And we've got it.<br/><br/>In the meantime, posting character sheet as requested:<br/><br/><strong>Skin</strong>- Stable Atraxian Harbinger 4<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Images</div><div class="spoiler_body">(https://elliquiy.com/elluiki/images/6/6f/Invisible-Man-780294.jpg) (https://elliquiy.com/elluiki/images/archive/8/89/20140510032643%21Unfleshed.png)</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Sheet</div><div class="spoiler_body">Link: http://plothook.net/RPG/profiler/view.php?id=13462<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background</div><div class="spoiler_body"><br/>It was Everything, and it was Everywhere. It was Sanity, in an endless sea of Madness. It was Truth, surrounded by endless Lies. From time to time, it met other pockets of Sanity, but they were still Lies, and its Truth prevailed over them. As Sanity went, it was powerful, but power is not without cost.<br/><br/>A time came, and it fell itself Called - a sensation it had never known before. A vague shape, solid, working a will that pulled it free of Madness. It found itself trapped, surrounded by darkness and crippled, for it was no longer Everything. It was only one thing, one fragile thing, bearing four limbs and a sensory appendage. Somewhere, it knew there was a means by which it could return to where it had come from, and it wanted this to be Truth. <br/><br/>So it set out into the darkness, learning the rules by which the darkness worked. No longer could it impose its own Truth on the Lies around it directly, for the will that held those Lies in place was almighty. But it could impose lesser Truths on its own form, and by means of gross physical manipulation let those Truths spawn greater Truths. It met other instances of Sanity, but at first they behaved as Madness would - emotional vocalizations and attempts to destroy its Truth. Quickly, though, it learned why they did such; all beings here were made of layers, outer layers that protected and could be removed, and inner layers that disguised and could not. It did not have this innermost layer, for it had always been forthright and honest in its Sanity. It had no 'skin', as the Sanities it met vocalized. It also had no name, and with one word it gained both. Skin became its name, and it added an outer layer that other Sanities did not carry. It learned to communicate, to blend its Truths more seamlessly into the Lies of others, and bit by bit began to regain the strength it once had.<br/><br/>But then, it happened again. It was Called once more, ripped free of the battle it fought and sent hurtling through nothing again. The same vague figure could be sensed, and now Skin knew how it could return home...it would find this Sanity who persisted in flinging it about like a toy, and force it to reverse the original spell. But first, Skin would find itself elsewhere...<br/><br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Racial Description</div><div class="spoiler_body">---------------------------<br/>In the far reaches of the Plane of Shadow, there can be found links not simply to the Prime, but to an infinite number of other Primes, alternate realities linked together by the one trait they all share - shadows projected by the light. The gates and portals to these parallel universes are rare and hard to find, hidden away in the lightless depths of the Shadowlands, but one can locate and access them with the right magics - and occasionally, someone or something comes through in the other direction.<br/><br/>Through one such link, there exists a world where the very concept of planes has broken down. In its ancient past, a magical cataclysm shattered the barriers surrounding reality and allowed the unformed chaos of the Far Realms to flood through. Unable to maintain coherency, all of this universe's planes save that of Shadow collapsed and blended into one planar melange. Now, this macro-plane is a nightmarish realm ruled only by thought and desire - there are no laws of physics or magic save those a sentient being can impose upon its own body and its surroundings, and only until those laws are overridden by a more potent will. The native inhabitants of the macroplane are as physically mutable as their world, and driven by survival of the fittest mind.<br/><br/> In very rare circumstances, one of these protean beings will find itself cast out of its home realm by freak chance, ending up in the depths of the Plane of Shadow. There, they find themselves 'frozen', locked into one physical form that is the best representation of their true self that the less flexible laws of the intact Great Wheel can provide. Most perish, falling prey to the horrors that prowl the deep Shadow, but once in a while one survives and makes its way to another Prime or one of the Outer Planes. Lost and confused in a world they cannot bend to their whims, they are nonetheless mentally flexible enough to adapt to their new surroundings.<br/><br/>Appearance-wise, an unbound Atraxian has no fixed shape save what it feels suitable for the moment and can maintain. Frozen into a stable form, they have one 'true' shape that typically resembles a human save for some visible and obviously alien feature that varies by individual. One stable Atraxian might sport a cluster of a dozen tiny eyes in place of two normal ones, or a mouth in each palm and none on their face, or even something as innocuous as reverse-jointed legs. As far as personality goes, they tend to be highly introverted, bordering on outright narcissistic - a legacy of origins in a place where being proven wrong meant oblivion and death.  Other beings - 'Sanities' - to distinguish sentients from the animalistic or natural world - can be valued or listened to, as long one does not question the internally convoluted and otherworldly logic that an Atraxian might follow to convince itself someone else's plan or belief was its plan all along.<br/><br/>Stable Atraxian (14 RP)<br/>Standard Racial Traits<br/>Ability Score Racial Traits: -2 Strength, +2 Dexterity, +2 Intelligence, +2 Charisma. A Stable Atraxian is well-suited to molding its environment through calculated intellect, or sheer magnetic force of will. This mental fluidity translates well to physical flexibility, but raw strength is rare among a race to whom brute force is a near-alien concept.<br/><br/>Size: Stable Atraxians are Medium creatures, and receive no bonuses or penalties due to their size.<br/><br/>Type: Stable Atraxians are Aberrations, hailing from a place where more concrete categories like Humanoid or Outsider have long since ceased to have any meaning.<br/><br/>Base Speed: A Stable Atraxian has a base speed of 30ft. <br/><br/>Languages: Stable Atraxians begin play speaking Common and Protean. A Stable Atraxian with a high Intelligence score can choose from the following: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. <br/><br/>Defensive Racial Traits<br/>Alienfoe: The world of the Atraxians is filled with an infinite assortment of twisted horrors, making commonplace things that a more stable world would find bizarre and dangerous. They receive a +2 Dodge bonus to AC and a +2 bonus to grapple checks versus Aberrations. <br/><br/>Greater Spell Resistance: The need to resist outside magical influence of any kind is literally instinctive for an Atraxian, even one locked into a stable shape. They have Spell Resistance equal to 11+character level.<br/><br/>Magical Racial Traits<br/><br/>Arcane Focus: A Stable Atraxian receives a +2 racial bonus on Concentration checks made to cast spells defensively.<br/>-----------------------------------------<br/><br/>Alternate Traits:<br/><br/>Morphic: A fraction of the already rare Atraxians maintain a measure of their shapeshifting ability when they stabilize, but at the cost of their innate resistance to others' alterations. They can take on the form of any Small or Medium humanoid at will as per Alter Self, but do not change their ability scores. This replaces Greater Spell Resistance and Alienfoe.<br/><br/>Spellbreaker: Some Atraxians are more offensively inclined than average, following the ancient principle of 'do unto others before they do onto you'. They gain a +2 bonus on Caster Level checks made to overcome Spell Resistance and a +2 racial bonus on dispel checks. This replaces Greater Spell Resistance.<br/><br/>Shadowbender: Atraxians who dwell longer than average on the Plane of Shadow often develop an affinity for its magic. They receive a +2 bonus to save DCs of Illusion (Shadow) spells they cast and a +1 bonus to save DC of spell-like abilities they use imitating Illusion (Shadow) spells. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, ventriloquism. The caster level for these spell-like abilities is equal to the user's character level. This trait replaces Alienfoe and Arcane Focus.<br/><br/>Adaptable Talent: An Atraxian who acclimates unusually quickly to its new world can refocus its determination into interactions with other beings or its physical surroundings. Pick two skills - these are always class skills for the character. This trait replaces Arcane Focus.<br/><br/></div></div>