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Races

Page history last edited by Gillian 4 years ago

RACES

 

FAVORED CLASS

A character's favored class doesnt count against him or her when determining experience point penalties for multiclassing. 

 

SMALL CHARACTERS

A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character's carrying capacity is three-quarters of that of a Medium character.

A Small character generally moves about two-thirds as fast as a Medium character.

A Small character must use smaller weapons than a Medium character.

 

RACIAL CLASSES

A PC must choose a race on character creation. He or she is “O level” in that race. At any time a character may choose to advance in his or her racial level. Mixed race classes may take either parent’s racial class, or their mixed class if one exists. There are at least four levels available in each racial class. Racial class levels never cause an experience penalty. 

 

If a character takes a racial level as their first level, they receive a x4 multiplier on skills. All racial levels are counted towards the character’s total levels, so for example, a L2 rogue who takes 1 level as an elf is now a L3 character, and will gain the extra feat to which a L3 character is entitled.

 

All racial abilities above L0 are considered “extraordinary” abilities to determine the effects of dispel, anti-magic, etc... on them.

 

 

HUMANS

Humans are the most mixed of all races; they are not so long-lived that they do not evolve over time, yet they tend not to isolate themselves and thus create subraces. Humans are versatile and varied, but not substantially different from each other.

 

Personality: Humans are the most adaptable, flexible and ambitious folk among the common races. They are diverse in their tastes, morals, customs and habits. Their cultural memory is short, due to relatively short lifespans, and they tend to have less regard for history and its lessons than other longer-lived races. Humans are frequently argumentative, but not usually prone to violent aggression as a group. However, they are easily swayed by their leaders and can quickly become aggressive or intolerant under the wrong influence.

 

Physical description: humans tend to be from 5 to 6 + feet tall, and weigh from about 100 to around 250 lbs. Men are noticeably taller and more heavily built than women. Humans have more physical diversity in coloring than other races, with skins ranging from pale and sallow to sooty black. Hair color is similarly diverse, from white-blond to blue-black and every shade of brown, blonde or red in between. Hair may be straight, curly, kinky, coarse or fine. Various regions tend to produce humans with similar ranges of hair and skin color. Clothing varies extensively by culture and climate, so it is impossible to describe.  

 

Relations: humans have decent relations with most other races that dwell nearby. This varies by political situation, of course. Humans tend to distrust half-orcs and admire elves. They treat hobbytlan with mild curiosity, finding them ‘cute’ but not always trustworthy. Marchat they generally find interesting and attractive, with some humans having reservations. In general humans depend on their previous experience to form their opinions, not on long-term racial interactions.

There are two distinct cultural groups of humans in Greenvale. Firstly are the ordinary citizens of the valley, and then there are the Shalani, a traveling people who worship Centarius and are often the foundation members of caravans traveling outside the populated centers of Miraboria.

The Shalani population in Greenvale at any given time is not likely to be over about 15,000. They rarely settle down for more than a season or two, but wander about in wagons and small traveling parties. If a player chooses to run a Shalani-born human, he or she is most likely to choose the classes of fighter, bard, cleric of Centarius, or sorcerer. Shalani do not often study magic as wizards, nor do they often become knights of any order except St. Romanus.

Shalani have their own language, which they all speak fluently, as well as speaking ‘valer to at least some degree. 

In Harothar, Shalani are uncommon but not rare. Small groups of them travel from Greenvale on regular journeys, and a few bands dwell in Harothar on along-term basis. In fact, in southern Harothar there is a semi-permanent encampment that has 'bonded' with the local dwarf-clan for protection and wintering rights. Dwarves see little difference between Shalani and other human peoples.

In general, humans in Harothar differ little from those in Greenvale; they are independent, sturdy folk with a wide range of views of the world. They tend to be farmers and merchants, trappers, fishermen and artisans. They work with their hands and enjoy physical labor. Clothing is simple and practical. Few believe that rank and privelege are born, not earned. The feudal structure is loose, or non-existant. In Harothar in particular, wealth and advancement are earned, and are seen as the goal of every right-thinking man or woman.

 

Human Lands: humans are recovering from a major war that wiped out a sizeable portion of their population some 400 years ago. They think they are a stable and unchanging people, but in truth human society is in constant flux, sometimes growing, sometimes shrinking. Members of longer-lived races find human rates of change baffling, and often ignore what they consider “minor fluctuations” in their government and the reach of their boundaries. Major human lands in Miraboria consist of  Greenvale (a half-elf ruled human kingdom with strong mercantile and expansionist tendencies, mostly feudal but with a strong base of personal rights and freedoms), Miran (a decadent, magic-fearing, theocracy with strong slave-holding roots), and Harothar (a dwarf-ruled mixed-race clan-kingdom where humans are not quite the majority). 

 

Alignment; humans tend to be neutral on the law/chaos axis, and completely variable on the good/evil axis. There is perhaps a small tendency towards good in most human groups. 

 

Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

 

Religion: unlike many other races who choose to worship only a small selection of gods, humans seize on any religion that comes along and make it theirs. So while other races may have one or a few favored deities, humans in various cultural regions worship dozens of gods. Many are simply the same god under a different name, with slightly different domains, but don’t tell a human that...

 

Language: humans, unlike the longer-lived races, tend to allow their language to splinter as easily as their culture. Humans who remain separated for as little as a few hundred years may find that they speak substantially different dialects when they meet up again. Humans gain only the language of their birth region at start.

 

Racial Traits:

L0: Medium Size

30 base speed

HD: D8

Alignment: any

bonus feat at 1st level

Skill points: 5 +int bonus (x4 if taken as first character level) (also gain +1 bonus skill point when any class level is taken)

Class Skills: any ten skills freely chosen by the character are considered class skills. Knowledge and Profession and Craft skills must be chosen individually. Remember that when a character advances in his non-racial class, he or she must treat racial skills as “cross-class” unless they are also on his class skills list.

favored class: any

armor and weapons: humans are proficient in all light armor and all simple weapons.

 

Level BAB      Fort/Ref/Will      Special

1      +1           +0/+1/+1           1 bonus feat; +2 bonus to any one skill

2      +1           +1/+1/+2           1 bonus feat; +1 bonus to any ability score; +1 level of spellcasting ability

3      +2           +2/+2/+2           +4 bonus to any one skill, or +2 bonus to any 2 skills

4      +2           +2/+2/+3           1 bonus feat; +2 bonus to any one skill

5      +3           +3/+2/+3           +2 bonus to any ability score; +1 level of spellcastng ability

 

 

CATMEN - MARCHAT

Catmen are not common in Greenvale, but are becoming slightly more so over time. They may have originated somewhere in the western Sky-mounts. Exactly what their origin is, even they do not know. Their people’s earliest memories revolve around crossing great open plains of grass. They have no written records, and no one has ever tried to discover their original homelands. Because of their prolific breeding (litters of 2-4 are common) they are spreading apace. They have short lifespans (40 years normal). 

 

Personality: Catmen have an incredible amount of patience when it comes to hunting but this patience is seen in no other aspect of their lives. They want things when they want them and lack patience for extended actions that do not have an easily forseeable goal. They are hedonistic and selfish for the most part. 

 

Physical Description: The catmen are beautiful creatures who are covered with fur of a solid color, particolor or stripe. This fur can be pretty much any color that a human or cat's hair might be. They have long sleek expressive tails. Their fur is short but covers their entire bodies. Their eyes range from light green to dark gold in color. A few have blue eyes. They are from 4-5 feet tall and weight between 100 and 130 lbs. Catmen typically walk upright but can move on all fours when speed is important. They have opposable thumbs and short, stubby fingers with retractable claws.

 

Lifespan 

Toddler: 1-2 years 

Child: 2-6 years 

Teenager 7-10 years 

Young Adult 10-14 years 

Adult 15-30 years 

Middle Age 31 - 38 years 

Old 38-42 

Venerable 42-46 years 

 

Alignment:  generally Chaotic Neutral, but varies widely; rarely evil 

 

Social structure:   The Catman society is strongly matrilineal. Most Catman tribes consist of 1 to 5 closely related families. A very large Catman tribe might have 100 members. Tribes intermarry and relate well with each other, with only rare conflicts over territory. Young male catmen frequently leave their tribes to go roaming - perhaps mate hunting. Young females leave less commonly, and usually because they have some personal or familial problem (such as a lack of fertility). Reproduction is a key fact of life in Catman society. Few catmen know or care who their fathers are, but their mothers they can trace back to the origins of their species. Because male parenthood is unimportant, social structure is more matriarchal than not, though individual males can and do have important and powerful roles in the clan. These roles, however, are achieved through ability, not inheritance.

 

Lands: Catmen live and wander in the forests of Laigladen. Some have come to Greenvale where they are commonly wandering merchants, hunters, sometimes even mercenaries. Tribes that have come here are smaller, usually having from 10 to 30 members. They remain fairly closely together. In Miran there are whole tribes held in slavery. They are used for hunting, as fighters in the arenas, and as exotic house-slaves. Far to the west, Marchat tribes still wander the grasslands north of the Plainsfolk. These tribes are more barbaric than those who have come east to Greenvale and Laigladen. Only a few have reached Harothar, mostly individuals or single families.

 

Religion: Catmen worship overwhelmingly Balinha, Kafuzalum and Marathina, whom they call Aalin’ha’, Khafussa’mm, and Mmaharafina’.

 

Language: Catmen know their own tongue (Marchatan or cattish) and either Harothan (if they live in or near Harothar), Valer or Elvish (if they are from Laigladen) or Mirani (if they are from Miran). Catmen who hail from the far western plains who have wandered eastward in their quest for a mate may speak nothing but Cattish and a smattering of Plainsfolk. Marchatan owes a great deal to 2nd empire Miraborian, as that is the time in which Marchat was originated. There is only a 1 step difference, mostly in pronunciation. However, over time the language has drifted, and ther e is now a 2 step difference between ‘Valer and Marchat, or Marchat and Mirani, and 3 steps from other human tongues.

 

Names: Catmen names tend to be unpronounceable by humans and others. Catmen typically pick common names which define their appearance and role in life, or outline heroic events they have accomplished. Sometimes their common names are modifications of their catmen names. Catmen have difficulty pronouncing certain consonants (p, b, t and l especially), but replace them with sibilants and glottal stops. Vowels are long and flexible, with many subtle variations.

 

Favored Class: Rogue

 

Racial Traits:

L0: -2 Con, +2 Dex

30 speed

lowlight vision

medium size

Natural weaponry: 2 claws at d4 each, or 1 bite at d4 when unarmed. Marchat may take the multi-attack feat if they desire.

Alignment: Any non-lawful

HD: D8

Class Skill Points: 4 + int (x4 if taken as 1st character level)

Class Skills: Climb, Diplomacy,  Hide,  Jump, Perform, Spot, Sleight of Hand, Survival, Swim, Tumble

 

Lvl        BAB           Fort/Ref/Will           Special

1           +1           +0/+1/+1                +1 racial bonus to spot, listen, move silently

2           +1           +0/+2/+1                Movement rate 40’ on all fours

3           +2           +1/+2/+2                +2 racial bonus to spot, listen, move silently

4           +2           +1/+3/+2                +2 racial bonus to jump, climb, always land on feet, facing chosen direction

5           +3           +1/+3/+3                no falling damage taken for falls under 50’

6           +3           +2/+4/+3                +5 circ. bonus to hide in natural surroundings (woods, grass, not streets or passages)

7           +4           +2/+4/+4                +3 racial bonus to spot, listen, move silently, darkvision 30’

8           +4           +2/+5/+4                +10 circ. bonus to hide in natural surroundings

9           +5           +3/+5/+5                falling distance increases to 100’, +20 circ bonus to hide in natural surroundings

10         +5           +3/+6/+5                scent ability, +2 dexterity

 

 

DWARVES

Dwarves are an underground race. Theyare one of the three "first races" of Vishteer (in so far as anyone knows), including elves and humans. They are found across most of the world.

 

Personality: Dwarves are quiet folk in general, and are often perceived as dour and solemn by outsiders. Much of this comes from a dwarf's discomfort around those who do not fit into his or her cultural structure. When comfortable, dwarves are cheerful, though rarely jolly, with a love of song, food and music (mostly chants with percussion and horns). They are very close to their families and kin. 

 

Physical Description: Dwarves are short, ranging from 4-5 feet tall. Males and females are of equal height, but males tend to be heavier and more muscular. They tend to have heavy beards and long hair. Dwarf women have no facial hair, but are otherwise very like their menfolk. Brown, red and black hair predominate, with blonde being very rare. Eyes are dark, and skin is ruddy or dark. Features are thick or coarse, but not ugly. Dwarves have deep, booming voices well suited to be heard over the clanging and hammering so often found in their mines and forges.

 

Alignment: Dwarves are almost always lawful. They may be good, neutral or evil as individuals, but their overall society tends more towards good. 

 

Social Structure: Dwarves are matriarchal and clan-structured. Every dwarf knows his or her place in their clan, and the role he or she plays. Dwarves marry several times, and each time the husband enters his wife's clan, leaving the clan and the children behind after a decade or two. Many unmarried male dwarves leave their clan for a few years between marriages, seeking to improve their skills or to carry out duties for the clan out in the world. Few women care to or need to do this. One reason dwarves are seen as rude by outsiders is that much dwarven social interaction is "understood" between them depending on the roles they occupy. For instance, a dwarf speaking in a clan meeting may seem to interrupt or ignore another dwarf in what would be intolerable rudeness to a human; however, any dwarf present would understand the relative positions of the dwarves and know that the interrupter was a social superior, and thus justified by dwarven standards of behavior.

 

Lands: There are two dwarf-realms in Miraboria. The first and largest is Koruzd. It is a more or less hidden realm, not far from Greenvale. The dwarves who live there prefer to keep their homeland private, and few non-dwarves ever enter it. Harothar was an ancient dwarvish homeland re-established during the fall of the 2nd Miraborian Empire. Most of the dwarves there came from Koruzd. There are rumors among non-dwarves of a third dwarvish kingdom far to the west, but no one knows for certain, and the dwarves are certainly not telling. There are dwarves in Lathamsfind, and Greenvale, but all are families who have come from Koruzd and Harothar, and see themselves as temporary residents away from their true homes.

 

Religion: dwarves are a fairly religious people, favoring  those gods who influence their preferred elements most. Kol Kartath is seen as the father of all, while Ontokoth is the god of hills, and Elka the goddess of life itself. They have their own names for all the gods, of course.

 

Language: Modern Dwarvish: spoken in Miraboria and Mistland, this tongue has slowly evolved from its parent tongue, ancient dwarvish (1st empire era). It is 1 step removed from that tongue.

Rift Dwarvish: 1 step removed from modern and ancient dwarvish both, this tongue has adopted significant vocabulary from the Giantish clans of the nearby mountains.

Ancient Dwarvish: a tongue that bore no relation to any other language spoken, it has loaned many words to the orcs. There is a 2 step difference between ancient dwarvish and orcish, a 3 step difference between modern dwarvish and orcish.

These three tongues (modern, ancient and rift) are closely enough related (1 step between each) that they share the same written form, and in fact, in writing it is possible for a speaker of one language to understand most of the writings of the others (+1 bonus). However, they are distinctly different from all other languages spoken on Vishteer. The only language which is derivative is orcish (vocabulary only). As their second tongue, dwarves most commonly speak a nearby human language (Harothan or 'Valer).

 

Names: Dwarf names are usually three-part. A personal name is followed by the family name and then the clan name. In Harothar there are seven major clans, and any number of lesser clans. Most dwarves will only use their personal and clan name with non-dwarves, deeming their family name too personal and irrelevant to humans. Personal names tend to be short, often single syllable, with many k, ch, t and r sounds. Male and female names are often indistinguishable to non-dwarves. 

 

Favored Class: Fighter. A multiclass dwarf s fighter class does not count when determining whether he takes an experience point penalty for multiclassing

 

Racial Traits:

L0: +2 con, -2 chr

20 speed

medium size

darkvision

+1 attack bonus against orcs, goblins and goblinoids (bugbears and hobgoblins)

all craft and profession skills involving stone or metal are considered class skills for dwarves and may be used untrained

Alignment: any

HD: D10

Skill points: 2 + int per level (x4 if taken as 1st character level)

Class Skills: appraise, climb, craft, intimidate, jump, knowledge (dungeoneering), profession (mining, engineering, stonemason, or any other similar), sense motive, survival

 

Level Advancement:

Level BAB Fort/Ref/Will Special

1 +1 +1/0/0 stonecunning

2 +2 +2/0/+1 +2 racial  bonus to saves vs. poison and spells; +2 appraise checks on stone, metal, gems

3 +2 +2/+1/+1 +4 dodge vs giant - class creatures

4 +3 +3/+1/+2 +2 craft and profession checks involving stone, metals, gems

5 +4 +3/+1/+2 stonetell as the spell 1x day

6 +4 +4/+2/+3 +2 constitution

7 +5 +4/+2/+3 tremorsense 30’

8 +6 +5/+2/+4 Soften earth and stone 1x day

9 +6 +5/+3/+4 tremorsense 60’

10 +7 +6/+3/+5 meld into stone, stonetell 3x day, soften earth and stone 3x day

 

Meld into stone: as the spell; can meld any number of times per day, but for a total of 100 minutes per 24 hour period.

stonecunning: +2 racial bonus on checks to notice unusual stonework, including traps, doors, new construction and anything disguised as stone but not. range is 10’. Stonework traps can be found by searching as if by a rogue. Also a dwarf can intuit depth underground. 

Soften earth and stone as the spell with the following modifications: only a 10x10x10 cube may be affected, but the area may be adjusted (ie 5x5x40) and stone must be touched. Usable 1x/day until 10th level when it is usable 3x day.

Stonetell: no changes from the spell. Duration is figured from dwarf racial levels only.

Tremorsense: A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. 

 

ELVES

Elves are the first and oldest race believed to have been born on Vishteer. They feel they are the "eldest children" of the gods, and caretakers of the world.

 

Personality: elves are an ancient race. They have a sense of the passing of ages that even the other long-lived races lack. They can be merry or light-hearted at times, but in general tend towards melancholy or withdrawal. Among themselves they have elaborate rules of etiquette which prevent quick words from damaging centuries-long relationships. They see humans and halflings, and even dwarves, as having such fleeting lives that they hesitate to involve themselves deeply. Even a young elf sees the others in his group as mere children, doomed to live a brief life and die while he or she lives on for centuries. Arrogance on the part of  an elf is not uncommon; sometimes he or she feels short-lived races are unimportant, while other times it is an attempt to avoid emotional involvement with one who will be dead in only a few decades.

 

Physical description: elves are tall and slender. They stand between 6 and 7 feet tall, with very little variation between the sexes. Most elves weigh between 160 and 220 pounds. They are graceful and delicate-seeming but not frail. Elves tend to pale skins and hair that is either black, white or a shade resembling gold or copper. Most have green, blue or copper eyes. Grey is not uncommon, but brown or black eyes are very rare. They have no facial hair. Elves are fine-featured and have delicately pointed ears. They dress plainly among humans, preferring simple earth-colors and basic designs, but amongst their own kind, clothing is an elaborate artform. Feathers are a preferred decoration. Elves mature at about 25 physically, but about 100 emotionally, and can live for over 700 years.

 

Alignment: elves are generally neutral or good on the good/evil spectrum, and are generally neutral or chaotic on the law/chaos spectrum. They realize that order is good for survival, but their instinctive need for freedom and independence make them break free of most bonds. Only their sworn vows keep their society intact.

 

Social Structure: Elves live in small family units, usually two parents and a child. Multiple generations of families tend to live nearby, but contact is loose. Families call upon their bonds only rarely, not wishing to strain relationships. Certain families are considered to be "nobility" who take on the ruling functions of the kingdom, and other elves will give them their support and listen to their views. However, elves are naturally chaotic, so alliances may shift suddenly. Elves have a royal family in Avenvole, and there are other royal elven lines. Elves are monogamous, usually marrying for life sometime in middle age (between 2-300 years). Children are rare; an elf-woman who bears more than 2 children in her entire lifespan is remarkably fertile. Surprisingly, though, twins are not uncommon (about 1 birth in 30) and are considered very fortunate. 

 

Elven Lands: the elves live on the ethereal plane. This mysterious place closely duplicates the “real” world in physical layout (ie the same rivers, mountains, forests and oceans) but is quite different in atmosphere and detail. The further one ranges from elven holts the less the ethereal and material worlds match up.  It is also much more dangerous than the material world, being home to ethereal monsters such as ghosts and phase spiders.  Elves need contact with the material world for certain resources. Animals are scarcer there, and harder to hunt. Farming is difficult, and the elves prefer not to “damage” their world in that way. They trade their wonderful art and crafts with humans for food and other materials. Also, it is critical that the elves maintain gateways with the material world to preserve the “binding” of the ethereal plane in its current form. The further from a gateway to the material plane on the ethereal, the less similar it is to the material, the more dangerous it becomes, and the harder it is to survive there.  Avenvole is one of their strongest and largest ethereal kingdoms. It has a large "real-world" component, which most humans assume is the totality of the realm. In truth, while they farm and hunt and harvest from the "real" world, all their dwellings are located and almost all of their "living" happens on the ethereal.

 

Relations: Elves hold themselves aloof from humans in general. Centuries of mistreatment and betrayal have made them wary of human promises. But a few younger elves may choose to go adventuring. They are often looked upon by their kin as foolish children. Most pc elves will be from around Greenvale, or from the great Kingdom of Avenvole. A few might be from the Grey Kingdom on Mistland. Elven PCs are grey elves (90%) or high elves (10%). Note that elves never speak to non-elves (even half-elves) about their homes on the ethereal plane, and would never take a non-elf there without a direct command or request from one of their elders. Elves tend to get along best with hobbytlan and  (usually) with half-elves. They tend to be aloof and reserved, carefully hiding their weaknesses. They keep to themselves for protection, knowing that humans will easily be jealous of their long lives and different way of living. However, once an elf takes someone into their trust, the bond is strong and enduring.

 

Language: common (‘Valer or Harothan), elvish. Elvish is a distinct language all its own. It is 3 steps different from all other tongues except orcish. Elves refuse to acknowledge the similarity orcish bears to their language. To their ears, orcish has a 3 step difference, but to orcs and other non-elves, there is only a 2 step separation.

 

Names: elvish names frequently have a long and mellifluous sound. They are usually descriptive, but since an elf  rarely changes his or her name in his lifetime, they don't often reflect his or her true personality. Often they are drawn from nature. (Use tolkien-style elvish names if in doubt). Names are usually two-part; a common or "first" name and a family name. Some elves have third name; this indicates a noble or royal bloodline.

 

Lifespan: elves tend to live about 600-800 years. After that length of time, an elf usually becomes more and more withdrawn, until he or she will go into the forests on the edge of the ethereal homeland, lay down and enter a dream-state. Gradually he or she will become one with the land, and typically a tree will grow up around the mound that covers him or her, until the tree becomes part of the elf. These trees are called ancestor trees and are cared for by all elves. 

 

Religion: Elves tend to worship forest or nature gods, but do recognize the entire pantheon. They, better than humans, realize that the gods are more simply pools of energy and focus than true living beings, but this makes their power no less real, and elves pay homage to the concepts they embody.

 

Favored Class: Wizard. A multiclass elf s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

 

Racial Traits:

L0: +2 Dex, -2 Str

Medium Size

Movement is 30

+1 natural bonus with bows

Low light vision

Alignment: Any (tending towards chaotic good)

HD: D8

Skill Pts: 4 + int bonus per level (x4 if taken as 1st character level)

Class Skills: climb, craft, diplomacy, hide, jump, Knowledge: elven history, Listen, Move Silently, Profession, Spellcraft, Spot, Survival and Swim

Level Advancement:

Level BAB Fort/Ref/Will Special

1 +0 +0/+1/+0 immunity to magical sleep effects, elf glow

2 +1 +0/+1/+0 +1 bonus to listen search and spot checks

3 +1 +0/+2/+1 +1 natural bonus to rapiers, +2 natural bonus to bows, slip binding

4 +2 +1/+2/+1 +4 ranks in knowledge: elvish history, +2 bonus to listen, search and spot checks

5 +2 +1/+3/+2 elf glow increases to 10’ radius as desired, +2 bonus to knowledge, craft or profession skill

6 +3 +1/+3/+2 +2 intelligence

7 +3 +2/+4/+3 see invisible, as spell at will, slip binding +20 bonus

8 +4 +2/+4/+3 +2 dexterity

9 +4 +2/+5/+4 blink as spell 2x day

10 +4 +3/+5/+4 ethereal jaunt as spell 1x day

11 +5 +3/+6/+5 ethereal shift 

 

Elf Glow: An elf glows with the brightness of a candle (5’ radius) and may supress the glow at will (as a free action), but must make a concentration check as a free action each round to maintain the suppression (DC10). At L5 suppression becomes instinctive, and the glow radius may spread at will to 10’. 

Slip Binding:  once a day, the elf gains a +10 bonus (+20 at L 7) to all escape artist checks. This bonus lasts for all checks conducted over a 5 minute period. This reflects the first stages of their ability to shift into the ethereal plane.

Ethereal Shift: the elf may shift himself and objects he carries to or from the ethereal plane and remain on the destination plane until this ability is used again. 

 

 

HALF-ELVES

Half-elves are usually the offspring of a wandering elf (frequently male) and ahuman (woman) who was enchanted by his beauty.Frequently these relationships are short-term, and a half-elf will be raised by his or her human parent after the elf has left. A few, however, may find themselves raised in elven lands by an elven parent. In this case, they will be far more elven in personality than human. In Greenvale, half-elves are not extremely uncommon and often intermarry, producing multiple-generation half-elf families. Once a half-elf marries a non-half-elf, however, the bloodline is diluted enough that they are considered to be humans, not half-elves.

 

Personality: half-elves are less aloof and more engaged with the world than typical elves. They are probably not aware of the elven ethereal world, and see their place as here on Vishteer. They have a more human outlook about other races and about time. Some may be arrogant, but it is more for human reasons of pride than elvish motivations.

 

Physical description: half-elves tend to be tall and naturally slender. They are frequently 6' tall or close to it. Features are delicate, and ears may be slightly pointed. Coloring is usually fair, or golden. Half-elves rarely have truly metallic eye color, though their eyes may seem to shine or glow on rare occasion.

 

Alignment: half elves, like humans, can favor any alignment. Many are chaotic, but this comes as much from their borderline status among their human relatives as from their elvish nature. 

 

Languages: Common (Harothan or 'Valer) and Elven are their preferred tongues.

Lifespan: half-elves live about half as long as an elf (250-350 years). Unlike elves, when they leave the world, they die in the fashion of a human.  

 

Names: half-elven names are usually human with some "twist" of elvish flavor thrown in. A half-elf who speaks elven may translate his or her name into elvish and use that. Half-elves raised in elven lands will of course, have elvish names.

 

Lands: Half-elves have no "lands" of their own. They tend to be individuals or small families in otherwise human communities. Greenvale has the largest percentage of half-elves in Miraboria, and there they have begun to form small communities. In Mistland, the Grey Kingdom has a high percentage of half-elves, and a unique culture is forming. However, politics may yet end this experiment in racial bonding.

 

Social Structure: half-elven social structure is not separated from that of the place where they live. However, since many half-elves are seen as bastards or marginal members of their community, they tend towards being wild or chaotic, withdrawn and suspicious. Half-elves tend to form very strong friendship bonds. Marriages freqeuntly last a lifetime, and children are carefully protected. Half-elves are more fertile than elves, but families still tend to be small.

 

Religion: will be the same as that of the culture where they were raised, with a preference for nature and forest gods.

 

Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.

 

Racial Traits

L0:  Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.

Half-elf base land speed is 30 feet.

Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.

Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

+1 racial bonus on Listen, Search, and Spot checks.

+2 racial bonus on Diplomacy and Gather Information checks.

Elven Blood: For all effects related to race, a half-elf is considered an elf.

 

Alignment: any

HD d8

Class Skill points: 4 + int modifier (x4 if taken as 1st character level)

Class Skills: bluff, climb, craft, diplomacy, hide, jump, listen, move silently, perform, profession, swim.

 

Level Advancement

Level BAB Fort/Ref/Will Special

1 +0 0/+1/0 Bonus Feat, elven vision +1

2 +1 0/+2/0 +1 level of spellcaster ability (divine or arcane)

3 +2 +1/+2/+1 Persuasion, Ability boost, elf glow

4 +3 +1/+3/+1 Elven vision +2, bonus feat

5 +4 +2/+3/+2 Ability boost, +1 level of spellcaster ability, slip binding

6 +5 +2/+4/+2 Elven vision +3, bonus feat

7 +6 +3/+4/+3 Ability boost, +1 level of spellcaster ability, elf glow

 

ability boost:  each time this ability is gained, the half-elf may increase one selected ability score by +2.

Elf Glow: A half-elf  begins to glow with the brightness of a candle (5’ radius) and may supress the glow at will (as a free action), but must make a concentration check as a free action each round to maintain the suppression (DC10). At L7 suppression becomes instinctive, and the glow radius may spread at will to 10’. 

elven vision; the half-elf gains lowlight vision, and gains the elf’s natural +1 to spot and search checks. When the ability is gained again, the bonuses increase to +2 and then +3

levels of spellcaster ability: each time this ability is acquired, the half-elf advances his 

spellcasting ability in any class he or she already has; this affects spells cast and spells known, but does not give any other special abilities such as added feats, or other class abilities.

persuasion: the half-elf’s skills in diplomacy and gather information gain a +3 bonus. All other charisma-based skills gain a +2 bonus.

Slip Binding:  once a day, the half-elf gains a +10 bonus to all escape artist checks. This bonus lasts for all checks conducted over a 5 minute period. This reflects a minor ability to phase towards the ethereal plane.

 

 

HALF-ORCS

 are very very rare as player characters; all will be from far-off lands or have very unusual backgrounds. Most potential half-orcs are either aborted before birth as the offspring of rape, or live short, unendurably brutal lives among their orcish kin (where they are typically the offspring of human slaves). In Harothar, a half-orc most likely resulted from an incursion by orcs from Gragash. Gragashan orc tribes often take slaves back to their lairs.

 

Physical Description: half-orcs are about as tall as humans. A half-orc’s skin is tougher and more hide-like than a humans, and tends to be of a more sallow hue (orcs are very sallow IMC). They tend to have a pronounced brow ridge, heavy jaw, and large, possibly pointed teeth. Their body hair tends to be thick and coarse. A half-orc raised by orcs may well have prominent scars, both as a reflection of his brutal upbringing and because orcs prize them as a show of manhood.

 

Personality: Half-orcs are rare. Many orc tribes keep a human or three as breeding slaves, because the half-orcs are more intelligent, and can interact with humans nearby (as spies, traders, etc...)  Half-orcs are generally rough, tough and untrusting, as much due to their upbringing as their innate nature. Many half-orcs also tend to be short-tempered and sullen. They would rather act than think, or fight than argue. Many suffer from what we would call “attention deficit disorder”. Those who do well in human lands manage to suppress the worst of these characteristics. They tend to prefer simple pleasures, such as feasting and wenching, to more courtly arts such as demure dancing and flirting. 

 

Languages: If they were raised by their human parent, they will speak the dominant human tongue; if raised in orcish lands, they speak orc.

 

Names: half-orcs rarely have more than one name. Frequently it is an insult or derogatory term. Other times it may be a common name selected by the half-orc as a way of blending in. 

 

Lifespan: Half-orcs live shorter lives than most humans, being mature by the age of 14 or so, and reaching old age at about 50 years. Few live beyond 70.

 

Half-orc lands: there are no realms ruled or populated by half-orcs in the known world. A few tribes of orcs have substantial numbers of half-orc slaves, but never above 1/3 of the tribe. Half-orcs who wish to integrate into human lands find that grouping together causes more suspicion and trouble than it is generally worth.

 

Religion: most human-raised half-orcs worship the predominant human gods. Half-orcs raised by orcs may prefer Kethrin, Kar or Aragh, depending on their tribal affiliation. 

 

Relations: Because there is no half-orc homeland half-orcs are always outsiders, strangers, single members of their breed in another culture. This gives them a rootless, fatalistic outlook on life. They know that in all likelihood they will never settle with a family nor make good, long-term friends. Some half-orcs become moody and depressed, others are filled with rage. Only a few manage to become well-adjusted members of a human society where they will always be viewed with some measure of mistrust. Dwarves rank them with their worst foes, the orcs themselves. Elves see them as one of the ancient evils (orcs) which drove the elves to their current homes on the ethereal plane. Humans mistrust their brutish appearance and tendency to violence. Marchat and Szathair tend to be the most accepting of them, partly because they too frequently experience mistrust. Hobbytlan like humans, are mistrustful but more willing to be persuaded than the big folk.

 

Alignment: half-orcs have a strong bent towards chaos, and are usually either neutral or evil. However, some half-orcs raised by humans have rebelled against this tendency and have deliberately followed lawful and good tenets. 

 

Favored Class: Barbarian. A multiclass half-orcs barbarian class does not count when determining whether he takes an experience point penalty.

 

Racial Traits:

L0: +2 str, -2 intelligence, -2 charisma

medium size

30 base speed

darkvision 60’

orc blood: any special weapons or magical abilities which require orcish blood work perfectly for half-orcs.

alignment: any

HD: D10

Class skill points 2 + int modifier (x4 if taken as first character level)

Class skills: climb, craft, handle animal, intimidate, jump, profession, ride, survival, swim

 

Level BAB Fort/Ref/Will Special

1 +1 +1/0/0 +4 bonus to intimidate

2 +2 +2/0/0 bonus feat 

3 +3 +3/0/+1 rage 1x day 

4 +4 +3/+1/+2 bonus feat

5 +5 +4/+2/+2 rage 2x day

 

bonus feat: as part of the human side of his nature, a half-orc is more versatile than normal orcs. He may select one bonus feat to reflect this. 

rage: at third level, the half-orc learns to access his primal orc fury. If he already has the rage ability, this increases it by 1x day. The effect is identical with the barbarian class ability. In a rage, a  half-orc temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the half-orc’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a half-orc cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A half-orc may prematurely end his rage. At the end of the rage, the half-orc loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter.

 

 

HOBYTLAN

These small, rotund people with broad, tough, furry feet call themselves Hobytlan (singular hobyt). They are generally of two broad physical and psychological types. These two types are commonly known as Stouts and Hairfeet. 

 

Personality and physical description:

Stout: as halfling, except they always fall into the top 2/3 of weight and bottom 2/3 of height range. They are plump, cheerful, easygoing and generally comfortable. Stouts tend to be farmers, small merchants, craftsmen on a simple scale, and to be hardworking and honorable. Some of them have a scholarly bent to their nature, especially as they grow older. Genealogy, history, legends, song, food, and other homey, folkloric fields are their major interests.

Hairfeet are slightly different than Stouts. They tend to be taller and leaner, always being in the upper 2/3 of height and lower 2/3 of weight. By human standards, though, they are still generally small and plumpish. Hairfeet are not truly even a separate breed of hobyt, because they can be born to any Stoutish family, even pure stout for several generations. And indeed, even two very thoroughly Hairfootish hobytlan have been known to produce Stoutish children. Hairfeet are more footloose, adventuresome and less inclined to stay close to their families. They are not innately less honest, but it seems that the adventuring lifestyle leads them frequently into roguish habits.

 

Many hobytlan have unique slightly magical abilities whose origins no one can determine. These abilities are of minor importance to Stouts, who would rather ignore them when possible, but Hairfeet often find them beneficial, and therefore explore them more fully.

 

Relations: hobytlan get along with all other races, possibly with the exception of the Szathair and half-orcs. 

 

Alignment: hobytlan tend to be good, frequently neutral good. However Hairfeet may be more chaotic/neutral. Only a rare hobyt is evil, but surprisingly it is more often true of a Stout.

 

Hobyt Lands: Hobytlan live in Tallowsland and Irgirth. They are not uncommon in Greenvale and Mistland. In Harothar they are less common, but well-liked. In Miran they are sometimes held as slaves. In Narbada hobytlan are widespread but thinly settled except in one or two realms. Hobytlan of all types and places prefer to dwell underground, in small dry well-made burrows or holts. Large families are the norm, and they live closely together. 

 

Religion: Hobytlan have their own names for many gods and goddesses of Vishteer. They most often worship Elanora, and Centarius.

 

Language: the hobytlan of Greenvale have very little of their own tongue any more. They speak ‘Valer or Harothan if they dwell there. Only in Narbada do some hobytlan still speak a strange tongue called Hobytlandish, which is unrelated to any other Vishteeran tongue now known.

 

Hobytlandish (Narbada): this once-separate tongue has borrowed a great deal from neighboring tongues, and is now much more similar than it used to be to Narbadan (1 step difference). If anyone spoke Ancient Hobytlandish, there would be a full 2 step difference between it and Ancient Narbadan (AKA 1st Empire Miraborian)

 

Game Racial Traits: 

L0: +2 dex, -2 str

small size (+1 bonus to AC, +1 size bonus to attacks, +4 size bonus to hide, 3/4 carrying capacity limits, and limited weapon selection)

20 base speed

Low light vision

Alignment: any

HD: D6

Class Skill Points: 4 + int modifier (x4 if taken as first character level)

Class Skills: bluff, climb, craft, diplomacy, hide, jump, listen, move silently, perform, profession, sleight of hand, survival. 

 

Level BAB Fort/Ref/Will Special

1 0 +0/+1/+1 +1 attack bonus with all thrown weapons and slings

2 +1 +0/+2/+1 cantrip casting

3 +1 +1/+3/+2 +2 racial bonus to climb, jump and move silently

4 +2 +1/+4/+2 +2 attack bonus with all thrown weapons and slings

5 +2 +2/+5/+3 invisibility to animals

6 +3 +2/+6/+3 +4 racial bonus to climb, jump and move silently

7 +3 +3/+7/+4 invisibility once per day 

 

Cantrip casting: with Int of 10 or higher, gain the cantrips dancing lights, ghost sound and prestidigitation once per day each. These are arcane spells and armor penalties apply. Treat character level as caster level for effects.

 

invisibility to animals at will as the spell. Treat character level as caster level

invisibility once per day, as the spell. Treat character level as caster level.

 

SZATHAIR (LIZARDMEN)

The Szathair come from near Miran. They were bred in the southern swamps during the Second empire, at first for slave labor harvesting rare plants and hunting rare animals, but eventually as cannon-fodder for the armies raised during the last decades of the Empire’s fall. The Szathair were bred for size, speed and strength. The intelligence and cunning they inherited were unexpected, and almost unwelcome. Whether their innate sorcerous abilities were also equally a surprise is unknown today. Now they find themselves hunted as slave material, but because of the Mirani views on magic, szathair with sorcerous ability are always killed. Because of this, many of the szathair have fled from their traditional homeland seeking refuge in less hostile places. There are few or no Szathair in cold lands such as Harothar.

 

Personality:

Szathair live in small family groups that rarely last past the maturity of one or two sets of offspring. While szathair are long-lived, they are not particularly apt to forge strong familial bonds. Szathair are slow thinkers, patient and stubborn. Once a szathairun has made up his mind to a course of action, he is almost impossible to sway. Unfortunately, szathair rarely think beyond their immediate concerns, leaving longer planning and the consequences of their actions to others to deal with.

 

Physical description: 

Szathair are taller than most humans, averaging between 5’6” and 6’ 6”. They are slender of body and long-limbed. Females are slightly taller but slenderer than males. They have long narrow snouts filled with sharp teeth. They eat mostly fish and meat, preferring it uncooked. They eat some greens, and occasional fruit, but have little use or need for bread or starch. Their skin is rough, slightly scaly and tough (natural armor bonus of 2).  They range in color from pale greenish brown to dark oily black. Their undersides are paler than their backs, but not usually strikingly so. Some have “racing stripes” on the backs of their heads and necks, while others have a broad dorsal stripe. Some have red patches on the head behind the eye - usually females have this. Females are usually brighter colored than the males. They have longish tails that brush the ground when they walk, but are not long enough to use as more than a balancing or swimming tool.

 

Lifespan: 

Szathair are long-lived, but quick to mature. While warm-blooded, they do lay eggs, which they carefully protect. 

Egg: 4 months

Hatchling: 1-2 years 

Child: 2-9 years 

Teenager 9-14 years 

Young Adult 15-20 years 

Mature Adult 21-50 years 

Middle Age 50-70 years 

Old 71-120

Venerable over 120 years

 

Natural Abilities:

Szathair were probably a crossbreed between the monster lizardmen and the tiny kobolds. How this occurred no one knows. Possibly they were a breeding experiment late in the time of the Second Empire when magic was being used in many less than beneficial ways. What is known is that unlike either of those races, many szathair have a strange affinity for sorcery. Although they are illiterate in most cases, and do not deliberately study magic, as many as one third of all szathair can cast low-level spells as a sorcerer. 

 

Only a few szathair ever pursue this ability beyond a single level or perhaps two. However, there are always exceptions to the rule, and it is rumored that deep in the Southern swamps there are powerful sorcerers who dominate the weak social structure of the szathair, ruling their scattered folk by personal magnetism and the power of awe.

 

Society Alignment

Neutral

 

 

 

Social Structure: 

Szathair tend to leave their homes at about the age of 15. They are on their own from that time until they take a mate, usually in their thirties. Mates are temporary, with a mating lasting only 5-20 years. In their years between leaving home and forming a mate-partnership, young szathair often form small groups of five or six. These groupings are closer than most familial groups, and the bonds formed last well into adulthood. Most szathair will have two or three mates in a lifetime. They form few adult communal groups, living alone or in pairs and meeting only by accident. They are neither territorial nor possessive. However, male szathair seeking a mate may become quite aggressive. Female szathair will frequently draw the attention of several males during their mate-seeking phase, and will watch them fight to see who is strongest before choosing a mate. Note that szathair who live in a region will act cooperatively in emergencies, and do not go out of their way to ignore each other - they simply have few social bonds.

 

Lands

Szathair will happily settle in any coastal area or inland if they can be assured of adequate fish. They must keep themselves well-hydrated, so they avoid deserts and cold lands. They enjoy heat. Szathair are warm-blooded so they do not suffer problems in cold as a reptile would. In Greenvale they are uncommon. A fair number now dwell in the Great Dismal Swamp, and others in the Baronies of Eldon and Tamar. Large numbers have also traveled from the Stinking Swamps into Mistland and Southern Isles, where they are welcomed as divers and fishermen. In their preferred habitat szathair live in small huts, frequently on islands. They are good primitive engineers and will often build dams or otherwise create suitable defensive living arrangements. While they do not use fire for metalwork or cooking, they know how to weave (baskets and nets), they do sow some crops (mostly small plots of favored herbs), and they are quite good potters.

 

Religion: 

Szathair worship Zathunar and Dorian but religion is not a strong force in their lives. A few may find themselves called to priestly rank, but this is rare.

 

Language: 

Szathair speak a heavily accented and dialected version of Mirani. Those who have come to Greenvale will also speak ‘Valer. They have no language of their own, and will always use the prevailing tongue of the region where they live. They do have trouble with labials and prefer sibilants.

 

Clothing and adornment:

Szathair are not possessive. They rarely keep physical objects for their intrinsic value. However, they love bright colors, shining and mirrored surfaces, and are quick to recognize fine quality artistic ability. Szathair need very little in the way of clothing, but they do wear leather straps and pouches in their native environment. In human society they frequently don loose vests or tabards to help avoid being mistaken for monsters or animals by ignorant peasants. They love jewelry and will often wear necklaces, bracelets, anklets, ribbons, strips of embroidery and other decorative articles in quantity. They can be a bright, almost garish sight in full regalia. Szathairan weaving and pottery are sought out by knowledgeable traders and collectors.

 

Names

Szathair have trouble with names. They don’t often give themselves permanent names, and find that concept baffling. They respond to whatever nickname has been hung on them most recently, and will give their companions nicknames of their own.

 

Game Racial Traits:

L0: +2 Str and Con

- 2 Int and Wis

HD: D8

Alignment: normally chaotic

Szathair gain a racial bonus to swim of +2 ranks

Szathair have natural weaponry of d4 claw/claw and d6 bite. (note that this means they get 1 attack at normal, and 2 attacks at -5). They may take the monster feat multiattack to reduce secondary attack penalties from -5 to -2.

Thick natural hide gives them a natural armor bonus of +2. Szathair dislike the restrictions of armor and rarely wear metal.

Skill Points: 2 + int modifier (x4 if taken as first character level)

Class Skills: climb, craft, intimidate, jump, listen, spot, survival, swim

favored class: sorcerer

 

Level BAB Fort/Ref/Will Special

1 +1 +2/0/0 multi-attack feat, +2 survival skill

2 +2 +2/+1/0 +1 level of sorcerer spellcasting ability

3 +2 +3/+1/+1 +4 natural armor bonus,  +4 swim skill

4 +3 +3/+2/+1 low light vision, +1 level of sorcerer spellcasting ability

5 +3 +3/+3/+2 alertness, +2 strength bonus

 

multi-attack feat: reduces the penalties for making second and third attacks in a round with natural weapons from -5 to -2. 

sorcerer speallcasting ability: the szathair gains one level of spellcasting ability as a sorcerer. This means that he gains the spells known and the spells cast per day, and effective caster level, but does NOT gain any of the other abilities of a sorcerer (no feats, no familiar, etc...).  If the Szathair was not previously a sorcerer, he gains first level sorcerer spellcasting abilities.

 

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