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Post by Arc on Nov 11, 2004 22:17:18 GMT -5
Guess what.
New Races too.
This is where to find them.
[b]Description:[/b] [b]Personality:[/b] [b]Relations:[/b] [b]Alignment:[/b] [b]Religion:[/b] [b]Language:[/b] [b]Names:[/b] [b]Adventures:[/b] [b]Racial Traits:[/b]
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Post by Arc on Nov 11, 2004 22:18:16 GMT -5
ALETH
Alethi are slender, tailed, humanoids who greatly enjoy debasing other’s assumptions. They are social and friendly creatures, on the whole. Evil aleth, although not unheard of, seldom show themselves. This is because they are so adept at misdirection. The alethi are a quirky, imaginative, and often contradictory race. The very fact that they are tricksters tends to conflict with the race’s base desire to prove themselves truthful.
Personality: Individual Aleth are a diverse bunch, in opinions and disposition, but the general tendency is to be mischievous and jovial. Their general attitude denotes their unusually short lifespans. Because they are often viewed as children by other, older races, they also have a streak of seriousness around middle age, then revert back to their easygoing selves in old age. Alethi are usually most comfortable with people they can joke with. The pervasive positive attitude is one of the only racial stereotypes that are actually true. Even the rare evil Alethi are optimistic, if only in their own interests. They can be so stubborn at times, they are often called “stonetails”. This is far easier to pronounce for many common speakers that most use this pseudonym. Physical Description: Alethi are slender and lithe, standing about 5 to 6 feet tall and typically weighing 90 to 140 pounds. They have wide, long ears that just from the sides of their heads. Ears differ from clan to clan and are often used by alethi to identify others. They also sport long, thin, smooth tails, which are sometimes covered in a fine fur, as are the ears. Males and females tend to wear their luxurious hair long, although it is not uncommon to see one with a closely cropped coif for ceremonial battle. Their hair ranges in shade from the palest blonde to a deep amber or rose. Their eyes are usually pale with the edges of the irises darker, but may be of any color. They wear customary clothing and flamboyant and bright clothing in equal measure. Alethi reach maturity about 13 years of age. They normally do not live to be over 60.
Relations: Alethi get along with gnomes and halflings very well, sharing a common sense of humor, but like a gnome’s pranks, an aleth’s incessant ascertainment of truth sometimes leads to trouble. They are keenly aware of other races opinions and their diplomatic relations are like whirlwind courtships. Many see them as the flip-side of the elven coin.
Alignment: Alethi are nearly always chaotic. They simply don’t see why someone would waste time doing the same things over and over. They have a tendency towards neutrality, although more are good than evil. Aleth Lands: While mildly nomadic, alethi like to be in areas that feel secure, both in geography and size. A typical aleth city is built in a forest valley, with buildings close together. The insides of aleth buildings tend to be compact and almost acrobatic and have lots of things collected in odd places. Most aleth cities are built in forests. When found in other lands, alethi may be simply passing through or younger individuals looking to prove themselves to the world.
Religion: Alethi are commonly thought to worship a single, four-armed, feline deity. While this is not entirely false, many take offense to the idea of worshiping only one deity. Alethi have an entire pantheon worshiped in their temples, although Albeth is the most public, being the deity of relations and travel. They also respect other gods and their servants.
Language: Aleth speak a dynamic and rhythmic speech called Izab. This language, when spoken by a native, is often mistaken for lighthearted song in undercommon. Oddly, it is a very useful language for threats. It uses a variant of the common script.
Names: Alethi are granted temporary names by their clan leaders to use until they are ten years old. At this time, they must create or choose a new name. They also use a clan prefix when dealing with their own. Male Names: Adraz, Athon, Bazior, Damain, Maleth, Nanaman, Oleth, Phazior, Zahkior, Ziro. Female Names: Amanior, Avilphior, Aziorbeth, Izrior, Magan, Nadior, Namra, Tanior, Zama, Zibeth. Clan Prefixes: Alid, Alo, Daim, Gior, Mar, Nior, Siz, Taul, Xam, Zel.
Adventures: Alethi adventure for many reasons. Most want to prove themselves to anyone they can. Another majority are patriotic and want to further the clan and the race as a whole. Some, like in any race, want to experience the excitement of battle and intrigue.
Aleth Racial Traits · -2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma: Alethi are lithe and charming, but lack the physical stature and bulk of other races. · Medium-size: as Medium-size creatures, alethi have no special bonuses due to their size. · Aleth base speed is 30 feet. · Low-light vision: Alethi have sensitive eyes and can see twice as far in starlight, moonlight, torchlight, and similar conditions than humans can. They retain the ability to see color under these conditions. · +2 Will saves · +2 bonus to Listen and Spot checks. Alethi have keen eyes and ears. · +2 bonus to Climb and Jump checks. Alethi are naturally adept at moving in acrobatic environments. · + 2 bonus to Bluff, Diplomacy, and Sense Motive checks. Furthermore, these skills are always considered class skills for an aleth. Alethi are social creatures and have developed skills to succeed in these fields. · Automatic Languages: Common, Izab. Bonus Languages: Draconic, Elven, Halfling, Gnome, Undercommon. Alethi converse with their allies often. They have talent for reading the ancient word, as well as speaking in the rolling syllables of the underworld. · Favored Class: Any. When determining whether a multiclass aleth suffers an XP penalty, his highest level class does not count. Alethi love to break the misconception that they are usually rogues and thieves.
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Post by Arc on Feb 11, 2005 2:31:28 GMT -5
Description: Ryuu are creatures distantly related to true dragons. They bear almost superficial features relating to their heritage. Ryuu are generally tribal, and barely aware of the existance of other races. They all have a distinct inbred fear of humanity though, dating back to their creation. The tribes of Ryuu that gather enough to form a more recognizable community generally become more intelligent as their social minds reaquire their abilities. Ryuu and Ryuuza are physically slight, quick, and agile, and unusually stout for their stature. Their wings allow them bursts of speed, but not true flight (although some may be able to glide). Personality: Ryuu differ from Ryuuza in that they are a very simple people, living in caves and on cliffs, scavenging, hunting, and procreating. Ryuuza form social groups and advance frighteningly quickly into a civilized state. Its said that the same internal source that gives them their fear also gives them the ability to adapt. Ryuuza have a great love of learning, and all Ryuu are curious abouth their world. Relations: Ryuu tend to stay far away from all other races. Humans and some Elves may bear great bitterness towards the Ryuu and Ryuuza solely from their ancestory. Alignment: Ryuu tend towards Neutrality. Ryuuza are generally chaotic, but rarely evil. Religion: Ryuu and Ryuuza worship a Great Draco, supposedly the Divine Dragon creator of the Daiyungbe. They revere him (sometimes her) for plenty, good hunts, and safe passage. Only Ryuuza have clerics, though some Ryuuza take great delight in learing and studying other religions. Language: Ryuuza speak Draconic and often Spirit, while typical Ryuu speak a pigdin of Draconic, with a few Spirit words mixed in. Ryuu language is very limited. Again, Ryuuza enjoy learing other languages. Names: Drka, Cgth, Roch, Krith, Yung, Rin, Chrth, Eich Adventures: Ryuu and Ryuuza often seek more knowledge, often in nearby communities, sneaking in at night, hoping to collect artifacts or scrolls to snatch. This has lead to many Ryuu populations becoming eradicated. Racial Traits: +2 Dex (+2 extra when in Light or lighter armor due to wings), +2 Con, -2 Int, -2 Wis, +2 Cha. Medium Size Ryuu Base Speed is 30 feet Low Light and Darkvison 60 feet +2 Natural Armor -2 Disguise (easily spotted these days) -4 Diplomacy towards other humanoids Immune to Taint Favored Class: Rogue or Wu Jen
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Post by Arc on Jul 10, 2005 22:46:41 GMT -5
Disclaimer: This race is specifically tied to some very heavy ethical issues such as slavery, basic sentient rights, and morality. This is quite intentional. The race is designed to fulfill this function in the game world, providing more oppertunities for interesting roleplaying. Adapt accordingly.
Description: Senphyr are likable, fuzzy humaniods, generally of elfin stature, who have been bred for hundreds of years by thousands of cultures as slaves and pets. The main reasons for this are that they are a sadly helpful race and unwisely sacrifice themselves for the benefit of others they are attached to. Almost every other culture that has encountered Senphyr have subjugated them en masse, sometimes even without the need for force.
Senphyr have an overridding need to help others. Many scholars on the matter have justified theories that long ago when they were scattered amongst the planes they havd been created as a servant race to a now dead God. They're ability to bond with a "master" seems to prove as much.
Senphyr stand shorter than humans, usually about the height of an elf, and often have one or more of the following anamalistic traits: fluffy ears, furry Tail, tiny claws, pawlike hands, or unusually wide pupils. All Senphyr have furry coats that range in length from patchy fuzz up to 4" length coats, but they tend towards a "shorthair" type. Each Senphyr has a unique and quite colorful coat of fur that dulls in the wintertime. The coats are the basis for judging and breeding fo specific types of Senphyr.
Some of the more common breeds are as follows. Green and Blue Tall Brown Tall Red Tail and Ears Blue Ears White Longfur
Rare Breeds Lotus Tail White (albino) Black (Deep Tall)
Personality: Senphyr are a very helpful lot, even in combat situations, and to everyone around them. They seem to care little for self preservation, but are often driven to extreme measures of survival out of duty to their Masters. They readily stand in the way of his enemies if it pleases the Master, though they often show more respect to others than most other races. Always polite, and alwasys appologetic, they can sometimes driven to tears because of difficult social circumstances with their Master.
Relations: Senphyr get along impeccably with other races, because they are nearly completly subservient. Senphyr of a culture may be treated as slaves or as pets; or sometimes both. The races that control them ususally use their Adaptability trait to harness as much use out of them as possible. Generally slave Senphyr are adapted to physical labor while pet Senphyr are adapted to be more sociable and occassionaly more intelligent.
Alignment: Senphyr are always lawful. The may appear chaoitic sometimes to outsiders, but they always follow the wish of their Master, even if it overrides their own alignment, though this breaks down their alignment quickly and painfully. Things that break Senphyr's usual routine or preconceptions is usually seen with trepidation, if not outright fear.
Religion: As one might imagine, Senphyr rarely have time to worship a God. Some do though, praying to protection deities to deliver their Master from all harm. Those that do often persue Cleric as a class, despite their natural (but negotiable) disposition against willfulness.
Language: In areas where Senphyr are predominately slaves, they speak Undercommon as a language. In others, they speak the language of their master race. Their bonus languages always come from close cultures, or other languages that their Masters might have.
Names: Male: Eekyade, Lina, Denya, Irladerya, Yadine, Elra, Elrada Female: Add the female descriptor -we to the end of a male name. Senphyr never have true last names, but a very few have been given titles by praising Masters. Invariably the other surnames are simply breed types.
Adventures: Senphyr rarely adventure. When they do, it is almost always for the behest of their Master. Otherwise, they might actually be searching for a lost Master, or have not yet taken one. Some Senphyr are oddly independent and make surprisingly potent minions and cohorts of powerful lords. These particular specimens usually spend their time honing their skills at arms or magic, preparing for whatever mission the Master might have.
Racial Traits: -2 Int, -2 Wis, +2 Cha. Medium Size Senphyr base Speed is 30 feet +1 competence bonus to the Heal, Sense Motive, Perform. Special: Mastered Race - A Senphyr without a master may take a Master by designating him or her in a ritual that takes 1 month. The ritual requires little or no help from the master, aside from allowing the Senpyr in their presence most of each day. After that, the Senphyr obeys the wishes of their Master under all circumstances. Magical charms, spells and effects cannot end this ability, but a Diplomacy or Intimidate check against (constitution score + wisdom score + Master's Level or Leadership Score) can allow a Senphyr to decide whether or not to break the effect. A Master can release the Senphyr (though with much anguish and hearbreak for the poor creature); the death of a Master also releases the Senphyr. Special: Full of Love - Whenever a Senphyr takes an action to protect or help their Master (see above), they gain a +2 morale bonus to saves and skill checks as long as the Master seems pleased. (This effect continues even if the master is fooling the Senphyr or of no word otherwise has come in many days.) Special: Adaptability - A Senphyr's Master (see above) can spend 1 week retraining their Senphyr. The Senphyr gains a -2 penalty to one stat, then a +2 bonus in one other stat. this can be done any number of times, but never more than once every week. The Master chooses the stat changes.
Favored Class: Any. Senphyr are notoriously adaptable creatures.
Senphyr Feats: Improved Heart - Requirements: Senphyr, any PC class. Benefit: The Senphyr now gains a +4 to save ans Skill checks when using "Full of Love" instead of +2.
Greater Heart - Requirements: Senphyr, Improved Heart, +5 Base attack. Benefit: The Senphyr now gains +2 to Attack and +6 to skill checks when using "Full of Love". These bonuses override the bonus from Improved Heart, making it +2 Att, +4 Saves and +6 checks.
Heartcraft Item - Requirements: +8 Ranks in Craft skill, any Craft feat. Benefit: When crafting an item, the character can add +1 to the primary skill check the item is used in conjunction with. Weapons and armor become masterwork. This feat has no effect on Magical items EXCEPT that items with Charges can take one charge directly from the crafter in the from of 1 temporary Constitution damage.
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