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Disembodied

To cast one’s mind out amongst the outer planes is the dream of many an arcane spellcaster. In recent memory, none have come closer to that dubious honor than the lost city of Ulmyr’s Gate. Founded by a group of ambitious wizards who chafed under the limitations imposed upon them by government bureaucracy, Ulmyr’s Gate boasted free study for all mages who sought sanctuary within its walls. The Great College quickly became a lodestone for mages of every stripe from across the empire, and for a brief moment there existed a golden age of magic.

That dream came crashing down one night when the founding mages of Ulmyr’s Gate attempted a massive conjuration ritual intended to part the veil and create a permanent portal to the Ethereal Plane. It didn’t work. Instead their magic caused a massive rift in the very fabric of reality, and in an instant the entire city tipped into the void between worlds. The entire city was presumed dead, the Arcanist Inquisition railed against the hubris of those tampering in things man was not meant to know, and life in the Empire moved on.

Years later, stories surfaced of strange people being sighted in the region where Ulmyr’s Gate once stood. These people seemed oddly blurred or indistinct, and some reports said they vanished right in front of witnesses’ eyes. Gradually it became clear that these poor souls were the survivors of the Ethereal Rift, now trapped between worlds and trying to retain their tenuous grasp on the Material Plane.


P. 15 Grim Hollow Players Guide


Disembodied is a Versatile Heritage.

You gain the disembodied trait in addition to the traits from your ancestry. You still possess the height of your former humanoid self, but your nearly insubstantial nature has drastically reduced your weight to a quarter of your original weight. Your size is the same it was before the accident. You also become Trained in Arcana, as your experience being unmade and remade makes you a bit of a firsthand expert.  You can choose from disembodied feats and feats from your ancestry whenever you gain an ancestry feat.


Heritage Feats:

1st Level Heritage Feats:
What Now?: As a reaction, you gain a +2 circumstance bonus against spells of a trait of your choosing at character creation.
Phantom Fade: Your sometimes incorporeal nature causes you to gain a +1 circumstance bonus on checks to Escape or Squeeze. When you roll a critical failure on a check to Escape or Squeeze, you get a failure instead, and when you roll a success, you get a critical success instead.
Right Through Me: Being semi-incorporeal has its benefits! You only take half the normal damage from falling and gain a +2 circumstance bonus to saving throws against effects with the air trait.
Everything I Touch: You are so infused with Arcane Energies that the weapons you hold can become magical. Your weapon and unarmed attack Strikes against creatures become magical.
5th Level Heritage Feats:
What The: I don't even know.
9th Level Heritage Feats:
Untethered From Time and Space: Shifting out of this plan also causes certain divination spells to show you visions until you return.
13th Level Heritage Feats:
This Isn't Where I Parked My Car: Immediately nope out of awkward conversations by teleporting back to the room you were last in.
17th Level Heritage Feats:
Going Ghost: You can walk through walls, disappear, and fly. Be much more unique than the other guys!

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