My Campaign Races

Samloyal23

Adventurer
I think the Bullywug needs work, any suggestions?

Bullywug​
Medium Humanoid (Amphibious)
Hit Dice: 1d8+1 (5)
Initiative: +0
Speed: 30 Ft, Swim 40 Ft,
AC: 16 (+1 Size, +4 Natural, +1 Small shield)
Attacks: Rapier +0 melee; or halfspear +0 ranged
Damage: Rapier 1d6; or light crossbow 1d6
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Hop
Special Qualities: Amphibious
Saves: Fort: +3 Ref: +0 Will: +1
Abilities: Str:10, Dex:12, Con:12, Int:8, Wis:0, Cha:10
Skills: Hide +4, Jump +8, Bluff +5, Swim +8
Feats: Dodge
Climate/Terrain: Any damp land
Organization: Company (2-4) squad (11-20 plus 1 leader 3-6th level, and 2 3rd level lieutenants), or band (30-50 1 2nd level sergeant per 20 adults, 5 4th level lieutenants, 3 6th level captains, and 2-5 dire frogs)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class

Personality
Cynical, grasping, selfish, and cowardly, the typical Bullywug can only be trusted when there is a knife at his throat. They are self-loathing, mean, and dishonest, believing all the bad things said about them wholeheartedly. Finding a noble or heroic Bullywug is like digging for gold.

Physical Description
Bullywugs are bipedal humanoid amphibians who live in any swampy and murky area. Their feet and hands have webs; their faces resemble a frog’s, with a wide mouth, sharp teeth, and bulbous, yellow eyes. They typically wear whatever cheap work clothes and bits of armour they afford, usually in greens and browns to match their complexion.

Relations
Bullywugs consider other people, even members of their own family, to be nothing more than tools to be used and exploited. With a reputation for larceny and deceit, they are relegated to working as thieves, con artists, and unskilled labourers. Although they have no particular enemies they have no real allies either.

Alignment.
Naturally selfish and greedy, most Bullywugs are Chaotic or Neutral and very few can be considered good. If there is a Lawful Good Bullywug in the Last Lands, he’s been enslaved and exploited by his family.

Lands
Bullywugs can only thrive in moist, humid areas with ready access to fresh water, preferring swamps and rain forests to any other type of terrain. In the Last Lands they dwell exclusively on the southern coasts, mainly in the cities of Ys and Shosnar. Many of them are nomadic, living on boats or in wagons, migrating from place to place in search of work or fleeing the law.

Religion
Most Bullywugs believe in only one thing--- Money. Cynical and materialistic, the vast majority have no time for religious dogma and spiritual claptrap, so they stick to what they can see and feel in their hands. “You can’t eat faith…” is common saying among them. The few who are scared enough of the supernatural to think about praying usually revered gods of the sea such as Llyr. In Shosnar, a few Bullywugs have come to revere Heqet, a goddess of frogs.

Language
Bullywugs speak their own language, a dialect of Lyonnais; the intelligent ones pick up Ysian, Thosian, or Liathian Elvish.

Names
Bullywugs are given traditional Lyonnais names at birth but are loath to reveal these to strangers, preferring to go by nicknames or aliases to conceal their identity.

Racial Traits
+2 Con, +2 Dex, -2 Int, -2 Wis. Athletic and nimble, Bullywugs are also self-centred, lack the empathy needed to perceive the feelings of others, and look down on intellectual or spiritual pursuits as a waste of time.
Amphibious: A Bullywug can survive on land and in water and can breathe both water and air.
Natural Armour Bonus: +3. Bullywug skin is thick, rubbery, and tough.
Marsh Move: Bullywugs suffer no movement penalties for moving in marshes or mud.
Hop (Ex): A Bullywug can hop 30 feet straight up, coming down on an opponent with great force. Using hop does allow an attack of opportunity. When coming down on an opponent the Bullywug gains a +2 bonus to hit, in addition when using any weapon that can be used in a charge will deal double damage. This is particularly devastating when used with their camouflage ability.
Dry Out: A Bullywug must immerse itself in water once per day or suffer dehydration.
Athletic: Bullywugs receive and a +8 racial bonus to Jump and Swim skill checks, and a +2 on Balance and Tumble checks.
Camouflage: Bullywugs have a +4 racial bonus to hide; in swampy settings this bonus improves to +8 due to their natural colouration.
Conniving: Naturally underhanded and greedy, Bullywugs gain a +2 bonus on Appraisal, Bluff, Haggle, and Pickpocket skill checks.
Automatic Languages: Bullywug, Ysian or Thosian. Bonus Languages: Liathian Elvish, Sidhe, Giff, Obsidian Dwarf, Naja-Set.
Preferred Class: Rogue
Level Adjustment: +1
 
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Bullywug Leaper
You can jump from a stand still as if you had running start.
Prerequisites: Bullywug, jump 5+, Dex 13+
Benefits: You can jump as if you had a running start if you are unarmoured and carrying only a light load. You can do this on land, underwater, or leaping from water.

Bullywug Chucker
You have learned to use your momentum from a hop to throw a weapon harder.
Prerequisites: Bullywug leaper, weapon focus (any thrown weapon)
Benefits: By performing a jump before throwing your chosen weapon you gain a 50% range bonus and a +2 damage bonus.

Bullywug Diver
You are skilled at diving into water and getting the jump on opponents.
Prerequisites: Bullywug leaper, improved bull rush.
Benefits: You deduct 50 feet from the height of a fall when determining damage if you land in at least 5 feet of water. If you land on an opponent at the end of a fall you can transfer half the falling damage to your opponent.
 

The Trollborn​

Description: The trollborn, while not properly a race, are a feared and respected people born of the unholy union of a troll and a human. Only the first generation children of such unions are considered trollborn; further generations may still carry the troll blood in their veins, but they are only human – or mostly human. The strength and toughness of the trollborn are legendary and when coupled with their natural cunning they are truly foes to be reckoned with.

Personality: As a rule a trollborn’s disposition is as ugly as his countenance. Their temperaments range from bad to worse, although they do at times have their good moods and senses of humor. They tend to be secretive and individualistic, rarely having much patience for authority. When they do feel the need to involve themselves with others, they prefer action to introspection and force to discourse. However those who live in civilized lands generally have enough self-control to stay out of trouble.
Trollborn love simple pleasures such as feasting, drinking, boasting, singing, wrestling, drumming and wild dancing. Refined enjoyments such poetry and philosophy are lost on them.

Physical Description: Trollborn are universally larger than normal men. In particular, their build is much stockier and more muscular. They range from about 7 feet to a little over 8 feet in height and weigh between 250 and 325 pounds with men being notably taller and heavier than the women. Trollborn hair and skin tends to be darker and coarser than that of their human parent, but can still vary as much as it does amongst humans. Their eyes tend to be deep-set, black and beady. Regardless, the trollborn’s sloped brow, prominent teeth and coarse body hair along with the warty bumps and ridge-like protrusions that adorn their bodies mark his lineage for the world to see. Trollborn mature somewhat slower than humans reaching the age of majority by about 20. If they don’t come to a violent end sooner, they can live to be over 150 years old.

Relations: The secretive nature of most trollborn, coupled with the fact that their troll parent would sooner eat a human than talk to him, makes it hard for trollborn to gain the acceptance of those who hate and fear his more monstrous cousins. Some are shy and reserved trying not to draw attention to themselves. Others demonstrate piety and good-heartedness as publicly and openly as they can (whether or not such displays are genuine). Others simply try to be so tough that those they would encounter have no choice but to accept them. As a general rule however, the fearsome reputation of their kind causes common folk to deal with them respectfully or not at all.

Alignment: Trollborn inherit a tendency towards chaos from their troll parent, but like their human parent they favour neither good no evil. All too often though, growing up with their troll parent or the isolated hermit’s life of loneliness and persecution they are often forced to live, can drive a trollborn to evil.
Trollborn lands: Trollborn have no lands of their own. While many try to live amongst men, or even more rarely trolls, as one of them, the vast majority takes to the wilderness and embraces a hermit’s life. The White Waste has the greatest number of Trollborn in the known world, and many live in Burghausen. A few are known to have moved to Skytop Village.

Religion: Some trollborn are drawn to a life of quiet contemplation, while others are devout followers of some of the more violent gods. However, regardless of their inclination, they tend to be a fairly spiritual and superstitious race. Odin, Thor and Thrym are popular amongst more martial oriented trollborn, while the less overtly violent tend towards Skadi or Iduna.

Language: Trollborn speak the languages they were born to, Burghauser and Trollspeak.

Names: A trollborn generally chooses a name that helps make the impression that he wants to make. If he wants to fit in among men, he chooses a human name. If he wants to intimidate others, he chooses a guttural, violent troll name. A trollborn raised entirely by humans has a human given name, but may choose another name once he is away from his hometown. Some trollborn, of course, aren’t quite bright enough to choose a name this carefully.

Adventurers: Trollborn who do not barricade themselves in a cave or mountain cabin are almost invariably drawn towards violent careers where they can put their strength to good use. Frequently shunned by polite company, trollborn often find acceptance and friendship among adventures, many of which are fellow wanderers and outsiders.

Trollborn Racial Traits
• +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma: Trollborn are inhumanly strong and tough which does not give them much incentive to develop the ability to think fast. They are also renowned for their foul temper.
• Large Size: As Large creatures, trollborn have a –1 size modifier to Armor Class, a –1 size modifier on attack rolls, and a –4 modifier on Hide checks. They can use larger weapons than humans use, and their lifting and carrying limits are double those of Medium-size characters.
• Trollborn base speed is 30 feet.
• Darkvision: Trollborn can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise just like normal sight, and trollborn can function fine with no light at all.
• Troll-blood: While they are still humanoid creatures, the blood of the giants runs through their veins. Trollborn, for example, can use special weapons or magic items with racially specific powers as if they were giants. However, they are still subject to humanoid affecting spells such as charm person.
• Ferocity: Once per day, when brought below 0 hit points, but not killed, a troll can fight on for one more round as if disabled. At the end of his next turn, unless brought above 0 hit points, he immediately falls unconscious and begins dying.
• +2 racial bonus on Intimidate checks: Bullying others is much easier when you are seven feet tall and holding a small tree like a club.
• Automatic Languages: Trollspeak. Bonus Languages: Common, Dwarven, Jotnar.
• Favored Class: Barbarian.
Level Adjustment: +1

Trollborn Mystic
You are more inclined to solitary pursuits and mysticism than others of your kind and likely deeply religious.
Prerequisites: 1st-level only, must be Trollborn, Int, Wis or Cha 13+.
Benefits: Concentration, knowledge (any), and spellcraft are always class skills for you. Pick 2 of these skills and add 1/2 your level to your rank. You can switch your preferred class to Cleric, Sorcerer, or Warlock. Once you have selected a preferred class you cannot change it again.
 
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Iron Dwarves​

Personality
Cheerful, hardworking, and passionate about their crafts, Iron Dwarves revel in overcoming difficulties and accomplishing goals. "Work hard, drink hard, sleep hard" is a common saying among these stout folk, and they enjoy competing to see who can finish a project first.

Although strong believers in tradition and conformity, an iron dwarf will forgive almost anything if a person gets results through talent and hard work.

Physical Description
They average about 4-1/2 feet tall and have light skin and hair, and traditionally avoid cutting their hair or beards. Often covered in soot, they tend to wear dark brown or black clothes to make it less noticeable, but on social occasions are known to sport brightly coloured doublets over their dark work shirts. Green and red represent fertility and success to iron dwarves, so they are popular colours for holiday wear.

Relations
Iron Dwarves are generally social and open but can be shy around strangers, staying quiet until they have been introduced by a mutual acquaintance. Those dwelling in Burghausen see networking as important to their status and the health of their businesses, so they

Iron dwarves generally have good relations with any obsidian dwarves in their vicinity, relying on them for whatever commerce they may need. They are tolerant savage races, so long as they do not pose a direct threat. They are indifferent to elves and other aboveground races, hardly ever giving them a second thought. They do have an instinctual distrust of Naja-Set and other reptilian races.

Iron dwarves are known to hoard precious metals and gems, which they use to lavishly decorate their homes and possessions. An iron dwarf whose doublet and sword are not studded with gems is considered poor indeed. They also use gems extensively in trade with other races.

Alignment.
Most obsidian dwarves are lawful good, it is rare to find one who tends toward evil or chaos. Close clan connections and social contracts within Burghausen make it difficult for anyone to be too defiant or selfish.

Lands
Iron dwarves favour thickly forested mountain environments, making extensive use of wood in construction. They typically live in clan houses carved downward into a mountain from a public entrance hall on the peak of the mountain. Thus, each new room is directly beneath the one built before it, going ever deeper into the mountain, connected by a steam-powered lift.

Religion
Iron dwarves believe themselves to be created by Volund on his forge, and dedicated every item they craft to that god. All Aesir and Vanir receive some worship, but Odin, Volund, and Gullveig are the most popular gods in Burghausen. Clerics are few and far between among the iron dwarves, but each one is typically dedicated to either the Aesir or the Vanir, focusing on one or two gods above the others. Holidays occur nearly every week in Burghausen and attendance is mandatory.

Language
Iron dwarves speak their own dialect of dwarvish which has many words in common with the Human languages of their original homeland from before the Fall.

Names
Names are similar to those of other Burghausers.

Racial Traits
Medium Humanoid (Dwarf)
•+2 Constitution, -2 Charisma.
•Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
•Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armour or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
•Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
•Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
•Weapon Familiarity: Dwarves may treat Dwarven war axes, Dwarven urgroshes and firearms as martial weapons, rather than exotic weapons.
•Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
•+2 racial bonus on saving throws against poison.
•+2 racial bonus on saving throws against spells and spell-like effects.
•+1 racial bonus on attack rolls against reptilian and ophidian races.
•+4 dodge bonus to Armour Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armour Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
•+2 racial bonus on Appraise checks that are related to stone or metal items.
•+2 racial bonus on Craft checks that are related to stone or metal.
+2 racial bonuses on Alchemy and Knowledge (architecture and engineering) checks.
Spell Resistance 12 + level. Iron dwarves must overcome their own spell resistance to cast spells within the normal casting time. To avoid this, they must take extra time to cast the spell. Thus spells that take less than a full round become a full round action to cast and other spells take double their normal casting time.
Mechanical expertise: +2 on Disable Devices, Open Locks, and Craft (mechanical devices) skill checks
•Automatic Languages: Common and Dwarven. Bonus Languages: Troll, Aarakocra, Kironan, and Melian Elvish.
•Favoured Class: Fighter. A multiclass dwarf’s preferred class does not count when determining whether he takes an experience point penalty for multi-classing.
Level adjustment: +1

Vital Statistics
Table: Iron Dwarves Random Starting Ages
Adulthood Simple Moderate Complex
40 years +4d6 +6d6 +8d6

Table: Iron Dwarves Aging Effects
Middle Age Old Venerable Maximum Age
125 years 188 years 250 years +3d% years
1. At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2. At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3. At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Table: Iron Dwarves Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 4" +2d4 130 lb. x(2d6) lb.
Female 4'2" +2d4 120 lb. ×(2d6) lb.
 

Minotaurs

Personality
Taciturn, moody, and stubborn, Minotaurs have a reputation for being easy to provoke, which they often use to their advantage. Hard working, they enjoy having something to challenge them, whether it is combat or laborious tasks. Physically oriented, they do not believe in spending much time planning or deliberating when decisive action can be taken in a situation.

Physical Description
Immensely built, covered in fur and having the head of a bovine with the addition of short but crushing fangs, the Minotaur is one of the few humanoid creatures with hooves. Cold and sullen, they are rarely break a smile and are not known to cry, even when in pain. Most of them being slaves, they typically dress in simple work clothes. Only those who are successful in the arena as gladiators usually have the wealth to dress in finer clothes.

Relations
Minotaurs have poor relations with everyone, including each other, and tend to be loners, although they have strong family connections. However they have no particular enmity for any other race in particular.

Alignment.
Rigid, methodical, and tradition bound, most Minotaurs are lawful. The harsh life of slavery makes most cynical and cold, so few are compassionate enough to be good. Some may be found of any alignment, however.

Lands
Minotaurs are generally the poorest of the poor in Irium, having sold themselves into slavery to pay off debts or forced into by impressment gangs. Only those who live in the wilderness are free and these are mostly nomads. They have no traditional home now as their ancient homeland sank beneath the sea at the beginning of the Age of Cataclysms. To most “home” is now a slave pen. The few Minotaurs who dwell in Shosnar are no better off.

Religion
Most Minotaurs believe they were born from Poseidon in the form of a white bull that came from the sea and impregnated a woman who became their ancestress. Because of this most Minotaurs revere the god of the sea above all others. Some Minotaurs, dwelling in Shosnar, have come to worship the goddess Hathor. Strongly traditional, most refuse to belief that the Elder Olympians have been slain.

Language
Minotaurs speak their own language which is distantly related to Kironan but much older and not as sophisticated. Most speak Kironan, even if those living in Shosnar.

Names
Minotaurs are who are born into slavery typically receive a name in the language of their master, usually Kironan or Thosian. Those born in the wilderness have names from their own ancient dialect.

Racial Traits
• +8 Strength, +4 Constitution, -4 Intelligence (minimum 3), -2 Charisma.
• Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
• Space/Reach: 10 feet/10 feet.
• A Minotaur’s base land speed is 30 feet.
• Darkvision out to 60 feet.
• Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
• Racial Skills: A Minotaur’s monstrous humanoid levels give it skill points equal to 9 × (2 + Int modifier, minimum 1). Its class skills are Craft, Intimidate, Jump, Listen, Profession, Search, and Spot. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
• Racial Feats: A Minotaur’s monstrous humanoid levels give it three feats.
• Weapon Proficiency: A Minotaur is proficient with the great axe and all simple weapons.
• +5 natural armour bonus.
• Natural Weapons: Gore (1d8)
• Special Attacks (see above): Powerful charge.
• Special Qualities (see above): Natural cunning, scent.
• Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran.
• Favored Class: Gladiator. A multiclass Minotaur’s gladiator class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the Player’s Handbook).
• Automatic Languages: Kironan, Minotaur. Bonus Languages: Melian Elvish, Faunish, Centaur, and Thosian. Minotaurs learn the languages of the major races and tribes of their region.
• Level adjustment +2.
 

Obsidian Dwarf​

Personality
Obsidian dwarves are as hard as their environment. Where a typical hill dwarf might be surly or taciturn, an obsidian dwarf is impassive as stone. Making smalltalk with one is like talking to a rock.

Obsidian dwarf culture is uncommonly rigid. Although basically egalitarian, there is little tolerance for anyone who would rock the boat. Crime of any kind is virtually unknown, and punishable by stoning.

Physical Description
Obsidian dwarves are slightly shorter and even stockier than other dwarves, averaging about 4 feet tall, both males and females, and weighing around 12 or 13 stone. They have less hair than other dwarves, beards on males typically growing no more than three or four inches. In typical Thosian fashion most obsidian dwarves shave their heads and many even remove their beards. Their skin is dark as a shadow. They wear clothing of black or dark earth colors. Even their armor is made of a high-carbon alloy which renders it dull black. When not in motion they remain rock still, allowing them to blend easily into the shadows.

Relations
Obsidian dwarves are exceedingly insular. Those who live in Shosnar live in a quarter of the city shared only by members of their own race, strangers of other races who are not vouched for are swiftly evicted from this area. Those outside the city find solitary bogs to build lairs in, typical heavily camouflaged stone huts hidden by dense brush with extensive underground levels.

Obsidian dwarves generally have amicable relations with any iron dwarves in their vicinity, relying on them for whatever commerce they may need. They are tolerant of gnolls, giff, naja-set and other races, so long as they do not pose a direct threat. They are indifferent to elves and other foreign races, hardly ever giving them a second thought.

Obsidian dwarves are rumored to have hoards of precious metals and gems. This is only partly true. They typically only mine what they need to trade with outsiders, preferring to leave the rest in its natural setting, which they consider more beautiful.

Obsidian dwarves are most likely to be encountered outside their homes when a danger to them becomes evident. On those rare occasions when they mobilize for war, it is truly a terrifying sight.

It is unusual for an obsidian dwarf to leave home for other reasons, but it does happen.

Alignment
Most obsidian dwarves are lawful neutral, although it is not uncommon to find one who tends toward evil. Under the rule of Set's priests chaos is coming to be accepted among the obsidian dwarves. Cynicism has ground the Goodness out of most Shosnarians.

Lands
Obsidian dwarves favor the harshest mountain environments, avoided even by their distant cousins, the mountain dwarves, because of the high concentration of solid rock and other mining-resistant minerals. They typically live in caverns deep within the rock, accessible only by a few well-defended points of entry. In Shosnar the Obsidian Dwarves have built an underground sub-city for themselves that others are not normally allowed to enter.

Religion
Believing themselves to be descendants of an ancient earth spirit, nearly all obsidian dwarves are religious to some degree. Many are now joining the cult of Set, corrupted by life in Shosnar, though few become clerics. Many of the city's bureaucrats are members of this race, however, so they are being forced to at least pay lip service to the Serpent god. A few still worship other gods of the Thosian pantheon, especially Bes and Ptah, though it is forbidden to do so.

Language
Obsidian dwarves speak their own dialect of Thosian, unrelated to language of iron dwarves. Those dwelling in Shosnar speak standard Thosian in public to avoid persecution, and many young obsidian dwarves learn Thosian as their first language.

Names
Names are similar to those of other Thosians.

Racial Traits
Medium Humanoid (Dwarf)
+2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma: Obsidian dwarves are as tough as their environment, but they are fairly sedentary, and not always quick on the uptake.

An obsidian dwarf’s base land speed is 20 feet. However, they can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.

Darkvision (Ex) out to to 90 feet.

Stonecunning: Similar to a standard dwarf, but with a +4 bonus (instead of +2). Accustomed to working with the hardest rocks and minerals, obsidian dwarves are even more attuned to stonework than standard dwarves.

Weapon Familiarity: Obsidian dwarves treat dwarven waraxes (but not dwarven urgroshes) as martial weapons, rather than exotic weapons. The confined spaces to which they are accustomed are not conducive to double weapons. The Thosian scimitar and khopesh are common martial weapons among obsidian dwarves.

Stability: +8 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Obsidian dwarves are even more stable on their feet than their standard cousins.

Light Sensitivity: Obsidian dwarves are dazzled in bright sunlight or within the radius of a daylight spell.

+2 racial bonus on all Fortitude saving throws.

+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).

+4 racial bonus on Appraise and Craft skill checks related to stone or metal items.

+4 racial bonus on Hide skill checks in dim light or shadows.
Automatic Languages: (PC's only), Thosian. Bonus Languages: Draconic, Dwarven, Giant, Giff, Gnoll, Orc, Terran, Undercommon.

Favored Class: Fighter.

Vital Statistics

Table: Obsidian Dwarves Random Starting Ages
Adulthood Simple Moderate Complex
50 years 4d6 +6d6 +8d6

Table: Obsidian Dwarves Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
140 years 210 years 280 years+3d% years
1. At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2. At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3. At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Table: Obsidian Dwarves Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3' 6" +2d4 130 lb. x(2d6) lb.

Female 3' 5" +2d4 120 lb. ×(2d6) lb.
 
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Naja-Set​
Medium Humanoid (Reptilian)
Hit Dice: 2d8 (9 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13(+3 natural), touch 10, flat-footed 15 or 17
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d4+1) or club +2 melee (1d6+1) or javelin +1 ranged (1d6+1)
Full Attack: 2 claws +2 melee (1d4+1) and bite +0 melee (1d4); or club +2 melee (1d6+1) and bite +0 melee (1d4); or javelin +1 ranged (1d6+1)
Special Attacks: Venomous Bite
Special Qualities: Hold breath
Space/Reach: 5 ft./5 ft.
Saves: Fort +1, Ref +3, Will +0
Abilities: Str 11, Dex 10, Con 11, Int 13, Wis 9, Cha 12
Skills: Balance +4, Jump +5, Swim +2
Feats: Multiattack
Environment: Temperate marshes
Organization: Gang (2-3), band (6-10 plus 50% noncombatants plus 1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level)
Challenge Rating: 1
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1
A Naja-Set is usually 6 to 7 feet tall with green, red, or black scales. Its tail is used for balance and is 3 to 4 feet long. They can weigh from 200 to 250 pounds.
Naja-Sets speak Draconic.

Personality
Secretive and aloof, the Naja-Set show little emotion and are hard to read. Materialistic and selfish, they care little for anything besides their own personal power, wealth, and prestige.

Physical Description
Bipedal with a sinuous torso and long tail, the snake-like Naja-Set has dark green to black scales and a hood like cobra.

Relations
Naja-Set see all others as tools to be manipulated or as potential food. Believing themselves the children of Set, they despise feline creatures. They have no other particular enemies or allies, but are never fully trusted by mammalian races.

Alignment.
Cruel, selfish, and power-hungry, Naja-Set are rarely lawful or good.

Lands
Preferring to live in warm, moist climates, Naja-Set have settled th southern coasts of the Last Lands and make up a signicant part of the populace of Shosnar.

Religion
Although they give lip service to all the gods of the Thosian Pantheon, the revere Set above all other gods and generally despice Bast and Osiris.

Language
Naja-Set speak their own sibilant dialect of Thosian. Most know classical Thosian and many speak Giff, Obsidian Dwarf, and Bullywug.

Names
Naja-Set take traditional Thosian names but generally have a component referring to Set.

Combat
Naja-Sets avoid melee combat if at all possible, using traps, spells, and poisoned weapons to gain an advantage. Ambush and assassination are standard tactics for the Naja-Set.
Hold Breath: A Naja-Set can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Skills: Because of their tails, Naja-Sets have a +4 racial bonus on Swim and Balance checks. Naturally stealthy, the get a +4 racial bonus on Move Silently. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield.
Naja-Set as Characters
Naja-Set characters possess the following racial traits.
• +2 Intelligence, -2 Wisdom, +2 Charisma.
• Medium size.
A Naja-Set's base land speed is 30 feet.
• Racial Hit Dice: A Naja-Set begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
• Racial Skills: A Naja-Set's humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Balance, Move Silently, and Swim. Naja-Set have a +4 racial bonus on Balance, Move Silently, and Swim checks.
• Racial Feats: A Naja-Set's humanoid levels give it one feat.
• Weapon and Armor Proficiency: A Naja-Set is automatically proficient with simple weapons and shields.
• +3 natural armor bonus.
• Natural Weapons: 2 claws (1d4) and bite (1d4).
• Poison: A Naja-Set has a poisonous bite that deals initial and secondary damage of 1d6 Con. Save DC 11. The save DCs are Constitution-based.
• Special Qualities (see above): Hold breath.
• Automatic Languages: Naja-Set, Thosian. Bonus Languages: Giff, Obsidian Dwarf, Gnoll, Bullywug.
• Favored Class: Rogue.
Level Adjustment: +1
 
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Aarakocra​
Medium Monstrous Humanoid
Init: +3; Senses: Darkvision 60ft; Listen +3, Spot +7.
Language: Aarakocra, Burghausen.
AC: 13, touch 13, flat-footed 10 (+3 dex)
Hp: 7 (2 HD)
Fort: +2, Ref: +5, Will: +3.
Speed: 20ft, fly 90ft (average)
Melee: 2 talons +2 (1d4+1) or
Melee: Bite +2 (1d3+1) or
Melee: Javelin +2 (1d6+1)
Ranged: Aarakocra Javelin +5 (1d6+1)
Space: 5ft; Reach: 5ft
Base Atk: +2; Grp: +3
Attack Options: Impaling dive.
Special Actions: Summoning Dance.
Abilities: Str 12, Dex 16, Con 9, Int 10, Wis 12, Cha 10
Feats: Fly-by-Attack.
Skills: Balance +5, Craft +1, Knowledge (nature) +1, Listen +3, Move Silently +6, Spot +7, Survival +4.
Advancement: By character class

Personality
Aarakocra are culturally very diverse but all share a fear of physical constraint and limitation bordering on claustrophobia. Curious and interested in learning about other cultures, they still tend to stick with what they know, being rather superstitious and traditional. Aarakocra are notably disinterested in material wealth, preferring to gain knowledge over anything that could weight them down while flying.

Physical Description
Aarakocra resemble humanoid birds. The average specimen stands about 1.5m (5ft) tall and has a wingspan of 6.1m (20ft). Halfway along the edge of each wing is a hand with three human-sized fingers and an opposable thumb. An elongated fourth finger extends the length of the wing and locks in place during flight. The hands cannot grasp while flying, but are nearly as useful as human hands when an aarakocra is perched and its wings folded back. Their powerful legs end in four sharp talons that can unlock and fold back to reveal another pair of functional hands. These humanoids have hollow, fragile bones. Their faces combine the features of both parrots and eagles. They have gray-black beaks and black eyes. Plumage color varies, but males generally have red ,orange, and yellow coloration, while females tend towards brown and gray. Certain tribes of Aarakocra have a predominant hereditary colour.

Relations
Aarakocra generally judge everyone they meet as an individual and have no racially enmities, but they do have an instinctual distruct of reptiles, especially snakes, and have been known to attack Naja-Set and other ophidians on sight. Since the building of Skytop Village many Aarakocra tribes have developed strong relationships with the Iron Dwarves and Trollborn that moved there from Burghausen.

Alignment
Aarakocra tend to be avoid extremes but put a strong emphasis in their culture on sharing and compassion, so most are Neutral Good.

Lands
Aarakocra live among the highest mountain peaks in small tribes which control hunting territories and share a communal nest. The eldest male serves as leader, assisted by the tribes shaman. They are known to periodically migrate to unknown lands beyond the known world, but say little of these journeys.

Religion
Every tribe of the Aarakocra has a different religion and they have very little if anything in common with each other aside from a tendency to have Shamans and Druids instead of Clerics.

Language
There is no single Aarakocra language, each tribe having a unique dialect of its own. For trade purposes many of Aarakocra have learned Burghauser, Iron Dwarf, and Trollish.
Names

Racial Traits
–2 Strength, +4 Dexterity, –2 Constitution: Aarakocra have keen reflexes, but their lightweight bones are fragile.
Monstrous Humanoid: Aarakocra are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Size: Medium:As medium creatures, aarakocra have no special bonuses or penalties due to size.
Low-Light Vision: Aarakocra can see twice as far as a human in moonlight and similar conditions of poor illumination, retaining the ability to distinguish color and detail.
Aarakocra base land speed is 20 feet, and can fly with a movement rate of 90 feet (average maneuverability).
+6 racial bonus to Spot checks in daylight. Aarakocra have excellent vision.
Natural Armor: Aarakocra have +1 natural armor bonus due to their bone chest plate that provides some protection from blows.
Natural Weaponry: An aarakocra can rake with its claws for 1d3 points of damage, and use its secondary bite attack for 1d2 points of damage.
Claustrophobic: Aarakocra receive a –2 morale penalty on all rolls when in an enclosed space. Being underground or in enclosed buildings is extremely distressing for them.
Aerial Dive: Aarakocra can make dive attacks. A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet. If attacking with a lance, the aarakocra deals double damage on a successful attack. Optionally, the aarakocra can make a full attack with is natural weapons (two claws and one bite) at the end of the charge, dealing normal damage.
Languages: Aarakocra tribal dialect, Burghausen. Bonus Languages: Trollborn, Iron Dwarf. Aarakocra often learn the languages of their allies and enemies.
Favored Class: Barbarian
 
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Melian Elf​

Size/Type: Medium Humanoid (Elf)
Hit Dice: 1d8 (4 hp)
Initiative:+1
Speed:30 ft.
Armor Class: 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14
Base Attack/Grapple:+1/+2
Attack: Longsword +2 melee (1d8+1/19-20) or longbow +3 ranged (1d8/×3)
Full Attack: Longsword +2 melee(1d8+1/19-20) or longbow +3 ranged (1d8/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Elven traits
Saves: Fort +2, Ref +1, Will -1*
Abilities: Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 8
Skills: Hide +1, Listen +2, Search +3, Spot +2
Feats: Weapon Focus (longbow)
Environment: Temperate forest
Organization: Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +0

Melian Elves average 5 feet tall and typically weigh just over 100 pounds. They live on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest.
Melian Elves speak their own language, which is similar to Kironan, and most also know Kironan. Educated and worldly, many speak a variety of foreign languages.
Most elves encountered outside their homes are warriors; the information presented here is for one of 1st level.

Personality
Curious, creative, and a little hyperactive, Melian Elves are fond of all types of art and obsessed with learning new things. Worldly and sophisticated, they are sometimes lazy and are not usually athletic.

Physical Description
Melian Elves average 5 feet tall and typically weigh just over 100 pounds. They live on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest.

Relations
Melian Elves strive to avoid conflict and build consensus, many of them being skilled diplomats, and have few enemies. The result is they have no real enemies and are generally on good terms with all other races in their area. Sophisticated and worldly, they are tolerant of foreign cultures and ideas, although they may seem patronizing.

Alignment
Melian Elves value individuality, freedom of expression, and tolerance so few are Lawful. Compassion and service to others are also core values for them so evil Melian Elves are rare in the extreme.

Lands
Melian Elves love temperate forests and meadows, and most settled the north coasts of the Last Lands, helping to found the cities of Valora and Irium.

Religion
The majority of Melian Elves revere the Young Gods of the Olympian pantheon, especially Athena, the principle goddess of Valora. A few still revere the Elder Olympians, especially Hera. A small number of Melian Elves living in Burghausen have started worshiping Frey and other Vanir and Aesir.

Language
Melian Elvish is related to Kironan and is easy to learn for speakers of Kironan, Faunish, and Minotaur. Melian Elves have a natural talent for languages and almost all of them know several languages.

Names
Melian Elves generally adopt names common in the city of their birth, either Valora or Irium, or take names from their own language.

Combat
Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead.

They prefer longbows, shortbows, rapiers, and longswords. In melee, elves are graceful and deadly, using complex maneuvers that are beautiful to observe. Their wizards often use sleep spells during combat because these won’t affect other elves. Because of their trade relationship with the city of Burghausen many Melian Elves have started to learn how to make and use simple firearms.

Melian Elf Traits
Elves possess the following racial traits.
• +2 Dexterity, -2 Constitution, -2 Strength, +2 Intelligence. Melian Elves are swift, agile, and scholarly, but have frail, petite frames.
• Medium size.
• An elf’s base land speed is 30 feet.
• Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
• Low-light vision.
• Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Educated: All Melian elves are literate and gain additional bonus language and a bonus knowledge skill of their choice at level 1.
• Automatic Languages: Kironan or Valoran, Melian Elven. Bonus Languages: Faunish, Centaur, Minotaur, Iron Dwarf, Burghausen
• Favored Class: Wizard.
 
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Liath Elves​
Size/Type: Medium Humanoid (Elf)
Hit Dice: 1d8 (4 hp)
Initiative:+1
Speed:30 ft.
Armor Class: 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14
Base Attack/Grapple:+1/+2
Attack: Longsword +2 melee (1d8+1/19-20) or longbow +3 ranged (1d8/×3)
Full Attack: Longsword +2 melee(1d8+1/19-20) or longbow +3 ranged (1d8/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Elven traits
Saves: Fort +2, Ref +1, Will -1*
Abilities: Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 8
Skills: Hide +1, Listen +2, Search +3, Spot +2
Feats: Weapon Focus (longbow)
Environment: Temperate forest
Organization: Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class

Personality
Dour and serious, Liath Elves are known for their gallows humour and shyness around new people. They do however have a gift for expressing themselves and take pride in their eloquence and quick wit. Many find Liath Elves can be extremely persuasive.

Physical Description
Liath Elves average 5 feet tall and typically weigh just over 100 pounds. They are mainly shepherds and fishermen, though they occasionally hunt for fresh meat. Elves prefer pale hues of green, gray, and white, usually with a green-and-gray cloak that blends well with the colors of the forest. Liath Elves are known for their pale yellow hair that is nearly white and their milky skin. Most have light blue to grey eyes.
Relations
Liath Elves strive to avoid conflict and build consensus, many of them being skilled diplomats, and have few enemies. The result is they have no real enemies and are generally on good terms with all other races in their area. Sophisticated and worldly, they are tolerant of foreign cultures and ideas, although they may seem patronizing.

Alignment
Liath Elves value individuality, freedom of expression, and tolerance so few are Lawful. They avoid conflict and mind their own business, so they tend to be Neutral more often than Good or Evil.

Lands
Liath Elves love forests and the sea, and most settled the western coasts of the Last Lands, where they settled around the lagoons of Ys. A growing number now live in Aldea as well.

Religion
Liath Elves revere the Tuatha de Danaan and have many druids and sacred bards among their clergy.

Language
Liath Elves speak their own language, which is similar to Sidhe, many know Bullywug as well as various fey languages. Most elves encountered outside their homes are warriors; the information presented here is for one of 1st level.

Names
Liath Elves generally adopt names from their own language.

Combat
Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead.

They prefer longbows, shortbows, rapiers, and longswords. In melee, elves are graceful and deadly, using complex maneuvers that are beautiful to observe. Their wizards often use sleep spells during combat because these won’t affect other elves. Because of their trade relationship with the city of Burghausen many Melian Elves have started to learn how to make and use simple firearms.

Liath Elf Traits
Elves possess the following racial traits.
• +2 Dexterity, -2 Constitution, +2 Charisma. Liath Elves are nimble and slender, but have a gift for words.
• Medium size.
• An elf’s base land speed is 30 feet.
• Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
• Low-light vision.
• Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Eloquent: Liath Elves receive a +2 bonus on Bluff, Diplomacy, and language based Perform skills such as Poetry, Singing, and Oratory.
• Automatic Languages: Kironan or Valoran, Melian Elven. Bonus Languages: Faunish, Centaur, Minotaur, Iron Dwarf, Burghausen
• Favored Class: Wizard.
Level Adjustment: +1
 
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