Toepba
Toepba is the name for beings born infused with the shadow energies from the Netherworld. Also known as demon sages, the toepba can come from most species with the world. They are formed when unborn fetuses are exposed to the shadow energy escaping an open nexus portal. These babies are born with glowing purple eyes and sometimes in a gaseous form. Culturally different species have various attitudes toward toepba. Some see them as monsters to be reviled while others revere them as gods. It is widely known though that they can be dangerous, especially as children.
Toepba are able to form shadow energy constructs from birth. Until they near maturity, they tend to lack control during emotional outbursts and may case accidental damage in the process. Toepba who fail to learn to control this do not live long as they drain from their life force and that is a problem for everyone. When a toepba dies their body rips open a nexus portal. Left unchecked, beings of the Netherworld will escape into the mortal plane and it could create new toepba. Those that know their time is coming to an end normally reach out to a hunter so they can close the portal upon their death.
Toepba by natural tend to be more adventurous and rarely live a simple life. There are not many in the military however. They are drawn more ro fields where they can operate alone. Toepba tend to be on the extremes socially. Either an overly outgoing life of the party or a self isolating loner. The outgoing toepba are drawn to fields liek explorers and entertainers, while the loners tend to be drawn more to spies and hunters.
Toepba are naturally heartier than their parent species. Their ability to manipulate their form also allows them to do things others of their species can not. The form alterations cannot increase their mass but rather alter their form to only appear to be wearing clothes. Wearing glasses to hide their eyes and coats that are easily discarded to hold their items. Their ability to phase does not extend to the items they have on their person. As a result of this the toepba usually do not carry anything of value on their person and generally travel light, often relying on their allies to carry any valuables.
Toepba are an affected class with unique gameplay features and limitations. They have high health pools to balance their lack of armor and special damage medigation. They are unable to utilize worn items, armor, or weapon properly because of their phasing abilities would cause them to drop them. The toepba's constructs are not affected by this however so they normally stick with wielding construct weapons and barriers. They also can turn their bodies into weapons and use it to overcome obstacles. Toepba healing siphons their health to others, which makes healing a cautious occasion at lower levels.
Requirements
Role: Defense, Damage, Disabling, Stealth
Species: All
Professions: All
Suggested Attributes: Charisma and Constitution
Health: 12 + Constitution per CPB + Species Health
Starting Armor Proficient: None
Starting Weapon Proficient: None
Starting Skills: Choose two starting Magical Styles.
Starting Equipment
Base
Armor: None
Weapon(s): None
Equipment: Clothing, 1 Day Ration, Backpack, Canteen
Tarryns: 1d20x10
Guidelines
The toepba use their health as one of their primary resources. Whenever they cast one of their abilities that use their health, they take 1d4 damage. The strength of the toepba's spells are drawn from their CPB.
A fury is created whenever the toepba performs a critical attacks and construct attacks. They also gain a fury for every damage they take from casting over 1. They can hold a number of fury equal to their charisma + CPB.
Abilities
Nightmare Visage, Instant Ability, 1 HP
The toepba can take a nightmarish appearance to instill fear in those within 5' + 2' per CPB for 1d6 rounds. When they take their form they roll charisma + CPB to set the difficulty of their visage's aura and 1d6 to set their fear penalty for the duration. Any unfriendly target that is within their aura or enters it during their turn must roll against their difficulty, on failure they gain the fear penalty. They can spend a fury to reroll their difficulty their results but must keep the second roll.
Phasing, Passive Ability
The toepba's ability to shift form allows it to phase through a portion of physical damage. They can ignore 1d4 per CPB damage whenever they are attacked with striking, slashing, piercing, or bludgeoning damage. They can also use a fury as a reaction to phase magical damage.
Constructs, Instant Ability, 1 HP, Close Range
The toepba can create thought formed objects of shadow energy for a use per CPB + health used to create. Weapon constructs can deal 1d6 per CPB slashing, piercing, bludgeoning, or shadow damage, damage type chosen on creation. Weapon constructs can move 6' and attack for an action after creation. Barrier constructs can absorb an attack and provide cover while active. They can spend a fury to summon a second construct.
Augmentation, Instant Ability, 1 HP
Whenever the toepba uses augmentation they can reshape parts of their body to gain a number of effects equal to their charisma. These effects last for a round per CPB or until the duration of their nightmare visage ends. They can spend a fury for an additional effect.
Shade, Instant Ability, 1 HP
The toepba can flatten themselves to a surface by stretching themselves into a shadow. While they are a shade they can move as if using stealth a distance equal to their movement times their charisma for actions equal to their CPB. They can spend a fury as a reaction to force a reroll when a target notices them.
Amplify, Instant Ability, 1 Fury
When an ally casts a spell they can use a reaction to boost the spell's attack roll, duration, or damage by 1d6.
Draw, Charisma + CPB vs Constitution + CPB, 1 Fury
When the toepba performs a successful attack they can attempt to steal the status buffs from their target.
Health Funnel, Instant Ability, 1 HP, Close Range
The toepba have the ability to transfer some of their health to an ally in need. Health funnel gives their ally health dice + HP damage. Health dice scale up with CPB from 1d4 to 1d6 to 1d8 to 1d10 to 1d12.