From a mechanics standpoint I think the Shardmind is a great race. The problem that I have with Shardminds is the race’s origin. They are the sentient fragments of the Living Gate. In other words, they are the broken shards of a gate standing at entrance of the Far Realm. Whatever happened to just having Dwarves, Elves and Halflings for races?
Now don’t get me wrong, the idea is cool. However, I see this type of race as an NPC race that the PCs meet along the road. Also, given the origins of the race I don’t see them really fitting into the heroic tier. Does a race whose strongest motivation is to permanently rebuild the gate of which he is a fragment (thus ending his own life?) really want to help rescue the king’s daughter or help Robin and his merry men?
These questions of motivation are of serious concern to me and have led me to believe that the Shardmind is not a beginner race. It is an advanced race, in the sense that some very serious role-playing needs to accompany playing of this race. From a mechanics standpoint this race is great, but without the proper role-playing motivation any Shardmind character is just an empty shell. Of course there is nothing wrong with selecting the Shardmind and power gaming the heck out of it. I just think that you’d be missing out on a lot of great role-playing potential.
As I mentioned, I believe the Shardmind is an advanced race to play. A great deal of collaboration between PC and DM is required to really bring this character to life. This is especially true if you are starting at level 1 with this race. As an awakened being who has never interacted with mortal society, does not require sustenance and doesn’t understand human etiquette, you really need to think creatively to role-play the character, while not being disruptive to the rest of the gaming group. Not always a simple task.
Now that we’ve talked about the origins and role-playing implications of the Shardmind, let’s break down the racial abilities and see if this race is really worth playing or not.
Attribute Bonuses
Shardminds are smart, charismatic and thoughtful. The racial ability scores reflect this. One trend that I’m seeing more of from WotC is the choice of secondary attribute. In the case of the Shardmind we receive a +2 bonus to Intelligence and our choice of Charisma or Wisdom. I really like that WotC is putting this choice into the hands of players. I actually wish they would go back and errata all races to have this type of choice. (And we have it on good authority that this indeed forthcoming.) While it plays towards power gaming it also allows players to create a character that truly fits their vision. They don’t need to gimp the character in a given area, or can choose to develop an aspect of the character that might not otherwise be given consideration.
Languages
Shardminds start with three languages. Common, Deep Speech and a choice of one other. While Deep Speech may not be used often, the Shardmind is among elite company as one of three races that has training in three languages from the start. The other two being Half-elf and and Deva.
Skill Bonuses
Let the additional bonuses continue to roll in. The Shardmind gains a +2 bonus to Arcana, Endurance and to the choice of one other skill. This is a great way to either excel at a class skill or to round out the character’s skill selection. Given the ability scores that the Shardmind gains a bonus in and these skill bonuses, your Shardmind should be able to hold their own during any skill challenge.
Racial Benefits
Telepathy
The Shardmind can communicate telepathically with any creature within 5 squares. So long as that creature has a language. What’s great is that no where in the description does it say you must speak the same language as the creature. This opens up an enormous amount of very interesting role-playing possibilities.
Shard Swarm
On first read of this power I was slightly confused about what the power actually allows the PC to do. The description of granting combat advantage and teleporting all make sense. I know what those mean, but when do you get to teleport. At the end of the powers use, or at the end of your next turn when the combat advantage has expired. My reading of this suggests it’s when you use the power and not at the end of your next turn. The writing on the power could be a bit clearer and I won’t be surprise if we see some errata to clean up the description.
Regarding the power itself it’s a great way to get out a bind and give yourself an edge on your enemies. Although the distance teleported is limited to half your speed, it allows the Shardmind to reposition themselves to deliver a devastating attack on one or more opponents.
Class Considerations
The description of the Psioin indicates that they would make great Psion, Invokers or Wizards. Absolutely true, given the Shard Swarm racial power, this race favours the controller role. However, with the ability score distribution the way that it is, the Shardmind would do well at any of the following classes:
- Avenger
- Bard
- Cleric
- Invoker
- Paladin
- Psion
- Sorceror
- Warlock
- Warlord
- Wizard
Some of these choices are clearly more obvious than others. I would be hard pressed to justify the Shardmind as a divine character. The background of the race just don’t make sense when considering the motivations and source of power for divine characters. The exception being the Invoker who has access to the direct essence of their deity. I can see a Shardmind having that type of a relationship to a deity.
Similarly, I think you would be hard pressed to justify a Shardmind Bard. Given that Bards are storytellers it just doesn’t make sense to have a being that just gained sentience to start dancing, playing the lute and singing ancient ballads. Don’t get me wrong, it can be done, but again would require some dedicated role-playing to make it appropriate.
The Shardmind is a great race. Though I’m not the biggest fan of the origins of the race, they do represent a great opportunity to role-play for those that are willing to do the work. The mechanics of the Shardmind are also great with many innate bonuses allowing this race to become powerful in many ways.
View Comments (20)
Personally I would ignore the origin of the race. Humans, elves, dwarves, halflings, etc don't have a specific origin. They might have origin myths but these are from so long ago that they no longer apply to the race as a motivator. I would do the same with the Shardmind; turn their origin into a myth and make it a non-factor.
.-= callin´s last blog ..4E Monster- Swarm of Bees =-.
@ callin
You make a good point about racial origin, with so many different fantasy systems where a race comes from is very relative. For example what is the differece between a Shardmind in the Forgotten Realms or in Eberron? Does the idea of the Living Gate change when you move from world to world?
One could also argue that as a sentient being, a Shardmind has observed mortal behaviour and enters its life with a general understanding of day to day practices and etiquette. Lots of potential that's for sure.
I'm planning out a group for D&D (starting at lvl 11, the guys are playing an evil group hired to destabilise an area) and one of them had a very good idea for a Shardmind.
He's saying his Shardmind has awoken recently and is unaware of basically anything, essentially a blank-slate character. Fits very well and allows him to roleplay in whatever direction he wants, which should be very fun!
That's a potential fix for beginner Shardminds or just as a different angle on non-Gate Shardminds.
That's my 2 pence anyway.
I am not a fan of the Shardmind or the Psionic power classes. This is a personal preference. I got into DnD through The Hobbit, Lord of the Rings etc...The Shardmind seems foreign to this genre. Almost like a space alien. I know others like the idea. By the way, why can Paladins use Plate Armor while fighters have to take a feat to gain this ability?
All points are very true, however let's not forget that there are 3 different background mindsets that a Shardmind can have; Thought Builder, God Shard, and Shard Slayer. With not one but all 3 in mind this makes for a great way to not just introduce the race into a campaign, but also introduce them as a playable character with an interesting back story. Suppose your running a good campaign and you need an arch-nemesis or something powerful. In the group is a good aligned Shardmind that decided to go with a Thought Builder concept. A npc of another Shardmind as a Shard Slayer would be a great way to bring them into the instance.
All thing's considered I believe this race has just reached a very promising horizon either way
look dude, i like your description for the shardmind, it makes really good sense, but if your having trouble justifying whether or not a shardmind should be an NPC or PC, think about the Deva, these guys are freaking purple, PURPLE! and they never really die, so there is another piece of confusing information, how come they can still die in combat if theyll be reincarnated as the same fucking person? Anyways, about the bard piece of information, they dont just tell stories, the real purpose for the bard class itself is I think striker, and I've read what they do and its extraordinarily mean to everybody the bard hates, and they mostly rely on wisdom for damage, shardminds give wisdom, so they are great for that class, this is all i really have to say, if you have any issues with what im arguing/stating, email me back
I'm still a D&D beginner. I've been playing Shardmind psion (now level 16) for a few months now since I stepped into my friends' game. My character is AWESOME. I didn't have too much trouble picking up on the mechanics, and it kicks serious ass with basic attacks. It's NOT hard to play if you have a halfway decent DM, which I do. It's a great race to pick if elves and humans are just a bit too run of the mill for you. I tend toward more exotic stuff, personally. Try it before you knock it.
i have a question about Shardminds, if they are controlled by a magical force. could a disspell spell kill them automatically? that you'd just turn them back into a pile of crystal shards.
No, They are held together by their own conscience. This leads me to believe that a part of their mind is always controlling how their body is physically maintained and if you were to say make them lose that conscience "grip" then they would easily fall to a pile.
Shardminds are pretty rad, you really gotta think outside the little box WOTC draws out for you if you're role playing anything anyway.
I play a Shardmind Rogue who awakened when he was found in a snowbank by some humans, who "raised" him.
I make bluff and stealth checks to do fun things like blend in with treasure piles, take the form of a piece of modern art, get sold to a shopkeeper as a gem artifact by my party members then loot his store after he goes to bed, or maybe aid in perception by floating one of my crystals into a room and designating it as one of my eyes. Since Shardminds can emit a faint light if they choose to I've even acted as an impromptu light source!
You could even leap into the arms of your dragonborn fighter friend and take the form of a large battleaxe with your dagger and shortsword as the blades, granting him your combined weapon damage dice and effects as well as plus to hit because you're a living floaty psychic weapon. (This one was an acrobatics check for me and an athletics check for him, Cost my minor and standard actions, and he got the combat advantage I caused with shardswarm since I was the weapon in the strike. After the strike I was shifted to the opposite side of the enemy.)
Of course when you get KO'ed your body becomes a pile of loose crystals rolling around on the floor. Which can lead to some silly times where you get revived under the metal grate floor and start running around down there grabbing Sahaugin ankles to immobilize and grant combat advantage for your party above.
There's a lot of fun things you can do with a race which in it's relaxed state is a bunch of floating crystals. Just remember, the humanoid form is one that Shardminds take just because it makes fitting in with people easier! Helps to have a fun DM who embraces the "rule of cool" that 4e was founded upon.