Rules and Mechanics Copy

Creatures, Races and Templates - A to I

BLINDBORN CREATURE
CREATING A BLIND-BORN CREATURE
"Blind-Born" is an inherited template that can be added to any living creature that normally uses eyes as its major method of sensory perception (referred to hereafter as the base creature). This template assumes that the creature has never had the ability to use its eyes and that it has spent its entire life honing its other senses to compensate.
A blind-born creature uses all the base creature’s statistics and abilities except as noted here.

Special Attacks: A blind-born creature loses any gaze attacks and other eye-based abilities it might have. Otherwise, it retains all the special attacks of the base creature.

Special Qualities: A blind-born creature loses any low-light vision, darkvision, or similar abilities it might have. Otherwise, it retains all the special qualities of the base creature and also gains the following qualities.

Permanent Blindness: The creature is unable to see, it cannot see any distance in any type of lighting. It cannot distinguish color or visual contrast. It cannot read. It is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. A blind-born creature is accustomed to its state and does not suffer other drawbacks of being blind. Effects with an instantaneous or permanent effect that would remove the blindness, short of wish or miracle, fail to do so, but still have their other effects.

Ignorant of Sight (Ex): Because the creature has never been able to perceive the world using its eyes, any effects that somehow allow it to see effectively render the creature shaken for the duration of the spell, and it loses its Dexterity bonus to AC and the Permanent Blindness and Heightened Senses abilities.
If it is somehow able to stop the effect (such as by closing its eyes), it can take a full-action to regain its composure. As long as it does stop the effect and has regained it composure, it suffers none of the ill effects mentioned above.
If the spell does not actually affect the eyes of the creature (like Synesthete which allows a creature to “feel” light), rather than become shaken, the blind from birth creature becomes distracted, effectively removing the benefits from the above mentioned abilities, but still allowing it to use the spell to “see” normally.

Heightened Senses (Ex): Lacking sight, the creature has honed its other senses of sound, smell, and touch in order to observe its environment. The creature gains blindsense out to 15 feet. It also gains a +2 bonus to listen checks. If the creature is deafened, it temporarily loses this listen bonus, and its blindsense radius is lessened to 5 feet while it is deafened.

Feats: A blind-born creature with a Wisdom score of 13 can choose Scent as a feat. A blind-born creature with a Wisdom of 17 can choose to extend its blindsense ability to 30 feet as a feat.
Challenge Rating: Same as base creature.
Level Adjustment: Same as the base creature.

HEALING THE BLINDNESS
Having never had natural vision, a blind-born creature is almost impossible to "heal" - even if its parents were naturally able to see, this was never a natural healthy state for the creature itself, and thus it requires magic of wish or miracle level to do so. Even if healed with such powerful magic, it requires time to adjust to its new state of being, and is effectively shaken for one week. It effectively loses the blind-born template and the accociated abilities.
-Created by Rae ArdGaoth

DROW, HALF DROW
  • Medium Size,
  • 30’ movement,
  • Immunity to magic sleep,
  • +1 Racial bonus on Listen, Search, & Spot checks, Darkvision 60’,
  • If raised in Drow society automatic proficiency with Hand-Crossbows, Rapier, & Short sword.
  • +1 Racial bonus to saves vs. Enchantments,
  • Appearance: usualy a couple of shades darker then the human parent, white hair, iris are the color of the human parent with red or violet Incandecent pupils.
  • If raised by Drow parent, automatically speaks undercommon. Infernal, and abysal available as bonus languages. If raised by human parent undercommon available as a bonus language.
  • Half Drow are always the result of a human and drow mating. In the rare case of a Drow mating with an Elf the offspring would be the race of one or the other parent. For some reason Elf and Drow blood does not mix. Humans are the only other race that the Drow would mate with seeing all other races as too far beneath them to mix blood with. Mating with a Human though looked down upon is known to happen in places where the two cultures mix. The offsrping nearly always are rased in a hostile environment, out of a feeling of superiority in the Drow culture and out of fear in the Human culture.
  • Favored class: Any. When determining whether a multiclass Half Drow suffers an XP penalty, the highest level class does not count.
-Created by Spycat


GOBLIN, MOUNTAIN
Goblin, 1st-Level Warrior
Small Humanoid (Goblinoid)
Hit Dice: [/b]1d8+1 (5 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 14 (+1 size, +2 leather armor, +1 light shield), touch 11, flat-footed 14
Base Attack/Grapple: +1/–3
Attack: Longsword +2 melee (1d6/19-20) or javelin +2 ranged (1d4)
Full Attack: Longsword +2 melee (1d6/19-20) or javelin +2 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Lowlight vision, mountain goblin traits
Saves: Fort +3, Ref +0, Will +0*
Abilities: Str 11, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills: Diplomacy +2, Knowledge (architecture and engineering) +3, Knowledge (history) +3, Listen +2, Spot +3
Feats: Alertness
Environment: Any mountains
Organization: Solitary, gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), or monastery (40–400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level and 1 leader of 6th–8th level)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +0

Mountain goblin traits: Mountain goblin characters possess the following racial traits.
— –2 Strength, +2 Wisdom
—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A mountain goblin’s base land speed is 20 feet.
—Lowlight vision
—Natural Builder: Mountain goblins have natural skill in architecture, and gain a +2 racial bonus to Knowledge (architecture and engineering).
— +2 racial bonus to Diplomacy and Knowledge (history)
— +1 racial attack bonus against goblinoids
—* +2 racial bonus on saving throws against mind-affecting spells. Mountain goblins are remarkably rational and clear-thinking, and therefore have an above-average resistance to magic that would alter that process.
—Weapon Familiarity: Mountain goblins may treat goblin ranseurs as martial rather than exotic weapons.
—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Orc, Sylvan.
—Favored Class: Ranger.
The mountain goblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Mountain Goblins:
Personality:
Mountain goblins tend to be reserved and clear-thinking. They prefer a careful plan of action over spontaneity, which occasionally becomes limiting when quick thinking is called for. Mountain goblins value a spartan lifestyle, which is somewhat at odds with their artistic ability and architectural outlook.

Physical Description: Mountain goblins at first glance look alike to the regular goblin, but there are a few key differences. Mountain goblins are slightly taller, perhaps because they stand upright rather than hunched over, and often possess an austere demeanor. Like standard goblins, they have leathery skin, but it ranges from deep green to a royal red. Additionally, mountain goblins are usually well-groomed and well-dressed, and many wear a silver hammer earring as a sign of devotion to Shural.

Relations: Mountain goblins have long become accustomed to being mistaken for the usual bloodthirsty goblins, and generally will soon correct this misjudgement through their deed and word - few lower goblins are so polite or eloquent in speech.

Alignment: Often lawful and rarely evil.

Lands: Mountain goblins possess a disjointed culture focused in a mountain range, with no large towns or cities, but instead many small communities based around nearby monasteries. They are few in number.

Religion: Almost exclusively devoted to the worship of Shural, though a few mountain goblins have been known to follow other deities, especially those of law or creation.

Language: Mountain goblins speak a dialect of Goblin which is clearly distinguishable from the guttural tongue of lower goblins. Indeed, there are many words of peace in their language that are not present in the tongue of the lower goblins.

Names: Usually a first name only, though some are granted epithets (such as "The Wise," or "The Just") by their communities. Mountain goblin names are usually two or three syllables, and can be slightly harsh-sounding. Examples: Jazakhar, Xiah.

Adventurers: Mountain goblins leave their towns for various reasons, ranging from wanderlust to trade. Though they are more isolated than other cultures, most reasons that would drive an elf or a dwarf to adventure might similarly motivate a mountain goblin.

-Created by Knight Otu and WizWrm
 

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Creatures, Races and Templates - J to R

KATARA

  • Type is Humanoid (Katara)
  • Small size (+1 size bonus to AC/Attack, +4 size to hide)
  • Katara Land Speed is 20 feet.
  • +2 Dex, +2 Cha, -2 Str, -2 Con
  • Keen Ears - +2 racial bonus to Listen,
  • Natural Grace - +2 racial bonus to Move Silently, Balance, and Tumble. Balance is always a class skill.
  • Incredible Leap - +8 racial bonus to Jump
  • Wandering Mind - -1 save vs enchantment/charm effects, -2 racial penalty to sense motive and concentration checks (Katara are extremely curious and as a result, their minds often wander, overlooking dangers most might otherwise see)
  • Lowlight vision
  • Favored Class: Bard
Description:
The Katara have features that are both humanoid and feline. Their legs are fairly cat like, but stable to stand on with more human like feat, and leathery pads on the bottom. Their torso is a bit more cylindrical than some humanoids, but is still has some shoulder and pectoral proportion to it. Their arms and hands are very human like, though with slightly thicker fingers and a leathery palm. Their heads are a bit wider than a normal human's, with a more cat like maw, nose, and eyes, but definitely drawn out in a somewhat human way, and their head sits perched on a fairly normal humanoid neck.

Like this picture here here, though with a more cat-like face (a bit more rounded, ears closer to the top of their head)

The Katara are a race that traces their origins to smaller wild cats, though scholars debate which ones in particular. Unlike their wilder feline cousins, the Katara do not have claws, nor are their teath as sharp as their wilder bretherin. Katara fur comes in a variety of colors and patters, and stripe or spot patterns are usually distinctive of a particular clan. Some clans have more noticable human fiacial and head hair, and some others have what resembles a mane (and in rare cases, both).


Society:
The Katara are a curious and social race. Many Katara will spend several years exploring and experimenting till they find something they enjoy doing and finaly stick with it, and even they they find ways to experiment and explore within their chosen craft. The Katara enjoy social occasion, and have been known to celebrate numerous holidays regularly.

The Katara look curiously upon the other races. They marvel at their accomplishments, and often seek to explore other cultures. Visitors to a Katara settlement might find themselves often asked about their travels, their culture, and their histories. The Katara have no qualms about borrowing from other cultures (particularly celibratory holidays) enough to where some scholars might say they have no true culture of their own, but the Katara blend these cultures togeather in ways that make them unique.

The Katara are a clan oriented society. Your clan is your family, however extended they might be. Most clans have strong ties to each other, and clan names and legacies are passed down maternaly, with the husband joining his wife's clan. Clan names, used as last names, are often based around some distictive feature fairly unique to the clan (examples, Whiteboot, Blackstripe, Greycoat, etc...). First names are drawn from many different cultures, that there is no true Kataran first names. They do tend towards using human or halfling names over others.

Background:

The Katara originate from the Kanatisis region, located far to the east of Orussus. The region extends from the desert in the "lands of fire" to the south, to the inland Bantala Sea to the north, and bordered by a mountain range to the east, and hills to the west. The region is generally overrun by flora, often with the tall trees creating a canopy several hundred feet from the ground. Towards the south, the region tends to be a bit more tropical or rainforest like. Towards the north, the flora thins out a bit as the grounds gets sandy towards the sea. To the east, as you get closer to the mountains the temperature tends to drop a bit, and you see more pine trees among the flora. And the canopy all but disappears the closer you get towards the hills to the west. The river running down from the mountains splits many times as is passes through the region, leaving few places without a river near by, but also leaving few rivers large enough for any boat larger than fairly small watercraft.

The Katara are from somewhere in that region, though their legends never specify exactly where. However, the Katara clans with longer hair tend to be from the colder areas in the east, while the short haired Katara tend to be from the warmer regions of Kanatisis. And while a clan my have a few members in different regions, they tend to settle down more locally in their region of origin.

The Katara are small in stature, and have learned to take to the trees to avoid the larger predators that are native to their lands. The Katara have built huge treetop villages in the immense canopy of Kanatisis. They consist of huts or other buildings built around the trunk of the tree, with suspension bridges and ladders built between them. Many Katara simply jump around on branches cut in a staircase like manner to move around as well. There are even small farming platforms built between some of the sturdiest trees, with dirt brought up from the ground below. The Katara do not herd animals in general, so they hunt for most of their meat and leather.

The Katara have had limited contact with the outside world for a long time. They have traded on occasion with the Dwarves of the mountains to the east, or the men of the desert in the south, but not often, and generally trading more to examine what these other cultures make, or to gain access to materials (such as metal) that are generally scarce in their region. However, the more they learned about other races, the more curious they became. Many curious Katara have begun to set out from their homes to explore other societies and learn what they can. Those that have returned have often had a huge cultural impact in their local area, where the Katara would try to integrate some of these other societal practices into their way of life. Over time, these ideas and practices are integrated more seamlessly and spread through Kanatisis. The Katara are particularly interested in celebrations, and as a result have managed to integrate several Human, Elven, Dwarven, Gnome, Halfling, and even a few Orc and Goblin celebrations into their culture. Often, a holiday will be a strange amalgamation of several different celebrations or traditions, such as the traditional wine drinking and axe throwing contest, where contestants will drink a glass of wine, and then hurl an axe at a target, continuing one of the contestants misses.

Despite their curiosity and willingness to integrate other cultures into their own, the Katara are fiercely independent. Trade between villages happens, but is limited to basic necessities, and generally a community prides itself on what it does not need to trade for more than what it has to trade. As individuals, clan pride is important, and clans within a community will often try to out produce each other in strange pseudo-competitions simply for the right to say they are better. While clans do not tend to stick to any one trade, individual families do, so pride and tradition run deep in these trades. Despite their intense curiosity, often at least one of each generation will take on the mantle of the family trade, though most young children are encouraged to explore their options to indulge in their curious nature.

Code:
Misc:
Race 	Middle	Old	Venerable	Maximum Age
Katara	30 	45	60 		+2d8 years


Race	Adulthood	low	Mid	High
Katara	12 years	+1d6	+2d4	+2d6


	Height 	Modifier	Weight	Modifier
male	2´ 8"	+2d4"		30 lb.	×  1 lb.
female	2´ 6"	+2d4"		25 lb.	×  1 lb.

-Created by Bront
 


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