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[OOC] Ethend Game: The Hunt for Cantus [Recruiting]
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<blockquote data-quote="Ferrix" data-source="post: 2451031" data-attributes="member: 6115"><p><strong>Race Information</strong></p><p></p><p><strong>Dwarves</strong></p><p>Dwarves are tough and slow like stone. They are naturally resistant to magic and psionics. Historically, dwarves were slow to action when the Mythar invaded. Often accused of letting the Mythar invasion to succeed, most however realize that even with the dwarves help it would not have been stemmed for long. The dwarves of Ethend hail from the Helm Peaks, the range of mountains which split the Iron Wastes. Deep within the mountains their under-cities are massive tiered structures. Their exceptional industry powered by the great volcanic activity prevalent throughout the Iron Wastes, rich veins of adamantine, mithril and other precious ores are in their province alone granting them a near monopoly on such valuable resources.</p><p>[sblock] <ul> <li data-xf-list-type="ul">+2 Constitution, -2 Dexterity</li> <li data-xf-list-type="ul">+1 to attack against Aberrations in place of goblinoids/orcs.</li> <li data-xf-list-type="ul">+2 dodge bonus against Large or larger creatures in place of dodge bonus against giants</li> <li data-xf-list-type="ul">+2 racial bonus on Knowledge (dungeoneering) checks</li> <li data-xf-list-type="ul">Knowledge (dungeoneering) always a class skill</li> <li data-xf-list-type="ul">Dwarves are humanoids with the [Earth] subtype.</li> <li data-xf-list-type="ul">rest as PHB dwarves</li> <li data-xf-list-type="ul">Favored Class: Fighter or Psychic Warrior</li> </ul><p>[/sblock]</p><p></p><p><strong>Elves</strong></p><p>Elves are a primal race, descended from the spirit of nature itself. They are loosely-tribal and are the only race capable of druidic magic, boasting a number of spirit shamans as well. The magic they practice is often considered primitive by those of the mental arts, yet the forces of the natural world are all pervasive. When the Mythar invaded, many of the elves disappeared into Laerendhor, their ancestral home. Finding an elf in the Deep Fen is almost impossible unless they wish to be found, the very forest itself works to hide them.</p><p>[sblock] <ul> <li data-xf-list-type="ul">+2 Dexterity, -2 Constitution</li> <li data-xf-list-type="ul">+2 racial bonus against telepathic and mind-affecting powers and effects</li> <li data-xf-list-type="ul">Weapon Proficiency: Longbow, shortbow, composite versions, short spear, and kukri.</li> <li data-xf-list-type="ul">+2 racial bonus on Spot and Listen checks, no bonus on search checks or racial search ability</li> <li data-xf-list-type="ul">Fey: Elves are fey creatures and are thus not affected by spells or powers which normally only target humanoids.</li> <li data-xf-list-type="ul">+2 racial bonus on Survival</li> <li data-xf-list-type="ul">Survival always a class skill</li> <li data-xf-list-type="ul">Favored Class: Ranger or Druid</li> </ul><p>[/sblock]</p><p></p><p><strong>Gnomes</strong></p><p>Before the Mythar invasion gnomes did not exist on the continent of Ethend, however the Mythar brought with them gnomes from their realm. They are small creatures, similar to halflings but sharp of mind and possess a natural psionic talent that none of the other races can match. Those ignorant believe the gnomes to be the willing servants of the Mythar, but many gnomes took an opportunity half a century ago to escape their masters and flee into the eastern outlands.</p><p>[sblock] <ul> <li data-xf-list-type="ul">+2 Intelligence, -2 Strength</li> <li data-xf-list-type="ul">Small size<br /> Naturally Psionic (2 bonus power point)</li> <li data-xf-list-type="ul">Knows the Burst or Far Hand psionic power and can manifest it with their power points, Int based.</li> <li data-xf-list-type="ul">Low-light vision</li> <li data-xf-list-type="ul">+2 racial bonus on Search</li> <li data-xf-list-type="ul">Able to manifest Psychoportation powers as if one manifester level higher.</li> <li data-xf-list-type="ul">+2 racial bonus on Psicraft and Use Psionic Device checks</li> <li data-xf-list-type="ul">Use Psionic Device always a class skill.</li> <li data-xf-list-type="ul">Favored Class: Psion (Nomad) or Soulknife</li> </ul><p>[/sblock]</p><p></p><p><strong>Halflings</strong></p><p>The halflings were quickly dominated by the Mythar, the diminutive race serving as excellent servants. They possess very little of their own heritage after a hundred years in subservience, however they have adapted incredibly well to the position so often relegated to them. They have learned many tricks of social life and their hands are swift in clearing away tables and other things. Many halflings possess a sharp hatred for the Mythar, although this rarely ever shows through and many Mythar take the small folk at face value.</p><p>[sblock] <ul> <li data-xf-list-type="ul">+2 Dexterity, -2 Strength</li> <li data-xf-list-type="ul">Low-light vision</li> <li data-xf-list-type="ul">+2 racial bonus on Sleight of Hand, Diplomacy, Bluff and Sense Motive checks (replaces bonus to climb, jump, move silently and Listen)</li> <li data-xf-list-type="ul">+2 racial bonus on Profession (cook)</li> <li data-xf-list-type="ul">+1 racial bonus on attack and damage rolls against Mythar (replaces bonus with thrown weapons and slings)</li> <li data-xf-list-type="ul">+2 racial bonus on social related skills and checks involving Mythar (replaces bonus on Fear saves)</li> <li data-xf-list-type="ul">+1 racial bonus on all saving throws</li> <li data-xf-list-type="ul">Diplomacy always a class skill</li> <li data-xf-list-type="ul">Favored Class: Rogue or Psionic Rogue</li> </ul><p>[/sblock]</p><p></p><p><strong>Human – All regions except Zoduka and Fyndorn</strong></p><p>When the Mythar came, the humans were the first to organize against the invasion and one of the last to fall, something many other races found admirable. They have become in a way the working second class, not as burdened by the drudgery of heavy manual labor, nor the menial servant work, they often end up as the craftsman and go betweens for the Mythar. Few humans object to this relationship with the Mythar, their lives often falling into a gray mediocrity but it is a life without a soul crushing toil.</p><p>[sblock] <ul> <li data-xf-list-type="ul">+2 bonus on social related checks involving non-Mythar races</li> <li data-xf-list-type="ul">4 ranks in a single Craft or Profession skill</li> <li data-xf-list-type="ul">+2 racial bonus on that skill</li> <li data-xf-list-type="ul">That skill always a class skill</li> <li data-xf-list-type="ul">Bonus Feat</li> <li data-xf-list-type="ul">4 extra skill points at 1st level, +1 skill point per additional level</li> <li data-xf-list-type="ul">Favored Class: Any non-Oriental</li> </ul><p>[/sblock]</p><p></p><p><strong>Human – Fyndorn region</strong></p><p>The barbarian tribes of the tundras of Fyndorn are a rugged people, noble and resolute. They have lived on the steppes and tundras for hundreds of years and remain undisturbed by the reign of the Mythar to the south. Rarely one of the barbarian folk travels down into Cihairdun or Laerendhor. They are on average tougher and hardier folk than the normal human and chafe at the reign of the Mythar over the other races.</p><p>[sblock] <ul> <li data-xf-list-type="ul">Bonus Feat</li> <li data-xf-list-type="ul">4 extra skill points at 1st level, +1 skill point per additional level</li> <li data-xf-list-type="ul">+2 racial bonus on survival checks</li> <li data-xf-list-type="ul">Survival always a class skill</li> <li data-xf-list-type="ul">Cold Resistance equal to their Constitution bonus</li> <li data-xf-list-type="ul">Favored Class: Barbarian or Ranger</li> </ul><p>[/sblock]</p><p></p><p><strong>Human – Zoduka region</strong></p><p>The humans of Zoduka are born into one of five castes as part of the Empire of the Endless Sun: Noble, Warrior, Merchant, Peasant, Servant. Your caste is your life unless you forsake the caste system and become a hermit or monk. You live for your clan and family. Without the Mythar overseeing the Empire of the Endless Sun, the humans here have had very little change in their life since their arrival upon Ethend.</p><p>[sblock] <ul> <li data-xf-list-type="ul">Bonus Feat</li> <li data-xf-list-type="ul">4 extra skill points at 1st level, +1 skill point per additional level</li> <li data-xf-list-type="ul">+2 racial bonus on caste skill</li> <li data-xf-list-type="ul">4 ranks in caste skill</li> <li data-xf-list-type="ul">Caste Skill: Noble – Diplomacy, Warrior – Ride, Merchant – Appraise, Peasant – Survival, Servant – Sense Motive</li> <li data-xf-list-type="ul">Favored Class: Any</li> </ul><p>[/sblock]</p><p></p><p><strong>Half-Elves & Half-Orcs</strong></p><p>These two races do not actually exist, interracial breeding cannot actually occur by any normal means.</p><p></p><p><strong>Kobolds</strong></p><p>In other worlds Kobolds are seen as cowardly and sadistic creatures, however on Ethend they were every much a part of everyday life as other standard races. Their small frames are incredibly agile and swift and their noses are said to be spectacular. With long canine-like faces and slightly furred bodies, they often served as trackers and scouts before the Mythar invasion. The only kobolds which possess value to the Mythar are the ones they breed for their tracking teams, the rest left on the fringes of society to eek by.</p><p>[sblock] <ul> <li data-xf-list-type="ul">+2 Dexterity, -4 Strength</li> <li data-xf-list-type="ul">Darkvision 120 ft.</li> <li data-xf-list-type="ul">Low-light vision</li> <li data-xf-list-type="ul">Light sensitivity</li> <li data-xf-list-type="ul">Small size</li> <li data-xf-list-type="ul">Base land speed 30 ft</li> <li data-xf-list-type="ul">Scent</li> <li data-xf-list-type="ul">+4 bonus when tracking by scent</li> <li data-xf-list-type="ul">+2 racial bonus on Survival and Search checks</li> <li data-xf-list-type="ul">+1 racial bonus on Fortitude saves</li> <li data-xf-list-type="ul">Survival and Search are always class skills</li> <li data-xf-list-type="ul">Favored Class: Ranger or Scout</li> </ul><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Ferrix, post: 2451031, member: 6115"] [b]Race Information[/b] [B]Dwarves[/B] Dwarves are tough and slow like stone. They are naturally resistant to magic and psionics. Historically, dwarves were slow to action when the Mythar invaded. Often accused of letting the Mythar invasion to succeed, most however realize that even with the dwarves help it would not have been stemmed for long. The dwarves of Ethend hail from the Helm Peaks, the range of mountains which split the Iron Wastes. Deep within the mountains their under-cities are massive tiered structures. Their exceptional industry powered by the great volcanic activity prevalent throughout the Iron Wastes, rich veins of adamantine, mithril and other precious ores are in their province alone granting them a near monopoly on such valuable resources. [sblock][list][*]+2 Constitution, -2 Dexterity [*]+1 to attack against Aberrations in place of goblinoids/orcs. [*]+2 dodge bonus against Large or larger creatures in place of dodge bonus against giants [*]+2 racial bonus on Knowledge (dungeoneering) checks [*]Knowledge (dungeoneering) always a class skill [*]Dwarves are humanoids with the [Earth] subtype. [*]rest as PHB dwarves [*]Favored Class: Fighter or Psychic Warrior[/list][/sblock] [b]Elves[/b] Elves are a primal race, descended from the spirit of nature itself. They are loosely-tribal and are the only race capable of druidic magic, boasting a number of spirit shamans as well. The magic they practice is often considered primitive by those of the mental arts, yet the forces of the natural world are all pervasive. When the Mythar invaded, many of the elves disappeared into Laerendhor, their ancestral home. Finding an elf in the Deep Fen is almost impossible unless they wish to be found, the very forest itself works to hide them. [sblock][list][*]+2 Dexterity, -2 Constitution [*]+2 racial bonus against telepathic and mind-affecting powers and effects [*]Weapon Proficiency: Longbow, shortbow, composite versions, short spear, and kukri. [*]+2 racial bonus on Spot and Listen checks, no bonus on search checks or racial search ability [*]Fey: Elves are fey creatures and are thus not affected by spells or powers which normally only target humanoids. [*]+2 racial bonus on Survival [*]Survival always a class skill [*]Favored Class: Ranger or Druid[/list][/sblock] [b]Gnomes[/b] Before the Mythar invasion gnomes did not exist on the continent of Ethend, however the Mythar brought with them gnomes from their realm. They are small creatures, similar to halflings but sharp of mind and possess a natural psionic talent that none of the other races can match. Those ignorant believe the gnomes to be the willing servants of the Mythar, but many gnomes took an opportunity half a century ago to escape their masters and flee into the eastern outlands. [sblock][list][*]+2 Intelligence, -2 Strength [*]Small size Naturally Psionic (2 bonus power point) [*]Knows the Burst or Far Hand psionic power and can manifest it with their power points, Int based. [*]Low-light vision [*]+2 racial bonus on Search [*]Able to manifest Psychoportation powers as if one manifester level higher. [*]+2 racial bonus on Psicraft and Use Psionic Device checks [*]Use Psionic Device always a class skill. [*]Favored Class: Psion (Nomad) or Soulknife[/list][/sblock] [b]Halflings[/b] The halflings were quickly dominated by the Mythar, the diminutive race serving as excellent servants. They possess very little of their own heritage after a hundred years in subservience, however they have adapted incredibly well to the position so often relegated to them. They have learned many tricks of social life and their hands are swift in clearing away tables and other things. Many halflings possess a sharp hatred for the Mythar, although this rarely ever shows through and many Mythar take the small folk at face value. [sblock][list][*]+2 Dexterity, -2 Strength [*]Low-light vision [*]+2 racial bonus on Sleight of Hand, Diplomacy, Bluff and Sense Motive checks (replaces bonus to climb, jump, move silently and Listen) [*]+2 racial bonus on Profession (cook) [*]+1 racial bonus on attack and damage rolls against Mythar (replaces bonus with thrown weapons and slings) [*]+2 racial bonus on social related skills and checks involving Mythar (replaces bonus on Fear saves) [*]+1 racial bonus on all saving throws [*]Diplomacy always a class skill [*]Favored Class: Rogue or Psionic Rogue[/list][/sblock] [b]Human – All regions except Zoduka and Fyndorn[/b] When the Mythar came, the humans were the first to organize against the invasion and one of the last to fall, something many other races found admirable. They have become in a way the working second class, not as burdened by the drudgery of heavy manual labor, nor the menial servant work, they often end up as the craftsman and go betweens for the Mythar. Few humans object to this relationship with the Mythar, their lives often falling into a gray mediocrity but it is a life without a soul crushing toil. [sblock][list][*]+2 bonus on social related checks involving non-Mythar races [*]4 ranks in a single Craft or Profession skill [*]+2 racial bonus on that skill [*]That skill always a class skill [*]Bonus Feat [*]4 extra skill points at 1st level, +1 skill point per additional level [*]Favored Class: Any non-Oriental[/list][/sblock] [b]Human – Fyndorn region[/b] The barbarian tribes of the tundras of Fyndorn are a rugged people, noble and resolute. They have lived on the steppes and tundras for hundreds of years and remain undisturbed by the reign of the Mythar to the south. Rarely one of the barbarian folk travels down into Cihairdun or Laerendhor. They are on average tougher and hardier folk than the normal human and chafe at the reign of the Mythar over the other races. [sblock][list][*]Bonus Feat [*]4 extra skill points at 1st level, +1 skill point per additional level [*]+2 racial bonus on survival checks [*]Survival always a class skill [*]Cold Resistance equal to their Constitution bonus [*]Favored Class: Barbarian or Ranger[/list][/sblock] [b]Human – Zoduka region[/b] The humans of Zoduka are born into one of five castes as part of the Empire of the Endless Sun: Noble, Warrior, Merchant, Peasant, Servant. Your caste is your life unless you forsake the caste system and become a hermit or monk. You live for your clan and family. Without the Mythar overseeing the Empire of the Endless Sun, the humans here have had very little change in their life since their arrival upon Ethend. [sblock][list][*]Bonus Feat [*]4 extra skill points at 1st level, +1 skill point per additional level [*]+2 racial bonus on caste skill [*]4 ranks in caste skill [*]Caste Skill: Noble – Diplomacy, Warrior – Ride, Merchant – Appraise, Peasant – Survival, Servant – Sense Motive [*]Favored Class: Any[/list][/sblock] [b]Half-Elves & Half-Orcs[/b] These two races do not actually exist, interracial breeding cannot actually occur by any normal means. [b]Kobolds[/b] In other worlds Kobolds are seen as cowardly and sadistic creatures, however on Ethend they were every much a part of everyday life as other standard races. Their small frames are incredibly agile and swift and their noses are said to be spectacular. With long canine-like faces and slightly furred bodies, they often served as trackers and scouts before the Mythar invasion. The only kobolds which possess value to the Mythar are the ones they breed for their tracking teams, the rest left on the fringes of society to eek by. [sblock][list][*]+2 Dexterity, -4 Strength [*]Darkvision 120 ft. [*]Low-light vision [*]Light sensitivity [*]Small size [*]Base land speed 30 ft [*]Scent [*]+4 bonus when tracking by scent [*]+2 racial bonus on Survival and Search checks [*]+1 racial bonus on Fortitude saves [*]Survival and Search are always class skills [*]Favored Class: Ranger or Scout[/list][/sblock] [/QUOTE]
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[OOC] Ethend Game: The Hunt for Cantus [Recruiting]
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