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Non-Eurasian Races and Classes

If I recall correcly the Aarakocra were in the original Fiend Folio. Later they were turned into a player character race in an article in Dragon Magazine. I am using them in my campaign setting to widen the options for players beyond the usual humanoid/demihuman races...
They're statted as a +2 LA in the Races of Faerun, would Races of the Wild's Raptorians be easier to work with?
 

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They're statted as a +2 LA in the Races of Faerun, would Races of the Wild's Raptorians be easier to work with?

For my setting I have several races with level adjustment of up to +2, that is not a problem. I really do not know enough about these other cultures to do them justice myself, so I am looking for help to put together a package with a couple of classes, some feats, and a few spells to create the flavour of each cultural...
 

The crunchy difference between "Mayan birdmen", "Hawaiian birdmen", and "Aboriginal birdmen" should be exactly the same as the crunchy differences between "Mayans", "Hawaiians", and "Aborigines" -- little or none.

They'll have a different choice of feats, some prestige classes may be more or less common than others. The single biggest differences will be cultural though. Aborigines will favour ataalatls, javelins, and throwing sticks. Mayans favour obsidian-edged swords, clubs, and atlatls; Hawaiians had ineffective short bows (compared to SRD version) and slings.

Extra reading:

* Mystara's "wallara" race for Aborigines
* http://www.thepiazza.org.uk/bb/viewtopic.php?f=19&t=3347 for Hawaii
 
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The crunchy difference between "Mayan birdmen", "Hawaiian birdmen", and "Aboriginal birdmen" should be exactly the same as the crunchy differences between "Mayans", "Hawaiians", and "Aborigines" -- little or none.

They'll have a different choice of feats, some prestige classes may be more or less common than others. The single biggest differences will be cultural though. Aborigines will favour ataalatls, javelins, and throwing sticks. Mayans favour obsidian-edged swords, clubs, and atlatls; Hawaiians had ineffective short bows (compared to SRD version) and slings.

Extra reading:

* Mystara's "wallara" race for Aborigines
* The Piazza • View topic - Pacific Island Inspired Campaign Needs Some Help for Hawaii


I like the Mendoo kit for the Wallara, this is the type of thing I am looking for. Anyone seen it updated for 3E?
 

This is the Mendoo kit for 2E Clerics. I am going to work on converting it into a specialy priest class for 3E. Any suggestions?

Mendoo (Medicine Men)
The Mendoo are the priests of the wallaras. They are identified at birth by other Mendoo. Thoughtful, mysterious, and in some ways quite powerful, they know much about the universe and always seek to learn more. Mendoo learn their first spell when they become adults (level 0).

Character Class: A Mendoo is a priest devoted to worship of the Great One (whom they call Agundji). Mendoo also revere Barramundje (Calitha Starbrow), Genjoo (Ka), and Warruntam (Ixion).

Races and Nationalities: Only wallaras can be Mendoo; all wallara priests must be Mendoo.

Requirements: Wallaras have no social class and only one gender. Mendoo cannot be evil and must have Wisdom scores of at least 13.

Role: In wallara society, Mendoo are respected and revered, the ones to whom others go for enlightenment and spiritual guidance.

As an adventurer, a Mendoo is quiet and thoughtful, never angry, always calm. While others might seek self-awareness, the Mendoo has it. He is sure of his place in the universe, but must sometimes seek the road needed to get there. He gives good advice if asked, but never forces his desires on others. If his path takes him elsewhere, he will leave with barely a word, returning when the time is right.

A Mendoo is respectful of all natural things and never takes life unnecessarily. Through example, he encourages others to behave with respect as well. A Mendoo expresses dissatisfaction or disappointment with a frown and a cold look, sometimes with a shake of the head, explaining his way only if asked.

A Mendoo may hunt and kill animals for food, but always thanks an animal's spirit before eating it. If he shares the kill with anyone, they must thank the spirit as well, and show proper respect.

Class Modifications: Mendoo cannot turn undead or cast animate dead. They are allowed all other priest spells, including those usually restricted to druids. However, they regard many of them as useless or too powerful, and do not pray for them; this is a personal decision for each Mendoo (with the DM's guidance). For example, a Mendoo seldom prays for flame blade, call lightning, or flame strike; they are too destructive. Mendoo who pray for such spells must convince the Great One of the need before they are granted.

To cast a spell, Mendoo need a small piece of quartz or opal that is consumed when the spell is cast. This can usually be acquired in caverns, near great rocks, or in the mines of Tooburra and Wirrawa.

To recover their spells, Mendoo must participate in corroborees, which are gatherings for sacred, festive, or warlike purposes. Singing, dancing, and the handling of sacred objects are major parts of the rituals. A Mendoo may perform alone at a corroboree, if conditions dictate, or may invite his companions to join him.

Mendoo tend to concentrate on spells from the animal, charm, divination, plant, and protection spheres.

Weapon Proficiencies: Mendoo are restricted to wallara tribal weapons.

Non-weapon Proficiencies: The character receives the following bonus proficiencies: Direction sense, weather sense, and fire-building. Recommended proficiencies are: Artistic ability, cooking, dancing, healing (regular or veterinary), herbalism, set snares, hunting, and weaponsmithing (crude).

Equipment: The character never owns more than he can carry. Mendoo start with only a few tribal items. They do not wear armour, but may carry shields.

Special Benefits: Mendoo sleep lightly, in a sitting position. The presence of another person within 10 feet wakes them.

They can detect the presence of spirits, including incorporeal undead, within 10 feet. Mendoo cannot pinpoint a specific location, but they know when such spirits are present. They can tell if a spirit has been in an area within the last 24 hours, and recognise spots frequented by spirits.

A Mendoo's most impressive special benefit is his ability to dream, which he can do once per week. When using the ability, the Mendoo sinks into a trance and can tap into the mystical knowledge of wallara spirits. The dream can imitate the effects of one of the following priest spells: speak with animals, speak with dead, speak with plants, speak with monsters, commune, control weather, and creeping doom. To dream, the Mendoo must build a fire, let it fall to embers, and stare into the embers for a full turn as he slips into a deep trance. The spell chosen has normal range, duration, and area of effect. If a Mendoo communicates with someone by dream, that individual sees a mental image of the Mendoo and the Mendoo sees an image of the person contacted. If the trance is interrupted, the dream is broken and cannot be used again for a week.

Special Hindrances: Besides the restrictions listed elsewhere, Mendoo must spend at least four hours each day in meditation, preferably by staring into the embers of a fire.

Because of their unusual nature, Mendoo receive a +3 penalty on reaction rolls when outside their own culture.

At times, Mendoo are called upon by the Immortals to perform a certain task. The exact nature of the task is left to the DM, but should probably be related to the Wallara's tribe or race, or some obscure bit of knowledge. A Mendoo might be asked to go see if a certain animal or person still lives, or be required to track down an enemy of his people. Every once in a while, he must return to his homeland, sometimes to perform a specific task, like choosing a new tribal chief, other times just to see that things are well. The Mendoo must do what the Immortals ask them to, but can usually take along companions, if such are willing.

Wealth Options: Mendoo gain no starting money, and do not really understand the need others have for wealth. They prefer to make their own equipment or to barter for what they cannot make.
 

Mendoo Conversion Notes

Class Skills: animal empathy, concentration, craft (no metal crafts), diplomacy, handle animal, heal, hide, intuit direction, knowledge (arcana, nature, religion), listen, move silently, perform, profession, scry, search, spellcraft, spot, swim, wilderness lore.

Skill Points at 1st Level: (4+Int Mod) X 4
Skill Points at Each Additional Level: 4 + Int Mod.

Armour and Weapon Proficiency: Mendoo are proficient with all simple weapons and with shields.

Spells: A mendoo casts divine spells, which are drawn from both the Cleric and Druid spell lists. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A mendoo must choose and prepare his spells in advance (see below). Mendoo cannot select spells with the Death descriptor. If a spell is on both the Cleric and Druid lists but at different levels, the Mendoo uses it at the lower level.

To prepare or cast a spell, a mendoo must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mendoo’s spell is 10 + the spell level + the mendoo’s Wisdom modifier.
Like other spellcasters, a mendoo can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Mendoo. In addition, he receives bonus spells per day if he has a high Wisdom score. A mendoo also gets one domain spell of each spell level he can cast, starting at 1st level. When a mendoo prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).

Mendoo cannot turn undead or cast animate dead. They are allowed all other cleric spells, including those usually restricted to druids. However, they regard many of them as useless or too powerful, and do not pray for them; this is a personal decision for each Mendoo (with the DM's guidance). For example, a Mendoo seldom prays for flame blade, call lightning, or flame strike; they are too destructive. Mendoo who pray for such spells must convince the Great One of the need before they are granted.

To cast a spell, Mendoo need a small piece of quartz or opal that is consumed when the spell is cast. This can usually be acquired in caverns, near great rocks.

To recover their spells, Mendoo must participate in corroborees, which are gatherings for sacred, festive, or warlike purposes. Singing, dancing, and the handling of sacred objects are major parts of the rituals. A Mendoo may perform alone at a corroboree, if conditions dictate, or may invite his companions to join him.

Mendoo tend to concentrate on spells from the animal, charm, divination, plant, and protection spheres.
 
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Mendoo advancement is essentially the same as as standard Cleric, but Mendoo do not turn undead. I am wondering if how often the Dream and Sense Spirit abilities should be usable, though...

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For this class, I'd outright ban any spell with the following descriptors: acid, death, force.

That makes sense, especially the death descriptor. The main issues are the special abilities; I'm thinking Dream needs to be usable more often as the character gains level and Sense Spirits should be usable at will... Hmmm...
 


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