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The Savage Islands (working title..) - Recruitment closed
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<blockquote data-quote="Lorthanoth" data-source="post: 3894279" data-attributes="member: 3023"><p>Aranea As Characters</p><p></p><p>Aranea characters possess the following racial traits. </p><p>+2 Dexterity, +2 Intelligence, -2 Strength, -2 Constitution.</p><p>Medium size.</p><p>A aranea’s base land speed is 30 feet and its base climb speed (in spider form) is 20 feet.</p><p>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.</p><p>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.</p><p>Racial Feats: An aranea’s aberration levels give it one feat (this is usually Weapon Finesse).</p><p>Weapon and Armor Proficiency: An aranea is automatically proficient with it's bite attack and simple weapons.</p><p>+1 natural armor bonus.</p><p>Natural Weapons: Bite (1d4).</p><p>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.</p><p>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.</p><p>Automatic Languages: Common, Herathian. Bonus Languages: Any.</p><p>Level adjustment +1.</p><p></p><p>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) </p><p></p><p>Imarran (aka Tiefling)</p><p>+2 DEX, +2 CHR, -2 WIS</p><p>Medium Size, Base Speed of 30 </p><p>60' Low light vision </p><p>+2 racial bonus to Bluff and Intimidate</p><p>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.</p><p>Dancing Lights [Illusion of torches or other lights], as sorcerer </p><p>Flare [Target dazzled, suffers -1 to attacks], as sorcerer </p><p>Ghost Sounds [Illusionary noises], as sorcerer </p><p>Inflict Minor Wounds [Inflict 1 hp of damage with melee touch attack], as cleric </p><p>Light [One object magically provides light as a torch], as sorcerer </p><p>Mending [Make minor repairs to one object], as sorcerer </p><p>Open/Close [Opens or closes small or light things], as sorcerer </p><p>Resistance [+1 bonus to saving throws for 1 minute], as sorcerer</p><p>Cold, Electricity, Fire Resistance 5 </p><p>Starting Languages: Common </p><p>Possible Bonus Languages: Abyssal, Infernal</p><p>ECL +1</p><p></p><p>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.</p><p></p><p>(adapted from work by Rick Coen and Ken Lipka, and flavour based on Moorcock's presentation of Vadhagh, Melniboneans and other similar races)</p></blockquote><p></p>
[QUOTE="Lorthanoth, post: 3894279, member: 3023"] 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) [/QUOTE]
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