Gluthari, Ashborn

When the kindling of a Gluthari is rushed, either through artificial acceleration, unstable biocysts, or emotional discord, the result is an Ashborn, a being unstable in both form and mind. These individuals suffer from fractured memory webs, plagued by intrusive ancestral echoes, emotional surges, and disorienting hallucinations. Physically, their bodies ripple erratically, limbs manifest unpredictably, and their lumen cores pulse with volatile intensity. Though not inherently dangerous, Ashborn are often met with a mix of caution and sympathy, guided into isolated roles where their instability poses less risk to others.

Basic Information

Biological Traits

Core Lumen: At the center of each Gluthari is a bioluminescent nucleus, often called the lumen core, which houses their cognitive and energetic center. While calculating health add the Sensory Vitals and Torso health pools together into a single pool. Any attack or effect that would affect one instead targets the combined pool. Whenever a Gluthari would gain a heroic injury, they only roll on the Sensory Vitals chart.   Flexible Lattice Network: The flowing membrane that envelops a Gluthari offers enhanced protection against blunt-force trauma, granting +50 Resistance (Crushing). However, its high permeability leaves them vulnerable to toxins and puncture-based attacks, resulting in a vulnerability to both Piercing and Poison damage.   Glow Field: The bioluminescence of a Gluthari emits an aura of dim light within a 3 meter radius. This light frequently flickers and turns bright imposing a -8 penalty to Move Silently from the erratic patterns.   Unstable Biology: The physiology of a Gluthari is alien and highly fluid, making medical treatment and study particularly challenging. All Biology and Medicine checks made on a Gluthari are treated as one difficulty category higher. Additionally, Gluthari suffer a –15 penalty to Fortitude, but whenever they make a check under Endurance, they may reroll the result although they must keep the second roll.   Unstable Recall: Gluthari possess genetically encoded memories, granting them a form of ancestral recall. Each individual is born with echoes of prior generations; fragments of a collective memory that must be interpreted and understood on a personal level. An Ashborn suffers from fractured memory web which corrupts and corrodes the memories. A number of times per day equal to their level, an Ashborn may attempt to add +50 to a Knowledge check as they tap into this fractured wisdom. They must succeed on a basic Foresight save to gain the bonus. On a fail, the Knowledge is tainted and they receive a -25 on the relating skill for the remainder of the day.   Volatile Form: Gluthari are composed of dense, structured bio-gel tissue capable of reconfiguring itself, allowing them to shift between Small, Average, and Large size categories, effectively gaining the basic benefits of the Growth or Reduction spells through a non-magical biological process. Additionally, they can manifest extra limbs beyond their natural four; however, each additional limb beyond this imposes a cumulative –6 penalty to Endurance for the duration of its manifestation. Shifting size or manifesting or retracting a limb requires a full-round action. Whenever a limb is disabled or destroyed, it continues to count toward the cumulative manifestation penalty until the Gluthari takes Medical Leave, regardless of how many limbs are currently manifested. Each phase that an Ashborn is modified, it must make a normal Fortitude check to maintain its form. If it fails, it violently retracts shifting to a random size category and number of limbs. Roll a 1d100, 1-32 is Small, 33-66 is Average and 67-100 is Large. Roll a 1d10, and gain or lose that many limbs with a 10 instead being zero. The cumulative limb penalty still applies. The Ashborn is stuck in this form for 1d4 minutes.

Additional Information

Perception and Sensory Capabilities

Thermalscale Vision: Focusing on the infrared side of the light spectrum. It allows for vision based on heat sources. Thermalscale is the closest to darkvision one can get without magical assistance. Visual arc 120 degrees.

Thermalscale Vision

Characters with thermalscale vision can see through certain objects. If a creature of the heat or flesh types is behind cover they may still be "visible". If the target is not trying to hide you must roll a Challenging Success, if the target is attempting to hide you must roll 3 more successes than they do on thier hide or move silently check.

If the creature or object is the fire type reduce the number of successes needed by 2


Light LevelVisual PenaltyMax Visual RangeInformation
Very Bright (8000+ lux)-116100 metersProlonged exposure can cause permanent blindness
Bright (4000-7999 lux)-46500 metersProlonged exposure can cause permanent blindness
Daylight (2000-3999 lux)none1kmNone
Well Lit (500-1999 lux)+32kmNone
Dim (1-499 lux)+122kmNone
Dark (>1lux)+122kmNone
Pitch Dark (0 lux)-9750 metersNone

Racial Hit Die: 1d4+1
Size Category: Average
Lifespan
380 years
Average Height
1.6 m
Average Weight
70 kg
Base Attributes:
Strength: 0
Endurance: -8
Intellect: -2
Perception: +8
Foresight: +2
Magic: +5
Beauty: +2
Rhetoric: -2