Farrealmers are an abstract race, known only for their mockery of other, common races both in physical form and attitude. In truth, they are the chaotic reflections of those races, created to keep the universe in balance. Now that the walls between dimensions are coming down, farrealmers are appearing more frequently, curious to meet their alternates and learn of their strange ways.
When it enters the world, each farrealmer takes the appearance of a nearby humanoid race and warps the body to fit its own twisted sense of what it should be.
To others, a farrealmer will appear as a normal member of the race it pretends to be, save for some discoloration. Interacting with a farrealmer reveals its different personality, however, as well as other, minor differences between it and the intended race.
A farrealmer’s height is usually on the short end of tall races and tall end of short races while still being within range. Weight is similarly affected, being broader for skinny races and leaner for those who are typically stout. They age at the same rate as normal members of the race.
Society: Farrealmers try to blend into the societies in which they find themselves. Most wish only to be treated as they believe their alternate race would be treated. Others find society on the material plane perplexing and sometimes vexing compared to how the world works on the other side. This confusion is often apparent and can lead to miscommunication or anger on the part of those interacting with the farrealmer.
Relations: Farrealmers have an outsider’s view of other races, seeing them as exotic and wildly different to what they remember of their own world. When interacting with other farrealmers, it is not uncommon for them to begin commenting, or even critiquing the other races for their odd behavior.
Alignment and Religion: Farrealmers find the structure of law abnormal and a little frightening, but some are drawn to it in spite, or perhaps because, of their naturally chaotic ways. They are always willing to try something new, going so far as to volunteer for dangerous adventures and the like even if it proves detrimental to do so.
Religious farrealmers exist, although their understanding of worship is different from other races. They believe the gods to be subservient to them, requiring their devotion to stay strong. So long as a farrealmer’s deity continues to deliver their power upon request, the farrealmer is happy to offer its prayers.
Adventurers: It’s a brave new world, and the farrealmers jump right into it by joining up with adventuring parties who either don’t look too closely at their differences or don’t care. Farrealmer adventurers are always willing to scout ahead, try a proposed course of action, or put themselves at risk whether they have been trained to do so or not. At times, a farrealmer may begin speaking as if he knows something for a fact, only to realize that is how it works in his world, not this one.
Male Names: Cire, Dub, Nivek, Nogal, Noraaz, Semaj, Ynohtna, Yeoj.
Female Names: Areik, Arbed, Eillo, Einnob, Iteak, Nmutua, Yma
|Aging||Height & Weight|
|Farrealmers age at the same rate as their normal counterparts.||A farrealmer’s height is usually on the short end of tall races and tall end of short races while still being within range. Weight is similarly affected, being broader for skinny races and leaner for those who are typically stout.|
Farrealmers usually have the following racial traits.
- Ability Score Racial Traits: A farrealmer’s ability score bonuses are the same as the race it pretends to be, except that it swaps one bonus and one penalty. A farrealmer gnome, for example, may have +2 Strength, +2 Constitution, -2 Charisma or +2 Strength, +2 Charisma, -2 Constitution. Humanoids without both an equal bonus and penalty to their ability scores (example: goblins and humans) gain +2 Charisma, -2 Wisdom in addition to their other bonuses. This cannot be used to grant a farrealmer +4 Charisma.
- Type: Farrealmers count as both aberrations and their chosen race for any effect related to race. Farrealmers are naturally beings of chaos. They have the chaotic subtype, and can be affected by spells that target chaotic creatures regardless of their actual alignment.
The following racial traits can be selected in place of the typical farrealmer racial traits. Farrealmers tend to possess the rarer alternate traits of a race, and usually have at least one such trait as a standard racial trait instead.
- Dual-Minded: Farrealmers have an alien mindset that can be difficult to affect with magic. They gain a +2 racial bonus on Will saving throws. This ability replaces a defensive racial trait.
- Envoy: Farrealmers with an Intelligence score of 11 or higher can gain the following spell-like abilities (the caster level is equal to the user’s character level):
1/day—comprehend languages, detect magic, detect poison, read magic. This racial trait replaces a magic racial trait.
- Integrated: Some farrealmers gain a +1 racial bonus on Bluff, Disguise, and Knowledge (local) checks. This ability replaces a feat or skill racial trait.
The following options are available to all farrealmer characters who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
- Barbarian: Add +1/6 of a new rogue talent. Talents that normally affect sneak attack can be used once during each rage.
- Bard: Add +1/6 of a new barbarian rage power. The bard can use this power once for each time he begins a new bardic performance.
- Battle Augur: Choose a cleric domain. Each time this is selected, gain the next available domain spell the chosen domain grants. The battle augur can cast these spells once per day each using his spell slots of the appropriate level.
- Paladin: Add 1 spell from the druid spell list to the paladin’s spell list. The spell must be at least 1 spell level below the highest level the paladin can cast.
- Psychic: The psychic treats his Wisdom bonus as 1/3 point higher for the purpose of determining the number of uses or rounds per day of her discipline powers.
- Ranger: Add one spell from the bard spell list to the ranger’s spell list. The spell must be at least 1 spell level below the highest level the ranger can cast.
- Rogue: Add +1/4 dodge bonus to Armor Class against one creature type from the list of ranger favored enemies.
- Wizard: Add +1-1/2 to the wizard’s CMD when resisting two combat maneuvers of the character’s choice.
The following racial archetypes are available to farrealmers:
The Book of Many Things, © 2018,Samurai Sheepdog; author Kevin Glusing.