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ATLANTEAN

Racial Traits

Average Height: 5-8"-6'5"

Average Weight: 160-200 lbs.

Ability Scores: +2 Strength, +2 to Key Ability Score

Size: Medium

Speed: 6 squares / 6 squares swim

Vision: Normal

Languages: Common, Atlantean, choice of one other

Skill Bonuses: +2 Concentration, +2 Perception

Defended Mind: You have a +2 racial bonus to saving throws against


effects that daze, dominate, or stun.

Iron Mind: You have the Iron Mind power.

Psionic Discipline: Choose Psychokinetics (CON), Telekinetics (CHA),


Psychoportation (DEX), Clairsentience (WIS), Metacreativity (INT), or
Psychometabolism (STR).

Iron Mind: Under the brunt of an attack, you use the power of your mind to
fortify yourself against harm. (Encounter, Immediate Interrupt, Trigger: Hit by
Attack, +2 Bonus to Will Saving Throw or Psionic Attack until end of your next
turn.)

Psionic Discipline: All Atlanteans are born with latent Psychic Power.
Atlanteans can choose to specialize in a school of psionic study, affording
them a +2 bonus to an attribute keyed to their primary discipline.

BACKGROUND

Atlanteans resemble humans with pointed ears and sharp facial


features. On the surface worlds, they can pass for Elven. Atlanteans have
powerful muscles and reinforced skeletons to support deep-sea life.
Atlanteans feature fully functional gills on their neck; these are covered by a
patch of shimmering green, blue, copper, or silver scales. Atlanteans can
breathe and speak underwater via their gills and evolved vocal chords. They
do however, require air from an oxygen rich environment approximately
every 24 hours.

All Atlanteans are born with some psychic talent. They are trained from an
early age to develop their powers. Atlantean society is built around a caste
system that features nobility at the very top, powerful psychics and psy-
tech/magi-tech engineers below them, workers in the middle, and slaves at
the very bottom.

Psy-tech and Magi-tech engineers are rare and highly valued by Atlantean
society. They maintain the advanced technology of the city and keep
operations running smoothly. They are also responsible for outfitting war-
parties with advanced tech and underwater breathing apparatus for extended
underwater excursions.

Atlantean economy is largely based around the trade of rare underwater


minerals. It is forbidden to trade psy-tech, however they will do commerce in
magi-tech for other magical items, artifacts, or other precious commodities.
All trade and commerce is heavily regulated by governing officials. Slave
trade is common in the city-state. 95% of all slaves are comprised of
Sahuagin. The other 5% comprise of a mix of races across the realm. The
slaves are primarily used for mining precious minerals and "glow"; a biomass
of energy that is only known to grow in Atlantean and Sahuagin territories.
Glow is used to power many psionic devices in the city and is considered very
valuble.

The Atlanteans are at constant war with other sea-faring races. Atlantis
shares a border with a large Sahuagin settlement and territory disputes are
common. A major source of contention between the Sahuagin and the
Atlantean stem from collection of "glow" which is becoming increasingly
difficult to find. Currently the border zones between the two parties contain
the largest source of glow and conflict is common.

Atlantean immigration is a very difficult and often-times an expensive


process. Atlanteans covet their technology and hold their culture in the
highest esteem. They view foreign elements as "lessers". Foreign traders are
allowed into the city on temporary visas with strict supervision and are
expected to follow strict regulatory protocols. Permanent residency is rare
and requires sponsorship from nobility and either a sizeable donation to the
government coffers or an especially valuble skill.

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