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Post by Spectral_King[GM] on May 14, 2009 12:27:36 GMT -5
This will detail information about each race, and some changes to monstrous ones.
Turbulence and turmoil imbues the rocks upon which the first species arose, defining them as volatile beings. More specifically, the Human race has defined itself as dominant across the lands, with a massive population and fast reproduction compared to the other races. Due to the human’s dominant numbers, and distrust (at the time) of the other humanoids (typically considering them inferior sub-species) the other races were enslaved for a time. After a relatively short period of time, there was a massive revolt. The other races escaped the clutches of slavery; and hid themselves in environments to their cultural liking. Dwarves migrated from the cities to carve out safety from the mountain stones. Elves took to the forests, constructing harmony of nature, civilization, and ancient magic; however, some descended the dark depths of the world for safety. These are known as the dark elves, or drow. A large majority of gnomes and halflings were captured, and kept in bondage to the humans. Over the course the ages, there are many sub-race varieties of each main species of humanoid that have evolved to adapt to their “new” surroundings.
Please note that Half-Orcs are virtually non-existent. Those that do exist are usually accepted by an orc tribe, as an ‘adopted’ child to a clan. Those in human lands tend to be killed as a child, or sold into slavery.
Half-elves have a strange predicament as well, in that they don’t truly differ from either species. If a male human mates with an elven woman, the child is treated as an elf. If it is an elven male with a human woman, the child is treated as a human. The elven community will typically feel sorry for the half-elf’s mother, as well as the child itself; and the half-elf typically becomes a servant of sorts.
The race of man has been considered the main genus of humanoid, and all other humanoids are offshoots of them. Humans, typically consider themselves adaptable to any situation. This is not the case, usually. They force adaptation of their realm to suit them. Long ago, humans had enslaved the other major humanoid races; considering them inferior half-breeds. The majority of enslaved races fought back after some time, and fled from human lands, into hiding. Those that stayed on the surface eventually received apologies by more civil rulers, although at a great length of time after it happened. The ones that fled to the depths of the Earth never received, nor wish to have any sort of dealings with mankind; instead, their anger festers and boils until the day they are able to spill onto the surface and enact vengeance from atrocities committed in ages past. Humans are not divided into sub-races; instead, there are only different ethnic/ cultural groups, dependent upon each region.
Humans:
• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. • Human base land speed is 30 feet. • 1 extra feat at 1st level • Weapon Proficiencies: determined by Region • 4 extra skill points at 1st level and 1 extra skill point at each additional level. • Dominance: In mainly human-populated lands, they usually shun other species, or look down upon them. All non-humans dealing with humans can expect a -4 penalty on any check to influence behavior or actions (Bluff, Diplomacy, and Intimidate), and a human can expect the same penalty to influence a non-human. • Automatic Language: Common, home Region, and 1 other Regional for free if the character has an intelligence of at least 12, and has been to another land where this language is spoken. • Favored Class: Any
Eindolans tend to be arrogant and act as if they were superior when around foreigners, and their foreign policy reflects this. They have remained isolated since the beginning of the Succession Wars; cutting all military ally ties to other nations; declaring complete neutrality and indifference. Meanwhile, merchant trade continues; even with the large importing tariffs; and the other nation’s import and export tariffs. It is still profitable too, due to the quality and quantity of resources distributed to such a small national population base. Eindolans can also be extremely stubborn toward one another, refusing to compromise unless in extreme circumstances. In this culture, commercial, shop-keep haggling does not exist, and is an insult to both parties.
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Post by Spectral_King[GM] on May 14, 2009 12:33:56 GMT -5
Dwarves
Dwarves in the hills and non-volcanic mountain ranges are known as the Mountain Dwarf. Magnificent halls and cityscapes carved from natural caves spider-web throughout some lengths of mountains (for miles in some cases). Due to their proximity to the surface, they occasionally will trade with a nearby human surface settlement. For this action, they are somewhat discriminated against by some other races of dwarves, but they harbor no violent anger against each other. These types of dwarves are best known for their stone-savvy skills.
Dwarves near the hotbeds of volcanic and fault-line instability have a dark yellow-gold complexion; hence them being known as Gold Dwarves. Their tolerance for heat and fire is an evolutionary marvel. With this, they are able to extract and refine some of the most magnificent pieces of metalwork the surface has seen. Although near the surface, like the mountain dwarves, they don’t tend to trade with the surface world; instead, Gold Dwarf craftsmen occasionally sell their goods to the Mountain Dwarves. From there, those goods have a possibility of finding their way to the surface world. The items that make it tend to be of extraordinary composition, and extravagant price. Only the very wealthy could afford even the smallest authentic trinket from a Gold Dwarf smith.
The enticement of safety from humankind led some dwarves deeper into the world then thought was possible. These ones, known as the Duergar, or Gray Dwarf, created the entrances to the Underdark, and fortified every path they made. Many outposts have long since been forgotten and abandoned by the scattered city-states of Duergar, allowing the most suicidal of surface dwellers to have a somewhat easier access to the bowels of their planet. The races of the Underdark have much respect for the Duergar, as their current residences would not exist without their craftsmanship and motivation to tunnel the treacherous deep pits. The three centuries spent tunneling is known as the Descent. During this period; Duergar, Drow, Svirfneblin, and the lesser-known Nohglings banded together to achieve their goal. The Duergar’s objective was simple: to mine the pathways, and to tunnel to large areas where cities could be built. After the three-century long Descent, the Duergar scattered due to clan conflicts, forming co-cultures among the communities of the other dark races. Some single clans built isolated settlements as well, though. With their high regard, they tend to be valued craftsmen, engineers, and construction crews in their area; but very territorial to other Duergar. Most will not speak to any other clan of dwarf but their own. They have been known to deal with Gold Dwarves on rare occasion.
Dwarven Sub-Races:
Mountain Dwarf:
• Medium size Humanoid (Dwarf) • +2 Constitution, -2 Charisma, -2 Dex • Base land speed: 20ft • Always moves at base speed, if normally slowed by a medium or heavy load/armor • Stonecunning: +2 to search checks to notice unusual stonework and stone-related construction information. Something disguised as stone counts for this. If passes within 5ft of unusual stonework, may automatically make a Search check, even if not actively searching. May also approximate how deep below the surface the dwarf is, with a successful wisdom check (DC: 10) • Darkvision 60ft • Weapon Proficiencies: Dwarven Waraxe, Dwarven Buckler-Axe • +2 racial bonus on Fort savings throws against spells & spell-likes • +2 to Fortitude saves against poison and toxins/drugs • Stability: Dwarves get a +2 on ability checks to resist being bull rushed or tripped, but only when on solid earth. (Not climbing, in a boat, swimming, or on a tree limb) • +2 to Appraise and Craft checks related to stone objects. • Automatic Languages: Dwarven & Regional; (Common if int is 12+) • Favored Class: Fighter
Gold Dwarf:
• +2 Strength, -2 Charisma, -2 Dex • Base land speed: 20ft, Medium size • Always moves at base speed, if normally slowed by a medium or heavy load/armor • Steelcunning: +2 to search checks to notice unusual metalwork and metal-related construction information. Something disguised as metal counts for this. If passes within 5ft of unusual metalwork, may automatically make a Search check, even if not actively searching. May also approximate how deep below the surface the dwarf is, with a successful wisdom check (DC: 10) • Darkvision 120ft • Weapon Proficiency: Double Hammer, Maul • +2 racial bonus on Fort savings throws against spells & spell-likes • +2 to Fort saves against enviromental heat • +2 to Appraise and Craft checks related to metal objects and gems. • Stability: Dwarves get a +2 on ability checks to resist being bull rushed or tripped, but only when on solid earth. (Not climbing, in a boat, swimming, or on a tree limb) • Automatic Languages: Dwarven, Undercommon, & Regional • Favored Class: Fighter
Gray Dwarf (Duergar):
• Medium Size Humanoid(Dwarf) • +2 Strength, +2 Intelligence, -4 Charisma • Base Speed: 20ft • Always moves at base speed, if normally slowed by a medium or heavy load/armor • Light Blindness: Abrupt exposure to bright light (A light-creating spell (of higher level than light), or natural sunlight, disorients the Duergar, inflicting a -1 circumstance penalty to all attacks, saves, checks for 1 minute. Attempting to look into daylight is similar to a human trying to look into complete darkness. • Stonecunning: +2 to search checks to notice unusual stonework and stone-related construction information. Something disguised as stone counts for this. If passes within 5ft of unusual stonework, may automatically make a Search check, even if not actively searching. May also approximate how deep below the surface the Duergar is, with a successful wisdom check (DC: 10) • Darkvision 120ft • Weapon Proficiencies: Dwarven Urgrosh, Lucerne Hammer. • Spell Resistance 11 + character level • Spell-Like abilites: 1/day: Shatter, Enlarge, Mending. As a Wizard of same level. • +2 to Fortitude saves against poison and toxins/drugs • +2 for Fortitude saves relating to spells and spell-like abilities • +2 to Appraise and Craft checks related to stone objects/work • Stability: Duergar get a +2 on ability checks to resist being bull rushed or tripped, but only when on solid earth. (Not climbing, in a boat, swimming, or on a tree limb) • Automatic Languages: Undercommon, Dwarven (if Int is 12+), & Regional • Favored Class: Fighter • Level Adjustment: +2
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Post by Spectral_King[GM] on May 14, 2009 12:38:27 GMT -5
Elves
The majority of the near-immortal elves took to the forests from the guidance of their deity. These are known as Wood Elves, but tend to refer to themselves, rather arrogantly, as High Elves. Their magic is commonly accepted as one of the most ancient and powerful manifestations of the Mesh. High Elves look like standard elves from the PHB, except marginally taller; while retaining their slender-appearance.
The second largest group of elves retreated to the farthest corners of the world, isolating themselves. They are known for athletics over magic, and their physique tends to reflect that, as their build is much more athletic than the High Elf, although shorter in stature. Known as Wild Elves for their isolation, individuality from each other, and more feral qualities; they inhabit the depths of forests, usually taking on a completely nature-centered life of living on what one’s basic needs are. Wild Elves do not form cities, as any one community can be no larger than 100 adults according to their cultural laws and beliefs.
Drow, also referred to as Dark Elves, have a skin the color of the darkest obsidian, reflecting their brutal and violent nature. During the Descent, they protected the other races. This was due to their excellent mastery of close-quarter conflicts, and discovery of the Shroud (the arcane Mesh channeled from different currents than the normal Mesh, working best below the surface), and their quick adaptation of their spells to its secretive power. Each Drow city or fledgling community consists of at least 8 houses; composed of 3 levels of status. Female Drow typically are conduits of the Dark Elven goddess, Lloth; and potent spellcasters. The males are subservient, and considered inferior to the females, placing them on the second level of hierarchy; focusing typically on armed combat, and very rarely the arcane arts. Below the males are the slaves of numerous species. Typically, each male drow owns 1 personal slave; each female owns 2; and the Matriarch of the house owns 10 personally. Prices vary depending on usefulness to the buyer and needs of the seller, ranging from a few gold to several thousand. House status in the government of the city depends on a gladiatorial match of each house’s chosen male and female paired champions in a tournament held every 50 years. In the case of a tie between 2 or more houses; assets, population, and favoritism by the higher houses are determining factors in status. The lead house’s Matriarch is deemed the High Priestess, and has much control and influence over the other houses. Occasionally though, there are assaults on other houses. This is common practice, and usually horribly violent. Drow tend not to associate directly with any other subterranean races than the Duergar, of whom they respect highly; despite the Drow’s natural inclination to betrayal and murder.
Many rare sub-races of elves are rumored to exist, but are very uncommon; with other races claiming them to be fictitious tall-tales. Commonly alleged sub-races of elves are the winged elves, referred to as Avariel; who, according to mythology, escaped oppression by sprouting wings and living among the clouds in floating cities over remote areas of the ocean. Sea Elves are rumored to live in ancient submerged cities from civilizations long forgotten, and also construct their own among coral reefs. Moon Elves are another such fanciful tale that most people laugh upon hearing someone referring to them seriously. According to legend, a group of powerful High Elf elders ascended to the moon in the sky; and learned of the true secrets of arcana, becoming the most powerful mages in existence. Their descendents reportedly live upon the orbiting moon, and descend to High Elf elders to spirit them away back to the moon. Even High Elf elders haughtily laugh at this prospect. Although, it is unknown as to why High elves that die of a natural death of old age fade from the Material plane upon their death. The accepted answer is that they have completely transcended a material body at this point, but still exist within the woods from which they lived, as spirits to guide the younger. Most logical people disregard such fairy tales of these sub-races, with the same respect as the existence of the Tarrasque. “The local drunkard’s bar stories, the lot of them,” Lord Vithies of Eindhem has been reported as responding in reference to a claim of a city being utterly destroyed as a result of some fantastical, monstrous creature such as the Tarrasque.
Elven Sub-Races
High Elf:
• Medium size Humanoid (Elf) • +2 Int, +2 Cha, -2 Con • Base Speed 30ft • Low-Light Vision -twice as far as normal vision in low-lighting conditions • Weapon Proficiency: All are trained in archery and swordplay, and are proficient with "Elven" weapons (Such as Elven thinblades, Elven Double-bows, etc) • May participate a 1st or 0-level spell slot in a ritual, even if the Elf cannot cast spells normally. Works regardless if the ritual is cast by another Elf. • Immune to magical sleep-like effects, +2 save versus enchantment and charm spells and effects. • +2 to Spot, Search, and Listen checks • Automatic Languages: Elven & Regional. Common if Int is 12 or higher, and has been in human lands to learn it (or been trained by one who has). • Favored Class: Wizard
Wild Elf:
• Medium size, Humanoid (Elf) • +2 Dex, -2 Con • Base Speed 30ft • Keen Eyes (Ex): If passes within 5ft of a secret door or device (concealed object, basically), May automatically make a Search check, even if not actively searching. (as the ability described in the Player’s Handbook for elves) • Darkvision 60ft • Weapon Proficiency: Longbows and Greatbows; normal and composite • Immune to magical sleep-like effects, +2 save versus enchantment and charm spells and effects. • +2 Search, Spot, Listen checks • Automatic Languages: Elven & Regional • Favored Class: Ranger (male), Druid (female)
Dark Elf (Drow):
• Medium size, Humanoid (Elf) • +2 Dex, +2 Int, +2 Cha, -2 Con • Base Speed 30ft • Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. • Darkvision 120ft • Weapon Proficiencies: Hand crossbow. Females are proficient with the Scourge, and Males are proficient with the rapier. • Spell-Like abilites: 1/day: Ghost Sound, Faerie Fire, Silence. As a sorcerer of equal Hit Dice. • Spell Resistance 11 + character level • Immune to magical sleep-like effects, +2 racial bonus to Will saves against spells and spell-like effects/abilities. • Automatic Languages: Undercommon, & Regional. Elven if Int is 12 or higher. • Favored Class: Cleric (female only); Fighter (male) • Level Adjustment: +2
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Post by Spectral_King[GM] on May 14, 2009 12:41:46 GMT -5
Gnomes
The gnomes on the surface retained their stone-cunning abilities and efficient stone-carving traits, but the Svirfneblin were outmatched by the skill of the Duergar during the Descent. They adapted to metalworking and engineering to compliment Duergar ignorance of metals and planning, thereby improving the efficiency of the pact. Svirfneblin are experts equivalent to Gold Dwarves in their knowledge and craftsmanship of metalworking; however, they lack the artistic side, preferring utility and efficiency over décor. Svirfneblin cities typically mine and manufacture weaponry, armor, tunnel supports, and anything metal that needs to be carefully planned and placed. Svirfneblin females do not typically participate in such activities, as they tend to the agriculture of the majority of Underdark communities. Typical food items are the subterranean-evolved Bison. Bison evolved into what are known as Vergrosa, which roam the Underdark in herds if they haven’t been domesticated. They feed by: licking the slime of molds and oozes toxic to most other creatures; cannibalizing the largest of the herd; and various plants/fungi growing in the area. Domesticated Vergrosa simply lick slime and eat the plants and fungi their masters provide. There are stories of these 1-½ ton beasts devouring their master completely, leaving no trace, and returning back to their normal diet, as if nothing had happened. Another food item is the plentiful amounts of aquatic species in the waters of the Underdark. However, this can be extremely dangerous. Most fishermen employ the services of wandering, homeless, or exiled Drow males as indentured servants to protect them from the dangers of the waters. Water from lakes and rivers in the Underdark tends to be very clear and clean, and can be drunk straight from the source without purification. As a vegetable, fungus, subterranean plants/vines, and slimes compose the majority of consumed and distributed food products. Rock Gnome is the sub-race category for fair-skinned gnomes living on the surface, usually enslaved to humans as construction workers. When employing a Rock Gnome’s other talents, such as their sixth sense for direction of stone resources, weaknesses in structures, and modifications to stonework, their masters tend to treat them better, as an incentive to not bite the hand who feeds them. Rebellions are few and very far between, as Rock gnomes have become submissive to the orders of their masters, and are usually uneducated in reading, writing, and advanced schools of thought.
Gnomish Sub-Races:
Rock Gnome:
• Small sized (+1 size to AC, Attack rolls, +4 on Hide checks. Uses smaller weapons, lifting and carrying is ¾ of Medium-sized) Humanoid (Gnome) • +2 Con, -2 Str, -2 Wis • Base speed: 20ft • Stonecunning: +2 to search checks to notice unusual stonework and stone-related construction information. Something disguised as stone counts for this. If passes within 5ft of unusual stonework, may automatically make a Search check, even if not actively searching. • Low-Light vision • +2 racial to Fortitude saves against endurance and pain-related effects • +2 racial bonus on Listen and Spot checks • +2 racial on craft and appraise skills related to stone and alchemy • +2 dodge bonus to AC against: Goblinoids and Giants • Automatic Languages: Common, Gnome, and Regional • Favored Class: Bard
Svirfneblin (Deep Gnomes):
• Small sized (+1 size to AC, Attack rolls, +4 on Hide checks. Uses smaller weapons, lifting and carrying is ¾ of Medium-sized) Humanoid (Gnome) • +2 Dexterity, +2 Int, -2 Str, -2 Cha • Base speed: 20ft • Light Blindness: Abrupt exposure to bright light (A light-creating spell (of higher level than light), or natural sunlight, disorients the Svirfneblin, inflicting a -1 circumstance penalty to all attacks, saves, checks for 1 minute. Attempting to look into daylight is similar to a human trying to look into complete darkness. • Darkvision 120ft • Weapon Proficiency: Gnome Hooked Hammer, Gnome Battlepick • Spell-like abilities: 1/day, as wizard of character levels: Glitterdust, Magic Weapon • Spell Resistance 11 + character level • +2 racial to Fortitude saves against poisons, toxins, and drugs. • +2 racial bonus on Listen checks • +2 racial on craft and appraise skills related to metal and alchemy • Engineering: +2 racial to any knowledge, craft, or appraise checks relating to design, architecture, planning, and similar fields. • +2 racial to Craft: blacksmithing, armor-smithing, weapon-smithing (doesn’t stack with Engineering) • Automatic Languages: Undercommon, Gnome (if Int is 12+), and Regional • Favored Class: Wizard • Level Adjustment: +2
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Post by Spectral_King[GM] on May 14, 2009 12:44:55 GMT -5
Halfling
Surface-dwelling halflings are typically enslaved to humans, much like the Rock Gnomes. They are usually referred to as Strongheart Halflings. The free, surface-dwelling halflings are usually referenced as Lightfoot or Quickhand Halflings, depending on how they escaped servitude. Despite the continual oppression, Strongheart halflings still have their sense of culture. Slowly, Humans have become more acceptant of their culture, allowing them to have certain beliefs, but still squashing others.
Halfling Sub-races
Strongheart and Quickhand/Lightfoot Halflings:
• +2 Dexterity, –2 Strength. • Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. Is a Humanoid (Halfling) type. • Halfling base land speed is 20 feet. • Low-Light vision • Weapon Proficiency: Slings, Skiprocks, Darts, Boomerangs • +1 racial bonus on all saving throws, and an additional +1 to Fortitude saves against pain effects. • +2 racial bonus on Climb, Listen, Jump, and Move Silently checks. • +1 racial bonus on attack rolls with thrown weapons and slings. • Automatic Languages: Common, Regional • Favored Class: Rogue
Kender:
• Small size Humanoids (Halfling) • +2 dex, -2 str, -2 wis • 20ft land speed • Weapon Proficiencies: Skiprocks, Slings, Bolas. • Fearlessness: Immune to fear of any kind • +1 racial on all saves • +2 on Spot, Open Locks, Sleight of Hand • Lack of Focus: -4 penalty on concentration • Taunt: +4 on bluff to taunt/irritate someone • +1 racial bonus on all thrown weapons. • Languages: Halfling, Common, Regional • Favored class: Rogue
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Post by Spectral_King[GM] on May 14, 2009 12:47:59 GMT -5
Plane-Touched
A lesser known offshoot of the Humanoid genus is the Plane-touched, which include the following sub-races: Aasimar; Cansin, Axani, Tiefling; Air, Water, Earth, and Fire Genasi; and the near-infinite varieties of Para-Genasi (such as Smoke, Magma, or Ooze). In general, most beings hold the following beliefs about the Plane-touched: • (Most commonly held belief of commoner humans) The Plane-touched are evolutionary responses from the Human species to adapt to various environments, like the other races have adapted to theirs. In the scientific community however, this is looked down upon, since it is rare for a community of a single type of Plane-touched to exist outside of human settlements, let alone live in their element completely. (i.e. there are no Air Genasi communities, let alone one flying in the skies. Or an Ooze Genasi community existing, and living in slime) • (Most commonly held belief of scholarly, scientific, or learned humans; and a majority other humanoid species, in general.) Plane-touched are created (originally) from half-elementals; the products of one of the following: dark magic infusing them with nearby elements; a Lightning Sprite striking them directly, and the resulting instability causes the victim to be imbued with nearby elemental traits (Lightning Sprites are the product of a natural occurence known as an Eldritch Storm); or a Planar rift or bleed from an Inner plane, caused by an incompetent caster’s inter-planar transportation spells (Which is a rare occurrence).
Plane-touched, in most communities, are accepted for the most part; theoretically due to the belief they are the “Next Step” for humanity; and the fact that, if matched against a average human, the average Plane-touched wins in almost every case. In any case, Plane-touched are rare occurrences.
Planetouched races
Axani
• Medium Size Outsider (Native, Lawful) • +2 Int, +2 Wis, -2 Str • Base speed: 30ft land • 60ft Darkvision • Weapon Proficiencies: As home region • Calm Emotions (Sp): Axani can cast this spell once per day as a wizard of their character level. • +1 to save versus lawful effects, -1 to save versus chaotic effects. • +2 racial to Concentration and Balance • Languages: Common, Home region. • Favored Class: Wizard • Level Adjustment: +1
Cansin • Medium Size Outsider(Native, Chaos) • +2 Int, +2 Cha, -2 Str • 60ft Darkvision • Weapon Proficiencies: As home region • Shatter (Sp): Can cast this spell once per day as a sorcerer of their character level. • +1 to save versus chaotic effects, -1 to save versus lawful effects. • +2 racial to Tumble and Bluff • Languages: Common, Home region • Favored Class: Sorcerer • Level Adjustment: +1
Aasimar
• Medium size.Outsider (Native, Good) • +2 Wisdom, +2 Charisma • Base land speed is 30 feet. • Darkvision 60ft • Aid (Sp): Can cast this spell once per day, as a cleric of their character level. • +1 to save versus good or positive energy effects, -1 to save versus evil or negative effects. • +2 racial bonus on Diplomacy and Sense Motive checks • Languages: Common, Home Region • Favored Class: Paladin • Level Adjustment: +1
Tiefling
• Medium size Outsider(Native, Evil) • +2 Dexterity, +2 Charisma • Base land speed is 30 feet. • Darkvision 60ft • Weapon Proficiencies determined by region. • Inflict Moderate Wounds (Sp): Can cast this spell once per day as a sorcerer of character levels. • +1 to save versus evil and negative effects, -1 to save versus good and positive effects. • +2 racial bonus on Bluff and Intimidate checks • Languages: Common, Home Region • Favored Class: Rogue • Level Adjustment: +1
Genasi Planetouched
Air Genasi
• Medium Size Outsider(Native, Air) • +2 Dex, +2 Int; -2 Con • Base land speed 30ft • 60ft Darkvision • Weapon Proficiencies: determined by Region • Gust of Wind (Sp): Once per day, as the spell; cast as a wizard of character levels • +1 racial bonus to saves against all air spells and effects, -1 to earth-related effects and spells. • +2 racial bonus on Balance and Jump checks • Languages: Common, Home Region • Favored Class: Rogue • Level Adjustment: +1
Fire Genasi
• Medium Size Outsider(Native, Fire) • +2 Dex, +2 Wis; -2 Con • Base land speed 30ft • 60ft Darkvision • Weapon Proficiencies: determined by Region • Produce Flame (Sp): Once per day, as the spell; cast as a cleric of character levels • +1 on racial saves against fire related spells and effects, -1 against cold related effects. • +2 racial bonus on Balance and Jump checks • Languages: Common, Home Region • Favored Class: Rogue • Level Adjustment: +1
Water Genasi
• Medium Size Outsider(native, Water) • +2 Con, +2 Wis; -2 Dex; -2 Cha • Base land speed 30ft • 60ft Darkvision • Weapon Proficiencies: determined by Region • Water Breathing(Sp): Once per day, as the spell cast by a cleric of character levels. • +1 on racial saves against water related spells and effects, -1 against fire related effects. • +4 on Swim Checks • Languages: Common, Home Region • Favored Class: Fighter • Level Adjustment: +1
Earth Genasi • Medium Size Outsider(native, Earth) • +2 Str, +2 Wis; -2 Dex, -2 Cha • Base land speed 30ft • 60ft Darkvision • Weapon Proficiencies: determined by Region • Meld into Stone(Sp): Once per day, as the spell cast by a cleric of character levels • +1 on racial saves against earth-related spells and effects, -1 against air related effects. • +2 on strength checks to dig, lift, or physically manipulate things earth-related (dirt or stone; not wood or metal), +2 to resist trip attacks, bullrushes, and the like; if the character is on solid ground. • Languages: Common, Home Region • Favored Class: Fighter • Level Adjustment: +1
Deathtouched
• Medium Size Monstrous Humanoid • +2 Str, +2 Cha • Base land speed 30ft, Climb 10ft • 60ft Darkvision, Low Light Vision • Weapon Proficiencies: No bonus racial ones, not even their home-region set. • Repulsions: Holy symbols repel deathtouched just as it would a vampire. Although it has no phyically harmful effect; deathtouched have a natural aversion to running water, and take a -2 racial to Swim checks. • Can cast the following: (Sp) 1/day: Death Knell, Expeditious Retreat, and Hypnotism. They are cast as a Sorcerer of equal character levels. • Maltheist: Since normal Undead do not worship deities and normally abhor them, Deathtouched have the innate repulsion to have faiths in such beings. If takes levels of a divine spellcaster (such as a cleric), that prays for their spells; Effective caster level is reduced by 1 (for the purposes of spell penetration), and spells are weaker; lowering the Save DC’s by 1. They can still use their holy symbol, however. Taking "The Power Within" Feat negates this penalty. • +1 to save against cold and electric effects, -1 to save against fire effects. • Critical Resistance: A critical strike has a 25% chance of being a normal strike, similar to the magical armor ability. • +2 racial to saves against instant-death effects, poisons/drugs, and spells/spell-like effects • +2 to Intimidate, Move Silently, and Hide • Languages: Common, Home Region • Favored Class: Fighter • Level Adjustment: +2
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Post by Spectral_King[GM] on May 14, 2009 13:06:45 GMT -5
Deep Anaurahn
Below the surface exists an ancient race that even most Underdark civilizations don't know much about. The Anaurahn, the first civilization spanning Vorath, created many constructs for day-to-day labor with their mighty magics. In Ω.684, when the Empire of the Anaurahn was collapsing, the constructs rose up against their masters. A massive battle began and ended in one night in the capital city. The Humans, fearing their creations would escape, called the city's archmagi together, and sunk a large section of land into the depths of the sea, and descended to the earth. Sinking it killed off everyone but the constructs, but left them few in number. The remaining constructs took their master's name, and are known as the Deep Anaurahn (usually called Anaur). They have a small, orderly, clockwork empire past a rift in the Underdark. They are very slow and ponderous to act usually, as they are nigh immortal. New Anaur are not created often, as only "Middle-Aged" ones are allowed to spend time and money to create an offspring in the forges. (Treat Anaurahn as Warforged, for intents and purposes. Their stats, with some changes, for this setting are listed below. Feel free to use feats/equipment from the Eberron setting for Warforged.)
Anaur • Living Construct Subtype (Ex) (as per normal. Eberron p23) • +2 Con, -2 Wis, -2 Cha • Medium: As Medium creatures, Anaur have no special bonuses or penalties due to their size. • Base Land Speed: 30ft • Darkvision 60ft • Composite Plating: +2 armor bonus, as normal for Warforged. • Light Fortification: Crit has a 25% chance of being negated, as normal for Warforged. • Automatic Languages: Anaur • Favored Class: Fighter • Level Adjustment: +1
Scouts, a smaller model, have adopted the role of rogues and casters. Their special abilities typically make them the masterminds of Anaur groups. Anaur Scout • +2 Dex, +2 Int, -2 Str, -2 Cha • Small Size: +1 size bonus to AC, attack rolls. +4 to Hide, -4 Grapple Checks. Lift and carry is 3/4 normal of a Medium. • Base Land Speed: 20ft • Darkvision 60ft • Light Plating: +1 armor bonus, but no Arcane spell failure. Otherwise, its the same as Composite Plating. • Light Fortification: Crit has a 25% chance of being negated, as normal for Warforged. • Automatic Languages: Anaur • Favored Class: Wizard • Level Adjustment: +1
Chargers are a brutish, heavy-combat model of large proportions, who relish in combat. Typically, they take Adamantine body, but do not necessarily have to.
Anaur Charger • Living Construct Subtype (Ex) (as per normal. Eberron p23) • +6 Str, +8 Con, -4 Int, -2 Wis, -6 Cha • Large Size: -1 size penalty to AC, attacks. -4 to Hide, +4 grapple checks. Carrying capacity is doubled. • Space/Reach: 10'/10' • Base Land Speed: 30' • Darkvision 60ft • Heavy Plating: +3 armor bonus, but otherwise as normal for Warforged. • Moderate Fortification: Crit has 75% negation, as per normal. • Natural Slam attacks: 2 slams that deal 1d8 • Automatic Languages: Anaur • Favored Class: Fighter • Level Adjustment: +4
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Post by Spectral_King[GM] on May 14, 2009 13:07:00 GMT -5
Undead do not worship deities, and abhor them. They are very, very powerful; as they are descendents of the original only a couple eras ago; the deific blood still runs in their spirit. Undead can be raised via magic as well, although normally, in order to create more Undead, one such creature must give up part of their strength to the offspring. This helps limit their expansion. They are also very uncommon to come across, especially in large numbers; even still, they tend to stick together. It is very likely that any mindless or (relatively) weak undead are still dangerous opponents, and their master lurks somewhere nearby, watching and waiting. The more ancient an intelligent undead, the more powerful it is. The oldest one any mortal has seen and spoken to was a Patriarch vampire, of over 1000 years of un-life. They are the most cunning and evil of opponents, but are afflicted by sunlight, no matter the type of Undead, due to the Lady of Sorrow’s curse upon the undead. Fleeing with your tail between your legs is a perfectly viable and sensible option when confronted with such beings.
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Post by Spectral_King[GM] on May 14, 2009 13:07:26 GMT -5
Dragons are much more proficient in the arcane arts then the statistics described in the Monster Manuals and the Draconomicon. They are also extremely dangerous foes who, not only mastermind daring schemes and ambushes, but can slaughter the mightiest of foes as if it was nothing. If their lair is found by adventurers, expect the following: traps, treasure, enchantments, treasure, family nearby (especially if that dragon is now deceased), treasure, guardians, treasure, labyrinths, treasure, backdoors, traps, secret doors, treasure, and the fame that comes with slaying such a beast. All dragons, even good-aligned ones, will horde and protect their valuables in such a manner, and rip apart the holiest paladin if it deems the paladin to be a threat to its horde. Dragons can, and often employ the best warriors or craftsmen money has to offer, of any race, either by sheer intimidation and fear, or the promise of gold. Dragons are also notably immune to poisons and enchantments as well as the standard sleep and paralysis effects.
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Post by Spectral_King[GM] on May 14, 2009 13:07:58 GMT -5
Constructs tend to be much more powerful combatants; and occasionally their creator imbeds some form of intelligence rather than basic programming. The Deep Anaurahn are living constructs created by extinct masters thousands of years ago.
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Post by Spectral_King[GM] on May 14, 2009 13:09:08 GMT -5
Elementals are usually more intelligent, and mentally-enhanced in general then the Monster Manual variants. However, summoned elementals are merely extensions of the plane, and use the same stats provided in the Monster Manuals. Elemental Archons are what Arch-fiends are to devils or demons; beings of deity status; living for an immortal time period. They are able to grant spells to clerics that wish to access the power of the elemental plane the Archon is a deity of. Also note that, in this age; Archons tend to form a committee of sorts, as there is more than one (usually 5), and no more than 7 of the same can ever exist at the same time. Elementals of enormous power can “divide” themselves, and create smaller elementals of the same element. It is unknown how often this occurs, as the Elemental planes tend to be desolate of life. The Archons and very powerful elementals are able to instantaneously contact any elemental of their lineage; and the ancient elementals are able to form a “hive mind” of sorts with less powerful ones of their lineage. When fighting a group of elementals, it is likely there is a more powerful one, and they all know what one knows (Although they can act and think independently).
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Post by Spectral_King[GM] on May 14, 2009 13:09:36 GMT -5
Outsiders are beings of ancient power and magic. Typically, they are comfortable on their own Outer plane, and rarely venture other places. Beings summoned to the Material are usually very angry when this happens; they do not typically enjoy the nature of the plane unless they like to prey on weaker individuals (such as an insidious succubus, incubus, or glabrezu). Most things on the Material are not a challenge for them, and they tend to bore quickly. The more adventurous outsiders, such as Mercanes, do not feel such a way. When an outsider is summoned to the Material and slain, the individual merely returns to it’s home; fading from the Material, or exploding in a violent fashion. They cannot return or be summoned to the Material for a century per HD, and must typically spend much time resting if they were slain on the Material, as this is a life changing experience. Oustiders native to the Material (such as Planetouched, or a 20th level monk) ignore this, cannot be summoned, nor return to their home plane when slain. Outsiders are typically immortal as well, except for the Native subtype; who live a specified (yet usually long) amount of time.
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