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<blockquote data-quote="Sir Elton" data-source="post: 3403195" data-attributes="member: 14486"><p><strong><span style="color: Olive">NYMPHS</span></strong></p><p></p><p>Picture: <a href="http://www.illusionsgallery.com/cave-nymphs-L.jpg" target="_blank">http://www.illusionsgallery.com/cave-nymphs-L.jpg</a> (<u><span style="color: Red">Not work safe</span></u> if your boss is like Morrus' Grandma. If you work at Hippy Hollow or Lake Edun, then its worksafe. It's a 1906 painting of nudes.)</p><p></p><p>Nymphs are spirits of the forests, rivers, mountains, meadows, oceans, and plains. Although most of those encountered are female, there are male nymphs as well. Nymphs are typically masters of arcane magic and dynamic spellcasting.</p><p></p><p>Nymphs will defend themselves and their home, they often taking up arms to go to battle. Nymph fighters are uncommon, and usually male. While Nymph spellcasters can be of both sexes. Nymphs usually have light frames and have skin the texture of porcelain. Despite their frames, nymphs are incredibly strong and can mate with humans. A nymph-human mating will result in a human with the half-fey template. Some nymphs are sometimes found in the company of Gods: including Pan, Dionysus, Artemis, and Hermes.</p><p></p><p>Nymphs can speak Sylvan and Common. Nymphs have the following traits:</p><p>* Abilities: -4 Strength, -2 Constitution, +4 Intelligence, +2 Wisdom, +4 Charisma. Nymphs are typically not physically powerful. They are very powerful intellectually and have strong personalities. Unfortunately, their wisdom is not quite as strong.</p><p>* Favored Class: Wizard.</p><p>* Medium-sized.</p><p>* Nymph base speed is 30 ft.</p><p>* Nymphs have low-light vision.</p><p># Weapon Proficiency: Nymphs are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.</p><p># Automatic Languages: Common, Sylvan. Bonus Languages: Draconic, Celestial, Aquan, Ignan, Terran, Auran, Orc.</p><p></p><p><span style="color: Sienna"><strong>Satyrs</strong></span></p><p></p><p><img src="http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG220.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Typically about 5'4" in height (4'7" + 2d8"), the Satyr race is a creation of Pan and a mating with a dryad. Satyrs have good eysight. But they are also curious about clothing and have a pathological desire to steal anything woven from dead plants or dead animal hair. This is because they are curious about the human race and their preoccupation with wearing clothes.</p><p></p><p>Aside from that, their natural curiosity can be channeled into better pursuits. They are a friendly sylvan race, if a bit mischevious. Satyrs come in the two sexes: male satyrs are called satyrs and female satyrs are called fauns. Both satyrs and fauns can mate with Nymphs or humans. Typically, the race of the child is that of the father's. A satyr-human or a satyr-nymph mating will produce a satyr, while a human-faun mating or a nymph-faun mating will produce a human or a nymph (in the case of the human, it has the half-fey template).</p><p></p><p>Due to their natural proclivity to curiosity, satyrs make wonderful rogues, bards, or sorcerers. They are also typically encountered in the buff. While they find clothes interesting, they also won't wear them because the Satyrs believe that human clothes are magical, somehow.</p><p></p><p> Satyr characters possess the following racial traits.</p><p></p><p> * +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.</p><p> * Medium size.</p><p> * A satyr’s base land speed is 40 feet.</p><p> * Low-light vision.</p><p># Automatic Languages: Sylvan. Bonus Languages: Common.</p><p>* Favored Class: Rogue.</p><p></p><p><strong><span style="color: Teal">Dromites</span></strong></p><p></p><p><img src="http://www.wizards.com/dnd/images/xph_gallery/80489.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Dromites were transformed from common insects by Epimetheus at the response of a call. Called the New World "Myrmidons" by the Greek Colonists, Dromites wield psionics. But they can also be powerful warriors as well. A few dromite colonies can be found in the mountains and hollows of the Land of Many Waters. These dromite colonies are allied with the Greek Colonists against their brothers.</p><p></p><p> * +2 Charisma, -2 Strength, -2 Wisdom</p><p> * Monstrous Humanoid: Dromites are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.</p><p> * Small: As a Small creature, a dromite gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.</p><p> * Dromite base land speed is 20 feet.</p><p> * Chitin: A dromite’s skin is hardened, almost like an exoskeleton, and grants the character a +3 natural armor bonus to AC and one of the following kinds of resistance to energy: cold 5, electricity 5, fire 5, or sonic 5. The player chooses what type of energy resistance is gained when the character is created. (This choice also dictates which caste the dromite belongs to.) This natural energy resistance stacks with any future energy resistance gained through other effects.</p><p> * Naturally Psionic: Dromites 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.</p><p> * Psi-Like Ability: 1/day—energy ray. A dromite always deals the kind of energy damage that its chitin has resistance to (for example, a dromite who has resistance to cold 5 deals cold damage with its energy ray). Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.</p><p> * Scent: Its antennae give a dromite the scent ability. A dromite can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 5 feet of the source, the dromite pinpoints the source’s location.</p><p> * Blind-Fight: Its antennae also give a dromite Blind-Fight as a bonus feat.</p><p> * Compound Eyes: This feature of its anatomy gives a dromite a +2 racial bonus on Spot checks.</p><p> * Automatic Languages: Common. Bonus Languages: Dwarven, Gnome, Goblin, Terran.</p><p> * Favored Class: Wilder.</p><p> * Level Adjustment: +1.</p><p></p><p><span style="color: Magenta"><strong>Maenads</strong></span></p><p></p><p><img src="http://www.wizards.com/dnd/images/xph_gallery/33174.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Another creation of Epimetheus during the War of Giants, maenads have crystalline structures infused into their skin. Maenads and their wild psionics are often mistaken to be a gift of Dionysius. However their psionic ability of these New World maenads (despite the Old World's maenads' magical abilities) clearly mark that they are a creation of Epimetheus ("After Thought"). Maenads have taken to wearing clothes, but they aren't regarded as magical by the Satyrs as the humans' clothing, though.</p><p></p><p> * Medium: As Medium creatures, maenads have no special bonuses or penalties due to their size.</p><p> * Maenad base land speed is 30 feet.</p><p> * 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.</p><p> * 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.</p><p> * 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.</p><p> * 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.</p><p> * Favored Class: Wilder.</p><p> * Level Adjustment: +0</p></blockquote><p></p>
[QUOTE="Sir Elton, post: 3403195, member: 14486"] [B][COLOR=Olive]NYMPHS[/COLOR][/B] Picture: [url]http://www.illusionsgallery.com/cave-nymphs-L.jpg[/url] ([U][COLOR=Red]Not work safe[/COLOR][/U] if your boss is like Morrus' Grandma. If you work at Hippy Hollow or Lake Edun, then its worksafe. It's a 1906 painting of nudes.) Nymphs are spirits of the forests, rivers, mountains, meadows, oceans, and plains. Although most of those encountered are female, there are male nymphs as well. Nymphs are typically masters of arcane magic and dynamic spellcasting. Nymphs will defend themselves and their home, they often taking up arms to go to battle. Nymph fighters are uncommon, and usually male. While Nymph spellcasters can be of both sexes. Nymphs usually have light frames and have skin the texture of porcelain. Despite their frames, nymphs are incredibly strong and can mate with humans. A nymph-human mating will result in a human with the half-fey template. Some nymphs are sometimes found in the company of Gods: including Pan, Dionysus, Artemis, and Hermes. Nymphs can speak Sylvan and Common. Nymphs have the following traits: * Abilities: -4 Strength, -2 Constitution, +4 Intelligence, +2 Wisdom, +4 Charisma. Nymphs are typically not physically powerful. They are very powerful intellectually and have strong personalities. Unfortunately, their wisdom is not quite as strong. * Favored Class: Wizard. * Medium-sized. * Nymph base speed is 30 ft. * Nymphs have low-light vision. # Weapon Proficiency: Nymphs are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow. # Automatic Languages: Common, Sylvan. Bonus Languages: Draconic, Celestial, Aquan, Ignan, Terran, Auran, Orc. [COLOR=Sienna][B]Satyrs[/B][/COLOR] [IMG]http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG220.jpg[/IMG] Typically about 5'4" in height (4'7" + 2d8"), the Satyr race is a creation of Pan and a mating with a dryad. Satyrs have good eysight. But they are also curious about clothing and have a pathological desire to steal anything woven from dead plants or dead animal hair. This is because they are curious about the human race and their preoccupation with wearing clothes. Aside from that, their natural curiosity can be channeled into better pursuits. They are a friendly sylvan race, if a bit mischevious. Satyrs come in the two sexes: male satyrs are called satyrs and female satyrs are called fauns. Both satyrs and fauns can mate with Nymphs or humans. Typically, the race of the child is that of the father's. A satyr-human or a satyr-nymph mating will produce a satyr, while a human-faun mating or a nymph-faun mating will produce a human or a nymph (in the case of the human, it has the half-fey template). Due to their natural proclivity to curiosity, satyrs make wonderful rogues, bards, or sorcerers. They are also typically encountered in the buff. While they find clothes interesting, they also won't wear them because the Satyrs believe that human clothes are magical, somehow. Satyr characters possess the following racial traits. * +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma. * Medium size. * A satyr’s base land speed is 40 feet. * Low-light vision. # Automatic Languages: Sylvan. Bonus Languages: Common. * Favored Class: Rogue. [B][COLOR=Teal]Dromites[/COLOR][/B] [IMG]http://www.wizards.com/dnd/images/xph_gallery/80489.jpg[/IMG] Dromites were transformed from common insects by Epimetheus at the response of a call. Called the New World "Myrmidons" by the Greek Colonists, Dromites wield psionics. But they can also be powerful warriors as well. A few dromite colonies can be found in the mountains and hollows of the Land of Many Waters. These dromite colonies are allied with the Greek Colonists against their brothers. * +2 Charisma, -2 Strength, -2 Wisdom * Monstrous Humanoid: Dromites are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. * Small: As a Small creature, a dromite gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character. * Dromite base land speed is 20 feet. * Chitin: A dromite’s skin is hardened, almost like an exoskeleton, and grants the character a +3 natural armor bonus to AC and one of the following kinds of resistance to energy: cold 5, electricity 5, fire 5, or sonic 5. The player chooses what type of energy resistance is gained when the character is created. (This choice also dictates which caste the dromite belongs to.) This natural energy resistance stacks with any future energy resistance gained through other effects. * Naturally Psionic: Dromites 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. * Psi-Like Ability: 1/day—energy ray. A dromite always deals the kind of energy damage that its chitin has resistance to (for example, a dromite who has resistance to cold 5 deals cold damage with its energy ray). Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based. * Scent: Its antennae give a dromite the scent ability. A dromite can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 5 feet of the source, the dromite pinpoints the source’s location. * Blind-Fight: Its antennae also give a dromite Blind-Fight as a bonus feat. * Compound Eyes: This feature of its anatomy gives a dromite a +2 racial bonus on Spot checks. * Automatic Languages: Common. Bonus Languages: Dwarven, Gnome, Goblin, Terran. * Favored Class: Wilder. * Level Adjustment: +1. [COLOR=Magenta][B]Maenads[/B][/COLOR] [img]http://www.wizards.com/dnd/images/xph_gallery/33174.jpg[/img] Another creation of Epimetheus during the War of Giants, maenads have crystalline structures infused into their skin. Maenads and their wild psionics are often mistaken to be a gift of Dionysius. However their psionic ability of these New World maenads (despite the Old World's maenads' magical abilities) clearly mark that they are a creation of Epimetheus ("After Thought"). Maenads have taken to wearing clothes, but they aren't regarded as magical by the Satyrs as the humans' clothing, though. * 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 [/QUOTE]
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