Lorthanoth
Explorer
Aranea As Characters
Aranea characters possess the following racial traits.
+2 Dexterity, +2 Intelligence, -2 Strength, -2 Constitution.
Medium size.
A aranea’s base land speed is 30 feet and its base climb speed (in spider form) is 20 feet.
Racial Hit Dice: An aranea begins with two levels of aberration, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +0, and Will +3.
Racial Skills: An aranea’s aberration levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Climb, Escape Artist, Listen, Jump, Spot. Aranea have a +2 racial bonus on Jump, Listen and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.
Racial Feats: An aranea’s aberration levels give it one feat (this is usually Weapon Finesse).
Weapon and Armor Proficiency: An aranea is automatically proficient with it's bite attack and simple weapons.
+1 natural armor bonus.
Natural Weapons: Bite (1d4).
Special Qualities: Poison (Ex)Injury, Fortitude DC 11 + aranea's Con modifier, initial damage 1d4 Str, secondary damage 1d4 Str. The save DC is Constitution-based.
Alternate form - human (this form is fixed i.e. the aranea is always the same person, like a lycanthrope). In human form, the aranea loses its bite attack and natural armour.
Automatic Languages: Common, Herathian. Bonus Languages: Any.
Level adjustment +1.
Araneas are taught from birth that they are two people; the aranea and the human. If the outside world were to discover their secret it would mean certain death for them as monsters. The human side of an aranea is just as much the 'true' self of the aranea as its spider form.(this is something I adapted quickly just now to capture the flavour of the aranea, in particular their presentation in OD&D)
Imarran (aka Tiefling)
+2 DEX, +2 CHR, -2 WIS
Medium Size, Base Speed of 30
60' Low light vision
+2 racial bonus to Bluff and Intimidate
Spell-like Ability (Cantrip): Player chooses 3 of the following, usable once per day (multiple selections of same item provide multiple daily uses). Caster level = tiefling character level.
Dancing Lights [Illusion of torches or other lights], as sorcerer
Flare [Target dazzled, suffers -1 to attacks], as sorcerer
Ghost Sounds [Illusionary noises], as sorcerer
Inflict Minor Wounds [Inflict 1 hp of damage with melee touch attack], as cleric
Light [One object magically provides light as a torch], as sorcerer
Mending [Make minor repairs to one object], as sorcerer
Open/Close [Opens or closes small or light things], as sorcerer
Resistance [+1 bonus to saving throws for 1 minute], as sorcerer
Cold, Electricity, Fire Resistance 5
Starting Languages: Common
Possible Bonus Languages: Abyssal, Infernal
ECL +1
Tieflings are not the result of extra-planar union; they are their own viable race and are called Imarrans on this world. They are near-human and rather than being a mixture of demonic appearances, they are all (by human standards) rather elfin looking; a tall, slim, elegant race, with long, delicate fingers and almond shaped eyes. They are quick, and possessed of great self-confidence, but lacking in self-control due to their society's long dependance on soporific drugs, and dalliances with demonic entities of Chaos.
(adapted from work by Rick Coen and Ken Lipka, and flavour based on Moorcock's presentation of Vadhagh, Melniboneans and other similar races)
Aranea characters possess the following racial traits.
+2 Dexterity, +2 Intelligence, -2 Strength, -2 Constitution.
Medium size.
A aranea’s base land speed is 30 feet and its base climb speed (in spider form) is 20 feet.
Racial Hit Dice: An aranea begins with two levels of aberration, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +0, and Will +3.
Racial Skills: An aranea’s aberration levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Climb, Escape Artist, Listen, Jump, Spot. Aranea have a +2 racial bonus on Jump, Listen and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.
Racial Feats: An aranea’s aberration levels give it one feat (this is usually Weapon Finesse).
Weapon and Armor Proficiency: An aranea is automatically proficient with it's bite attack and simple weapons.
+1 natural armor bonus.
Natural Weapons: Bite (1d4).
Special Qualities: Poison (Ex)Injury, Fortitude DC 11 + aranea's Con modifier, initial damage 1d4 Str, secondary damage 1d4 Str. The save DC is Constitution-based.
Alternate form - human (this form is fixed i.e. the aranea is always the same person, like a lycanthrope). In human form, the aranea loses its bite attack and natural armour.
Automatic Languages: Common, Herathian. Bonus Languages: Any.
Level adjustment +1.
Araneas are taught from birth that they are two people; the aranea and the human. If the outside world were to discover their secret it would mean certain death for them as monsters. The human side of an aranea is just as much the 'true' self of the aranea as its spider form.(this is something I adapted quickly just now to capture the flavour of the aranea, in particular their presentation in OD&D)
Imarran (aka Tiefling)
+2 DEX, +2 CHR, -2 WIS
Medium Size, Base Speed of 30
60' Low light vision
+2 racial bonus to Bluff and Intimidate
Spell-like Ability (Cantrip): Player chooses 3 of the following, usable once per day (multiple selections of same item provide multiple daily uses). Caster level = tiefling character level.
Dancing Lights [Illusion of torches or other lights], as sorcerer
Flare [Target dazzled, suffers -1 to attacks], as sorcerer
Ghost Sounds [Illusionary noises], as sorcerer
Inflict Minor Wounds [Inflict 1 hp of damage with melee touch attack], as cleric
Light [One object magically provides light as a torch], as sorcerer
Mending [Make minor repairs to one object], as sorcerer
Open/Close [Opens or closes small or light things], as sorcerer
Resistance [+1 bonus to saving throws for 1 minute], as sorcerer
Cold, Electricity, Fire Resistance 5
Starting Languages: Common
Possible Bonus Languages: Abyssal, Infernal
ECL +1
Tieflings are not the result of extra-planar union; they are their own viable race and are called Imarrans on this world. They are near-human and rather than being a mixture of demonic appearances, they are all (by human standards) rather elfin looking; a tall, slim, elegant race, with long, delicate fingers and almond shaped eyes. They are quick, and possessed of great self-confidence, but lacking in self-control due to their society's long dependance on soporific drugs, and dalliances with demonic entities of Chaos.
(adapted from work by Rick Coen and Ken Lipka, and flavour based on Moorcock's presentation of Vadhagh, Melniboneans and other similar races)
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