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Time of Ages | Steampunk Spelljammer (UPDATED: March 2021)
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<blockquote data-quote="Knightfall" data-source="post: 5424377" data-attributes="member: 2012"><p><strong><span style="color: YellowGreen">TERES</span></strong></p><p><strong>Large Monstrous Humanoid (Wrought)</strong></p><p><strong>Hit Dice:</strong> 8d8+32 (68 hp)</p><p><strong>Initiative:</strong> +3 (Dex)</p><p><strong>Speed:</strong> 40 ft. (8 squares)</p><p><strong>Armor Class:</strong> 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14</p><p><strong>Base Attack/Grapple:</strong> +8/+16</p><p><strong>Attack:</strong> Claw +12 melee (1d6+4) or tri-staff +12 melee (3d8+4)</p><p><strong>Full Attack:</strong> 2 claws +12 melee (1d6+4) and bite +10 melee (1d4+2) or tri-staff +12 melee (3d8+4)</p><p><strong>Space/Reach:</strong> 10 ft. / 10 ft.</p><p><strong>Special Attacks:</strong> Tail Slap</p><p><strong>Special Qualities:</strong> Camouflage, Psionics, Wild Empathy</p><p><strong>Saves:</strong> Fort +6, Ref +9, Will +8</p><p><strong>Abilities:</strong> Str 19 (+4), Dex 17 (+3), Con 18 (+4), Int 15 (+2), Wis 14 (+2), Cha 13 (+1)</p><p><strong>Skills:</strong> Balance +4, Climb +4, Diplomacy +5, Handle Animal +3, Hide +2, Jump +4, Knowledge (religion) +5, Listen +3, Move Silently +3, Spot +3</p><p><strong>Feats:</strong> Improved Unarmed Strike, Multiattack, Power Attack</p><p></p><p><strong>Environment:</strong> Rielun, Jarad, and the Aether</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 9</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +10</p><p></p><p>The teres are the creation of Jaua Ae-Rielun, a powerful temporal being that exists through all time and space and that is linked to the world of Rielun. Magically transformed from a semi-intelligent race of monitor lizards (on a dying world), the teres are large, intelligent reptiles with dark green skin and an appearance like that of lizardfolk. The main physical difference besides size is the fin-like protrusion around the back of their necks, the fact that they stand more upright than lizardfolk, and have a smaller head with gentler features.</p><p></p><p><strong><span style="color: YellowGreen">Combat</span></strong></p><p>Teres avoid combat as a rule. Not because they aren't capable warriors, but for the exact opposite reason. They believe that physical violence is the last resort of intelligent beings when confronted with adversity. When this happens they tend to use psionic abilities first and attack second. If forced into combat, a teres is a dangerous one-on-one foe in battle using Power Attack in conjunction with powered melee weapons or Improved Unarmed Strike. </p><p></p><p><em>Camouflage</em> (Sp): A teres that remains completely motionless is almost invisible in a wilderness setting. This is spell-like ability usable three times per day, which a teres activates by clearing its mind and concentrating. The effect is that the teres becomes semi-transparent and blends into the background. Thus, a teres gains a +4 bonus to their Hide skill unless their opponent can detect invisible or ethereal foes.</p><p></p><p><em>Psionics</em>: All teres have rank 1 in the Concentration skill, and automatically have the Combat Manifestation feat. Concentration is considered a cross-class skill when determining advancement, regardless of character class. Non-psionic teres begin play with 3/4 their wisdom in power points, while teres psions add their wisdom modifier to their starting power points.</p><p></p><p><em>Tail Slap</em> (Ex): A teres can forgo all other attacks in a round and attack an opponent with its tail for 2d8 points of damage (plus half its Strength score). The opponent must be behind the teres or the teres must turn towards the character. The attack is a move-equivalent action, as the teres must brace its legs in order for it to be able to whip its body around and bring its tail to bear upon an opponent.</p><p></p><p><em>Wild Empathy</em> (Ex): A teres has wild empathy as if it was an 8th-level druid. This stacks with any druid and ranger levels the teres might have.</p><p></p><p><strong><span style="color: YellowGreen">Teres Society</span></strong></p><p>Teres travel throughout the Aether, as well as the Outer Planes, helping to preserve the Balance of the Four in the name of Jaua Ae-Rielun. They are often found settling disputes between societies and helping druids and rangers to protect the Balance of the Four on those worlds being oppressed by the Kings' Senate. Every once in while they are found in the service of a deity such as Ptah. However, most teres don't usually worship specific deities as they consider deities to be fickle creatures that are more concerned about their own glory.</p><p></p><p>Teres believe in the advancement of the spirit first but also understand the importance of a healthy body. After all, it is the physical that encases the spirit, which together allows the mind to expand and strengthen one’s will. Most other races tend to think the teres can be a little too Zen at times. Regardless, most technologically aware worlds in the galaxy value the teres spirit and intelligence even if they don't understand their devotion to Jaua. The teres greatest allies are the Temporalists whose devotion to the Temporal Plane and the protection of Time are admired by the teres. The teres and the Tligen are the main reason why Rielun does not associate with the Kings' Senate.</p><p></p><p><strong><span style="color: YellowGreen">Teres as Characters</span></strong></p><p>Teres favor the psion class. High-ranking teres officials tend to be multiclassed psion/sorcerers, psion/druids, or cleric/sorcerers. Teres almost never become fighters but make excellent monks of ascetic orders.</p><p></p><p>Teres are completely devoted to Jaua Ae-Rielun and their clerics are always devoted to the Heart. Other deities can be honored but not worshiped above Jaua Ae-Rielun. This is a racial imprint on the teres.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 5424377, member: 2012"] [B][COLOR="YellowGreen"]TERES[/COLOR][/B] [B]Large Monstrous Humanoid (Wrought)[/B] [B]Hit Dice:[/B] 8d8+32 (68 hp) [B]Initiative:[/B] +3 (Dex) [B]Speed:[/B] 40 ft. (8 squares) [B]Armor Class:[/B] 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14 [B]Base Attack/Grapple:[/B] +8/+16 [B]Attack:[/B] Claw +12 melee (1d6+4) or tri-staff +12 melee (3d8+4) [B]Full Attack:[/B] 2 claws +12 melee (1d6+4) and bite +10 melee (1d4+2) or tri-staff +12 melee (3d8+4) [B]Space/Reach:[/B] 10 ft. / 10 ft. [B]Special Attacks:[/B] Tail Slap [B]Special Qualities:[/B] Camouflage, Psionics, Wild Empathy [B]Saves:[/B] Fort +6, Ref +9, Will +8 [B]Abilities:[/B] Str 19 (+4), Dex 17 (+3), Con 18 (+4), Int 15 (+2), Wis 14 (+2), Cha 13 (+1) [B]Skills:[/B] Balance +4, Climb +4, Diplomacy +5, Handle Animal +3, Hide +2, Jump +4, Knowledge (religion) +5, Listen +3, Move Silently +3, Spot +3 [B]Feats:[/B] Improved Unarmed Strike, Multiattack, Power Attack [B]Environment:[/B] Rielun, Jarad, and the Aether [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 9 [B]Treasure:[/B] Standard [B]Alignment:[/B] Always neutral [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +10 The teres are the creation of Jaua Ae-Rielun, a powerful temporal being that exists through all time and space and that is linked to the world of Rielun. Magically transformed from a semi-intelligent race of monitor lizards (on a dying world), the teres are large, intelligent reptiles with dark green skin and an appearance like that of lizardfolk. The main physical difference besides size is the fin-like protrusion around the back of their necks, the fact that they stand more upright than lizardfolk, and have a smaller head with gentler features. [B][COLOR="YellowGreen"]Combat[/COLOR][/B] Teres avoid combat as a rule. Not because they aren't capable warriors, but for the exact opposite reason. They believe that physical violence is the last resort of intelligent beings when confronted with adversity. When this happens they tend to use psionic abilities first and attack second. If forced into combat, a teres is a dangerous one-on-one foe in battle using Power Attack in conjunction with powered melee weapons or Improved Unarmed Strike. [I]Camouflage[/I] (Sp): A teres that remains completely motionless is almost invisible in a wilderness setting. This is spell-like ability usable three times per day, which a teres activates by clearing its mind and concentrating. The effect is that the teres becomes semi-transparent and blends into the background. Thus, a teres gains a +4 bonus to their Hide skill unless their opponent can detect invisible or ethereal foes. [I]Psionics[/I]: All teres have rank 1 in the Concentration skill, and automatically have the Combat Manifestation feat. Concentration is considered a cross-class skill when determining advancement, regardless of character class. Non-psionic teres begin play with 3/4 their wisdom in power points, while teres psions add their wisdom modifier to their starting power points. [I]Tail Slap[/I] (Ex): A teres can forgo all other attacks in a round and attack an opponent with its tail for 2d8 points of damage (plus half its Strength score). The opponent must be behind the teres or the teres must turn towards the character. The attack is a move-equivalent action, as the teres must brace its legs in order for it to be able to whip its body around and bring its tail to bear upon an opponent. [I]Wild Empathy[/I] (Ex): A teres has wild empathy as if it was an 8th-level druid. This stacks with any druid and ranger levels the teres might have. [B][COLOR="YellowGreen"]Teres Society[/COLOR][/B] Teres travel throughout the Aether, as well as the Outer Planes, helping to preserve the Balance of the Four in the name of Jaua Ae-Rielun. They are often found settling disputes between societies and helping druids and rangers to protect the Balance of the Four on those worlds being oppressed by the Kings' Senate. Every once in while they are found in the service of a deity such as Ptah. However, most teres don't usually worship specific deities as they consider deities to be fickle creatures that are more concerned about their own glory. Teres believe in the advancement of the spirit first but also understand the importance of a healthy body. After all, it is the physical that encases the spirit, which together allows the mind to expand and strengthen one’s will. Most other races tend to think the teres can be a little too Zen at times. Regardless, most technologically aware worlds in the galaxy value the teres spirit and intelligence even if they don't understand their devotion to Jaua. The teres greatest allies are the Temporalists whose devotion to the Temporal Plane and the protection of Time are admired by the teres. The teres and the Tligen are the main reason why Rielun does not associate with the Kings' Senate. [B][COLOR="YellowGreen"]Teres as Characters[/COLOR][/B] Teres favor the psion class. High-ranking teres officials tend to be multiclassed psion/sorcerers, psion/druids, or cleric/sorcerers. Teres almost never become fighters but make excellent monks of ascetic orders. Teres are completely devoted to Jaua Ae-Rielun and their clerics are always devoted to the Heart. Other deities can be honored but not worshiped above Jaua Ae-Rielun. This is a racial imprint on the teres. [/QUOTE]
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