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Creating Characters

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Creating Characters


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Rolling Stats:

Roll 4 dice. Select the 3 highest, then place in order. You may still get a character with less than a total +2 from all stats; if so, reroll the lowest 2 stats in the set, until your adjusted bonus to stats reaches a mimimum of +2 (including any penalties from low stats).  

 

Once you've generated your stats, choose your race and class (you may re-order your stats at any time until you're ready to choose skills/feats). Please check to see if the Class you are choosing is different from the one listed in the Player's Handbook. Fighters, Rangers and Knights are different (Paladins and Monks are generally not permitted).

 

After selecting your race/class combo and ordering your stats, choose a background for your character. 

 

RACES

 

Playable Character races that exist in my campaign world:

Dwarves

Elves (including Aquatic Elves)

Grippli

Half-elves, including Half Aquatic-elves (Southern Isles, Pirate Isles and Eor)

Half-merfolk

Half-orcs

Hobytlan

Humans

Kobolds (Southern Isles, Pirate Isles and Eor; maybe Greenvale)

Marchat

Szathair

 

RACES

 

FAVORED CLASS

A character's favored class doesnt count against him or her when determining experience point penalties for multiclassing. Note that this doesn't matter when we use milestones for XP, which I typically prefer.

 

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. 

 

LANGUAGES: every character speaks common and, if non-human, a racial language if there is one for his/her race. Languages beyond that must be purchased with skill points, as must the read/write skill. 

 

 

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 three 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. Thirdly, there are members of the fringe "barbarian" or "woodsfolk" tribes who dwell in the Hikar Hills and Anhieldfast Forest. These groups arrive for trade and likely do not remain long within Greenvale. They are socially and politically variable, but are almost always suspicious and isolationist.

            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 a long-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).

 

In the Pirate Isles, Southern and Eor, humans are the dominant species only by a small percentage. Particularly in Freeport and the Pirate isles themselves the culture is cosmopolitan and mixed, so humans see themselves as just one more race in the mix. 

 

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. In Mistland, most humans speak Mistlander, which is 2 steps removed from Greenvaler and Mirani alike.

 

Racial Traits:

                        Medium Size

                        30 base speed

                        Alignment: any

                        1 extra feat

                        4 extra skill points at 1st level and 1 extra point per level thereafter.

                        Class Skills: at 1st level a human may pick 3 skills that are not in his class skill list to add to that list. For every level gained, he or she may treat these as class skills, no matter what class he or she advances in. Select skills that are appropriate for the PC's background. Note that these three new class skills are IN ADDITION to any they gain from the Background they choose.

                        favored class: any

                       

 

 

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. Catmen are rarely drawn to live on ships or at sea, so they are not usually found in large numbers in the Southern Isles, Eor or the Pirate Isles. However, they are sometimes found there as individual travelers or adventurers. 

 

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

 

Language: Catmen know their own tongue (Marchatan/Feline) 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 Feline 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, Ranger

 

Racial Traits:

                            -2 Con, +2 Dex

                             40 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 instead of two weapon attack for unarmed combat. 

                             Alignment: Any non-lawful

                             +1 racial bonus to spot, listen, move silently

                             

                   

  

DWARVES

(dwarves have their own page)

 

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 at about 100 emotionally, and can live for over 700 years.

 

Death: Elves rarely actually die unless badly injured; they instead wander off into the Feyshadow and succumb to "the sleeping". As they age, in their sixth century most elves become more and more distant, unfocused and uninterested in the material world around them. They retreat to the Feyshadow, withdraw from society, and begin walking into the forests for long periods. Eventually, they simply lie down, go to sleep, and allow nature to grow around them. Frequently a tree will grow close to their body, which gradually dissipates; their soul then becomes part of the world, bonding with the tree and becoming a dryad.

 

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. In Avenvole, the elves rule through a Senate made up of 100 or so elected members, who are re-elected every century. 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. Elves often have same-sex marriages, and in these cases will frequently seek out a sibling to act as the parent of a child they wish to raise, or they will adopt one of a set of twins born to another family member. 

 

Elven Lands: the elves live on the Feyshadow 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 feyshadow and material worlds match up.  It is also much more dangerous than the material world, being home to fey, ethereal and shadow monsters such as ghosts, undead, all the fey races and phase spiders. 

 

It is commonly believed by non-elves that the feyshadow and the material plane were once much closer, possibly even the same plane. Something happened to the elves, which also broke their immortality. In that event, the feyshadow was peeled away from the material plane, possibly to protect the material world. The feyshadow was tainted, and ever since the elves have been trying to reclaim their realm and purify it of the taint it bears. Contact with the material plane is a necessary part of that purification process, and thus elves do their very best to protect and preserve every point at which the feyshadow and material planes interconnect. Also, it is critical that the elves maintain gateways with the material world to preserve the “binding” of the feyshadow plane in its current form. The further from a gateway to the material plane on the feyshadow, the less similar it is to the material, the more dangerous it becomes, and the harder it is to survive there.

 

Elves need contact with the material world for many resources beyond purification. Animals are scarcer there, and harder to hunt. Farming is difficult, and the elves prefer not to “damage” their world in that way. However, the feyshadow is rich with rare resources such as gems, exotic plants and other materials. They trade their wonderful art and crafts with humans for food and other supplies.  Avenvole is one of their strongest and largest feyshadow kingdoms. It has a large material 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, many their dwellings are located on and much of their "living" happens on the feyshadow. In large areas of interior Avenvole, it is hard to distinguish which plane a person is on at any given moment if they are not intimately familiar with it.

 

In Mistland, there are few true elves. Their lands connect to the Grey Kingdom, and a few other places, but they prefer to remain secretive and hidden. In the Islands, most elves are either sea-elves or individual travelers living in the islands for their own reasons.

 

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. Note that elves never speak to non-elves (even half-elves) about their homes on the feyshadow 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. Elves find the minor races (szathair, marchat and grippli) to be uninteresting or insignificant, but do not dislike them.

 

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 feyshadow homeland, lie 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:

                +2 Dex, -2 Con

                Medium Size (generally 5'6" and taller, but rarely exceeding 7')

                Movement is 30

              Weapon Proficiency: free martial weapon proficiency feat w/ longsword, rapier, longbow and shortbow

               immunity to magical sleep effects and a +2 racial saving throw bonus against enchantment spells or effects.

               elf glow

               +2 bonus to listen, search and spot skills. An elf who passes within 5' of a secret or concealed door is entitled to a search check to notice it, as if he or she were actively looking for it.

               Alignment: Any (tending towards chaotic good)

               Favored Class: Wizard         

 

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) under stressful conditions. At L5 suppression becomes instinctive, and the glow radius may spread at will to 10’.

 

Aquatic Elves:

Aquatic elves are no different from land-dwelling elves, except that they have the aquatic races traits listed here. Note that they do NOT have the amphibious trait. Instead they have gills, as described below. 

  • Aquatic: An aquatic race gains the aquatic subtype. An aquatic creature can breathe underwater. It cannot also breathe air unless it also has the amphibious special quality. An aquatic creature can hold its breath outside the water for 2 rounds per point of Constitution. After that, it begins to suffocate.

  • Swim speed: An aquatic creature always has a swim speed. It can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

  • Bonus Language: Aquan. Aquatic races are familiar with the language of water-based creatures.

  • Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules on page 304 of the Dungeon Master’s Guide).

  •  Proficient with trident, longspear, and net. This replaces the standard elf proficiency with longsword, rapier, and bow.

  • Aquatic elves, like elves, are taller than humans, ranging from around 5'6 to 7' tall. 

 

GRIPPLI

Grippli are amphibious humanoids resembling tree frogs which are common in piney woods and pine barrens on the eastern coast of Miraboria. They range from south of Greenvale in the Great Dismal Swamp down to southern Miran and the Stinking Swamp. Some may be found as far west as the Fiaraven river where it enters the Great Bay.

 

Personality: Grippli society may be considered primitive by human standards, but is generally peaceful. They live in tribal villages, usually in trees. Their homes range from tree hollows (very much favored) to nests lashed together from limbs to actual constructed wood platforms (becoming more common). Some grippli live on the ground in shallow holes, or even in caves where those are found in their ranges (quite unusual). Grippli prefer swamps or woods along the edges of swamps, and never live far from water. Grippli are a naturally curious folk, who love language and the written word as much as the natural world that surrounds them every day. They sing often, a sound which most humans find unpleasant or at least unsettling, but which they find very satisfying. Many Grippli become bards or even wizards as they follow their natural inclination to study. Others feel more attachment to the world around them and become druids or rangers.

 

Physical Description: Grippli average only two and a half feet tall, weighing somewhere around 30 pounds. They have dextrous hands and prehensile feet which allows them to hold simple tools with their toes. Grippli are found in a wide range of colors and patterns. Most are either green, grey or brown and may be striped or splotched in several shades of color. Their undersides tend to be white, pale green or grey, often washed with orange or yellow shading. Grippli are not known for their strength, but for their dexterity. Their fingers are long and clever, and the natural curiosity of the race lends them a natural talent for figuring out mechanisms and devices.

 

 

Relations: The Grippli are the result of magical experiments conducted by several wizards during the 2nd Miaraborian Empire. Grippli are fascinated by magic and have, as a species, become fairly adept at it. Most grippli are shy and try to avoid outsiders; however, they do like to trade for foods and tools and other resources that are difficult to come by in their natural environment. Grippli in the lands south of Greenvale have become habituated to the presence of humans and half-elves in their nearby area, and locals will probably be familiar with where their nearest human neighbors are located. Grippli fear and dislike Szathair because too many Szathair have “eaten first and asked later”.

 

Alignment: Grippli tend towards neutrality. Player character grippli may be of any non-evil alignment.

 

Grippli Lands: Grippli do not naturally form kingdoms or even very large communities. Each village or small town will have a spokesperson and a few important leaders, but generally issues are discussed in public forum and leaders follow the will of the populace. They have no nobility or ruling class. Their settlements rarely exceed five hundred members at the very most. Most villages are actually a single grippli clan or perhaps a few smaller clans sharing a single village. In the areas south of Greenvale the Grippli are beginning to form larger villages which may number upwards of 100 residents. Most of these villages are located on the ground rather than in trees, but always near bodies of water. Grippli are fairly territorial about the lands immediately surrounding their homes, and will warn off other clans from moving in on them. There are many grippli found in the Southern and Pirate Isles. They enjoy seafaring, although the salty ocean water is hard on them. They require ready access to fresh water for bathing while at sea, and may sicken if water is not available. Small villages on the outskirts of human settlements, and in marshy or swampy areas are not unusual, and groups may dwell in cities doing tasks that humans find too mucky or confining to accomplish.

 

Religion: Grippli tend to worship Nelora, Diorel and Safreth jointly. They recognize other gods but rarely name them. Their most feared god is Sithlar. Grippli have tales of the sea goddess sending raging tidal waves to destroy them and wash their race from the face of Vishteer.

 

Language: Grippli speak a variation of 2nd Empire Miraborian modified for their vocal structure and evolved over the centuries in vocabulary. It counts as being one step removed from 2nd Empire Miraborian, and 2 steps removed from ‘Valer. Grippli language contains many glottal stops and deep-throated croaks which non-grippli may not be able to imitate. Anyone (except perhaps a szathair) learning grippli will always have trouble speaking it fluently.

 

Names: Amongst themselves Grippli names are long croaking songs. They do not translate well into humanoid terms. Grippli who intermingle with other races tend to either pick a single or double syllable of their name to use, or they simply pick a descriptive term and call it a name. They do not differentiate genderwise.

 

Clan Names: Grippli very rarely bother to share them with outsiders, but Clan names are usually descriptive of what makes a clan unique, whether it be a historical event (ie Gator Slayers) or geographic location (Cliff-Caves). Clans are often renamed when a great deed is done, or may split when the clan gets too large and a new name will be chosen for one or both factions.

 

Lifespan: Grippli are fairly similar to humans in their lifespans. They are laid as eggs in the spring, hatch in the fall, spend their first winter as almost mindless tadpoles cared for in groups by the clan adults, then mature in the late spring or early summer. They grow from about 4" long at first emergence to full size over the course of about 12-15 years. Their full size does not mean full emotional or sexual maturity, which happens between about 15 and 20 years of age. Grippli reach middle age by about 45 years, and old age at about 60. By 75 they are ancient, and few live past their mid 80's. The oldest Grippli known might reach 100.

 

Adventurers: Grippli rarely adventure. Leaving their homes and clans behind is traumatic, and they often find the outside world to be unkind. However, there are always those few seized with wanderlust, or who have been orphaned or cast out for some criminal act. A few may have a religious motivation. Grippli curiosity has led to a few situations in which a Grippli's actions drag it into adventure whether it wanted to or not...

 

Racial Traits: 

+2 Dexterity, -2 Strength.

 Small: As Small creatures, grippli gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.

Monstrous Humanoid: As monstrous humanoids, grippli are immune to spells and effects that specifically target humanoids.

Grippli base speed is 20 feet.

Grippli gain a +4 to climb and jump skills.

Low-light vision: Grippli can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Grippli must have daily access to enough water to immerse or soak themselves once per day or suffer 1d6 points nonlethal damage. Each day they are without water the damage increases by +1 point (ie 2 days without water = 1st day’s damage +1d6+1 further dmg).

Automatic language: Grippli. All other languages must be purchased with skill points.

Favored Class: Wizard. A multiclass grippli’s wizard class does not count when determining whether he suffers an XP penalty for multiclassing.

 

 

HALF-ELVES

Half-elves are usually the offspring of a wandering elf (frequently male) and a human (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. If two humans with elven ancestry married, it is possible that one of their children could be a half-elf, should that child inherit "all" of the elven genetics of each parent, and "only a little" human genetics.

 

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. In the Pirate and Southern Isles, half-elves are fairly common. They tend to intermarry, and often have at least a trace of sea-elf blood. 

 

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.

 

Relations: half-elves are the consummate mixing race – they get along well with both parent races, although elves tend to feel sorry for their shorter-lived cousins, and humans sometimes envy them their grace, beauty and extended lifespan. Hobytlan look upon half-elves as likely to be good neighbors and friends. Dwarves find them as confounding and illogical as elves, but do not actively dislike them. Of the minor race, they like Marchat best, but have no dislike of grippli or szathair. As do most others, half-elves dislike half-orcs on general principle, but would make exception for a proven individual.

 

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

 

Racial Traits

             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 (elven vision)

            +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

 

Aquatic Half-Elves

Aquatic elves sometimes wed aquatic humans, just as land-based elves sometimes marry surface dwelling humans. The results are aquatic half-elf children. They often serve as the diplomats and negotiators for either their human or elf communities, depending on where they live. In the Southern and Pirate Isles, about 1 in 5 half-elves will be of the aquatic variety. 

 
Racial Traits

Aquatic half-elves have the general aquatic racial traits described below and all half-elf racial traits, with additions and exceptions as noted below.

  • An aquatic half-elf has a swim speed of 40 feet. They gain the benefits listed below with having a swim speed.
  • Aquatic half-elves have the amphibious special quality, and can breath air exactly as their non-aquatic parent can. 
  • No racial bonus on Gather Information checks.
  • +2 racial bonus on Survival checks: Aquatic half-elves spend a great deal of time traveling between elf and human settlements on their diplomacy work, and so are accustomed to surviving in the undersea wilderness.

 

All aquatic races have the following racial traits.

  • Aquatic: An aquatic race gains the aquatic subtype. An aquatic creature can breathe underwater. It cannot also breathe air unless it also has the amphibious special quality. An aquatic creature can hold its breath outside the water for 2 rounds per point of Constitution. After that, it begins to suffocate.
  • Swim speed: An aquatic creature always has a swim speed. It can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
  • Bonus Language: Aquan. Aquatic races are familiar with the language of water-based creatures.

 

Half Merfolk

     Merfolk are water-breathing, fully aquatic people - half-humanoid in the upper body, and fishlike in the lower body. They have no ability to walk on land, and rarely come ashore, but may often play and swim in the shallows near the surface, where they often have some contact with surface-dwellers. They are a playful people, known for their boisterousness and love of music. They are often attracted to surface dwellers, and it is not uncommon for them to produce half-breed children. These children often find life in the deep sea with their aquatic kinfolk difficult, as they find themselves less able to swim and function easily underwater.  

 

Half-Merfolk are amphibious, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male half-merfolk may have similar growths extending down from their cheekbones.

 

Half-merfolk tend to be slightly smaller and slimmer than average humans, usually just under 5' to 5'6" tall, and weighing from under 100 to 150 lbs. They like to wear minimal clothing, often form-fitting and just enough to be modest, though once under the sea they often shed even this. Pearls, tortoiseshell, ivory and soft metals are their favored adornments, along with fantastically woven seaweed draperies. 

 

Half-Merfolk mature quickly and are considered adults at age 15. They live to around 60-70 years. Most half-merfolk adopt the cultural traits of their human parent when they leave the sea, although they retain a sense of playfulness and love of exploration and adventure. Half-merfolk and half-aquatic elves will find they have much in common. 

 

Racial Traits

  • Type: Humanoid, Aquatic
  • +2 Dexterity, +2 Charisma. Half-Merfolk are lithe, agile, and graceful and inherit the playfulness, charm, and beauty of Merfolk.
  • Medium Size. As medium creatures, half-merfolk receive no bonus on attacks or AC.
  • Speed: 30 ft.
  • Swim Speed 30 ft. The Half-Merfolk can swim without a swim check.
  • Amphibious. Half-Merfolk can breathe both water and air.
  • Low-light vision. Half-Merfolk can see twice as far as Humans can in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail in these conditions.
  • Weapon Proficiencies: Heavy crossbow, trident, and net. Merfolk use these weapons famously, and Half-Merfolk train with them as well.
  • +4 racial bonus on Bluff and Gather Information checks when interacting with a Humanoid.
  • Automatic Languages: a dominant local human tongue such as 'Valer or Mistlander, Aquan, and home region. Bonus Languages: Any (excluding secret languages such as Druidic).
  • Favored class: Bard

 

 

HALF-ORCS

These crossbreeds 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. In Greenvale, they are most likely Woodsfolk, who retain a strain of orcish blood from the mass orc troops that were used in 2nd Miraborian Empire days, who after the Empire's collapse fled into the woodlands to survive.

 

Physical Description: half-orcs are about as tall as humans. A half-orc’s skin is tougher and more hide-like than a human’s, 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. However, in the Pirate Isles, half-orcs have found a wider acceptance amongst the cosmopolitan mix of races. They are still uncommon, but not so outlandish. Many are descended from escaped Miraborian soldiers who were used as shock-troop marines, who absconded after the fall of the 2nd Empire.

 

Religion: most human-raised half-orcs worship the predominant human gods. Half-orcs raised by orcs may prefer Kehret, Mikar 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 feyshadow. 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 are more willing to be persuaded than the big folk. Grippli and half-orcs rarely come into contact, and may have very little preconception of each other.

 

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:

                       +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  

                         Favored Class: Barbarian

 

 

 

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. In Mistland, hobytlan villages are frequently found side-by-side with human counterparts. Hobbytlan are not natural sailors, but they do love to travel (especially if they are Hairfoot) and are found in some quantity even in the Pirate Isles. Freeport has an unusually large and long-established community of Hobytlan. 

 

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

 

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:

               +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

               +2 racial bonus on Climb, Jump, Listen, Move Silently

               +1 racial bonus on all 3 saving throws

               +2 morale bonus on saves vs fear (stacks with racial bonus to all saves)

               +1 racial attack bonus on attack rolls with thrown weapons and slings.

               Cantrip Casting

               Alignment: any 

               Favored Class: Rogue

 

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.

 

Kobold:

Kobolds are short, reptilian humanoids  usually presumed to have cowardly and sadistic tendencies.

A kobold’s scaly skin ranges from dark rusty brown, greenish brown or even grey-green to a rusty black color. It has glowing red eyes. Its tail is nonprehensile. Kobolds wear minimal clothing, favoring red and orange. They dislike footwear. A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds.

 

Kobolds are found most everywhere, but are usually only semi-civilized, living in small tribes on the fringes of civilization, hiding and scrounging to  survive. Often they are used as slave labor for other races, particularly the goblinoids. They are not kin to the Szathair in any recognizeable degree. 

 

In Mistland and the Southern Isles Kobolds live very much on the fringes of humanoid society, in the slums and trash-heaps. They are treated as less than slaves, rarely recognized as individuals, and ignored by most. Only a few ever achieve any recognizable status, even as adventurers or criminals. In Miraboria, kobolds are not usually found in human-settled areas, except one region of Greenvale, but often live in tribes in the wilderness near human, demi-human or humanoid settlements. Only in Freeport have Kobolds gained any stability or recognition, and even there they are considered lesser by everyone, even the Hobytlan, who being similar in size might recognize a commonality with the little lizard-people. 

 

Kobolds live short lives, rarely more than 30 - 40 years, and bear 3-5 live young at a time, most of whom will likely die in infancy. They are carnivorous, eating mostly insects, lizards, small mammals and eggs, which they especially adore. Kobolds have a very unique ability to survive nonmagical freezing temperatures; they will go dormant when mammals would freeze to death, and can then thaw out, up to several months later, with little or no ill-effect.

 

Personality: small in size and weak in comparison to most other humanoids, kobolds tend to be servile and submissive, but cunning. Malice and cowardice are second-nature to many, but not all kobolds. They speak their own language, filled with hisses and barks, chirrups and gurgling sounds. They treat their young with care, but little affection, and raise them communally under most circumstances. Kobolds don't marry, and rarely stay bonded to a partner for more than a few years.  Kobolds care very little about sex-roles, and don't quite understand the human need to differentiate male and female outside sexual activity.

 

Names: Kobold names are short and simple, and surnames are not used. When they interact with humans, they use their tribe's name as a surname, if necessary. These tend to be group-descriptors, such as "Fish-hunter" or "Yellow-cave". 

 

About one in three kobolds has the capacity to be a sorcerer, although in most tribes, there is only one adept and he or she may have one or more apprentices. Most other kobolds allow their magic ability to languish, although a few might learn a cantrip or two. Almost all the rest of kobolds with a PC class are rogues. Kobolds are not naturally "religious" in that while they know the Gods exist, they rarely go to the bother of worshipping them. Few become clerics, and they tend not to have shrines or holy places. Most kobolds would say this is because the Gods have never shown much interest in them, either.

 

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, but there are now many in Laigladen, and more appear each year in southern Greenvale. In the Southern Isles and Pirate Isles, there are small bands of szathair; because they are not inclined to form social groups, they have no villages, but groups or lone young szathair often find their way into human settlements, and they are widely accepted. 

 

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 grains. 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 5-10 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 do 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 Sithlar and Diorel,  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. Any Szathair growing up in the Islands will speak Mistlander rather than 'Valer, but also will know at least some Mirani. 

 

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 artistry. 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:

      +2 Str and Con

       - 2 Int and Wis

      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.

                    favored class: sorcerer 

 

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

 

Tibbit (aka catwere)

Note: this race is found in the Dragon Magazine Compendium, p25.

 

A small race, with the ability to change into a housecat. They are curious, adventurous and clever. Tibbits are found in small numbers in many societies, usually hidden away and unobserved by outsiders, as they are very aware of how vulnerable to exploitation they are. They are usually chaotic neutral in alignment, but can vary widely. 

 

Game Racial Traits:  

  • Monstrous Humanoid (shapeshifter): As monstrous humanoids, tibbits are immune to spells that affect only humanoids.(Tibbits, ofcourse, would be horrified to learn that they are classified as "monstrous.") They also have the shapeshifter subtype.
  • +2 Dexterity, -2 Strength: Tibbits are small and relatively weak, but they have a cat's quick reflexes and fluid agility.
  • Small: As a Small creature, a tibbit 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 creature.
  • Tibbit base land speed is 20 feet.
  • Darkvision: Tibbits can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and lupins can function just fine with no light at all.
  • Feline Transformation: At will, as a standard action, a tibbit can transform into a house cat. This effect is similar to the spell polymorph but with a number of key changes. For ful details see me or the article mentioned above. 
  • +2 racial bonus on all Spot checks. Tibbits have keen eyes.
  • +2 racial bonus on all Jump and Escape Artist checks. Like their feline cousins, tibbits are quick, nimble, and lithe.
  • Automatic Languages: The local human or racial tongue of their region and Marchat/Feline. The Feline language is spoken by all tibbits, all Marchat/Catfolk and cats with an Intelligence of 3 or higher, allowing a tibbit to use the Diplomacy skill against such felines. This language is part of the felines' racial heritage.  Bonus Languages: Any. Tibbits travel far and wide and their curiosity pushes them to learn a number of languages.
  • Favored Class: Rogue. A multiclass tibbit's rogue class does not count when determining whether she takes an experience point penalty for multiclassing. Tibbits excel at keeping a low profile and finding secrets, two tasks for which the rogue is ideally suited. 

 

Languages

 

Spoken languages

Every character speaks his racial language and the language of the region in which he grew up. In addition, he or she will have learned (or can learn) one language per bonus point of intelligence. The first two languages a character knows are at skill rank 3. Any other starting languages are at rank 2. Int does NOT modify your language skill. Ranks in languages top out at 5 (see my skills for more info). 

 

Written Languages

If you take the Read/Write skill (again see my skills list to determine if it is a free skill or not), you need only put one point into it to read/write any language you speak. Additional points will help you with reading related languages, and interact with decipher script. 

 

Height and Weight Generation (optional)

To generate a PC's height and weight, first find their base height on table 1. Then generate a d1000 roll to determine their % variation from normal (this will require another d4 or d3 roll, depending).

Further modify the % variation for strength score. Then multiply the numbers. For example, a human female from Greenvale has a base height of 61 inches. A d1000 roll generates a 282. This is a minus 1-4% variation, with a d4 roll of 1 meaning a 1% reduction in height. Her strength, at 15, does not further modify this. So her height is 99% of 61 inches, or 60.39 inches. So she's just over 5' tall.

 

Weight is generated by finding the height and getting a base weight. Racial multipliers, d1000 random variation, and strength variation multipliers are generated, added together, and the base is multiplied by them. In this example, 61 inches (60 base +1 for being female) gives 107 lbs. A random roll of 968 gives a +9-16% variable increase (a 6 on 1d8 indicates 14% increase). Her 15 Str gives another 6% increase, for a total of 20% above average. So she weighs 122 lbs. She's a short but stout young fighter.

 

Base Heights:

Race
Male
Female
Dwarf
48
--
Elf
72
67

Grippli

30
29

Hobyt

42 40
Human, Daintali and Southern Islands
70
65
Human, Miraborian except Greenvaler
64
60
Human, Greenvaler
66
61
Human, Mistlander except Daintali and Southern Islands
68
63
Marchat 53 55
Szathair 68 70

 

Half orcs are generally the same base height as their human parent.

Half-elves are generally 2" taller than the base height of their human parent.

 

Variation from normal Height:

d1000 roll
% variation (human)
% variation (nonhuman)
001-005 -(13-16) (d4+12) -(10-12) (d3+9)

006-025

-(9-12) (d4+8) -(7-9) (d3+6)
026-150
-(5-8) (d4+4)
-(4-6) (d3+3)
151-350
-(1-4) (d4)
-(1-3) (d3)
351-650
none

none

651-850
+1-4 (d4)
+1-3 (d3)
851-975
+5-8 (d4+4)

+4-6 (d3+3)

976-995
+9-12 (d4+8)
+7-9 (d3+6)
996-000
+13-16 (d4+12)
+10-12 (d3+9)

 

Height Adjustment for Strength:

Score
%adjustment to base
3-4
-9
5-6
-6
7-8
-3
 9-14
None
15-16
+3
17-18
+6
19+
+9

 

Character Weight by Height (Ht in inches, Wt in lbs)

Note: all females should be counted as 1" taller than males to calculate their weight, except Szathair; their females count as 1" shorter when calculating weight.

Ht
wt
Ht Wt Ht
wt
Ht Wt Ht Wt
95
405
79 232 63
120
47 66 31 27
94
390
78 223 62
117
46 62 30 26
93
378
77 214 61
115
45 58 29 25
92
366
76 206 60
113
44 54 28 24
91
354
75 198 59
110
43 50 27 23
90
342
74 190 58
107
42 47 26 22
89
331
73 183 57
104
41 44 25 21
88 320 72 175 56 101 40 42 24 20
87 309 71 168 55 98 39 40 23 19
86 299 70 161 54 94 38 38 22 18
85 288 69 154 53 90 37 36 21 17
84 278 68 148 52 86 36 34 20 16
83 268 67 141 51 82 35 32    
82 259 66 135 50 78 34 30    
81 250 65 129 49 74 33 29    
80 240 64 125 48 70 32 28  

 

 

Weight modifiers by race:

Humans:      None

Dwarves:     1.9

Elves:           .8

Grippli:        1.1

Half-elves:   .9

Half-orcs:    1.1

Hobytlan:     1.5

Marchat:      .9

Szathair:      None

Variation from Average Weight

d1000 roll
human % adjustment
nonhuman % adjustment
001-005 -(25-32) (d8+24) -(19-24) (d6+18)
006-025 -(17-24) (d8+16) -(13-18) (d6+12)
026-150
-(09-16) (d8+8)
-(07-12) (d6+6)
151-350
-(1-8)

-(1-6)

351-650
none
none
651-850
+1-8
+1-6
851-975
+9-16 (d8+8)
+7-12 (d6+6)
976-995
+17-24 (d8+16)
+13-18 (d6+12)
996-000 +25-32 (d8+24) +19-24 (d6+18)

 

Weight Adjustment by Strength:

Score
% adjustment
3
-20
4
-16
5
-12
6
-8
7
-4
8-13
none
14
+4
15 +6
16 +8
17 +12
18 +16

 

 

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