Hey, thanks the responses guys! So, I'm not sure how long I keep recruitment threads, uh, recruiting. Is it until I get too many players asking to join, or do I go for a set period of time? Also, I made about 2-3 feats for each race, I'll go back and enter those at the bottom of each race's stats.
@ Dr Simon: Yeah, no reason to purchase materials if you already have another book that never gets used! Glad to see you giving me some personality to your character.
[MENTION=49929]Scott DeWar[/MENTION]: Looks *laughs* like we have someone who'll be killing his own ancestry in no time! Here are Half-Ogres.
[sblock=Half-Ogres]
Half-Ogre: The half-ogre is a rare creature, generally born from a forced union. Before the Legions of Darius conquered the slave nation of Mercant, Ogres and Half-Ogres were used by the slavers as brutes of war. As a side-effect of this, the majority of Half-Ogres in Darius are solitary creatures, disliking the company of others. Many become mountain men or hermits, living by themselves in the wilderness. Others become scouts, moving on as the frontier catches up with them. Those half-ogres that do live in cities are still solitary creatures, putting their muscles to use while understanding that most civilized folk will give them a wide berth. Half-ogres have miserable tempers and are quick to anger, but those that show one kindness will never have a more loyal friend.
Play a Half-Ogre if...
• To play a giant
• To play a half-breed who is widely hated
• To play a physical powerhouse and drive your enemies before you!
RACIAL TRAITS
•Average Height: 6´ 4˝–8´ 6˝
•Average Weight: 200–335 lb.
•Ability Scores: +4 Strength, +4 Constitution, -2 Intelligence, -2 Wisdom
•Size: Medium
•Speed: 30 feet
•Vision: Low-Light
•Languages: Common, Giant
•Skill Bonus: +2 Intimidate, +2 Endurance
•Powerful Build- Half-Ogres have a bit of the physique and size of their giant parentage. The ogre receives a +1 size modifier to CMB and CMD. A half-ogre is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-ogre can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of its actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
•Ogre Blood: Half-ogres count as both humans and ogres, for any effect related to race.
•Giant Subtype: Half-Ogres have the giant Subtype, and gain Intimidate and Perception as class skills.
Half-Ogre Feats:
Ferocity
Prerequisites: Half-Ogre
Benefit: When you drop to 0 grace points or fewer, you can make an immediate melee attack.
Giant’s Endurance
Your foes’ attacks bounce off your thick hide.
Prerequisite: Half-Ogre
Benefit: Once an encounter, you can reduce the amount of damage you take from any attack by 5 plus your constitution modifier. This amount increases by 5 at 9th level, and by another 5 at 15th level.
Mountain’s Spine
Prerequisites: Half-Ogre
Benefit: Your strength score is considered to be 10 points higher for the purpose of calculating your carrying capacity.
[/sblock]
[sblock=Faiths of Lot]
Faiths and Deities of Lot:
I like Eberron's Alignment system for faith; that is, you don't have to match your god's alignment to be a worshiper of that god. Paladins are still restricted to being Lawful Good.
Faith: The Church of Eternal Light
Description: The belief that the last true remaining gods are the Suns and the Moons. You can worship the whole pantheon, just the Suns (The Eternal Light) or just the Moons (The Eyes of Night).
Deities within Faith:
The Eternal Light
Name: Solqus.
Alingment: Lawful Neutral
Portfolio: The first sun, life, reason, order, hope, leadership
Domains: Knowledge, Rune, Growth, Sun, Nobility, Magic, Law, Air, Fire, Earth, Water
Name: Hyperion
Alingment: Lawful Good
Portfolio: The second sun, heroes, power, honor, courage
Domains: Glory, Protection, Strength, War, Sun, Travel, Law, Good, Air, Fire, Earth, Water
The Eyes of Night
Name: Linara
Alignment: Neutral
Portfolio: The first moon, feminity, emotion, sensation, magic
Domains: Knowledge, Magic, Trickery, Charm, Nights, Healing, Air, Fire, Earth, Water
Name: Telkwin
Alingment: Chaotic Neutral
Portfolio: The second moon, nature, animals, sexuality, hunters
Domains: Animal, Nights, Liberation, Weather, Plant, Lust, Chaos, Air, Fire, Earth, Water
Faith: The Angelothiac Church
Description: The belief that there is only one god, The Lord, and that the one true god's mandates are brought to the material plane through angels. This is the core religion of Lot. While most believe in the Truth, which holds that angels are the messengers of The Lord, some few follow the tenants of The Lie, which says that The Truth is actually a lie, and that it's an attempt by the Celestial Planes to control the material realm.
Belief Systems of the Angelothiac Church
Name: The Truth
Alignment: Neutral Good
Portfolio: Faith, Love, hope
Domains: Repose, Artifice, Community, Healing, Luck, Love, Good, Air, Fire, Earth, Water
Name: The Lie
Alignment: Neutral Evil
Portfolio: Blasphemy, Despair, Hatred
Domains: Charm, Trickery, Madness, Death, Destruction, Darkness, Evil, Air, Fire, Earth, Water
Faith: The Dragon's Truth
Description: The Dragon's Truth is more of philosophy than a religion. It dictates the edicts that all dragons follow is the way everyone should live their lives. Those who follow the way of metallic dragons believe in justice, those who believe in the way of crystal dragons believe in temperance, and those who follow the way of chromatic dragons believe in power. What follows is the philosophy of the Dragon's Truth. Few view it simply, and followers endlessly debate about what it truly means; what the casual follower believes is listed in parentheses:
1. Magic is Eternal (Magic is never born, magic never dies)
2. Life in Magic (To live one’s life in magic is the best life)
3. Life is Eternal (A dragon’s life never ends. Plan for the long run)
4. Wealth is the true life (To live one’s life truly is to live it with wealth)
5. Magic in Wealth (Within wealth, one can find magic)
6. Understanding in Absence (One must live one’s life away from others to truly understand the Dragon’s truth)
7. Absence is not Eternal (Do not live away from others forever.)
8. Magic is Love (True love is to love magic)
The Dragon's truth encompasses all things, so I will not list any alignment or portfolio or domains, but if you chose to play a character who must make such decisions, like a cleric, thematically tie your choice back to the list above. Dragonshamans and Dragon Riders must follow the Dragon's truth.[/sblock]