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Showing posts with label Races. Show all posts
Showing posts with label Races. Show all posts

Sunday, August 22, 2010

The Asarlai (Character Race)

ASARLAI

Long ago the Asarlai were human, before the Fire in the Sky decimated Onn. After the devastation some monsters, such as lycanthropes, thrived in the aftermath due to their resistance to physical damage and the sudden rarity of humans and other races wielding magic and weapons that could harm them. Of the few Humans on the continent of Karsin that survived the cataclysm, lycanthropes hunted them down mercilessly and left none alive or unchanged when they were found. In the millennia since when human explorers from Var-Ultar landed on Karsin’s shores they found cities of men with an advanced society under the banner of a nation called Asarlai. To these new visitors the Asarlai were just another race of Men, but in a relatively short time it was revealed that the Asarlai were the descendants of the lycanthropes that ravaged Karsin. Their ability of a full animal transformation had been long lost through the centuries as the bloodlines intermingled, but they retained an animalistic quality and could perform a minor transformation to bring the traits of their ancestral animal line out. Rumors speak of Clerics of Dalamon that retain their ability to fully become animal still, but they are unproven to the world at large.

Most Asarlai worship Dalamon Wolf-Mage, an ancient hero, as their race’s savior from the Bloodline Wars. When the lycanthropes noticed the ancestors of humans-turned-lycanthrope from after the cataclysm were losing their ability to transform, many decided to purge those weaker elements from existence. Due to the hero Dalamon’s leadership and personal efforts (as the Asarlai historians record it), the lycanthropes were nearly annihilated and the Asarlai settled into an advanced nation who now trade briskly with the Empire of Ankh-tor and are only beginning to set their sights on trade with the ports on Ossus’ shores.

A character must have at least a 9 Constitution to be an Asarlai.

Favored Class: Asarlai have unlimited advancement in the Druid and Ranger classes.

Damage Reduction: Due to their lycanthropic heritage, Asarlai have Damage Reduction 0+ Constitution adjustment (minimum of 0) / silver.

Nightvision: Asarlai can see up to twice the distance as a man in low-light or torch/lantern-lit conditions.

Animal-like Senses: Asarlai have a keen sense of smell and hearing. They gain a +2 bonus to any rolls to detect creatures or objects by their scent and when listening for noises.

Animal Form: Asarlai are descended from a type of lycanthrope and can take on the physical qualities of their ancestor animal for a short time (1 turn + Constitution adjustment). At the end of the transformation the character is treated as if exhausted. When the character is created the player selects one of the animals from the list below and when he transforms he takes on a humanoid form with his ancestor animal traits.

• Bat - The descendants of were-bats can glide short distances (20 ft) as part of their movement and gain echolocation 60 ft (the ability to sense their surroundings through ultra-high frequency sounds).

• Bear - The descendants of were-bears gain a bite attack (1d6+Strength adjustment) and a +2 bonus to any climbing checks.

• Cat - The descendants of were-cats gain two claw attacks (1d3+ Strength adjustment) and can leap 20 ft once per 5 rounds if unencumbered.

• Rat - The descendants of were-rats gain a bite attack (1d3+ Strength adjustment) and 2 claw attacks (1d2+Strength adjustment).

• Shark - The descendants of were-sharks gain a bite attack (1d6 + Strength adjustment) and a +2 bonus to any swimming skill checks.

• Wolf - The descendants of were-wolves gain a bite attack (1d4+ Strength adjustment) and a -1 bonus to initiative checks.

Languages: Asarlai speak common.

Friday, January 15, 2010

Trollkin

TROLLKIN

Where trolls raid, they usually take no prisoners or leave anything alive. Occasionally they take some ‘live meat’ back to their lairs for feasting later. Of the few survivors, one or two may be taken for ‘recreational’ purposes. These unfortunates are kept alive if they bear the fruit of the troll’s deprivations. Those born of troll and man are slightly taller than a normal man, but generally possess more intelligence than the troll parent. These children are prized by troll tribes for their ability to plan and execute better raids on their food supply. Some trollkin leave their tribes or (very rarely) their mothers escape and raise the trollkin in civilization. Trollkin are grudgingly accepted by most people due to the nature of their birth, but never accepted with open arms (they are half troll still). Trollkin stand about 6 1/2 ft tall and have dull oily hair with greenish-tinged, swarthy skin.
Trollkin are brutes through and through, making them predisposed towards the fighting classes. They see little use for gods and things they can not touch or feel, but prize magic as a (mostly) destructive means to their ends.

A character must have at least a 9 Strength and Constitution to be a Trollkin.
Favored Class: Trollkin have unlimited advancement in the Fighting-man class.
Darkvision: Trollkin can see up to 10 ft in the dark. Light equal to torchlight or greater interferes with darkvision.
Lesser Regeneration: Trollkin heal 1 hit point of non-fire or acid damage per hour unless killed and can reattach lost limbs as well (but not their head). Normal damage can kill a trollkin.
Troll Blood: In addition to being affected by spells and effects that work on men, trollkin can be harmed by effects that specifically target trolls as well as regenerating creatures in general.
Languages: Trollkin speak common and troll.

Saturday, January 09, 2010

The Endu

ENDU

Long ago the Demon Lord Minosus created a legion of half-men that possessed the size, strength and visage of an enraged bull, the cunning of a stalking animal and the adaptability of humans, creatures he named Minotaur. These abominations bred true and populated Minosus’ vile planar home. When he felt his creations were ready, he opened gates to Onn and allowed them to flood the world, sowing destruction and sorrow in their wake. The isolation of the Endu in the race’s early existence though proved to be the downfall of Minosus. Some few learned of the other Gods and faiths after their release on the world. Of these, a movement was taken up by a few of the Endu to break away from their task and take up the banner of other faiths. Of these other Gods the faith of Vulknar took hold strongest. In his aspect as the Sun God and the Forger, the Endu race that had been kept in darkness and ordered only to destroy found a void to be filled. Minosus learned too late of the movements sweeping his war machine. On the land now known as the Plains of the Godslain, the Endu forces led by Vulknar priests met those still under Minosus’ favor. The battle decimated the ranks of both sides, but in the end both deities manifested at the desperate pleas of their favored and clashed on the field. When the dust settled the Endu won their independence and Minosus was defeated. To mark the day as a new beginning, Vulknar blesses those that choose to willingly follow him and the race took the name Endu, in honor of the mythical first priest of Vulknar.

A character must have at least a 9 Strength and Charisma to be an Endu.
Favored Class: Endu have unlimited advancement in the Cleric, Divine Champion and Shao Disciple classes.
Hit Die Adjustment: Due to their powerful build, Endu roll d6’s for hit points when a member of any Magic-user class instead of d4’s.
Weapon/Armor Restrictions: Armor made for an Endu weighs twice as much as normal and has twice the cost. Two-handed weapons other than pole-arms can be used one-handed with full benefit.
Larger than Man-size: Endu take up a space equal to 10 ft x 10 ft and can reach 2 ranks with their normal attacks and 3 ranks when using a pole-arm or spear. They have double the carrying capacity of a Man.
Low-light Sight: Endu can see up to 10 ft beyond lantern or torch light. Outdoors they can see twice the distance of a man in moon or bright starlight.
Natural Attack: Endu can gore with their horns for 1d6 points of damage.
Maze-like Mind: Due to their creation in Minosus’ Twisted Maze, Endu are immune to disorientation, becoming lost while indoors or underground and Maze spells.
Mark of Flame: Endu that become Clerics or Divine Champions of Vulknar gain fiery-golden, feathered wings and a fly speed equal to their normal movement minus 30 ft (10 ft).
Automatic Languages: Endu speak tauric and common.