The infused are a generation of super-soldiers infused with latent aetheric powers. Researchers gathered volunteers from civilians, veterans, and even prisoners suffering from terminal aetherite poisoning, and began a series of strange and torturous experiments. Some of the test subjects were willing volunteers donating themselves, body and mind, while others were less fortunate.

Physical Description: In general, the infused resemble the humans that they originally were, although the infusion process has left its obvious marks. The veins and eyes of an infused glow blue with varying levels of brightness, reflecting the aetheric energy coursing through their bodies. The intensity of this illumination tends to vary with an individual’s emotional state, surging when adrenaline and emotion run high and dimming when calm or sedate.

Society: The infused are outsiders in human society, either living in the shadows or working in roles out of the public eye: toiling in slum-level factories, working in aetherite mines, or operating as mercenaries. Rarely, exemplary infused retain public-facing positions, though they must work twice as hard and face twice as much scrutiny as an ordinary human to achieve these goals.

Relations: The way that the infused view other races is colored by the predispositions and prejudice of humanity, although their experiences during the war and the way they were cast aside by the Hierarchy have allowed the infused to deviate from the patriotic line they were born into. While many of the infused desire nothing more than to be accepted by their families and what they once saw as their people, they also feel a deep sense of betrayal.

Individuals range from firebrands seeking revenge against all humankind to martyrs desperately hoping to make humanity see the heroic souls within them. Each infused’s relationship with their blood families, if any still live, adds an additional twist to their personal conflict.

Faith: Infused typically follow similar philosophical and religious trends as humans do, though in fewer numbers. Most infused lack memory of their formative years in which most religious adherence is founded.

Adventurers: Unwanted by their creators and without a war to fight, adventuring is a calling that many infused adopt. As the majority of infused were once soldiers, they tend to take levels in martially inclined classes such as fighters, rangers, and cavaliers, although the aetheric infusion process left many with an aptitude for sorcery and psychic ability. Infused can be found on nearly every world, though in small numbers. Due to their immunity to aetherite poisoning, infused are often called upon to explore locations suffused with aetheric radiation, once again finding themselves paired up with the phalanx, who share this immunity.

Names: The infused, as a race of modified humans, are generally named as humans are, though a trend amongst many infused is to abandon their original surnames as a way of turning their backs on a society that has abandoned them and adopt whatever identity suits them best.

Racial Traits

Ability Score Modifiers +2 Dexterity, +2 Charisma, –2 Constitution: Infused have enhanced reflexes and strong personalities, but fragile health from the torturous experiments that created them.

Type: Infused are humanoids with the aether and human subtypes.

Size: Infused are Medium creatures and receive no bonuses or penalties due to their size.

Speed: Infused have a base speed of 30 feet.

Aetheric Manipulation (Sp)

Infused with a Charisma score of 11 or higher gain the following spell-like abilities:

Telekinetic Guidance (Su)

When in zero gravity (or affected by levitate), infused gain a fly speed equal to half their land speed.

Arcane Strike: Infused gain Arcane Strike as a bonus feat at 1st level, even if they do not meet the prerequisites.

Aetherite Immunity (Ex)

Infused are immune to the effects of aetherite radiation.

Psychic Bond (Su)

Infused can create a psychic bond with another creature that has the aether subtype. Creating this bond requires both creatures remain in physical contact for 1 minute. An unwilling target of a psychic bond may negate the effect with a successful Will save (DC 10 + 1/2 the infused’s Hit Dice + the infused’s Charisma modifier.) After a successful bond, both creatures gain a +4 racial bonus on Sense Motive checks against one another and a +4 racial bonus on Bluff checks to pass secret messages between them. Once per day, an infused can share thoughts with one or more creatures they are psychically bonded with as though they are all under the effect of mindlink. An infused can be bonded to a maximum number of creatures equal to 3 + their Charisma modifier.

Languages: Infused begin play speaking Common. Infused with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Favored Class Options

The following options are available to all infused who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Section 15: Copyright Notice

Alien Codex © 2018, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.

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