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Upparoachable East - your questions answered
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<blockquote data-quote="Morrus" data-source="post: 854903" data-attributes="member: 1"><p>"Thayan slavers are cruel marauders who use their awful abilities to abduct creatures and break their wills.</p><p></p><p>Requirements:</p><p></p><p>Race: Human</p><p>Align: Any evil</p><p>Skills: Appraise 10, Intimidate 10, Use Rope 5</p><p>Special: Sneak attack +2d6</p><p>Special: Must qualify to select Thay regional feats</p><p></p><p>Class features:</p><p></p><p>*Small number of arcane spells</p><p>*Ruthless Beating</p><p>*Enervating Attack</p><p>*Break Will</p><p>*Sneak Attack</p><p>*Crippling Strike</p><p>*Stunning Blow</p><p></p><p></p><p></p><p>Grrr... no index!</p><p></p><p>Impiltur gets half a page at the back, with a pargraph or two each about Ilmwatch and Sarshell. Very much a skimpy overview.</p><p></p><p></p><p></p><p>Star Elves are much like Moon Elves. A few special qualities:</p><p></p><p>*Otherworldly Touch - ghost touch ability on any melee weapon/armour at night</p><p>*Extraplanar - affected by spells and effects which affect extraplanar creatures</p><p>*Fav Class: Bard</p><p></p><p></p><p></p><p>They're plants.</p><p></p><p></p><p></p><p>Not bad. The chapter covers various organisations and areas (as you can see from the table of contents) and devotes a paragraph or two to each. Nothing you couldn't come up with yourself, but it's a short chapter. Also includes the encounter tables.</p><p></p><p></p><p></p><p>Fairly crunchy. Less so than FRCS, but not much. The Rasheman section contains quite a lot of fluff about races, cultures, society, law and order, religion and so forth.</p><p></p><p></p><p></p><p>Ettercap Berserker: Requires rage as prereq. Gives permanent +2 poison save and, when raging, extra Con bonuses.</p><p></p><p>Extended Rage: Rage as prereq. Can rage for 5 additional rounds.</p><p></p><p>Great Stag Berserker: Rage as prereq. When charging get +4 atack, -4 AC.</p><p></p><p>Ice Troll Berserker: Rage and 13 Con as prereq. +2 AC when raging, +4 if greater rage. </p><p></p><p>Long Reach: Spear/shortspear reaches 5-10 feet, longspear reaches 10-15 feet, only applies when attacking, not to threatened areas. </p><p></p><p></p><p></p><p>Cities have their usual entries of Authority Figures, Important Characters etc. Other people are detailed in the text briefly (e.g. LG male half-elf Ftr 14). I'm not familiar enough with this area of the Realms to know who is important or not though, so I couldn't tell you if there were any notable absences.</p><p></p><p></p><p></p><p>OK, here goes. Just a line or so each, though:</p><p></p><p>Aglarondan Griffonrider: kinda self explanatory. Rides a griffon, is from Aglarond. Various flyby attack, aerial evasion, mounted combat, power dive, hover etc. abilities.</p><p></p><p>Black Flame Zealot: Stealth and magic, evil, poison, sneak atatcks, flaming weapons, spells.</p><p></p><p>Duthan: Evil mask-wearing spellcasters. Cold resistances, telepathic spriit companion creature.</p><p></p><p>Master of the Yuirwood: Elf/Half-elf wilderness type. </p><p></p><p>Nar Demonbinder: Demon summoners, fiendish familiar, sounds like it would be evil, but no requirement as such. 7 level class.</p><p></p><p>Nentyar Hunter: Forest defender. Barb/Ranger type. Kinda like a Druid. 5 level class.</p><p></p><p>Bauthmathari Battlemage: Evokers. Sword focus, free action to cast spell though melee weapon.</p><p></p><p>Runescarred Berserker: Barbarian with runes carved into flesh. Lots of rage and resistance abilities.</p><p></p><p>Shou Disciple: Martial artists. Maximise weapon abilities at expense of some supernatural abilities. 5 level class.</p><p></p><p>Talontar Blightlord: Priests who like decay. Like them things from Dark Sun... err... forgot the name. Immune to disease; can cause diseases. At 10th level changes into a plant. </p><p></p><p>Telflammar Shadowlord: Thieves Guild. Must have shadow walker template. Lots of shadowy abilities (shadow jump, shadow blur, shadow walk, shadow pounce etc.) 6 level class.</p><p></p><p>Thayan Slaver: mentioned above.</p></blockquote><p></p>
[QUOTE="Morrus, post: 854903, member: 1"] "Thayan slavers are cruel marauders who use their awful abilities to abduct creatures and break their wills. Requirements: Race: Human Align: Any evil Skills: Appraise 10, Intimidate 10, Use Rope 5 Special: Sneak attack +2d6 Special: Must qualify to select Thay regional feats Class features: *Small number of arcane spells *Ruthless Beating *Enervating Attack *Break Will *Sneak Attack *Crippling Strike *Stunning Blow Grrr... no index! Impiltur gets half a page at the back, with a pargraph or two each about Ilmwatch and Sarshell. Very much a skimpy overview. Star Elves are much like Moon Elves. A few special qualities: *Otherworldly Touch - ghost touch ability on any melee weapon/armour at night *Extraplanar - affected by spells and effects which affect extraplanar creatures *Fav Class: Bard They're plants. Not bad. The chapter covers various organisations and areas (as you can see from the table of contents) and devotes a paragraph or two to each. Nothing you couldn't come up with yourself, but it's a short chapter. Also includes the encounter tables. Fairly crunchy. Less so than FRCS, but not much. The Rasheman section contains quite a lot of fluff about races, cultures, society, law and order, religion and so forth. Ettercap Berserker: Requires rage as prereq. Gives permanent +2 poison save and, when raging, extra Con bonuses. Extended Rage: Rage as prereq. Can rage for 5 additional rounds. Great Stag Berserker: Rage as prereq. When charging get +4 atack, -4 AC. Ice Troll Berserker: Rage and 13 Con as prereq. +2 AC when raging, +4 if greater rage. Long Reach: Spear/shortspear reaches 5-10 feet, longspear reaches 10-15 feet, only applies when attacking, not to threatened areas. Cities have their usual entries of Authority Figures, Important Characters etc. Other people are detailed in the text briefly (e.g. LG male half-elf Ftr 14). I'm not familiar enough with this area of the Realms to know who is important or not though, so I couldn't tell you if there were any notable absences. OK, here goes. Just a line or so each, though: Aglarondan Griffonrider: kinda self explanatory. Rides a griffon, is from Aglarond. Various flyby attack, aerial evasion, mounted combat, power dive, hover etc. abilities. Black Flame Zealot: Stealth and magic, evil, poison, sneak atatcks, flaming weapons, spells. Duthan: Evil mask-wearing spellcasters. Cold resistances, telepathic spriit companion creature. Master of the Yuirwood: Elf/Half-elf wilderness type. Nar Demonbinder: Demon summoners, fiendish familiar, sounds like it would be evil, but no requirement as such. 7 level class. Nentyar Hunter: Forest defender. Barb/Ranger type. Kinda like a Druid. 5 level class. Bauthmathari Battlemage: Evokers. Sword focus, free action to cast spell though melee weapon. Runescarred Berserker: Barbarian with runes carved into flesh. Lots of rage and resistance abilities. Shou Disciple: Martial artists. Maximise weapon abilities at expense of some supernatural abilities. 5 level class. Talontar Blightlord: Priests who like decay. Like them things from Dark Sun... err... forgot the name. Immune to disease; can cause diseases. At 10th level changes into a plant. Telflammar Shadowlord: Thieves Guild. Must have shadow walker template. Lots of shadowy abilities (shadow jump, shadow blur, shadow walk, shadow pounce etc.) 6 level class. Thayan Slaver: mentioned above. [/QUOTE]
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