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<blockquote data-quote="ForceUser" data-source="post: 2762613" data-attributes="member: 2785"><p>Below are the homebrew races of the aelfborn and my variant half-ogre. </p><p></p><p><span style="font-family: 'Georgia'"><strong><span style="font-size: 18px">A</span>ELFBORN</strong></span></p><p><span style="font-family: 'Georgia'">Aelfborn are humans with fey ancestry that manifests itself in a variety of startling ways. An aelfborn descended of a dryad might have bark-like skin or green hair, while another with a sidhe ancestor may have pointed ears and lavender eyes; a third born of a satyr’s lust could have a single cloven hoof, small horns, and a six-fingered hand. Whatever their heritage, the aelfborn tend to share the fey susceptibility to cold-forged iron and the fey predilection for magic and music. They are often striking in their deformities, with charisma unmatched by other mortals. Indeed, although they have fey ancestry, the aelfborn are as mortal as any other player character race.</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'">Among the Old Faith practitioners of the Ulvmann and Vangal tribes of the north, the aelfborn are seen as blessed with gifts from the Faire Folk of old, which the humans of northern Eriador once had a close relationship with. But with the conquest by the Thrycians from the south and their Celestine religion over the Old Faith peoples of the north, new converts began to actively hunt and kill any creatures that were considered unholy – including aelfborn. Since the time of the Redeemer, however, those born with fey traits are tolerated, but are considered cursed or disadvantaged by the spiritual descendants of the old Celestine faith. Thus, many aelfborn, feeling marginalized in or distrustful of human society, seek a greater understanding of their Faerie heritage in an effort to find their place in the world. Often looked down upon as throwbacks at best and demon-possessed at worst, some aelfborn, individualistic as they tend to be, find kinship among those with similar heritage. Although their fey ancestry often complicates their lives, it is not without its benefits.</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"><strong>AELFBORN RACIAL TRAITS</strong></span></p><p><span style="font-family: 'Georgia'">• <em>Fey:</em> Aelfborn are humanoids with the fey subtype.</span></p><p><span style="font-family: 'Georgia'">• +2 Charisma, -2 Constitution: aelfborn are alluring but frail.</span></p><p><span style="font-family: 'Georgia'">• Medium: As Medium creatures, aelfborn have no special bonuses or penalties due to their size.</span></p><p><span style="font-family: 'Georgia'">• Aelfborn base land speed is 30 feet.</span></p><p><span style="font-family: 'Georgia'">• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment and illusion spells or effects.</span></p><p><span style="font-family: 'Georgia'">• <em>Low-Light Vision:</em> An aelfborn can see twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.</span></p><p><span style="font-family: 'Georgia'">• <em>Grace:</em> An aelfborn can always choose to take 10 on a Balance check, even if distracted or endangered. Aelfborn are possessed of unearthly poise, a legacy of their fey ancestry.</span></p><p><span style="font-family: 'Georgia'">• <em>Crossroads Sensitivity:</em> Being children of Faerie, the aelfborn are intuitively aware of the presence of the fey crossroads that dot the landscape of Eriador. When an aelfborn comes within 60 feet of a Faerie crossroad, she becomes instinctively aware of its location relative to herself. When viewing a crossroad, she recognizes it for what it is, and won’t be fooled by a false or illusory crossroad. This ability gives an aelfborn no information on where the backroad connected to the crossroad leads.</span></p><p><span style="font-family: 'Georgia'">• <em>Faerie Friend:</em> Aelfborn are recognized by fey for what they are, and as such gain a +2 circumstance bonus to Diplomacy checks when interacting with them.</span></p><p><span style="font-family: 'Georgia'">• +2 racial bonus on Diplomacy and Gather Information checks. Aelfborn are naturally persuasive, which helps them stay alive in a world that is sometimes harsh to those who are different.</span></p><p><span style="font-family: 'Georgia'">• <em>Weakness to Cold Iron:</em> Aelfborn take 1 extra point of damage per attack from cold iron weapons. Like all creatures of Faerie, the aelfborn are susceptible to weapons forged of this material. </span></p><p><span style="font-family: 'Georgia'">• Automatic Language: Regional human language, usually Arbonnesse, Genovan, or Sturmmen. Bonus Languages: Draconic, Dwer, Faerie, Giant, Gobbledygook, Gurgumund, and regional human language (Arbonnesse, Eloi, Genovan, Sturmmen, Tiamni, Ulvmann, Vangal, and Vistani). Aelfborn sometimes learn the language of their fey forebears, as well as the language of dragons. They feel a certain kinship with the magically adept gnomes and the marginalized goblins, and so often learn their tongues as well.</span></p><p><span style="font-family: 'Georgia'">• Favored Class: Bard. A multiclass aelfborn’s bard class does not count when determining whether she takes an experience point penalty for multiclassing (see XP for multiclass characters, page 60 of the Player’s Handbook). The magic of heart and song comes naturally to those born of Faerie.</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"><span style="font-size: 18px"><strong>H</strong></span><strong>ALF-OGRE</strong></span></p><p><span style="font-family: 'Georgia'">Half-ogres are usually born out of violence and slavery. They are considered weak and soft by ogre standards, and bestial and ugly by human standards. Driven by the social needs of both races, half-ogres try hard to win acceptance to avoid becoming lonely and despondent.</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'">Half-ogres most commonly hail from wildernesses on the fringes of human society, in mountainous foothills and deep forests wherever ogres threaten human communities. They are known as fomori to the Ulvmann peoples of western Mordengard, and as trollborn to the Vangals of Rothland. The Vangals, in particular, fear the trollborn, yet hold them in high esteem for their impressive physical prowess and kinship with the powerful juten (giants) nonetheless. Throughout Eriador, however, half-ogres are persecuted and driven out of most human communities, to live in lonely seclusion in the wild. For this reason, some half-ogres have been known to settle among their ogre kin, often leading them due to their relatively high intelligence. Such half-ogres hate the humans who spurned them with fierce passion.</span></p><p><span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"><strong>HALF-OGRE RACIAL TRAITS</strong></span></p><p><span style="font-family: 'Georgia'">• +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma. Half-ogres inherit the strength of their ogre parent, but are disadvantaged in intellectual and social circles.</span></p><p><span style="font-family: 'Georgia'">• Medium: As Medium creatures, half-ogres have no special bonuses or penalties due to their size.</span></p><p><span style="font-family: 'Georgia'">• Half-ogre base land speed is 30 feet.</span></p><p><span style="font-family: 'Georgia'">• <em>Natural Armor:</em> Half-ogres have tough hides, which provide them a +1 natural armor bonus to AC.</span></p><p><span style="font-family: 'Georgia'">• <em>Powerful Build:</em> The physical stature of half-ogres lets them function in many ways as if they were one size category larger. Whenever a half-ogre is subject to a size modifier or special size modifier (such as during grapple checks, bull rush attempts, and trip attempts), the half-ogre is treated as one size larger if doing so is advantageous to him. A half-ogre is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-ogre can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.</span></p><p><span style="font-family: 'Georgia'">• <em>Low-Light Vision:</em> A half-ogre can see twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.</span></p><p><span style="font-family: 'Georgia'">• Automatic Languages: Regional human language (usually Arbonnesse, Genovan, Sturmmen, Ulvmann, or Vangal). Bonus Languages: Faerie, Giant, Gnoll, Gobbledygook, Gurgumund, Orc, and regional human language (Arbonnesse, Eloi, Genovan, Sturmmen, Tiamni, Ulvmann, Vangal, and Vistani).</span></p><p><span style="font-family: 'Georgia'">• Favored Class: Barbarian. A multiclass half-ogre’s barbarian class does not count when determining whether he takes an experience point penalty for multiclassing (see XP for multiclass characters, page 60 of the Player’s Handbook).</span></p><p><span style="font-family: 'Georgia'">• Level Adjustment: +1. Half-ogres are slightly more powerful and gain levels more slowly than most other races of Eriador. See the Monsters as Races discussion in Chapter 6 of the Dungeon Master’s Guide for more information.</span></p></blockquote><p></p>
[QUOTE="ForceUser, post: 2762613, member: 2785"] Below are the homebrew races of the aelfborn and my variant half-ogre. [font=Georgia][b][size=5]A[/size]ELFBORN[/b] Aelfborn are humans with fey ancestry that manifests itself in a variety of startling ways. An aelfborn descended of a dryad might have bark-like skin or green hair, while another with a sidhe ancestor may have pointed ears and lavender eyes; a third born of a satyr’s lust could have a single cloven hoof, small horns, and a six-fingered hand. Whatever their heritage, the aelfborn tend to share the fey susceptibility to cold-forged iron and the fey predilection for magic and music. They are often striking in their deformities, with charisma unmatched by other mortals. Indeed, although they have fey ancestry, the aelfborn are as mortal as any other player character race. Among the Old Faith practitioners of the Ulvmann and Vangal tribes of the north, the aelfborn are seen as blessed with gifts from the Faire Folk of old, which the humans of northern Eriador once had a close relationship with. But with the conquest by the Thrycians from the south and their Celestine religion over the Old Faith peoples of the north, new converts began to actively hunt and kill any creatures that were considered unholy – including aelfborn. Since the time of the Redeemer, however, those born with fey traits are tolerated, but are considered cursed or disadvantaged by the spiritual descendants of the old Celestine faith. Thus, many aelfborn, feeling marginalized in or distrustful of human society, seek a greater understanding of their Faerie heritage in an effort to find their place in the world. Often looked down upon as throwbacks at best and demon-possessed at worst, some aelfborn, individualistic as they tend to be, find kinship among those with similar heritage. Although their fey ancestry often complicates their lives, it is not without its benefits. [b]AELFBORN RACIAL TRAITS[/b] • [i]Fey:[/i] Aelfborn are humanoids with the fey subtype. • +2 Charisma, -2 Constitution: aelfborn are alluring but frail. • Medium: As Medium creatures, aelfborn have no special bonuses or penalties due to their size. • Aelfborn base land speed is 30 feet. • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment and illusion spells or effects. • [i]Low-Light Vision:[/i] An aelfborn can see twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. • [i]Grace:[/i] An aelfborn can always choose to take 10 on a Balance check, even if distracted or endangered. Aelfborn are possessed of unearthly poise, a legacy of their fey ancestry. • [i]Crossroads Sensitivity:[/i] Being children of Faerie, the aelfborn are intuitively aware of the presence of the fey crossroads that dot the landscape of Eriador. When an aelfborn comes within 60 feet of a Faerie crossroad, she becomes instinctively aware of its location relative to herself. When viewing a crossroad, she recognizes it for what it is, and won’t be fooled by a false or illusory crossroad. This ability gives an aelfborn no information on where the backroad connected to the crossroad leads. • [i]Faerie Friend:[/i] Aelfborn are recognized by fey for what they are, and as such gain a +2 circumstance bonus to Diplomacy checks when interacting with them. • +2 racial bonus on Diplomacy and Gather Information checks. Aelfborn are naturally persuasive, which helps them stay alive in a world that is sometimes harsh to those who are different. • [i]Weakness to Cold Iron:[/i] Aelfborn take 1 extra point of damage per attack from cold iron weapons. Like all creatures of Faerie, the aelfborn are susceptible to weapons forged of this material. • Automatic Language: Regional human language, usually Arbonnesse, Genovan, or Sturmmen. Bonus Languages: Draconic, Dwer, Faerie, Giant, Gobbledygook, Gurgumund, and regional human language (Arbonnesse, Eloi, Genovan, Sturmmen, Tiamni, Ulvmann, Vangal, and Vistani). Aelfborn sometimes learn the language of their fey forebears, as well as the language of dragons. They feel a certain kinship with the magically adept gnomes and the marginalized goblins, and so often learn their tongues as well. • Favored Class: Bard. A multiclass aelfborn’s bard class does not count when determining whether she takes an experience point penalty for multiclassing (see XP for multiclass characters, page 60 of the Player’s Handbook). The magic of heart and song comes naturally to those born of Faerie. [size=5][b]H[/b][/size][b]ALF-OGRE[/b] Half-ogres are usually born out of violence and slavery. They are considered weak and soft by ogre standards, and bestial and ugly by human standards. Driven by the social needs of both races, half-ogres try hard to win acceptance to avoid becoming lonely and despondent. Half-ogres most commonly hail from wildernesses on the fringes of human society, in mountainous foothills and deep forests wherever ogres threaten human communities. They are known as fomori to the Ulvmann peoples of western Mordengard, and as trollborn to the Vangals of Rothland. The Vangals, in particular, fear the trollborn, yet hold them in high esteem for their impressive physical prowess and kinship with the powerful juten (giants) nonetheless. Throughout Eriador, however, half-ogres are persecuted and driven out of most human communities, to live in lonely seclusion in the wild. For this reason, some half-ogres have been known to settle among their ogre kin, often leading them due to their relatively high intelligence. Such half-ogres hate the humans who spurned them with fierce passion. [b]HALF-OGRE RACIAL TRAITS[/b] • +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma. Half-ogres inherit the strength of their ogre parent, but are disadvantaged in intellectual and social circles. • Medium: As Medium creatures, half-ogres have no special bonuses or penalties due to their size. • Half-ogre base land speed is 30 feet. • [i]Natural Armor:[/i] Half-ogres have tough hides, which provide them a +1 natural armor bonus to AC. • [i]Powerful Build:[/i] The physical stature of half-ogres lets them function in many ways as if they were one size category larger. Whenever a half-ogre is subject to a size modifier or special size modifier (such as during grapple checks, bull rush attempts, and trip attempts), the half-ogre is treated as one size larger if doing so is advantageous to him. A half-ogre is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-ogre can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. • [i]Low-Light Vision:[/i] A half-ogre can see twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. • Automatic Languages: Regional human language (usually Arbonnesse, Genovan, Sturmmen, Ulvmann, or Vangal). Bonus Languages: Faerie, Giant, Gnoll, Gobbledygook, Gurgumund, Orc, and regional human language (Arbonnesse, Eloi, Genovan, Sturmmen, Tiamni, Ulvmann, Vangal, and Vistani). • Favored Class: Barbarian. A multiclass half-ogre’s barbarian class does not count when determining whether he takes an experience point penalty for multiclassing (see XP for multiclass characters, page 60 of the Player’s Handbook). • Level Adjustment: +1. Half-ogres are slightly more powerful and gain levels more slowly than most other races of Eriador. See the Monsters as Races discussion in Chapter 6 of the Dungeon Master’s Guide for more information.[/font] [/QUOTE]
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