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© Square Enix, Kingdom Hearts

The result of Heartless who, by lengthy survival or blind luck, developed a soul. While the development has stabilized them significantly, Embodied are still Heartless, beings of pure emotion.

Physical Description: Embodied usually resemble other races of the place of their inception, albeit with the telltale emblem of darkness emblazoned upon their skin and a golden eye color.

Society: Being unwanted among most other races, Embodied keep their origins to themselves, hoping that people don’t discover their emblem. The lucky few who live in accepting societies instead pray that the peace they enjoy will not shatter.

Relations: While Embodied have very few positive relations with other races, the tensions between Royal Toons and Embodied are the absolute worst. Forgotten Toons pretty consistently commiserate with Embodied over the treatment that the Royal Toons have dealt them.

Standard Racial Traits

Ability Score Modifier: Embodied are as versatile as the races they are born from, gaining +2 to one ability score of their choice. Embodied with specific heritages (see below) gain different ability score modifiers as indicated.
Size: Embodied are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Embodied are outsiders with the native and Heartless subtypes.
Base Speed: Embodied have a base speed of 30 feet.
Languages: Embodied begin play speaking Common and a single language of their choosing. Embodied with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Racial Skills

Skill Bonus: Embodied receive a +2 racial bonus to Bluff and Disguise. Embodied with specific heritages (see below) gain a +2 bonus on different skill checks as indicated.

Pass for Normal: Choose another race of your size at character creation. You take no penalties for disguising as that race.

Magical Racial Traits

Naturally Arcane: Embodied gain the Wild Talent feat as a bonus feat at 1st level. If the Embodied takes levels in a class with a magic pool, they instead gain the Magic Talent feat.

Outburst: Embodied can let the pure emotions of their previous life take full control in an act called an outburst. As a result, they take a -2 penalty to Intelligence and Wisdom but gain a +2 bonus to Strength or Dexterity, chosen at character creation. As a free action at the beginning of the Embodied's turn, they may spend 1 MP to gain the effects of Outburst. While Outburst is active, 1 MP must be spent at the beginning of each turn thereafter to maintain it. Outburst may be ended at any time.

Senses Racial Traits

Darkvision: Embodied can see perfectly in the dark up to 60 feet.

Weakness Racial Traits

Holy Weakness: As creatures of the dark, Embodied and light magic do not go well together. Embodied take an additional +1 bonus damage per damage die when subject to an effect that inflicts holy damage. In addition, they suffer a -2 penalty to saves against effects with the holy descriptor.

Alternate Racial Traits

Dark Claws: Some Embodied kept the claws that Heartless are known for. Embodied with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of slashing damage. This racial trait replaces skill bonus.

Small Frame: Embodied come in all sizes. Embodied with this trait are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. They also have a base speed of 20 feet.

Obvious Inhumanity: Some Embodied aren’t lucky enough to pass as a more accepted race. Embodied with this trait gain Skill Focus (Intimidate) as a bonus feat. This racial trait replaces pass for normal.

Shadowed Traveler: Some Embodied are skilled at traveling through corridors of darkness. Embodied with this trait may spend a magic point as a free action to make all movement they make this turn teleportation. This racial trait replaces outburst.

Air Soldier: While in an Outburst, Embodied gain a flight speed of 20 feet with poor maneuverability. However, entering and maintaining an Outburst costs double the magic points.

Subraces

Fear-born (Deserter)

Born of soldiers escaping their duty, deserters live looking over their shoulders to make sure they’re not being followed.

Ability Modifiers: Deserters are light of touch and quick of wit, but that’s largely due to being somewhat frail. +2 Dexterity and Wisdom, -2 Constitution.
Alternate Skill Modifiers: Perception, Stealth
Hysteria: When a Deserter uses Outburst, instead of the usual benefits, they gain +5 feet to their movement speed, in addition, as long as they move 10 or more feet in a turn, they gain a +2 dodge bonus to AC until the start of their next turn.

Joy-born (Sweetheart)

Typically born from flans, sweethearts want nothing more than to be a source of happiness for those around them.

Ability Modifiers: Sweethearts are kind and observant but not particularly strong. +2 Wisdom and Charisma, -2 Strength.
Alternate Skill Modifiers: Diplomacy, Sense Motive
Euphoria: When a Sweetheart uses Outburst, instead of the usual benefits, they gain Fast Healing 3.

Zeal-born (Defender)

Born from the shield wielding Heartless of the same name, defenders are driven protectors of those they care about.

Ability Modifiers: Defenders have iron wills and bodies, but slower movements. +2 Constitution and Wisdom, -2 Dexterity.
Alternate Skill Modifiers: Climb, Intimidate
Determination: When a defender uses Outburst, instead of the usual benefits, they gain DR 3/PhysHoly.

Anger-born (Wyvern)

Wyverns are terrifying beasts of Heartless, and even Embodied born from them are touched by primal madness.

Ability Modifiers: Wyverns are powerful in terms of body and personality, but they often lack control. +2 Strength and Charisma, -2 Wisdom
Alternate Skill Modifiers: Acrobatics, Intimidate
Fury: Wyverns may only select Strength as their benefit from Outburst and only need to pay magic points at the beginning of every other turn. However, instead of the usual penalties for using Outburst, Wyverns are Berserked for the duration, this bypasses any immunities.

Magic-born (Symphonist)

Embodied created from the magicians of the Heartless order carry their proficiency in spellcraft with them. Less expected is the attachment to music.

Ability Modifiers: Symphonists are powerful magic users and wondrous musicians, but their robustness has much to be desired. +2 Intelligence and Charisma, -2 Constitution.
Alternate Skill Modifiers: Spellcraft, Perform (any one)
Flow: At character creation, the symphonist may choose healing or an element from the following list: fire, ice, lightning, water, earth, wind, or dark. When casting a spell or using a song that deals damage of that element or heals if their choice was healing while using Outburst, that spell or song deals or heals an additional +1 bonus damage per damage or healing die. Symphonists do not gain the usual benefits from Outburst.

Favored Class Bonus

Embodied may select to have their favored class bonus increase MP independent of class.