Get it over here: https://te4.org/games/addons/tome/sholtar
or on the Steam workshop.
Adds the Sholtar as a new playable Human subrace.
The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability.
The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal.
While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength.
Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set.
Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs.
Sholtar are not quite as hardy as other humans, and receive -2 to strength, dexterity and constitution, and have a life rating of 8. On the other hand, they are exceptionally quick-witted, with a bonus of +6 to cunning, an extra generic point every 3 levels, and an experience 'penalty' of -20%.
Each racial is effectively the same, each one allowing you to learn a new talent, as follows:
While this talent is sustained, when you defeat a powerful enemy (rank rare or higher), you may be able to learn a random talent that the target knew.
You will learn it at the raw level of this talent, regardless of the level the target knew it at. Mastery will not affect talents you learn.
If you have already learned a talent from this ability, choosing to learn a new talent will replace the one previously known.
You may only learn talents of a tier equal to the raw level of this talent or lower.
You may not learn racial abilities, inscriptions, prodogies, or certain innate abilities of some enemies.
You may not learn talents you already know.
You may not learn talents which conflict with your nature (i.e. you may not learn acrance talents if you are anti-magic, and vice versa).
You may learn talents which alter the world in a permenant way, but if you do so this talent will become locked and you will not be able to replace the talent.
You may only sustain one Sholtar learning talent at a time. These talents have no cost and take no time to activate or deactivate.
If you have already learned a talent, increasing or decreasing the level of this talent will also increase or decrease the level of the learned talent, potentially unlearning it.
This is inherently unbalanced in the same way that Adventurers are, so consider it a 'for fun' race, although it is based loosely on existing lore (they are mentioned exactly twice, as far as I could tell, and I put my own spin on their recent history).
Currently still possible to learn some talents that are against your nature (not sure why the check is failing, but I'll keep pecking away at it). So, for now, if you're an Oozemancer and decide to learn Water Bolt from Shax, that's on you.
Additionally, it is possible, if you intentionally avoid investing in a talent that is available to your class, that you can learn such a talent from an enemy. If you do, it is then possible to max out the talent through normal investment and then increase the level still further (beyond the usual max) by improving the racial talent you learned it from. I could probably prevent this behavior, but for now I'm curious to see just how much this could be abused. I think Weapon Mastery on any weapon damage-based class would be the biggest offender. Aside from that, most talents with diminishing returns shouldn't really get too out of hand, and it requires the hassle of not investing in the talent until after you learn it from an enemy, which may be never (although the probability of picking up Weapon Mastery at lower levels is probably too high).
Also... if you choose the Redhead cosmetic option it will also change the skin color. I may look into that at some point, but it wasn't a priority before releasing this so people can start telling me all of the bugs I missed.
Also, if you choose the Red Skin option, you become invisible (but you can still see all of your gear!). I probably won't even try to fix that.
Thoughts, feedback, and error report (especially), are welcome, as always. Enjoy!