Tarthian (4e Race)
Tarthian[edit]
Aquatic scions of an ancient empire corrupted by the corpse of a drowned god
Racial Traits |
Average Height: 5'8" - 6'6" |
Average Weight: 130 - 200 lbs |
Ability Scores: +2 Dexterity, +2 Wisdom or Constitution |
Size: Medium |
Speed: 5, swim 6 squares squares |
Vision: Low-light vision |
Languages: Common, Deep Speech |
Skill Bonuses: +2 Endurance, +2 Stealth |
Amphibious: You can breathe underwater, and you have the Aquatic keyword. |
Sai-Ron's Ward: You have resist psychic 5. The resistance increases to 10 at 11th level and to 15 at 21st level. |
Eldritch Birthmarks: You gain a +3 racial bonus to saving throws against charm and fear effects. |
Benthic Reversal: You have the Benthic Reversal power. |
Benthic Reversal | Tarthian Racial Power |
You draw upon your corrupted blood's power, letting dark waters whisk you away and turn the tide against your would-be assailant. | |
Encounter | |
Immediate Reaction | Personal |
Trigger: You succeed on a saving throw against a charm or fear effect. | |
Effect: You shift up to 3 squares. If you finish this movement adjacent to an enemy, that enemy grants you combat advantage until the end of your next turn. |
Descended from the ancient underwater empire of Tarthom, Tarthians were once members of an unidentified aquatic race closely related to merfolk and tritons. The Tarthian empire was, however, unknowingly built on and around the sunken corpse of a drowned deity, its name lost to time. Throughout the ages, dark influence seeped from the dead god's decomposing body, slowly corrupting the Tarthians' minds and bodies with uncurable illnesses and various kinds of madness. When the source of these ailments became known, the empire quickly fell to disarray as terrified individuals fled the area or attempted to overthrow those they deemed responsible. It was only thanks to the intervention of the benevolent aquatic dragon demigod Sai-Ron that any Tarthians still remain today; taking pity in the cursed merfolk, and finding himself curious of the drowned god's fate, he sacrificed a portion of his power to cleanse the eponymous capital of Tarthom and its inhabitants, and to form a protective barrier around the city.
Physical Qualities[edit]
Tarthians resemble tall humans with sharp facial features and long, muscular arms and legs, as well as vestigial webbing on their feet and hands and thick scaly growths on their brows and forearms. They do not grow hair, but some elect to wear wigs made of strings and kelp as a status symbol of sorts. The skin of Tarthians ranges from dark grey to olive green, with some exhibiting shades of red, purple, and yellow in parts. In addition, Tarthians are born covered in tattoo-like bioluminescent birthmarks, often a convoluted pattern of lines and circles that stretches from the chest to the tips of the fingers and down to the waist area. No two have the same birthmarks; Tarthians believe that these birthmarks serve as a map of the life of one's previous incarnation, and while this remains unproven, the marks are known to intensify their glow when one's psyche is under duress.
Tarthian Adventurers[edit]
Raised on the tales of a once-great fallen empire, many Tarthians are drawn to the desire to explore the past and unveil the mysteries it holds or discover the world that lies beyond the city of Tarthom.
Monk: Enclosed in a bubble of safety for much of their early life, many Tarthians elect to join a monastic order and hone their mental and physical capabilities. These make formidable monks, their movement flowing and unpredictable and their mind unbreakable.
Druid: Many Tarthians have a very close bond to the land on which they live, touched as it may by countless years of influence by the drowned god. Primal ocean spirits sometimes reach out to these Tarthians, seeking their aid in cleansing the land and protecting it from further foul influence.
Ranger: Though the city of Tarthom is safe within Sai-Ron's ward, the ocean bed outside is infested with abyssal monsters and unpredictable natural hazards. Some Tarthians train from a young age to traverse the dangerous wilderness, turning the eldritch power of their blood into an asset as they swim silently and strike quickly.
Three sample Tarthian adventurers are described below.
Anmakir is a Tarthian druid. Assigned to a druidic circle from birth, he was plagued with persistent nightmares and other strange dreams all depicting some huge piscine entity threatening to devour the world. Anmakir failed to live up to his circle's demands, and was often ridiculed by fellow members, eventually leading him to escape from Tarthom and seek the spirits' guidance in solving the riddles of his dreams. He's still a bit shy and reserved, but so long as his friends are by his side, he's willing to endure any number of nightmares for them.
Kissoka is a Tarthian monk. Having augmented her birthmarks with a series of tattooed glyphs and symbols, her body becomes a flashing blur on the battlefield, blinding enemies as she strikes them down from unexpected directions. Kissoka marks important events in her life by tattooing new symbols on her body, and she believes that her birthmarks don't map a previous incarnation's life, but rather serve as guidance to some greater duty in this life.
Bhirion is a Tarthian ranger never seen without his serpentine companion Algessa. On a mission given to him by the dragon demigod Sai-Ron himself, Bhirion's goal is to eradicate all worshipers of Dagon from this plane, and maybe from others someday. Bhirion takes his quest very seriously, but he easily lets his wanderlust get the best of him on longer adventures, taking detours to explore new and exciting locales.
Tarthian Characteristics: Brooding, curious, mysterious, persistent, secretive, steadfast
Tarthian Male Names: Anmakir, Bhirion, Ikeza, Kallin, Kelizan
Tarthian Female Names: Mekiba, Kalissa, Kissoka, Trossa, Sothia
Tarthian Feats[edit]
Name | Description |
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Benthic Dive | Teleport instead of shift when using Benthic Reversal |
Intensified Reversal | Activate Benthic Reversal in response to any saving throw |
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