Aeinorean Races
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Bigkahuna
Saima
Rulyon
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Aeinorean Races
Well, folks, it's getting to be that time. I'm getting very anxious because the full release of the game is very close now. I still have a LOT to convert from hand-written notes to a text format I can copy and paste into a post here. But I'm to the point I can't hold EVERYTHING in any longer. Here's a preview of the five playable races in the Aeinorean Chronicles. There are no Elves or Dwarves... but shrewd readers will be able to tell which races were inspired by them and serve as their "replacements" within the Realm of Aeinor.
For those unfamiliar with DnD terms, AC means Armor Check and DC means Difficulty Check.
Hannoth - An imposing simian race
+2 Strength, +2 Constitution, -2 Dexterity: Hannoth are built solidly, but other races can run circles around them.
Medium: Hannoth are Medium creatures (barely!) and have no bonuses or penalties due to their size.
Normal Speed: Hannoth have a base speed oFf 30 feet.
Imposing: Hannoth receive Intimidating Prowess as a bonus Feat at first level.
Hatred: Hannoth receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Stability: Hannoth receive a +4 racial bonus to their Combat Manouver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Hannoth are proficient with Warhammers, one-handed blunt weapons, and treat any weapon with "Hannoth" in the name as a Martial weapon.
Racial Terrain: Hannoth can choose between Mountain, Underground, and Jungle for their Racial Favored Terrain.
Languages: Hannoth begin play speaking Hannoth and Common. Hannoth with high Intelligence scores can choose from the following: Raynish, Reiherri, Valciin, Orcish, Goblin, Slith, and Terran.
Human - Hardy, Industrious, Expansive
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra Feat at first level. (Select from the choices or work with GM to create your own.)
Skilled: Humans gain an additional skill rank at first level, and one additional rank whenever they gain a level.
Greed: Humans receive a +2 racial bonus on Appraise skill checks made to determine the price of weapons, armor, and other goods that contain precious metals or gemstones.
Industrious: Humans are accustomed to difficult work, and get a +2 bonus to Constitution checks to avoid fatigue. In addition, they get a one-time +2 bonus to a Craft skill when they first choose it.
Tensions: Humans and Reiherri have tense relations stemming from the Reiherri belief that Humanity's industrial development is costly for the ecology. Social rolls between the races are taken at +2 DC.
Weapon Familiarity: Humans are proficient with swords, maces, bows, and crossbows and treat any weapon with "Human" in the name as a Martial weapon.
Racial Terrain: Humans can choose between Urban, Prairie, and Forest for their Racial Favored Terrain.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages like Druidic).
Raynar - Cunning, fox-like humanoids
+2 Intellect, +2 Dexterity, -2 Strength: Raynar are nimble, both in body and mind, but are physically weak.
Medium: Raynar are Medium Creatures and have no bonuses or penalties due to their size.
Normal Speed: Raynar have a base speed of 30 feet.
Low-Light Vision: Raynar can see twice as far as Humans in conditions of dim light. (Low Light Vision Spoiler)
Predatory Ancestors: Raynar receive a +2 racial bonus on Perception checks related to scent and hearing.
Silver Tongues: Raynar receive Persuasive as a bonus Feat at first level due to their culture's fervent practice of mercantilism.
Market Value: Raynar receive a +2 racial bonus on Appraise skill checks made to determine the price of trade goods.
Fox's Cunning: Raynar add +2 to the DC of any saving throws against spells they cast.
Weapon Familiarity: Raynar are proficient with longbows, shortbows, polearms (including staves) and treat weapon with "Raynish" in it's name as a martial weapon.
Racial Terrain: Raynar Rangers can choose between Forest, Mountain, and Urban as their Racial Favored Terrain.
Languages: Raynar begin play speaking Raynish and Common. Raynar with high Intelligence scores can choose from the following: Valciin, Reiherri, Hannoth, Sylvan, Orcish, Goblin, Slith, Undercommon, & Gnoll.
Reiherri - A Surricate race with a clan-based culture
+2 Wisdom, +2 Dexterity, -2 Constitution: Reiherri are dexterous and wise, but physically frail.
Small: Reiherri are Small creatures and gain a +1 size bonus to their AC, a +1 Size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 Size bonus on Stealth Checks.
Slow Speed: Reiherri have a base speed of 20 feet.
Darkvision: Reiherri can see in the darkness to a distance of 60 feet.
Skittish Sentry: Reiherri receive the Alertness Feat as a bonus feat at first level.
Digger: Reiherri have non-retractable claws at the end of each finger, used for burrowing. They receive a +2 racial bonus to Climb and Dig checks, and all unarmed strikes are considered Natural Weapons. However, their claws interfer with their manual dexterity and they suffer a -4 penalty to attacks with melee and ranged weapons. They can shorten their claws to lose the penalty, but their unarmed strikes will no longer be considered Natural Weapons and lose their bonus. It takes a week for their claws to grow back. If they choose to shorten their claws on one hand, they can wield a weapon in it with no penalty and still make Natural Weapon attacks with their other hand, but they still receive the Off Hand penalty with the corresponding attacks. If they choose to do this, delicate tasks such as Disable Device are taken at a -2 penalty.
Tensions: Humans and Reiherri have tense relations stemming from the Reiherri belief that Humanity's industrial development is costly for the ecology. Social rolls between the races are taken at +2 DC.
Weapon Familiarity: Reiherri are proficient with Short Bows, Slings, Blowguns, and treat any weapon with "Reiherri" in the name as a Martial weapon.
Racial Terrain: Reiherri Rangers can choose between Grassland, Desert, Mountain, Forest, and Tundra as their Racial Favored Terrain.
Languages: Reiherri begin play speaking Reiherri and Common. Reiherri with high Intelligence scores can choose from the following: Hannoth, Human, Raynish, Valciin, Gnoll, Jack, Orcish, & Goblin.
Valcii - Avian masters of survival
+2 Constitution, +2 Wisdom, -2 Charisma: Valcii are wise and tough , but a bit gruff.
Medium: Valcii are Medium Creatures and have no bonuses or penalties due to their size.
Normal Speed: Valcii have a base speed of 30 feet.
Hardy: Choose whether you descended from a desert or tundra clan. You receive a +2 racial bonus in saves against extreme heat or cold as appropriate, as well as saves against poison, spells, and spell-like abilities.
Ancestral Birthright: Valcii receive the Acrobatic Feat as a bonus Feat at first level. (Not to be confused with the Acrobatics SKILL)
Self Sufficient: Valcii receive the Self Sufficient Feat as a bonus Feat at first level.
Eagle Eyes: Valcii receive a -2 reduction in the DC for Perception checks involving distance, and when performing a ranged attack against a target in Cover, reduce the cover by one step.
Hatred: Valcii receive a +1 bonus to attack rolls against humanoids of the reptilian and giant subtypes due to special training against these hated foes.
Weapon Familiarity: Valcii are proficient with all ranged weapons, including thrown, and treat all weapons with "Valciin" in the name as Martial weapons.
Racial Favored Terrain: Valcii Rangers can choose between Desert, Tundra, and Mountain as their Racial Favored Terrain.
Languages: Valcii begin play speaking Common and Valciin. Valcii with high Intelligence scores can choose from the following: Hannoth, Raynish, Reiherri, Orcish, Goblin, Slith, and Giant.
For those unfamiliar with DnD terms, AC means Armor Check and DC means Difficulty Check.
- Feats:
- There are more Feats than these available, I merely included these in this post to clarify the bonus Feats characters can start with.
Intimidating Prowess: Add your Strength modifier to your Intimidate skill checks in addition to your Charisma.
Persuasive: +2 bonus on Diplomacy and Intimidate checks.
Alertness: +2 bonus on Perception and Sense Motive checks.
Acrobatic: +2 bonus on Acrobatic and Fly checks.
Self Sufficient: +2 bonus on Heal and Survival checks.
Hannoth - An imposing simian race
+2 Strength, +2 Constitution, -2 Dexterity: Hannoth are built solidly, but other races can run circles around them.
Medium: Hannoth are Medium creatures (barely!) and have no bonuses or penalties due to their size.
Normal Speed: Hannoth have a base speed oFf 30 feet.
Imposing: Hannoth receive Intimidating Prowess as a bonus Feat at first level.
Hatred: Hannoth receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Stability: Hannoth receive a +4 racial bonus to their Combat Manouver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Hannoth are proficient with Warhammers, one-handed blunt weapons, and treat any weapon with "Hannoth" in the name as a Martial weapon.
Racial Terrain: Hannoth can choose between Mountain, Underground, and Jungle for their Racial Favored Terrain.
Languages: Hannoth begin play speaking Hannoth and Common. Hannoth with high Intelligence scores can choose from the following: Raynish, Reiherri, Valciin, Orcish, Goblin, Slith, and Terran.
Human - Hardy, Industrious, Expansive
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra Feat at first level. (Select from the choices or work with GM to create your own.)
Skilled: Humans gain an additional skill rank at first level, and one additional rank whenever they gain a level.
Greed: Humans receive a +2 racial bonus on Appraise skill checks made to determine the price of weapons, armor, and other goods that contain precious metals or gemstones.
Industrious: Humans are accustomed to difficult work, and get a +2 bonus to Constitution checks to avoid fatigue. In addition, they get a one-time +2 bonus to a Craft skill when they first choose it.
Tensions: Humans and Reiherri have tense relations stemming from the Reiherri belief that Humanity's industrial development is costly for the ecology. Social rolls between the races are taken at +2 DC.
Weapon Familiarity: Humans are proficient with swords, maces, bows, and crossbows and treat any weapon with "Human" in the name as a Martial weapon.
Racial Terrain: Humans can choose between Urban, Prairie, and Forest for their Racial Favored Terrain.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages like Druidic).
Raynar - Cunning, fox-like humanoids
+2 Intellect, +2 Dexterity, -2 Strength: Raynar are nimble, both in body and mind, but are physically weak.
Medium: Raynar are Medium Creatures and have no bonuses or penalties due to their size.
Normal Speed: Raynar have a base speed of 30 feet.
Low-Light Vision: Raynar can see twice as far as Humans in conditions of dim light. (Low Light Vision Spoiler)
Predatory Ancestors: Raynar receive a +2 racial bonus on Perception checks related to scent and hearing.
Silver Tongues: Raynar receive Persuasive as a bonus Feat at first level due to their culture's fervent practice of mercantilism.
Market Value: Raynar receive a +2 racial bonus on Appraise skill checks made to determine the price of trade goods.
Fox's Cunning: Raynar add +2 to the DC of any saving throws against spells they cast.
Weapon Familiarity: Raynar are proficient with longbows, shortbows, polearms (including staves) and treat weapon with "Raynish" in it's name as a martial weapon.
Racial Terrain: Raynar Rangers can choose between Forest, Mountain, and Urban as their Racial Favored Terrain.
Languages: Raynar begin play speaking Raynish and Common. Raynar with high Intelligence scores can choose from the following: Valciin, Reiherri, Hannoth, Sylvan, Orcish, Goblin, Slith, Undercommon, & Gnoll.
Reiherri - A Surricate race with a clan-based culture
+2 Wisdom, +2 Dexterity, -2 Constitution: Reiherri are dexterous and wise, but physically frail.
Small: Reiherri are Small creatures and gain a +1 size bonus to their AC, a +1 Size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 Size bonus on Stealth Checks.
Slow Speed: Reiherri have a base speed of 20 feet.
Darkvision: Reiherri can see in the darkness to a distance of 60 feet.
Skittish Sentry: Reiherri receive the Alertness Feat as a bonus feat at first level.
Digger: Reiherri have non-retractable claws at the end of each finger, used for burrowing. They receive a +2 racial bonus to Climb and Dig checks, and all unarmed strikes are considered Natural Weapons. However, their claws interfer with their manual dexterity and they suffer a -4 penalty to attacks with melee and ranged weapons. They can shorten their claws to lose the penalty, but their unarmed strikes will no longer be considered Natural Weapons and lose their bonus. It takes a week for their claws to grow back. If they choose to shorten their claws on one hand, they can wield a weapon in it with no penalty and still make Natural Weapon attacks with their other hand, but they still receive the Off Hand penalty with the corresponding attacks. If they choose to do this, delicate tasks such as Disable Device are taken at a -2 penalty.
Tensions: Humans and Reiherri have tense relations stemming from the Reiherri belief that Humanity's industrial development is costly for the ecology. Social rolls between the races are taken at +2 DC.
Weapon Familiarity: Reiherri are proficient with Short Bows, Slings, Blowguns, and treat any weapon with "Reiherri" in the name as a Martial weapon.
Racial Terrain: Reiherri Rangers can choose between Grassland, Desert, Mountain, Forest, and Tundra as their Racial Favored Terrain.
Languages: Reiherri begin play speaking Reiherri and Common. Reiherri with high Intelligence scores can choose from the following: Hannoth, Human, Raynish, Valciin, Gnoll, Jack, Orcish, & Goblin.
Valcii - Avian masters of survival
+2 Constitution, +2 Wisdom, -2 Charisma: Valcii are wise and tough , but a bit gruff.
Medium: Valcii are Medium Creatures and have no bonuses or penalties due to their size.
Normal Speed: Valcii have a base speed of 30 feet.
Hardy: Choose whether you descended from a desert or tundra clan. You receive a +2 racial bonus in saves against extreme heat or cold as appropriate, as well as saves against poison, spells, and spell-like abilities.
Ancestral Birthright: Valcii receive the Acrobatic Feat as a bonus Feat at first level. (Not to be confused with the Acrobatics SKILL)
Self Sufficient: Valcii receive the Self Sufficient Feat as a bonus Feat at first level.
Eagle Eyes: Valcii receive a -2 reduction in the DC for Perception checks involving distance, and when performing a ranged attack against a target in Cover, reduce the cover by one step.
Hatred: Valcii receive a +1 bonus to attack rolls against humanoids of the reptilian and giant subtypes due to special training against these hated foes.
Weapon Familiarity: Valcii are proficient with all ranged weapons, including thrown, and treat all weapons with "Valciin" in the name as Martial weapons.
Racial Favored Terrain: Valcii Rangers can choose between Desert, Tundra, and Mountain as their Racial Favored Terrain.
Languages: Valcii begin play speaking Common and Valciin. Valcii with high Intelligence scores can choose from the following: Hannoth, Raynish, Reiherri, Orcish, Goblin, Slith, and Giant.
Last edited by Rulyon on Wed Sep 07, 2011 4:59 am; edited 1 time in total (Reason for editing : Replaced "Prairie" with "Jungle" for Hannoth Racial Favored Terrain.)
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 40
Location : Fort Worth, Texas, USA
Re: Aeinorean Races
I see you've got a new avatar... I always get confused when that happens XD
I'm very excited for the game... Would you mind reserving me a spot, if that's still allowed in this forum?
I'm very excited for the game... Would you mind reserving me a spot, if that's still allowed in this forum?
Saima- Gamemaster
- Posts : 636
Join date : 2011-03-08
Age : 26
Location : Ontario
Re: Aeinorean Races
Looks awesome!
Definitely joining in as soon as you're ready (unless of course everyone already reserves spots )
About the races... I'm guessing that
Don't worry! If you've gone through and planned this much, the game will go fine. Besides, the first few rolls are a time to get your game together (haha, I made a pun ) and work out the weak points in the mechanics.
Definitely joining in as soon as you're ready (unless of course everyone already reserves spots )
About the races... I'm guessing that
- Spoiler:
- Hannoth is a replacement for dwarves and Reiherri for elves.
Don't worry! If you've gone through and planned this much, the game will go fine. Besides, the first few rolls are a time to get your game together (haha, I made a pun ) and work out the weak points in the mechanics.
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Aeinorean Races
Certainly! I now have four reserved slots and two open slots, if memory serves:
Reserved slots for:
ItsCrunchtime
AerynPierre
Saima
BigKahuna
I'm glad you like the races. :-) And Kahuna... Correct with the Hannoth, but not the Reiherri. Reiherri were Aeryn's brainchild that I converted for use in this game. Raynar actually were the "elves" of Aeinor, but quickly developed a personality of their own.
Reserved slots for:
ItsCrunchtime
AerynPierre
Saima
BigKahuna
I'm glad you like the races. :-) And Kahuna... Correct with the Hannoth, but not the Reiherri. Reiherri were Aeryn's brainchild that I converted for use in this game. Raynar actually were the "elves" of Aeinor, but quickly developed a personality of their own.
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 40
Location : Fort Worth, Texas, USA
Re: Aeinorean Races
I would like reserve a slot on the waiting list. Though, this being based on Dungeons and Dragons rather than Dragonchampion's games, I might not get in for years....
8680- Avid Roleplayer
- Posts : 562
Join date : 2011-03-20
Re: Aeinorean Races
Slot reserved. The very problem you bring up occurred to me before. I planned on running more than one Campaign if there is more than six interested players.
Edit to prevent double post:
I just re-read my "New Game Coming Soon!" thread and saw that I'd forgotten Talkal and FoolishBalloon are both interested as well. Seven reservations! Exciting!
ItsCrunchtime
AerynPierre
BigKahuna
Saima
8680
Talkal
FoolishBalloon
Y'all make me feel all loved an' shit. :-)
Edit to prevent double post:
I just re-read my "New Game Coming Soon!" thread and saw that I'd forgotten Talkal and FoolishBalloon are both interested as well. Seven reservations! Exciting!
ItsCrunchtime
AerynPierre
BigKahuna
Saima
8680
Talkal
FoolishBalloon
Y'all make me feel all loved an' shit. :-)
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 40
Location : Fort Worth, Texas, USA
Re: Aeinorean Races
Can I reserve a spot either in game or top of waiting list?
FLAMELASHER- Gamemaster
- Posts : 727
Join date : 2011-02-17
Location : England
Re: Aeinorean Races
Sure thing. I now have 8 interested players. I'll be running two four-member campaigns now.
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 40
Location : Fort Worth, Texas, USA
Re: Aeinorean Races
Don't burn yourself out please From personal experience, it's easy to start out rolling for tons of people, but it quickly ramps in difficulty...
Saima- Gamemaster
- Posts : 636
Join date : 2011-03-08
Age : 26
Location : Ontario
Re: Aeinorean Races
Hence splitting the group in two. One group or the other is bound to always be waiting on SOMEONE to post an action. Depending on how quickly people do so I may limit the weekly number of rolls in each group. Either way, I'll be spending the same amount of time on rolls each week that I would otherwise spend on one continuous DnD session, which should get me two rolls for each group if the groups post actions fast enough.
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 40
Location : Fort Worth, Texas, USA
Re: Aeinorean Races
Circumstances have prevented me from typing much of what is needed, but so many of you are interested I'd like give you an idea of what Character Creation will be like, as well as a better background on the various playable races and a sneak peak at the Classes. All classes listed are DnD standard save two. The Communer and the Talismentalist are my creations. :-)
Step 1: Determine Ability Scores and Bonuses
Start by generating your character's ability scores. These six scores determine your character's most basic attributes and are used to decide a wide variety of details and statistics. Some class selections require you to have better than average scores for some of your abilities.
All attributes start at a base score of 10. You have 15 points to spend to increase your Ability scores, and can gain additional points by decreasing other Attributes. No score can be reduced below 7 or increased above 18 in this method. The Table 1-1 shows the cost for each score, while Table 1-2 shows the ability modifiers and bonus spells. You can't cast spells related to an ability that is below 10. A positive modifier is a Bonus, while a negative modifier is a Penalty.
Table 1-1: Ability Score Costs
Table 1-2: Ability Score Modifiers and Bonus Spells by Spell Level
And so on, though I doubt anyone will achieve ability scores this high.
Step 2: Choose Your Race
Step 3: Pick Your Class
Barbarian: The barbarian is a brutal berserker from beyond the edge of civilized lands.
Bard: The bard uses skill and spell alike to bolster his allies, confound his enemies, and build upon his fame.
Cleric: A devout follower of a deity, the cleric can heal wounds, raise the dead, and call down the wrath of the gods.
Communer: The communer is a student of the arcane who makes sacrifices and incurs penalties in exchange for favors from Planar Outsiders
Druid: The druid is a worshiper of all things natural--a spellcaster, a friend to animals, and a skilled shapechanger.
Fighter: Brave and stalwart, the fighter is a master of all manner of arms and armor.
Monk: A student of martial arts, the monk trains his body to be his greatest weapon and defense.
Paladin: The paladin is the knight in shining armor, a devoted follower of law and good.
Ranger: A tracker and hunter, the ranger is a creature of the wild and of tracking down his favored foes.
Rogue: The rogue is a thief and a scout, an opportunist capable of delivering brutal strikes against unwary foes.
Sorcerer: The spellcasting sorcerer is born with an innate knack for magic and has strange, eldritch powers.
Talismentalist: A master artificer, a Talismentalist carves gems and imues them with power, then works them into weapons of potential.
Wizard: The wizard masters magic through constant study that gives him incredible magical power.
Step 1: Determine Ability Scores and Bonuses
Start by generating your character's ability scores. These six scores determine your character's most basic attributes and are used to decide a wide variety of details and statistics. Some class selections require you to have better than average scores for some of your abilities.
All attributes start at a base score of 10. You have 15 points to spend to increase your Ability scores, and can gain additional points by decreasing other Attributes. No score can be reduced below 7 or increased above 18 in this method. The Table 1-1 shows the cost for each score, while Table 1-2 shows the ability modifiers and bonus spells. You can't cast spells related to an ability that is below 10. A positive modifier is a Bonus, while a negative modifier is a Penalty.
- The Ability Scores:
- Strength (Str)
Strength measures muscle and physical power. This ability is important for those who engage in hand-to-hand (or "melee") combat, such as Fighters, Paladins, and some Rangers. Strength also sets the maximum amount of weight your character can carry. You apply yourcharacter's Strength modifier to:
* Melee attack rolls
* Damage rolls when using a melee weapon or a thrown weapon, including a sling. (Exceptions: Off-hand attacks receive only half the character's Strength bonus, while two-handed attacks receive 1-1/2 times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.
* Climb and Swim checks.
* Strength checks (for breaking down doors and the like).
Dexterity (Dex)
Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it's also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons, such as the bow or sling. You apply your character's Dexterity modifier to:
* Ranged attack rolls, including those for attacks made with bows, crossbows, throwing weapons, and many ranged spell attacks.
* Armor Class (AC), provided that the character can react to the attack.
* Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly.
* Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth attacks.
Constitution (Con)
Constitution represents your character's health and stamina. A constitution bonus increases a character's hit points, so the ability is important for all classes. You apply your character's Constitution modifier to:
* Each roll of a Hit Die (though a penalty can never drop a result below 1-that is, a character always gains at least 1 hit point each time he advances in level).
* Fortitude saving throws, for resisting poison, disease, and similar threats.
If a character's Constitution score changes enough to alter his or her Constitution modifier, the character's hit points also increase or decrease accordingly.
Intelligence (Int)
Intelligence determines how well your character learns and reasons. This ability is important for Wizards, Mages and Talismentalists because it affects their spellcasting ability in many ways. Creatures of animal-level instinct have Intelligence scores of 1 or 2. Any creature capable of understanding speech has a score of at least 3. You apply your character's Intelligence modifier to:
* The number of bonus languages your character knows at the start of the game. These are in addition to any starting racial languages and Common. If you have a penalty, you can still read and speak your racial languages unless your Intelligence is lower than 3.
* The number of skill points gained each level, though your character always gets at least 1 skill point per level.
* Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks.
A Wizard or Mage gains bonus spells based on his Intelligence score. The minimum Intelligence score needed to cast a Wizard or Mage spell is 10 + the spell's level.
Wisdom (Wis)
Wisdom describes a character's willpower, common sense, awareness, and intuition. Wisdom is the most important ability for clerics and druids, and is also important for paladins and rangers. If you want your character to have acute senses, put a high score in Wisdom. You apply your character's Wisdom modifier to:
* Will saving throws (for negating the effects of spells).
* Heal, Perception, Profession, Sense Motive, and Survival checks.
Clerics, druids, and rangers get bonus spells based on their Wisdom scores. The minmum Wisdom score needed to cast a cleric, druid, or ranger spell is 10+ the spell's level.
Charisma (Cha)
Charisma measures a character's personality, personal magnetism, ability to lead, and appearance. It is the most important ability for bards, communers, paladins, and sorcerers.. It is also important for clerics, since it affects their ability to channel energy. For undead creatures, Charisma is a measure of their unnatural "lifeforce." You apply your character's Charisma modifier to:
* Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device checks.
* Checks that represent attempts to influence others.
* Channel energy DCs for clerics and paladins attempting to harm undead foes.
* DC to resist a Communer's spells.
Bards, Communers, and Sorcerers gain bonus spells and summons based off their Charisma scores. The minimum Charisma score needed to cast a Bard, Communer, or Sorcerer's spell is 10+ the spell's level.
Table 1-1: Ability Score Costs
Score | Points | Score | Points | |
7 | -4 | 13 | 3 | |
8 | -2 | 14 | 5 | |
9 | -1 | 15 | 7 | |
10 | 0 | 16 | 10 | |
11 | 1 | 17 | 13 | |
12 | 2 | 18 | 17 |
Table 1-2: Ability Score Modifiers and Bonus Spells by Spell Level
Ability Score | Modifier | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1 | -5 | - | - | - | - | - | - | - | - | - | - |
2-3 | -4 | - | - | - | - | - | - | - | - | - | - |
4-5 | -3 | - | - | - | - | - | - | - | - | - | - |
6-7 | -2 | - | - | - | - | - | - | - | - | - | - |
8-9 | -1 | - | - | - | - | - | - | - | - | - | - |
10-11 | 0 | - | - | - | - | - | - | - | - | - | - |
12-13 | +1 | - | 1 | - | - | - | - | - | - | - | - |
14-15 | +2 | - | 1 | 1 | - | - | - | - | - | - | - |
16-17 | +3 | - | 1 | 1 | 1 | - | - | - | - | - | - |
18-19 | +4 | - | 1 | 1 | 1 | 1 | - | - | - | - | - |
20-21 | +5 | - | 2 | 1 | 1 | 1 | 1 | - | - | - | - |
22-23 | +6 | - | 2 | 2 | 1 | 1 | 1 | 1 | - | - | - |
24-25 | +7 | - | 2 | 2 | 2 | 1 | 1 | 1 | 1 | - | - |
26-27 | +8 | - | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | - |
28-29 | +9 | - | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |
30-31 | +10 | - | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 |
32-33 | +11 | - | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 |
34-35 | +12 | - | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 |
36-37 | +13 | - | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 |
38-39 | +14 | - | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 |
40-41 | +15 | - | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 |
42-43 | +16 | - | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 |
44-45 | +17 | - | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
Step 2: Choose Your Race
- Hannoth:
Hannoth are a powerful simian race with ancestral roots in the jungles of Logaria. An ancient war against the reptilian Vokron drove them into the peaks of Cannor's Cauldron. This sparked an undying enmity, both for the loss of their ancient homeland, but also for driving them into territorial disputes with the Goblins of the Rusted Blade clan. As such the Hannoth have spent the past several hundred years in near-constant warfare. The Hannoth ferocity has often forced a stalemate and truce with the Rusted Blade Goblins, but inherrent Goblin animosity has always resulted in a resurgance of hostilities.
Physical Description: Hannoth are tall and muscular, and stand about a foot taller than humans, with broad shoulders and proportionately longer arms that account for their imposing appearance. Bodies for both male and female Hannoth are covered almost entirely in fur ranging in color from light brown to black, with the exception of their faces, the front of their torsos, and their hands and feet. The easiest way for non-Hannoth to tell males from females is the Male tendency to shave patterns in their arm hair akin to the war-paint designs of their human barbarian allies and the female tendency to abstain from such displays. But again, these are only tendencies, as exceptions to the rule do occur, and it is a mildly unreliable method of telling a Hannoth's gender. Individuals with regular exposure to the race will notice that, like humans, female Hannoth tend to have slightly more slender facial features and smaller frames.
Society: Status in Hannoth society revolves around one thing: one's capability to contribute to the near-constant struggle against the Goblins of the Rusted Blade. Craftsmen to produce tools and weapons, hunters to provide food, and especially warriors to hold off their hated enemies. Males and females incapable of bearing young engage the Goblins in close quarters combat amongst the cliffs of Cannor's Cauldron and within the tunnel warrens the Goblins favor for their homes. The brief periods of peace the Hannoth may find themselves under are times of courtship rituals and mating. Hannoth males of more valorous reputation find more willing mates than their lesser-experienced peers, though the drastic ratio of female-to-male Hannoth (a result of loses in battle against the Goblins) guarantees that nearly all will find at least one willing partner. When the drums of war thunder once again, the warriors go off to battle while the fertile females remain at home, tending (and giving birth) to the young, watched over by Hannoth that survived the battles long enough to reach a venerable age.
Relations: Hannoth tend to be war-weary, grim individuals, yet those who break through this exterior tend to find a well-hidden core of empathy. Hannoth tend to be accepting of all other races, after all, why cause yourself more trouble when you have so much at home already? However, they do tend to regard humans with some degree of envy for their numerous settlements and expansive empires. Raynar are viewed as clever tradesmen and diplomats to whom the Hannoth actually feel thankful; Raynar provide them with goods and weapons in times of shortages in return for Hannoth protection from maurading bands of Goblins along the Shang-Ti Trail through the mountains. Reiherri, whom dwell undergroud like the Rusted Blade Goblins, are a mystery to Hannoth, and would be regarded as suspicious were it not for the Mountain Clan with whom the Hannoth share Cannor's Cauldron. It is the Valcii with whom the Hannoth feel the closest kinship, however recognizing the powerful fighters for their builds and hardiness, both against adversaries and the forces of nature.
Alignment and Religion: Forced to live a life of near-constant warfare, Hannoth life is far too strained for most to bother with ideals such as religion. Those who do bother to worship gods tend to favor deities who promote warfare or individual strength, such as Gorum, Cayden Cailean, Lomashtu, and Rovagug. Constant struggle has taught them the value of life, and while also showing them that sometimes one mustn't blanch to do what is right because another would frown upon it. As a result most Hannoth tend to be Neutral Good, or within one step of such alignment on either axis.
Adventurers: Though Hannoth adventurers are rare compared to Humans, they can be found in most regions of the world. Foreward-thinking Hannoth often initially leave the confines of Cannor's Cauldron in times of peace to seek wealth or goods with which to fund the war effort against the Rusted Blade or a new land in which the Hannoth can settle in peace. Other Hannoth may be exiled in disgrace for some reason or another, seeking redemption in the eyes of their people through acts of valor in combat. Fewer still have actively abandoned their homeland under the intention that, should they be forced into a life of combat, it will be in their own terms, with something to gain for themselves out of it.
Male Names: Ausk, Davor, Hakak, Kizziar, Makoa, Nesteruk, Tsadok
Female Names: Canan, Drogheda, Goruza, Mazon, Shirish, Tevaga, Zeljka.
+2 Strength, +2 Constitution, -2 Dexterity: Hannoth are built solidly, but other races can run circles around them.
Medium: Hannoth are Medium creatures (barely!) and have no bonuses or penalties due to their size.
Normal Speed: Hannoth have a base speed of 30 feet.
Imposing: Hannoth receive Intimidating Prowess as a bonus Feat at first level.
Hatred: Hannoth receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Stability: Hannoth receive a +4 racial bonus to their Combat Manouver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Hannoth are proficient with Warhammers, one-handed blunt weapons, and treat any weapon with "Hannoth" in the name as a Martial weapon.
Racial Terrain: Hannoth can choose between Mountain, Underground, and Jungle for their Racial Favored Terrain.
Languages: Hannoth begin play speaking Hannoth and Common. Hannoth with high Intelligence scores can choose from the following: Raynish, Reiherri, Valciin, Orcish, Goblin, Slith, and Terran.
- Human:
Humans possess exceptional drive and a great capacity to endure and expand, and as such are curently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of thes societies carve names for themselves with the strength of teir sword arms and the power of their spells. Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gamut from savage but honorable tribes to decadent, devil-worshiping noble families in the most cosmopolitan cities. Human curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty rmies to conquer their neighbors, simply because they can.
Physical Description: The physical characteristics of humans are as varied as the world's climes. From the dark-skinned tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, humans possess a wide variety of skin colors, body types, and facial features. Generally speaking, humans' skin color assumes a darker hue the closer to the equator they live.
Society: Human society comprises a multitude of governments, attitudes, and lfestyles. Though the oldest human cultures trace their histories thousands of years into the past, when compared to the societies of common races like Raynar and Hannoth, human society seems to be in a state of constant flux as empires fragment and new kingsoms subsume the old. In general, humans are known for their flexibility, ingenuity, and ambition.
Relations: Humans are fecund, and their drve and numbers often spur them into contact with other races during bouts of territorial expansion and colonization. In many cases, this leads to violence and war, yet humans are also swift to forgive and forge aliances with races who do not try to match or exceed them in violence. Proud, sometimes to the point of arrogance, humans might look upon the Hannoth as lumbering buffoons, Raynar as manipulative and untrustworthy foxmen, Reiherri as self-rightious tree-huggers, and Valcii as stubborn fools--but the race's diversity among its own members also makes humans quite adept at accepting others for what they are.
Alignment and Religion: Humanity is perhaps the most heterogeneous of all the common races, with capacity for great evil and boundless good. Some assemble into vast barbaric hordes, while others build sprawling cities that cover miles. Taken as a whole, most humans are neutral, yet they generally tend to congregate in nations and civilizations with specific alignments. Humans also have the widest range in gods and religion, lacking other races' ties to tradition and eager to turn to anyone offering them glory or protection. They have even adopted gods like Torag or Calistria, who for millennia were more identified with the older races, and as humanity continues to grow and prosper, new gods have begun emerging from their ever-expanding legends.
Adventurers: Ambition alone drives countless humans, and for many, adventuring serves as a means to an end, whether it be wealth, acclaim, social status, or arcane knowledge. A few pursue adventuring careers simply for the thrill of danger. Humans hail from myriad regions and backgrounds, and as such can fill any role within an adventuring party.
Names: Ulike other races, who generaly cling to specific traitions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of a northern barbarian tribe have much different names than those hailing from a subtropical nation of sailors and tradesmen. Thoughou most of the world humans speak Common, yet ther names are as varied as their beliefs and appearances.
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra Feat at first level. (Select from the choices or work with GM to create your own.)
Skilled: Humans gain an additional skill rank at first level, and one additional rank whenever they gain a level.
Greed: Humans receive a +2 racial bonus on Appraise skill checks made to determine the price of weapons, armor, and other goods that contain precious metals or gemstones.
Industrious: Humans are accustomed to difficult work, and get a +2 bonus to Constitution checks to avoid fatigue. In addition, they get a one-time +2 bonus to a Craft skill when they first choose it.
Tensions: Humans and Reiherri have tense relations stemming from the Reiherri belief that Humanity's industrial development is costly for the ecology. Social rolls between the races are taken at +2 DC.
Weapon Familiarity: Humans are proficient with swords, maces, bows, and crossbows and treat any weapon with "Human" in the name as a Martial weapon.
Racial Terrain: Humans can choose between Urban, Prairie, and Forest for their Racial Favored Terrain.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages like Druidic).
- Raynar:
The vulpine Raynar are a cunning race comparable in size to humans. They are physically weaker than humans; they compensate with a higher dexterity and superior senses of sight, smell, and hearing. Raynar trace their lineage back to the coastal forests of Rendarth. According to Raynar lore, their race was born when Belriand and Korvak came to the Mortal Plane on a mission of truce. They were drawn to the beauty of the coastal forest, and met in a clearing. While in the clearing a fox ran out of the brush and perched on a rock. It watched them, heedless of the squirming rodent clenched gently between it's jaws. Belriand and Korvak watched back. After a few minutes the fox jumped down from the rock and darted between them into the shade of a tree on the other side of the clearing. There they witnessed the fox snap the rodent's neck and systematically tear it into strips which it lay before it's pups week old pups. The simultaneous display of predatory instinct and tender maternal care struck a chord with the two gods, who then summoned Taron. Taron blessed the mother fox and her cubs with sapience and polymorphed them into their current humanoid form. As such, Belriand, Taron, and Korvak are the three most beloved Deities in Raynar culture.
Physical Description: Raynar coloration tends to vary based on the regions in which they live. Those in desert or temperate climes range from grey, through brown and auburn, right up to rustic red-and-white, and tend to have pronouced ears and short fur. Arctic colonies sport light-grey and white coloration, small ears, and thick, unsulating coats. Red and brown coated Raynar can also sport piebald color patterns. Males (Reynards) tend to be larger than females (Vixens). They also have bushy tails that contribute to their balance.
Society:Raynar are very intelligent, and their society's values reflect this. They are shrewd merchants and businessmen, proficient diplomats and orators, and inquisitive scholars; Guilds, both large and small, often form in their cities dedicated to various pursuits. Their architecture is often beautiful, blending with the environment rather than bending it to their whims. But for all their beauty and serenity, they also have their darker side like any other race. The Order of the Silver Claw, the most notorius assassin guild in Aeinor, is composed almost entirely of Raynor members.
Relations: Raynar have a mutually beneficial relationship with the Hannoth. They provide the Hannoth with provisions in exchange for escort along the trade routes through Hannoth territory. Humans are seen as valorous, if a bit impetuous. They see wisdom in the ways of the Reiherri, but don't understand the Valciin tendency to live in harsh environments. Many races tend to send their best and brightest to study in the colleges started by the Raynar, but none more than Humans with the financial means to pay for such an education.
Alignment and Religion: The dominant deities in Raynar culture are Belriand, Taron, and Korvak. Order and sanctity of life are valued by Raynar, and as such they tend to be range from Lawful Neutral to Neutral Good; Evil individuals are uncommon, and Chaotic individuals are very rare.
Adventurers: A Raynar pup coming into age must go out into the world for a period no shorter than one year, in a journey called Quanoth. Upon departure they are given one weapon of their choice and the sum of 100 copper. At the conclusion of this period, he or she journeys to Abragado-Rae and presents themself to the High Priest of Belrian. During the presentation the pup is expected to tell what he or she learned about themself during the journey. In addition, they are required to bring a gift of one-hundred silver and a Letter of Commendationary Service, demonstrating capacity for both business and skill-at-arms. If the High Priest is satisfied with his presentation the hundred silver is returned to him as a gift with which to begin his life as an adult. If the High Priest is not satisfied he is instead only given fifty silver as such a gift. Either way, the pup is now recognized as an adult in Raynar society, and free to mate and start a family if they choose. Many Raynar adventurers are on Quanoth, thought not neccesarily all. Some hire themselves out as mercenaries, having grown to like the martial life. Others are searching for knowledge, or perhaps had grown to like the nomadic life.
Male Names: Byrssh, Kursk, Vanyysh, Shanooth, Mishka, Vurl
Female Names: Noabie, Aeryn, Qonie, Panyn, Roanie, Yanim
+2 Intellect, +2 Dexterity, -2 Strength: Raynar are nimble, both in body and mind, but are physically weak.
Medium: Raynar are Medium Creatures and have no bonuses or penalties due to their size.
Normal Speed: Raynar have a base speed of 30 feet.
Low-Light Vision: Raynar can see twice as far as Humans in conditions of dim light. (Low Light Vision Spoiler)
Caudate Humanoid: Raynar rely on their tail for balance. Should it be injured in combat, Raynar suffer a -2 Dexterity penalty that lasts until they have recovered HP in any fashion. If it is severed entirely the penalty is increased to -4. It reduces by 1 each week as the unfortunate Rayar adjusts to life withut his tail.
Predatory Ancestors: Raynar receive a +2 racial bonus on Perception checks related to scent and hearing.
Silver Tongues: Raynar receive Persuasive as a bonus Feat at first level due to their culture's fervent practice of mercantilism.
Market Value: Raynar receive a +2 racial bonus on Appraise skill checks made to determine the price of trade goods.
Fox's Cunning: Raynar add +2 to the DC of any saving throws against spells they cast.
Weapon Familiarity: Raynar are proficient with longbows, shortbows, polearms (including staves) and treat weapon with "Raynish" in it's name as a martial weapon.
Racial Terrain: Raynar Rangers can choose between Forest, Mountain, and Urban as their Racial Favored Terrain.
Languages: Raynar begin play speaking Raynish and Common. Raynar with high Intelligence scores can choose from the following: Valciin, Reiherri, Hannoth, Sylvan, Orcish, Goblin, Slith, Undercommon, & Gnoll.
- Reiherri:
The Reiherri are a suricate race with a tribal culture. They share a strong bond with nature, and tend to keep to themselves primarily. Very few Reiherri show magical aptitude, and often three or four tribes in an area will only have one seer or druid among them, mutually sharing and benefitting from his or her wisdom.
Physical Description: Reiherri are small and easy to overlook. While not impressive at first sight, continued observation will bring to light their darting movement and vicious claws. Reiherri come in every shade of brown under the sun, from hay-blonde to dark chocolate. Their clothing tends to be simple, but not too loose as loose clothing would make navigation of their underground tunnels a tedious endeavor. They tend to walk upright, but can drop to all fours for increased balance and control while running.
Society: Reiherri tribes, or "Suku" tend to be composed of between three and six families, including multiple branches of three, four, or five generations, all living together in one large colony. Tribal sizes may range in the twenties, or in the hundreds. Each Seku will have a different designation based on the geology of where they may be found:
Preeria suku: Prairie
Suuri metsa suku: Forest
Rontatorma suku: Cliff
Luola suku: Cave
Jarvi suku Lake
Relations: The Rontatorma Sukus living along Cannor's Cauldron co-exist peacefully with the Hannoth, and even may benefit from them, as it is doubtful that the Goblins of the mountains would leave the Reiherri alone if they weren't already so focused on the Hannoth. Humanity is troublesome to the nature-respecting Reiherri, and it's collective continual disregard for the ecology of Aeinor in it's pursuit of progress only strains relations further as time goes by. Raynar and Valcii, however, who both show respect or even reverence for nature, are viewed pleasantly by the Reiherri.
Alignment and Religion: Reiherri are a race of moderation, and rarely if ever show extreme leanings of philosophy. However they do value life and community, and tend to be Neutral Good. The deities they follow reflect this. Gozreh, Erastil, and Pharasma all feature prominently in Reiherri culture.
Adventurers: It takes a great deal for a Reiherri to leave her Suku. Generally quests for knowledge or spreading the word of Balance are the motivations of a Reiherri adventurer, Surely, however, a race of beings that value life would be more inclined to Banish criminals than execute them...
Male Names: Abroshtor, Bastargre, Halungalom, Krolmnite, Poshment, Zarzuket, Zatqualmie.
Female Names: Besh, Fijit, Lini, Neji, Majet, Pai, Queck, Trig
+2 Wisdom, +2 Dexterity, -2 Constitution: Reiherri are dexterous and wise, but physically frail.
Small: Reiherri are Small creatures and gain a +1 size bonus to their AC, a +1 Size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 Size bonus on Stealth Checks.
Slow Speed: Reiherri have a base speed of 20 feet.
Darkvision: Reiherri can see in the darkness to a distance of 60 feet.
Skittish Sentry: Reiherri receive the Alertness Feat as a bonus feat at first level.
Digger: Reiherri have non-retractable claws at the end of each finger, used for burrowing. They receive a +2 racial bonus to Climb and Dig checks, and all unarmed strikes are considered Natural Weapons. However, their claws interfer with their manual dexterity and they suffer a -4 penalty to attacks with melee and ranged weapons. They can shorten their claws to lose the penalty, but their unarmed strikes will no longer be considered Natural Weapons and lose their bonus. It takes a week for their claws to grow back. If they choose to shorten their claws on one hand, they can wield a weapon in it with no penalty and still make Natural Weapon attacks with their other hand, but they still receive the Off Hand penalty with the corresponding attacks. If they choose to do this, delicate tasks such as Disable Device are taken at a -2 penalty.
Tensions: Humans and Reiherri have tense relations stemming from the Reiherri belief that Humanity's industrial development is costly for the ecology. Social rolls between the races are taken at +2 DC.
Weapon Familiarity: Reiherri are proficient with Short Bows, Slings, Blowguns, and treat any weapon with "Reiherri" in the name as a Martial weapon.
Racial Terrain: Reiherri Rangers can choose between Grassland, Desert, Mountain, Forest, and Tundra as their Racial Favored Terrain.
Languages: Reiherri begin play speaking Reiherri and Common. Reiherri with high Intelligence scores can choose from the following: Hannoth, Human, Raynish, Valciin, Gnoll, Jack, Orcish, & Goblin.
- Valcii:
The further you get from a desert or tundra, the more uncommon the Valcii are, though even in the remotest of villages their endurance and constitution is legendary. Although decended from an avian species, a genus that typically is frail and light, few things short of concentrated effort can keep a Valcii down for long. They show remarkable resiliance against heat, cold, disease, and poison. Valcii prefer to isolate their eyries deep in the tundra or desert to keep their homes relatively outsider-free, however scarcity of resources in such environs do put them in competition with the Shrykul who also inhabit the desert regions, and the Frost Giants that roam the tundra.
Physical Description: Valcii are large, though not as imposing as Hannoth. They have short hawk-like beaks and muscular, triple-digited feet. Their coloration ranges rom khaki to dark brown and grey. Valcii who live in tundra or otherwise snowy environments will camoflage their dark down with wrappings white-washed wih powdered Shrykul bones. Valcii that travel into temperate zones tend to wear simple, loose clothing.
Society: Valcii settlements, or Eyries, tend to be sprawling, circular affairs with numerous concentric walls ringing them at various depths. The walls are 30 feet tall, providing protection from the wind, even the powerful blizzards or sandstorms. Each wall was once the "outter" wall, testament to the race's capability to thrive and grow in the harshest of environments. Valcii children are born in clutches of 3-4, and raised during the day in the communal creches that are located in the innermost rings where they are safest from the weather and predators. Meanwhile their parents spend their days contributing their share of the day's work. As evening approaches they visit their young at the creches then return home before night falls, after which the temperatures plummet, stretching even their own mighty endurances to the limit. Valcii culture is perhasp the most fairly balanced between the sexes; the harsh conditions neccesitate contributions from anyone capable, with no room for discrimination or coddling. This includes the young. There is not much room for a prolonged carefree childhood, and Valcii children are expected to contribute as soon as they are physically capable. For elder children this means watching their younger bretheren, easing the workload on adults and freeing more of them to attend to heavier duties. As the Valcii young grow, so too do their responsibilities, until each child is ready for its place in adult society by the time it reaches full maturity by age 11.
Relations: Hannoth and Valcii rarely cross paths, though when they do Valcii recognize a kinship, for although the particulars are different, lives of constant pressure and competition for livlihood is a great equalizer. Valcii respect Reiherri wisdom, often going so far as to send envoys to seek advice from their elders. Humans and Raynar however, with their temperate settlements and a propensity for service-based cultures, generally must demonstrate their valor in combat or ability to endure hardship before a typical Valcii will show them more than the most basic of civil treatment.
Alignment and Religion: In a society that relies on everyone doing what they must to survive, chaos would spell ruin for all. Thus Valcii tend towards any religion that is non-chaotic. Specific deities Valcii are known to follow are Irori, Gozreh, Pharasma, and Sarenrae.
Adventurers: Some Valcii find themselves taken with insatiable wanderlust. Others may seek the thrill of danger unknown, and strike out for the unfamiliar having already conquered surviving the elements of their home Eyrie. Still more may have a curiosity for other cultures and lifestyles, and thus travel alongside adventurers for the opportunity to see the world.
Male Names: Caladrel, Heldalel, Lanliss, Meirdrarel, Seldlon, Talathel, Variel, Zordlon.
Female Names: Amrunelara, Dardara, Faunra, Jathal, Merisiel, Oparal, Sounmral, Tessara, Yalandara
+2 Constitution, +2 Wisdom, -2 Charisma: Valcii are wise and tough , but a bit gruff.
Medium: Valcii are Medium Creatures and have no bonuses or penalties due to their size.
Normal Speed: Valcii have a base speed of 30 feet.
Hardy: Choose whether you descended from a desert or tundra clan. You receive a +2 racial bonus in saves against extreme heat or cold as appropriate, as well as saves against poison, spells, and spell-like abilities.
Ancestral Birthright: Valcii receive the Acrobatic Feat as a bonus Feat at first level. (Not to be confused with the Acrobatics SKILL)
Self Sufficient: Valcii receive the Self Sufficient Feat as a bonus Feat at first level.
Eagle Eyes: Valcii receive a -2 reduction in the DC for Perception checks involving distance, and when performing a ranged attack against a target in Cover, reduce the cover by one step.
Hatred: Valcii receive a +1 bonus to attack rolls against humanoids of the reptilian and giant subtypes due to special training against these hated foes.
Weapon Familiarity: Valcii are proficient with all ranged weapons, including thrown, and treat all weapons with "Valciin" in the name as Martial weapons.
Racial Favored Terrain: Valcii Rangers can choose between Desert, Tundra, and Mountain as their Racial Favored Terrain.
Languages: Valcii begin play speaking Common and Valciin. Valcii with high Intelligence scores can choose from the following: Hannoth, Raynish, Reiherri, Orcish, Goblin, Slith, and Giant.
Step 3: Pick Your Class
Barbarian: The barbarian is a brutal berserker from beyond the edge of civilized lands.
Bard: The bard uses skill and spell alike to bolster his allies, confound his enemies, and build upon his fame.
Cleric: A devout follower of a deity, the cleric can heal wounds, raise the dead, and call down the wrath of the gods.
Communer: The communer is a student of the arcane who makes sacrifices and incurs penalties in exchange for favors from Planar Outsiders
Druid: The druid is a worshiper of all things natural--a spellcaster, a friend to animals, and a skilled shapechanger.
Fighter: Brave and stalwart, the fighter is a master of all manner of arms and armor.
Monk: A student of martial arts, the monk trains his body to be his greatest weapon and defense.
Paladin: The paladin is the knight in shining armor, a devoted follower of law and good.
Ranger: A tracker and hunter, the ranger is a creature of the wild and of tracking down his favored foes.
Rogue: The rogue is a thief and a scout, an opportunist capable of delivering brutal strikes against unwary foes.
Sorcerer: The spellcasting sorcerer is born with an innate knack for magic and has strange, eldritch powers.
Talismentalist: A master artificer, a Talismentalist carves gems and imues them with power, then works them into weapons of potential.
Wizard: The wizard masters magic through constant study that gives him incredible magical power.
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 40
Location : Fort Worth, Texas, USA
Re: Aeinorean Races
This looks great. Did you come up with all these tables by yourself or are they standard DnD?
Looking forward to playing the game!
Looking forward to playing the game!
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Aeinorean Races
Standard DnD, specifically Pathfinder, an adaptation of DnD 3.5 rules.
If I could get everyone's interests in Class, I could then focus my typing on the requistie information, and thus turn in my application sooner. What are you interested in trying out?
If I could get everyone's interests in Class, I could then focus my typing on the requistie information, and thus turn in my application sooner. What are you interested in trying out?
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 40
Location : Fort Worth, Texas, USA
Re: Aeinorean Races
At first, looking at the title I thought it was a racing game (laugh at me). After reading this I can say, that this game looks good. I think I will pick a Valcii Rogue or Ranger.
What are + and - of each class? And I don't understand those tables, could tell me this in a neandertal language?
What are + and - of each class? And I don't understand those tables, could tell me this in a neandertal language?
Talkal- Avid Roleplayer
- Posts : 236
Join date : 2011-02-17
Age : 32
Location : Poland
Re: Aeinorean Races
I would be a Human (never liked playing other species) Talismentalist.
I guess you were a bit justified considering the title, but still.
Abilities are Strength, Charisma, Wisdom, Intelligence, Constitution, and Dexterity. They influence how powerful you are in those areas and how much bonuses or penalties you get.
In the beginning of the game, you have a certain amount of points that you can give to each of those abilities. The "Ability Scores Cost" table shows how many points you have to pay to gain a level in an ability.
The "Ability Score Modifiers and Bonus Spells by Spell Level" table shows the bonuses and penalties you get to an ability depending on your level in that ability.
Then, you pick your race, which gives or takes away points from certain abilities depending on the race.
Finally, you pick your class, which determines the powers/feats/attacks you get.
Talkal wrote:At first, looking at the title I thought it was a racing game (laugh at me).
I guess you were a bit justified considering the title, but still.
Talkal wrote:What are + and - of each class? And I don't understand those tables.
Abilities are Strength, Charisma, Wisdom, Intelligence, Constitution, and Dexterity. They influence how powerful you are in those areas and how much bonuses or penalties you get.
In the beginning of the game, you have a certain amount of points that you can give to each of those abilities. The "Ability Scores Cost" table shows how many points you have to pay to gain a level in an ability.
The "Ability Score Modifiers and Bonus Spells by Spell Level" table shows the bonuses and penalties you get to an ability depending on your level in that ability.
Then, you pick your race, which gives or takes away points from certain abilities depending on the race.
Finally, you pick your class, which determines the powers/feats/attacks you get.
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Aeinorean Races
I couldn't have said it better myself, BigKahuna.
Rogue, Ranger, and Talismentalist will be the bulk of my typing today, then. Plus more if I can devote enough time and someone else tells me what they're interested in.
Rogue, Ranger, and Talismentalist will be the bulk of my typing today, then. Plus more if I can devote enough time and someone else tells me what they're interested in.
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 40
Location : Fort Worth, Texas, USA
Re: Aeinorean Races
Thanks bigkahuna, now I understand them Now it looks so easy. My brain doesnt work properly because of the amount of vacation.
Talkal- Avid Roleplayer
- Posts : 236
Join date : 2011-02-17
Age : 32
Location : Poland
Re: Aeinorean Races
I am leaning towards the Talismentalist, but if we already have one...might choose a Communer to spread the wealth. Esp after what I learned, lol.
AerynPierre- Avid Roleplayer
- Posts : 317
Join date : 2011-03-29
Age : 38
Location : Benbrook, Texas
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