell)
* OFFENSIVE: (Prime gains Magic Missile, Burning Hands, and Shocking Grasp Spells even if a non-caster, cast any combination a total of 3 times daily)
* DEFENSIVE: (Primes Gains, Mage Armor, Shield, and Expeditious Retreat Spells even if a non-caster, cast any combination a total of 3 times daily)
* SUMMONER (Cast Summon Monster I (x3 Daily) or Summon Monster III (x1 Daily)
* FAE BLAST (Can sacrifice a Spell to convert it into a raw blast of Faerie Power. 60 foot beam does 1d4 damage per spell level sacrificed. Ranged Touch attack.)
* LESSER PLANEDANCING:
1 POINT INSANITY
* PHOBIA (Minor): The Prime has an irrational fear of something. This applies to all objects, concepts, or creatures related to it. When faced with this Minor Phobia, the Prime suffers a -2 to all checks, Saves, and Attacks while in 120 feet of the object.
* OBSESSIVE / COMPULSIVE DISORDER (MINOR): The Prime automatically takes 3 Extra Rounds to accomplish any task. In addition, they suffer a -1 to Initiative Checks. When there is nothing else to do they will clean or organize things
* ANTISOCIAL DISORDER (MINOR): Hates people, cannot see the good in anyone. -1 Shift to All Reaction Rolls, -2 to Diplomacy and Bluff.
* MINOR FRENZY: Stressors cause the character to fly into rages for CON # of Rounds (Minimum 1 Round). Gains none of the benefits for Barbarian Rage but all of the Negatives. Will be fatigued for CON Number of Rounds after the Frenzy. Stressors include but are not limited to: Failing a Skill Check, Taking 50% HP of Damage, Failing an Attack Roll or Spell Cast at an Enemy.
* POWER BY ASSOCIATION (Day / Night): Prime Picks Day or Night 6 AM to 6 PM or 6 PM to 6 AM. During this time the Prime gains a +2 to all skill checks, attack rolls and Saving throws. When the opposite time of day rolls around they suffer a -2 to all of the same checks.
* POWER BY ASSOCIATION (Lucky Token): The Prime is obsessed with a Lucky item of choice (Ring, Sword, Necklace, Picture, etc...). When the item is in the Prime's Possession, he can reroll any one roll per day. However, when the item is not on the person of the Prime suffers a -2 to all Skills, Saving Throws, and Attack Rolls as they believe they are now cursed.
* CHEMICAL DEPENDENCY (MINOR): The Prime is hooked on a drug or alcohol. When High or Drunk, the Prime acts as normal, however, when they are not high they suffer a -1 to all Skills, Saving Throws, and Attack Rolls as they go through withdrawals. This lasts until the substance is again used. Chemical use must be once every 8 hours or the withdrawals start.
* TRANSVESTITE: The character dresses as the opposite Sex at every opportunity unless forced to act normal. This includes makeup. Even when forced by circumstances to act normal they must make a (DC: 20) WILL Save or dress inappropriately anyways. Those opposed to Crossdressing (like the Church) will suffer a -2 Shift to Reaction Checks.
* HOARDER: The Prime will always want an extra share of all treasure (add 10% to the amount the party is given when splitting treasure if the party doesn't split things evenly, they will always want first choice of items), in addition, once an item is given them, they will never sell it or give it away without sulking for 24 hours (-1 to all Skill Checks, Attacks, and Saving Throws when denied first choice or forced to sell or share items or treasure of any kind, no matter how worthless).
* COMPULSIVE LIAR: Must make a DC 20 WILL Save to tell the truth about anything. This is constant and must be done every time the truth is in question.
* SLEEP TERROR: The Prime is plagued by horrible dreams that make him never want to sleep. When he does sleep he must make a CHA Save (DC: 20) to sleep through the night. Failing the roll means the character loses 1 CHA Point due to tiredness. A good Night's Sleep allows the regaining of 1 CHA. Reduction of all CHA to zero means the character has passed out and will sleep dreamlessly for 24 hours fully restoring his CHA score. However, the Nightmares begin again.
* TOURETTE'S SYNDROME: The Prime Randomly spouts nonsense at the wrong times. The ability to control what he says depends on a (DC: 20) WILL Save. Failure means that he cannot control what he says and shouts something unrelated to the situation at hand. When not actively trying to control himself he shouts nonsensical words and phrases continually. This alters NPC reactions by -2 and makes Moving Silently especially difficult (-4 to Move Silent and Hide Checks).
* MANIC DEPRESSIVE: Every day the Prime must Roll a (DC: 20) WILL Save. Failure means he is depressive and suffers a -2 REF Save due to his depressed nature. Success means that he is manic and suffers a -2 WILL Save due to his impulsive nature.
* ATTENTION DEFICIT DISORDER: The Prime cannot concentrate on singular tasks for long. This distracting problem makes him suffer a -2 to WILL Saves and -4 to Concentration Checks.
* LUNACY: The Prime goes mad on nights of the full moon and must be physically restrained or will act under the effect of a confusion spell (roll one time to determine the effect for the night). A (DC: 20 WILL Save at -4 resists the effects) until dawn. On nights of the New Moon, the Prime makes the DC: 20 Will Save but without penalty.
2 POINT INSANITY
* FEARLESSNESS: The Character has no fear whatsoever, they cannot make Fear Checks, they do not retreat, they cannot help but to charge the enemy no matter what anyone else is doing. WILL Save (DC: 20) to resist or they will charge without thinking into any situation. -2 to Save when it is the result of a Dare. Saves are rolled when the character encounters any difficulty. Truly Suicidal circumstances grant a FORT Save (DC: 20) to hold themselves back however, they will suffer a -2 Penalty for 12 hours following a Successful FORT save.
* KLEPTOMANIAC: The Character must Steal 10 GP per level of items every day or suffer a -1 to WILL Power checks every day until the Save is failed. For every day missed stealing, add +10 GP to the total cost of items stolen. It then begins again the next day. The character will always lie about how the item ended up in his possession even blaming impossible circumstances or his best friends to not get caught. If it is impossible to steal an item (such as being left alone in a prison cell, the character will suffer depression (-4 to all skill rolls, attacks, and Saving Throws until an item is stolen worth the value of the number of days they were without stealing.
* MULTIPLE PERSONALITY (OPPOSITE SEX): If the Prime fails a WILL Saving Throw (caused by an enemy or event) the Prime will assume a second character personality. The secondary personality will be of the opposite Gender and possess their ow character sheet (can only take the following classes at character level -2 (Minimum level 1): Adept, Aristocrat, Commoner, Expert, or Warrior with all the abilities and feats thereof. The secondary personality ill remain in control for 24 hours before the main character can make a WILL Save (DC: 20). Only then will the primary personality, level, and skills return.
* PAIN IMMUNITY: The Prime cannot feel pain of any type. They cannot ever be told how much damage they took and treat all hits / attacks / and damage of any type against them as if the enemy had missed. The DM keeps track of their damage totals. They lose -2 to REF and FORT Saves because they aren't inclined to dodge or resist things that hurt.
* OBSESSION (Secrecy): The Prime will never reveal a secret and treats everything as a secret. They will refuse to divulge any information to anyone no matter the price even when death is on the line. They keep any knowledge they learn unless a (DC 20) WILL Save is made and otherwise lies or refuses to talk under pain of death or torture They can make a (DC: 15) FORT Save to resist even the most hideous torture until death.
* OBSESSION (Gambling): The Prime is obsessed with beating the odds. Everything is worth the risk and they will bet every last dime to win it all. The Prime must make a DC 20 WILL Save to resist any bet worth any coin, they must make (DC: 20) WILL Saves to leave a gambling house, card game, or activity where money can be bet and if forced away will sulk for 24 hours . -1 to all Skills, Saving Throws, and Attack Rolls. They must bet a minimum of 10% of anything they own anytime they bet. If they lack coin they will bet personal items. If they lack anything, they will run up a debt to the opponent. Most end up dead or broke.
* PARANOIA (Minor): The Prime trusts no one, will always make a Sense Motive check whenever someone they don't know tells them anything. Even when they pass the check they must make a (DC: 20) WILL Save or disbelieve the check anyways. They spend an hour every night preparing for ambush, suffer -2 to Fear checks, and will always suffer a -1 to Reaction Checks to anyone they meet no matter how friendly they appear.
* PHOBIA (Medium): The Prime has an irrational fear of something. This applies to all objects, concepts, or creatures related to it. When faced with this Minor Phobia, the Prime suffers a -4 to all checks, Saves, and Attacks while in 240 feet of the object.
* OBSESSIVE / COMPULSIVE DISORDER (Medium): Must have Lawful Alignment. The Prime automatically takes '10' to accomplish any task. In addition, they suffer a -4 to Initiative Checks. When there is nothing else to do they will clean or organize things. In addition, they are germaphobes and must make WILL Saves (DC: 20) to enter any dirty place even then they suffer a --1 to all checks, Saves, and Attacks while in the dirty place (dungeons, sewers, pigsties, or spider-webbed places included).
* PERSONALITY DISORDER (Pacifist): Every time a battle occurs, the Character must make a WILL Save (DC: 20) or they will refuse to do anything offensive (any spell that causes HP damage, Mental Damage (Affects INT, WIS, or CHA) or Physical Damage (Affects STR, DEX. or CON). Even when the Prime makes the save he will suffer a -2 to all checks, Saves, and Attacks while in Combat.
* BIPOLAR DISORDER: Every day the Prime must Roll a (DC: 20) WILL Save. Failure means he is depressive and suffers a -4 REF Save due to his depressed nature. Success means that he is manic and suffers a -4 WILL Save due to his impulsive nature.
* FAERIE WEAKNESS (COLD IRON): The Faerie takes double damage from weapons made of cold iron.
3 POINT INSANITY
* SADIST: Has the need to torture others. Must make a WILL Save not to Torture any enemy. Once per day must make a WILL Save or try to torture (but not always kill) an innocent. If the Save is failed, the Prime loses 1 to all WILL Saving Throws per day as they go through withdrawals. This lasts until the person has tortured an innocent or enemy. Torture is game terms = doing 1/2 the Person's HP in damage by slow means (15 Minutes per HP taken).
* MEGALOMANIAC: The Prime is beyond arrogant and feels far superior to others. They are cold, calculating, and don't give a damn about other people. They regard all others as fools, obstacles, and opponents to be dealt with. They are only team players as long as the team helps them fulfill their goals. They are Domineering and utterly ruthless to the weak. To get their way they can be initially charming but the veneer quickly fades. WILL Save (DC: 20) to not betray or abandon the group if a personal goal is readily attainable (such as Power, Treasure, and Survival). Can only use the Intimidate and Bluff skills on those weaker than the Prime (Not diplomacy). -2 to DC checks involving Sense Motive.
* PSYCHOTIC BREAK (Animalism): The Prime believes that he is an animal (he may choose the type). When he fails any WILL Save in addition to the effects he will act like the animal for 1 hour before he can make a DC 20 WILL Save. Failure adds an hour. During this time he can only make animal noises, cannot use any equipment that is held or used by hand, and acts in all ways like the animal in question. Once the save is made he becomes himself again.
* MELANCHOLIA: The Prime is deeply and incurably depressed and nothing can rouse the interest of such an individual like this for long. The Sufferer suffers a permanent -1 to All WILL, FORT, and REF saves due to the lack of interest in Living. In addition, when things stress the Prime out she checks out and shuts down. DC 20 WILL save anytime a saving throw is failed or the Prime will suffer an additional -2 to all Rolls (Skills, Saves, and Attacks) for the next six hours.
* SCHIZOPHRENIA: The Prime hears voices that tell her what to do. The Voices are usually angels, demons, or some sort of shadowy organization. They tell her that there are forces out to kill he, that people are monitoring her every movement, and that she is the only person in the world who knows the secret. They will spend time trying to convince others of the plot, and will randomly receive instructions from random objects, people, or animals. Once per day the DM will tell her to accomplish some bizarre mission that makes no coherent sense. If a DC: 20 WILL Save fails, the Prime will accomplish that mission or suffer a breakdown that reduces her CHA, WIS, and INT score by 4 until the mission is completed.
* PSYCHOTIC BREAK (Illusions): The character sees things that aren't there, she reacts to those things as if they were real and suffers a modified Phantasmal Killer attack. The Prime's mind creates a phantasmal image of the most fearsome creature imaginable to herself simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the Prime can see the phantasmal killer. The Prime first gets a (DC: 20) WILL save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a (DC: 20) FORT save or lose 2 Points of INT, WIS, and CHA for the rest of the day .
* CHEMICAL DEPENDENCY (MEDIUM): The Prime is hooked on a drug or alcohol. When High or Drunk, the Prime suffers a -1 to all Skills, Saving Throws, and Attack Rolls. This lasts until the substance is again used., however, when they are not high they suffer a -2 to all Skills, Saving Throws, and Attack Rolls as they go through withdrawals. This lasts until the substance is again used. Chemical use must be once every 8 hours or the withdrawals start.
* MASOCHIST: This character actively seeks pain and likes being abused. When injured, they must make a (DC: 20) WILL Save or seek out the Abuse again. This addiction to pain lowers the Masochist's AC and ALL Saves by 1 every time that they fail a Saving Throw or take Damage. Multiple hits and fails stack until the Prime simply stands still shuddering in Ecstasy.
* RECLUSE: The Prime wants to be alone. He does not accept social calls, doesn't leave his home, and
won't answer any form of communication unless he makes a DC: 20 WILL Save that morning. Even then, the Prime feels uncomfortable and will make rolls at -2 to all Skills, Saving Throws, and Attack Rolls.
* PHOBIA (Major): The Prime has an irrational fear of something. This applies to all objects, concepts, or creatures related to it. When faced with this Major Phobia, the Prime suffers a -8 to all checks, Saves, and Attacks while in 480 feet of the object.
4 POINT INSANITY
* UTTER COWARDICE: The Character suffers a -8 to all Fear Checks. In addition, the character suffers -2 to all Melee Rolls (attack and damage). The Character must make WILL Saves to do anything remotely hazardous like crossing chasms, entering combat, flying more than 10 feet above the ground, heights over 50 feet, and any monster type he has not defeated before.
* PSYCHOTIC BREAK (Serial Killer): Must make a WILL Save not to Torture and Kill any enemy. Once per day must make a WILL Save or try to kill an innocent. If the Save is failed, the Prime loses 1 to all WILL Saving Throws per day as they go through withdrawals. This lasts until the person has murdered an innocent or enemy.
* PSYCHOTIC BREAK (POWER LOSS): When the Prime loses 1/2 of their HP or Fails a Fear save, their confidence becomes shaken and they begin to fail at everything. They suffer a -4 Penalty to all Rolls, Attacks, Defenses, and Saving Throws as they wallow in their own self-pity. This lasts until the end of the triggering event (the battle ends, the trap is disarmed, the Monster is killed or leaves).
* SEXUAL PREDATOR (Serial Rapist): The Prime is a rapist, he can only get gratification by forcing individuals to have sex with him. In addition, the urge builds up until he cannot resist the urge and must take action. Must make a WILL Save not to Rape any enemy of the opposite sex. Once per day must make a WILL Save or try to rape (but not always kill) an innocent. If the Save is failed, the Prime loses 1 to all WILL Saving Throws per day as they go through withdrawals. This lasts until the person has raped an innocent or enemy.
* BLOOD FETISH: The Prime is obsessed with Blood and either drinks or bathes in it to keep young and healthy. Worse yet, the blood must come from still living beings or be warm and fresh (within the hour) to retain the Prime's interest. In addition, the urge builds up until he cannot resist the urge and must take action by bleeding something alive or freshly dead. Must make a WILL Save not to bleed any enemy. Once per day must make a WILL Save or try to bleed (but not always kill) an innocent. If the Save is failed, the Prime loses 1 to all WILL Saving Throws per day as they go through withdrawals. This lasts until the person has raped an innocent or enemy. The Bleeder must drink or bathe in 1 quart of blood per level to satiate his needs.
* CHEMICAL DEPENDENCY (MAJOR): The Prime is hooked on a drug or alcohol. When High or Drunk, the Prime suffers a -2 to all Skills, Saving Throws, and Attack Rolls. This lasts until the substance is again used., however, when they are not high they suffer a -4 to all Skills, Saving Throws, and Attack Rolls as they go through withdrawals. This lasts until the substance is again used. Chemical use must be once every 8 hours or the withdrawals start.
* EATING DISORDER: The Prime either refuses to eat or pretends to eat only to vomit the food up later. They eventually waste away unless force fed. Many times the person can seem cured but they revert to non-eating again when stressors overpower them. FORT Save (DC: 20) or the character refuses to eat that day. Everyday the Prime refuses to eat deduct 1 CON and they cannot be forced to eat unless pinned down or magically coerced. Eating restores 1 CON. If the Prime reaches 0 CON they will die.