Abilities: Sangune do not receive an ability increase as part of their racial template.
Size: Medium
Base Speed: 6 squares
The Beasts:
- Natural Damage Resistance: Sangune are resistant to most natural forms of damage, but as with the myths of old there are ways to bypass their supernatural nature. Sangune have DR:5/[Silver,[REDACTED]] that takes effect after any DR granted by other methods such as armor or shields. Additionally, Sangune are immune to stun damage.
- Fast Healing: Fast healing is just like natural healing, but at an exceptionally quick rate. A creature with fast healing regains 1hp per round of combat, and returns to full health after ten minutes outside of combat. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. Damage dealt to the Sangune that bypasses their Natural Damage Resistance cannot be recovered by fast healing.
- Spider Climb: Sangune have a Climb Speed of 4 Squares and a +2 Racial Bonus on Climb Checks; furthermore, they do not need to have empty hands in order to make Climb Checks while attempting to traverse a vertical or horizontal surface (even upside down). They cannot, however, use the run action while climbing. Sangune retain their Dexterity Bonus to Reflex Defense (if any) while climbing, and opponents get no special bonus to their attacks against them.
Presence Sense: When making a Survival Check to track a living creature, gain a species bonus equal to the target's Luck Point total.
Mesmerize: As a Standard Action, make a special attack against the Will Defense of a single target within 6 squares. The attack modifier is equal to Character Level + Charisma Modifier. If the attack is successful, the target loses its Standard Action for the next turn. If the attack fails, the target is immune to this effect for twenty-four hours. This is a mind-affecting effect.
The Bite: As a Swift Action once per round, Sangune can drain energy from a Grabbed target, moving the target -1 step on the Condition Track as a Persistent Condition and granting the Sangune Bonus HP equal to 5 + 1/2 Character Level. This action can be repeaed each round until the target escapes the Grab, or until the target is rendered unconscious. If the target survives the feeding attempt, the Persistent Condition is removed after the target rests for 8 hours.
Hunter's Instincts: Sangune have a +2 Racial Bonus on Stealth and Survival skill checks.
Low-Light Vision: Sangune ignore concealment (but not total concealment) from darkness.
Shadowed Creatures: Sangune who are exposed to direct light from any star other than a Carbon Star ( Naturally red in color spectrum ) are moved -1 additional step on the Condition Track as a Persistent Condition. This condition cannot be removed until they seek shelter from the source of the light. Sangune wearing sealed armors are immune to this condition so long as they remain within the armor.
Sangune must also select a Classification at Character Generation, the Classification includes an additional Situational Condition Penalty and Racial Bonus
Blood Bent
- These Sangune have an allergic reaction to heightened iron content in the blood that subsists their existence. A garlic solution applied to weapons will bypass their Natural Damage Resistance, and if consumed will move them down -1 step on the Condition Track as a Persistent Condition until they successfully use The Bite twice for each dose. A Sangune that is made Helpless by garlic poisoning cannot be returned to Normal condition without being force-fed blood.
- Aware of their perceived 'heightened frailty' ( when compared to other Sangune ), Blood Bent Sangune have also trained themselves in the use of additional defensive measures, and gain a +2 Racial Bonus to counteract Armor Check Penalty. This bonus is not the same as the Armor Proficiency (Light) feat; wearing armor with the Light Classification and a shield with the same will result in a total of a -2 Penalty ( -2 for the armor combined with -2 for the shield ) if the Sangune does not possess the Armor Proficiency (Light) feat.
Light Lost
- Some Sangune are so in tune with the darkness that light does not behave properly around them. These Sangune show no reflection in mirrors and cannot be captured on camera, nor are personal items such as worn armor or carried weapons, and they shy away from natural light more than most. In addition to the Shadowed Creatures sensitivity of all Sangune, the Light Lost who are exposed to direct light from any star other than a Carbon Star ( Naturally red in color spectrum ) are moved -1 additional step on the Condition Track as a Persistent Condition. This condition cannot be removed until they seek shelter from the source of the light.
- While this can be used to expose them, it also grants them a benefit. Light Lost Sangune gain a +5 Racial Bonus on Stealth Checks based on vision, but are treated as Invisible to electronic surveillance such as security cameras.
Faith Fright
- Ancient ties to a time when deities were common and true of power still run deep through some of the Sangune. Despite their advancement and the prevalence of science, an instinctual fear exists in some of their ranks as genetic memory reminds them of the power the Gods once held. When a holy symbol or icon is held by someone who deeply believes in their faith, a Sangune with Faith Fright is moved -1 step on the Condition Track as a Persistent Condition. This condition cannot be removed until the holy symbol is no longer in sight.
- Understanding these ties also allows the Sangune to strengthen their own natural abilities to effect the mental state of another creature. When using the Mesmerize feature successfully, the target also loses their Move and Swift Actions as well.
Trepid Threshold
- Often it has been said that one's home is one's castle, and for many Sangune this is is confirmed. Sangune cannot willfully enter a domain without invitation, and if they are forced to do so are moved -1 step on the Condition Track as a Persistent Condition. This condition cannot be removed until they leave the domain, or are granted permission to remain within.
- The supernatural barrier that closes a Sangune out has caused those with this affliction to become far more clever. Trepid Threshold Sangune have a +2 Racial Bonus to Deception Checks, and always have favorable circumstances when attempting to use the skill to talk themselves into an invitation.
The Families
Ronkar
[REDACTED]
Vykos
[REDACTED]
Vol'Da
[REDACTED]
Mon'Da
[REDACTED]
Moridin
[REDACTED]
Ventari
[REDACTED]
Karmir
[REDACTED]
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