## Reigar Wanderer
___
  The reigar are a near-legendary androgynous race, only rarely encountered by the average space faring adventurer. Their men are very beautiful and their women are extremely handsome. They are of tall human proportions, willowy of build, with reddish-blond hair. Their natural beauty is augmented by the halo or glory surrounding each reigar. This glory is a cloud of twinkling, glittering motes that change color in random patterns. Some rumors say that this glory is lighter in color when the reigar is pleased, and darker when one is displeased. This has yet to be fully documented. This glory contributes to the reigar's tough Armor Class and high magic resistance. They are famed for their artistic prowess and fabulous command of craftsmanship. 
  
 While reigar are visually stunning to begin with, they are experts at heightening their already striking appearance. Hairstyles are an expression of individuality and, of course, artistic creativity. Men and women both may wear short or long tresses, highly decorated or intricately styled or both. They ornament themselves with fine jewelry of their own making and exquisite raiment of their own design. Facial makeup and tattoos for both sexes are not uncommon. This is not a function of class status or of wealth. It is merely a fact of reigan life - one should always strive to outdo everyone else in all aspects of life, and do it with style, beauty, and élan. Their passion for artistic creativity extends to all aspects of their lives.
 
Reigar are consummate users of magical spells, especially those that enhance the creative process. Items such as Nolzur's Marvelous Pigments and the Lyre of Building are particular favorites.
 
Reigar are self-sufficient, obtaining their needs from their esthetics. These esthetics provide not only shelter and defenses, but also nourishment and entertainment. Their crews of helots and lakshu are also sustained by the esthetics. Each esthetic will have no more than one reigar on board, but there is often a crew of helots and lakshu to take care of the mundane tasks.

Reigar mate extremely infrequently, since each individual reigar is extremely egotistical. Reigar mate, as would be expected, beautifully and perfectly. A male and female intermingle their 'glory's together and spontaneously create an infant reigar. How and where the child learns how to practice magic and her art is unknown, but reigar are never found collectively for any pursuit other than the brief, if spectacular, mating ritual. Reigar are though to be immortal, but in reality they live for several centuries and then pass away. Each reigar plans for as suitably extravagant (and possibly explosive) a passing as possibly imaginable – an appropriate ending to a life spent in such panache. 

### Creation
Reigar are supreme at creation, especially magical items. When creating items, reigar always use materials of the highest potency and quality and methods that put other masters to shame. 

It is possible that a reigar could be commissioned to create an item for an adventurer or a party, but the cost would be astronomical (no pun intended). There is very little a normal adventurer could have that would interest a reigar (except transport; see the "Esthetic" entry), but flattery goes a long way toward successful negotiation. 

___
> ## Reigar Wanderer
>*Medium Humanoid, Chaotic Neutral*
> ___
> - **Armor Class** 20 (glory) *or* 30 (armor, glory)
> - **Hit Points** 120 (20d6 +40)
> - **Speed** 30 ft.
>___
>|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
>|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
>|12 (+1)|16 (+3)|14 (+2)| 20 (+5)|18 (+4)| 30 (+10)|
>___
> - **Resistences** magical effects (see Glory below)
> - **Senses** darkvision 60ft., passive Perception 18 
> - **Languages** Common, Draconic, Elven
> - **Challenge** 20 
> ___
>
> ***Multiattack.*** A Reigar makes two attacks with its Shakti each round.
>
> ***Glory.*** Surrounding the reigar is a nimbus of ever changing, colorful, sparkling motes of light. This aura is responsible for the deflection bonus of a reigar's Armor Class and thier Spell Resistance. A reigar gains a deflection bonus to thier AC equal to thier Charisma modifier, and resitance to all magic which would deal damage. For spells which do not deal damage but do allow a save, the Reigar gains advantage on the saving throw.
>
> ***Shakti.*** Reigar use fully functional shakti magic items of their own making. Each shakti is as different and unique as its owner. The shakti can be commanded as a reaction to become a set of armor, a weapon, or a suit of armor and corresponding weapon. 
>
> The armor provided granting the Reigar +10 armor class (not including any enchantment bonus the reigar has imbued into her item) with a maximum dexterity bonus of +8. The armor is always considered as “light” armor and weighs 10 pounds. 
>
> The weapon is as per individual reigar's choice but is always considered to be light and have finesse and always possesses an additional magical effect occurring with each successful strike. The shakti, and any other magical item in the Reigar's arsenal, can be expected to be used with chilling efficiency as need arises. 
>
> ***Spells.*** All reigar are marvelous sorcerers of at least 16th level with all abilities in addition to those detailed here. Their spells are saved at DC 18  + spell's level. 
>

\page

___
> ## Reigar (cont.)
> ___
> Reigar are not limited to any particular school, but illusions are not likely to be in their repertoire - reigar consider it gauche to create something that isn't real. 
>
> Any spell can be considered to have artistic merit; it all depends on the time and place. For example, offensive spells like Cloudkill afford the artistic caster a greater enjoyment of his opponents' deaths - rather than frying instantly, as with a Fireball; the poor wretches choke, writhe, gasp, and beg. 
>
> To a reigar, this is art at its best. A reigar will always have Polymorph Any Object as (one of) her 8th level spells, as this is her main tool in the creation process.
>
> Reigar do not attract a familiar as a regular sorcerer would. Instead, the reigar creates thier familiar – thier esthetic ship (see separate entry for details on its abilities and powers shared with its creator). 
>
> ***Skills.*** A reigar receives advantage on all Craft checks as well as a checks to appraise and know about art. 
>
___
> ### ACTIONS
> ***Shakti Strike*** Melee Weapon Attack: +16 to hit, reach 5 ft., single target. Hit: 22 (1d8+14) bludgeoning or piercing or slashing damage, plus *special effect*.
> 

## Esthetic

 An esthetic is essentially a living craft, created by the reigar, and is apable of self-sustenance for unlimited time. It has no intelligence of its own, being totally reliant on its creator. The reigar use it for transportation and it is the fastest vessels in known space.
 
Each esthetic is different from all the others - a direct result of the personality of the creator. The only common thread is the extremely ornate nature of the vessels. If the reigar is off-ship for long periods, the esthetic operates according to a set of instructions given to it by its creator. Normal instructions include things like “Don't let in any strangers" and "Stay within 100 yards of this dock”. 
___
***Combat.*** Tactics vary because of the individual nature of each esthetic, but the basic attack is to immobilize the prey, generally using a jammerscream attack (an ability innate to each esthetic). The creature then closes with the victim, grapples, and then drives a hollow boarding spike into the hapless victim. In the case of animal victims, the spike can be used to inject a digestive enzyme that breaks down the opponent's tissues for use by the esthetic.

This attack can also be used against ships, in which case the spike opens, secretes enough acid to completely bore through the vessel's hull, then proceeds to disgorge boarding parties of helots and lakshu attack troops (see individual entries for details).

The esthetic protects itself from boarding action by not making obvious doors or hatches. Entry is granted by means of permeable membranes in and around the esthetic's body. Since the reigar and its creation are in a symbiotic relationship, the reigar can always enter or leave at will. However, non-reigar accompanying the creator may not be allowed this freedom, unless the reigar specifically grants it. 

___
> ## Esthetic
>*Tiny to Colossal construct, Neutral*
> ___
> - **Armor Class** 30 (armor, natural, dexterity)
> - **Hit Points** 120 (50d10 +40)
> - **Speed** 500 ft.
>___
>|  STR  |  DEX  |  CON  |  INT  |  WIS  |  CHA  |
>|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
>|20 (+5)|30 (+10)|20 (+5)| - (-)|- (-)| - (-)|
>___
> - **Resistences** all damage
> - **Senses** blindsight
> - **Languages** none
> - **Challenge** 20 
> ___
>
> ***Multiattack.*** An Esthetic makes between two and eight attacks with its weapons each round.
>
> ***Acid.*** Acidic enzymes can be disgorged from the esthetic's boarding spike. The acid automatically deals 2d12 points of damage to organic creatures in addition to the spike's gore damage. Wood, metal items, and ships take 40 hit points of damage per round of exposure. 
>
> ***Blindsight.*** An Esthetics has Blindsight out to a range of 100 million miles. This perception does not extend through a planetary air envelope, nor can it see into solid objects (such as within another vessal. 
>
> ***Construct.*** An Esthetics is immune to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects) and to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects.
>
> Esthetics are not subject to critical hits, ability damage, ability drain, or energy drain. They are immune to anything that requires Constitution save (unless the effect also works on objects). Esthetics is not at risk of death from massive damage, but when reduced to 0 hit points or less, they are immediately destroyed. Since it was never truly alive, an esthetic cannot be raised or resurrected.
>

\page
___
> Esthetics create and perpetually renew their own air envelope and ecosystem, but it self does need to breathe. This allows it to sustain a standard crew with clean air, potable water, delicious meals, and sanitation indefinitely. 
>
> ***Fast Healing.*** An esthetic heals 1 hit point of damage every 5 minutes as long as it has at least 1 hit point. The esthetic can also be healed/repaired via Mending, Make Whole, and by either medicine or repair skill checks. 
>
> ***Improved Grab.*** If the esthetic successfully grabs its target, it attempts to grapple as a free action without provoking an attack of opportunity. The esthetic then delivers its acidic enzymes and gore attack to its held opponent instead of any constriction. 
>
> ***Jammerscream.*** A jammerscream is a ray (with a range of 2,500 yards and no range penalty); it affects one spelljammer. This attack form seeks out and neutralizes the energy flow necessary for spelljamming. In the case of space going animals and humanoid spelljammers, the effects range from a temporary cessation of spelljamming ability (similar to an extreme migraine, spelljamming ability lost for 30d6 minutes and the helmsman/creature is effectively “stunned” for a like amount of time) to cerebral hemorrhage (the latter in the case of a failed wisdom saving throw [DC 25; or for larger esthetics the DC is 10+ ½ esthetic's hit dice]) causing 5d6 permanent Intelligence ability damage and being stunned; failing the saving throw almost always leads to death. In the case of dwarven forges, a jammerscream causes forge flames to expire and shovelers to writhe on the floor, grasping their heads in pain for the same 30d6 minute duration; each shoveler must make the above Will saving throw to be staggered (on a successful check) or be stunned, suffering 1 point of permanent Intelligence ability damage (on a failure).
>
> Note that the jammerscream is not a spell and is not available to characters. This attack form is able to affect another esthetic, but with limited effect – the esthetic only loses the ability to attain spelljamming speed if it fails the above Wisdom save and its creator must make the required Wisdom save only if the esthetic fails. 
>
> ***Symbiosis.*** An esthetic and the reigar that created it share an empathic link in most ways similar to the bond shared between a sorcerer and his familiar. The esthetic gains its master's base saving throw proficiencies (if better than its own), heightens its master's awareness (grants the reigar advantage on perception and benefits of the esthetic's Blindsight as long as the reigar is aboard the esthetic), allows telepathic communication between both as long as the reigar is within in the same crystal sphere as her ship, has SR equal to 5 + its master's hit dice (typically TS 21), and the reigar can scry upon her esthetic (as if casting the Scrying spell but not requiring a material component or focus).
>
>

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> The esthetic gains the mental aptitude of its creator as long as its creator remains alive; this translates into a dodge bonus to the Armor Class of the esthetic equal to the Intelligence bonus of its creator.
>
> Should the esthetic's creator go insane, sink into a depression, or otherwise lose its normal mental acuity, the esthetic reflects this change in mental state by physically altering its appearance (e.g., rotting, developing spiked flanges, blades, etc.) and quite often acquiring a stronger personality of its own. If the creator dies, the esthetic loses the dodge bonus component to its Armor Class and will act similarly as if under a Confusion spell (1=wander aimlessly for 1 hour; 2-6=do nothing for 1 hour; 7-8=attack the one responsible for the reigar's death [or attack the nearest creature if the creature is unavailable] until the death of either the creature or the esthetic).
>
> The esthetic will always react hostilely to attacks (both internally and externally) while in its grief and will usually commit suicide by flying into a fire body or crystal shell if left on its own devices.
>
> If the esthetic dies, the reigar suffers exactly as if she had lost a familiar.