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Ends Meat - OOC

Halford

First Post
I took a look Voda Vosa and he looks good, but two questions... One is he approved? I assume so since he is in the first page links thread, and two what is his animal companion? You can select one now if you like, know that a good part of the adventure path will take place in the City though there is little that would prevent any of the starting animals traveling Orussus in my book. Oh wait he has a snake, missed that!

Assuming that Walking Dad and Voda Vosa are interested, I'm going to hit up Ambrus and the two newly posted characters on LEW. Assuming I can get four confirmed players I will get the adventure running within the week, preferably thios weekend if I can gain at least four commitments.

I thought I'd ask you here Garyh, so any interest in getting your Living EnWorld on again?

[sblock= Mrs Doyle technique] Go on, go on, go on, go on, go, go on, go on, go on, GO ON! Please ignore this if you have not seen Father Ted...[/sblock]
 

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Voda Vosa

First Post
Yes he is approved, I got into a game by the way, and earned half the xp for level 2, but then the DM left. I don't really know he he. Yes, he is a snake.
 


garyh

First Post
I'm warming up to the idea... is there a list of LA 0 non-PHB races somewhere (LEW pre-approved would be great, even)? I've found a few looking at individual entries on d20srd.org, but I know there has to be a list somewhere...
 

Halford

First Post
I think I can do that....

Deep Dwarf

These dwarves live far underground and tend to be more standoffish with non-dwarves.
Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on hill dwarves or mountain dwarves to trade goods for them.
Deep dwarves speak Dwarven and Goblin, and occasionally Draconic or Undercommon.
Deep Dwarf Traits (Ex)

These traits are in addition to the hill dwarf traits, except where noted.
Mountain Dwarf

Mountain dwarves live deeper under the mountains than hill dwarves but generally not as far underground as deep dwarves. They average about 4½ feet tall and have lighter skin and hair than hill dwarves, but the same general appearance.

Gray Elf

Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards). They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple.
Gray Elf Traits (Ex)

These traits are in addition to the high elf traits.
  • +2 Intelligence, -2 Strength.
Wild Elf

Wild elves are barbaric and tribal. Wild elves’ hair color ranges from black to light brown, lightening to silvery white with age. They dress in simple clothing of animal skins and basic plant weaves.
Wild Elf Traits (Ex)

These traits are in addition to the high elf traits, except where noted.
  • +2 Dexterity, -2 Intelligence. These adjustments replace the high elf’s ability score adjustments.
  • Favored Class: Sorcerer. This trait replaces the high elf’s favored class.
Wood Elf

Their hair color ranges from yellow to a coppery red, and they are more muscular than other elves. Their clothing is in dark shades of green and earth tones to better blend in with their natural surroundings.
Wood Elf Traits (Ex)

These traits are in addition to the high elf traits, except where noted.
  • +2 Strength, -2 Intelligence.
  • Favored Class: Ranger. This trait replaces the high elf’s favored class.
Forest Gnome

They are the smallest of all the gnomes, averaging 2 to 2½ feet in height, but look just like regular gnomes except with bark-colored or gray-green skin, and eyes that can be brown or green as well as blue. A very long-lived people, forest gnomes have an average life expectancy of 500 years.
Forest Gnome Traits (Ex)

These traits are in addition to the rock gnome traits, except where noted.
  • Pass without Trace (Su): A forest gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the forest gnome’s class levels.
  • +1 racial bonus on attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids.
  • Automatic Languages: Gnome, Elven, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals (this replaces the rock gnome’s speak with animals ability). Bonus Languages: Common, Draconic, Dwarven, Giant, Goblin, Orc. This trait replaces the rock gnome’s automatic and bonus languages.
  • +4 racial bonus on Hide checks, which improves to +8 in a wooded area.
Elans

Also see the Elan monster listing.
  • -2 Charisma
  • Aberration: Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
  • Medium: As Medium creatures, elans have no special bonuses or penalties due to their size.
  • Elan base land speed is 30 feet.
  • Elans (unlike most aberrations) do not have darkvision.
  • Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
  • Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
  • Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
  • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Elans’ past lives expose them to wide ranges of language.
  • Favored Class: Psion.
  • Level Adjustment: +0.
Maenads

Also see the Maenad monster listing.
  • Medium: As Medium creatures, maenads have no special bonuses or penalties due to their size.
  • Maenad base land speed is 30 feet.
  • Naturally Psionic: Maenads gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Psi-Like Ability: 1/day—energy ray. A maenad can deal only sonic damage with this ability. It is accompanied by a tremendous scream of rage. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.
  • Outburst (Ex): Once per day, for up to 4 rounds, a maenad can subjugate her mentality to gain a boost of raw physical power. When she does so, she takes a -2 penalty to Intelligence and Wisdom but gains a +2 bonus to Strength.
  • Automatic Languages: Common, Maenad. Bonus Languages: Aquan, Draconic, Dwarven, Elven, Goblin. Maenads commonly know the languages of their enemies and of their friends, as well as Draconic, the language commonly found in ancient tomes of secret knowledge.
  • Favored Class: Wilder.
  • Level Adjustment: +0
Xephs

Also see the Xeph monster listing.
  • +2 Dexterity, -2 Strength
  • Medium: As Medium creatures, xephs have no special bonuses or penalties due to their size.
  • Xeph base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • +1 racial bonus on saving throws against powers, spells, and spell-like effects. Xephs have an innate resistance to psionics and magic.
  • Naturally Psionic: Xephs gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Burst (Su): Three times per day, a xeph can put on a burst of speed to increase her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph’s base speed. A burst of speed lasts 3 rounds.
  • Automatic Languages: Common, Xeph. Bonus Languages: Draconic, Elven, Gnoll, Goblin, Halfling, Sylvan.
  • Favored Class: Soulknife.
  • Level Adjustment: +0
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.
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

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.

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.
 

Halford

First Post
Whoops forgot the Halfling variants...

Tallfellow

Tallfellows are somewhat rare among halfling folk. Tallfellows are 4 feet tall or more and weigh between 30 and 35 pounds. They generally speak Elven in addition to Common and Halfling.
Tallfellow Traits (Ex)



These traits are in addition to the lightfoot halfling traits, except where noted.
  • +2 racial bonus on Search, Spot, and Listen checks. Like an elf, a tallfellow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it. This trait replaces the lightfoot’s +2 bonus on Listen checks.
  • Tallfellows are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks.
Deep Halfling

These halflings are shorter and stockier than the more common lightfeet.
Deep halflings are about 2½ tall and weigh between 30 and 35 pounds. Deep halflings speak Dwarven fluently.
Deep Halfling Traits (Ex)



These traits are in addition to the lightfoot halfling traits, except where noted.
  • Darkvision out to 60 feet.
  • Stonecunning: Like dwarves, deep halflings have a +2 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
  • +2 racial bonus on Appraise checks and Craft checks that are related to stone or metal.
  • Deep halflings are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks.
I am reasonably certain thats everything and they are all Living Enworld approved.
 
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garyh

First Post
Okay, I'm contemplating a psychic warrior... maybe orc, half-orc, human, or elan. I always did like psychic warriors...
 

Halford

First Post
Sounds great to me Garyh, I've always been a big fan of psionics - though Psions are my bread and butter as a rule.

So it looks like we have...

Garyh with a Psychic Warrior

Voda Vosa with a Druid

Walking Dad with either a Sorcerer or a Cleric

I've emailed 4 other players who expressed interest and am waiting for replies.

For those of you unfamilar with Living EnWorld games start by characters entering the Red Dragon tavern where they make a brief introduction to the world at large sort of thing. Then prospective employers come to the Red Dragon famous throughout EnWorld for its adventurers and recruit.

I will be posting your employer's entrance tonight, so please try to throw up those character sheets asap and we'll get rolling. Remember you won't need approval to begin the adventure, but you will need to follow the instructions in the first page of the character guide and send a link for your character to the character approval hudges.

:D
 



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