Floating, many-eyed beings with powerful minds. Some leave their hidden lairs to seek a life among other peoples.
The adventurer’s field guide
Beholder scorecard
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Attribute aptitudes
Higher aptitude means cheaper training and greater racial potential. Humans have 4 in every attribute. Your actual stats grow with levels, training and equipment.
STR2/10
Strength
Carry more, hit harder with heavy weapons, and gain endurance.
Training cost 8
DEX2/10
Dexterity
Improve accuracy, dodging, attack speed and light-weapon damage.
Training cost 8
CON6/10
Constitution
Gain health and endurance, and resist disease and stunning.
Training cost 4
INT6/10
Intelligence
Gain spell points, strengthen attack spells, and learn skills faster.
Training cost 4
WIS6/10
Wisdom
Gain spell points and strengthen healing and religious powers.
Training cost 4
CHA2/10
Charisma
Get better shop prices and lead adventuring parties more efficiently.
Training cost 8
Aptitude = 10 − racial training cost. Lower cost makes an attribute easier to train.
Racial abilities & survival
Deep-dark vision
You can see in deep darkness without carrying a light.
Carnivorous digestion Major
Raw meat and fresh kills make a safe meal.
Natural armour Major
Hide or carapace soaks part of every blow.
Reputation penalty Major
Meets deep distrust wherever it goes.
Fly Major
Can take flight and travel the outworld by air.
Recovery & resources
Higher recovery ratings help refill your reserves. These are racial baselines; your stats, skills, condition and surroundings also affect recovery.
HP
Hit points
10
Below human · Human 13
Health keeps you alive when you take damage.
EP
Endurance points
11
Human baseline · Human 11
Endurance fuels movement and physical exertion.
SP
Spell points
26
Above human · Human 15
Spell points fuel your magic.
PSP
Psi points
20
Above human · Human 10
Psi points fuel psionic disciplines when you learn them.
Two guilds to explore
Two possible paths for your character. Their skills and abilities develop as you train.
Beholder psionicist
Infecti
Develop the powers of the mind. The Infecti train telepathy and telekinesis to attack minds and move matter through thought.
Beholders are globular, carnivorous and floating creatures known for their cunning and aggressiveness. They were considered to be just a myth, but recently several beholders have surfaced from their hidden underground lairs. Surprisingly, most of them did not live up to their name, seeking refuge instead of a fight. A beholder's spherical body can be up to 3 meters in diameter, and on top of it are up to ten small eyestalks, while in its central area are a large central eye and a mouth filled with pointed teeth. They do not have legs or arms, but have powers of telekinesis, allowing them to float around slowly and manipulate objects.
The body of a beholder is protected by a hard, chitinous covering, but the eyes are not equally well protected and are rather vulnerable. Each eye of a beholder can perform a magical function, making these beings a powerful yet hateful force. Beholders are solitary creatures, but occasionally form clans to achieve a common goal.
Sometimes a beholder is born with less than the normal number of eyes, or some of the eyes not working properly. These handicapped beholders are either killed or exiled by the clan, forcing the rejected ones to seek the company ofother races. Mages sometimes employ them as guards or subjects of magical experiments, but there also tales of adventuring beholders with unusually good social skills. Even then they find it very hard to gain a respectable reputation in the eyes of others due to the malign behaviour of the race in general.
Beholders are naturally adept in using telekinesis and gain extra effectiveness on telekinetic disciplines.