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Back to [[Serpents and Sewers: Species and Templates|Species]] Back to the [[Serpents and Sewers|Main page]] ==Githyanki Characters in Serpents and Sewers== The githyanki and the githzerai were once a single race —the gith— enslaved by mind flayers, but they split into two different species after winning their freedom. Whereas the Githzerai became introspective and monastic, the githyanki developed into a more militaristic society. They built citadels and armies, both to defend themselves against their former masters, but also to conquer and subdue potential new slaves. Githyanki are often rumored to be cruel and xenophobic, but their most chracteristic trait is probably their paranoia about a return of their slavers. ==Githyanki Racial Traits== * ''Abilities'': +2 to Dexterity, +2 to Constitution, +2 to Intelligence, -2 to Wisdom. Githyanki are both agile and sturdy, but also very smart and often highly educated, but they also tend to be impatient and overconfident. * A Githyanki’s base land speed is 30 ft. * ''Darkvision'': Githyanki can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and githyanki can function just fine with no light at all. * ''Native Outsider'': Githyanki count as Native Outsiders and are therefore not affected by spells and effects that specifically target humanoid creatures. * ''Natural Psionics'': All Githyanki are born with at least a basic understanding of psychic powers. Githyanki start the game with the Psionic Gift background trait. * ''Magical Resistance:'' +2 racial bonus on saving throws against spells and spell-like effects. * ''Telekinetic Leap:'' Githyanki can use their innate telekinetic ability to propell themselves into the air for enormous jumps. They gain a +10 racial bonus to all Athletic checks masde for jumping or leaping and always count as if they have a running start when they jump. * ''Danger Sense'': Githzerai can feel emnity and danger in their immediate environment; this ability grants them a +4 bonus to their initiative and a +2 racial bonus to Sense Motive. * ''Martial Training'': The strong militaristic training of Githyanki grants them a more advanced knowledge of weapons. They can treat one exotic weapon of their choice as a martial weapon. * ''Disciplined Mind:'' Githyanki may use their intelligence bonus instead of their wisdom bonus for their Will saves. Their great discipline also grants them a +2 racial bonus to Concentration checks. * ''Favorite Class'': Assassin and Man-at-Arms. Githyanki who follow one of these two classes receive an extra skill point per level. * ''Level Adjustment:'' +1 ===Further Advancement of Githyanki=== {| border="1" !Level !Feature |- |4th |Psionic Blows |- |8th |Combat Meditation |- |12th |Save Bonus |- |16th |Ability Boost |- |20th |Psionic Acrobatics |- |} * ''Psionic Blows'': At 4th level, a Githyanki may use his telekinetic abilities to strike deeper than usual. They gain a +2 bonus to the damage with melee attacks and psychic powers. * ''Combat Meditation'': From 8th level on, a Githyanki's psychic talent and combat experiences helps him to find and exploit weaknesses in the defense of their enemies. They gain a +2 to attacks of opportunities and the defense against those attacks. * ''Save Bonus'': At 12th level, a Githynaki may increase his bonus to Saves against supernatural powers and effects by +2. * ''Ability Bonus'': On 16th level, a Githyanki character may increase his Dexterity or Intelligence score by +2. * ''Psionic Acrobatics:'' a Githyanki may use his innate ability to propell themselves into gigantic leaps diversifies into more applications. They gain a +6 racial bonus to Tumble and a +1 racial bonus to all other dexterity-based skills.
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