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Tragedy at Silvergard OOC Thread
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<blockquote data-quote="Arkhandus" data-source="post: 4390119" data-attributes="member: 13966"><p>Since I hate threadjacking enough as-is, the rest is in spoiler blocks.</p><p>[sblock]If you want the T13K setting guide PDF or just more details on a particular race or something, you can e-mail me or visit the OpenRPG Dev II server on a Sunday or Monday night to talk to me. On Mondays I'm in the For More Than Glory room, on Sundays it's Fall of the 14th Kingdom.</p><p></p><p>E-mail is at yahoo.com , as mist_phantom</p><p></p><p>Ability scores are 32 point buy. You get the average amount of GP to start with for your class (3d4x10 would be 75 gp, for example; 2.5+2.5+2.5=7.5x10=75). In addition to Common (called Tradespeak in Aerde), and any racial tongue of the character, you learn your character's regional language as well (Tsukari for characters raised in Rinkai Tsukari).</p><p></p><p>The races of Aerde are <strong>humans</strong> (as per PHB)</p><p><strong>halflings</strong> (as per PHB)</p><p><strong>hill dwarves</strong> (as per PHB dwarves)</p><p><strong>mountain dwarves</strong> (as per PHB dwarves, but ability scores are +4 Constitution, -2 Dexterity, -2 Charisma)</p><p><strong>mud dwarves</strong> (fairly different, detailed in the setting guide)</p><p><strong>wood elves</strong> (as per PHB elves, but ability scores are +4 Dexterity, -2 Strength, -2 Constitution, and they get +2 to Perform checks with musical instruments)</p><p><strong>sea elves</strong> (as per PHB elves, but ability scores are -2 Strength, +2 Dexterity, and they get +2 to Swim checks and Profession (sailor) checks)</p><p><strong>dark elves</strong> (as per PHB elves, but Darkvision 120 feet instead of Low-Light Vision, +2 on Will saves against spells and spell-like abilities, light sensitivity gives them -1 on attack rolls in bright light, and they are blinded for 1 round when suddenly exposed to bright light)</p><p><strong>half-elves</strong> (as per PHB, but ability scores are +2 Dexterity, -2 Constitution)</p><p><strong>gnomes</strong> (as per PHB)</p><p><strong>deep gnomes</strong> (fairly different from the PHB gnomes)</p><p><strong>half-orcs</strong> (as per PHB)</p><p><strong>goblins</strong> (slightly different from the MM)</p><p><strong>hobgoblins</strong> (slightly different from the MM)</p><p><strong>bugbears</strong> (slightly different from the MM)</p><p><strong>half-ogres</strong> (slightly different from those in Savage Species)</p><p><strong>lizardfolk</strong> (slightly different from the MM)</p><p><strong>nagans</strong> (cobra-like serpent people, created by the god Aohalim as guardians, generally neutral or lawful neutral, favored class: monk)</p><p><strong>hanaras</strong> (another of Aohalim's races, peaceful, playful monkey-folk, similar to the vanara from Oriental Adventures, favored class: druid)</p><p></p><p>Templates can be used, like the half-dragon in the party right now, but nothing too wierd or obscure.[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4390119, member: 13966"] Since I hate threadjacking enough as-is, the rest is in spoiler blocks. [sblock]If you want the T13K setting guide PDF or just more details on a particular race or something, you can e-mail me or visit the OpenRPG Dev II server on a Sunday or Monday night to talk to me. On Mondays I'm in the For More Than Glory room, on Sundays it's Fall of the 14th Kingdom. E-mail is at yahoo.com , as mist_phantom Ability scores are 32 point buy. You get the average amount of GP to start with for your class (3d4x10 would be 75 gp, for example; 2.5+2.5+2.5=7.5x10=75). In addition to Common (called Tradespeak in Aerde), and any racial tongue of the character, you learn your character's regional language as well (Tsukari for characters raised in Rinkai Tsukari). The races of Aerde are [B]humans[/B] (as per PHB) [B]halflings[/B] (as per PHB) [B]hill dwarves[/B] (as per PHB dwarves) [B]mountain dwarves[/B] (as per PHB dwarves, but ability scores are +4 Constitution, -2 Dexterity, -2 Charisma) [B]mud dwarves[/B] (fairly different, detailed in the setting guide) [B]wood elves[/B] (as per PHB elves, but ability scores are +4 Dexterity, -2 Strength, -2 Constitution, and they get +2 to Perform checks with musical instruments) [B]sea elves[/B] (as per PHB elves, but ability scores are -2 Strength, +2 Dexterity, and they get +2 to Swim checks and Profession (sailor) checks) [B]dark elves[/B] (as per PHB elves, but Darkvision 120 feet instead of Low-Light Vision, +2 on Will saves against spells and spell-like abilities, light sensitivity gives them -1 on attack rolls in bright light, and they are blinded for 1 round when suddenly exposed to bright light) [B]half-elves[/B] (as per PHB, but ability scores are +2 Dexterity, -2 Constitution) [B]gnomes[/B] (as per PHB) [B]deep gnomes[/B] (fairly different from the PHB gnomes) [B]half-orcs[/B] (as per PHB) [B]goblins[/B] (slightly different from the MM) [B]hobgoblins[/B] (slightly different from the MM) [B]bugbears[/B] (slightly different from the MM) [B]half-ogres[/B] (slightly different from those in Savage Species) [B]lizardfolk[/B] (slightly different from the MM) [B]nagans[/B] (cobra-like serpent people, created by the god Aohalim as guardians, generally neutral or lawful neutral, favored class: monk) [B]hanaras[/B] (another of Aohalim's races, peaceful, playful monkey-folk, similar to the vanara from Oriental Adventures, favored class: druid) Templates can be used, like the half-dragon in the party right now, but nothing too wierd or obscure.[/sblock] [/QUOTE]
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