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What PC/NPC races have you created or modified?
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<blockquote data-quote="The Allamistako" data-source="post: 146500" data-attributes="member: 3186"><p>Okay, here we go:</p><p></p><p>Humans:</p><p>On my world, there are five distinc human cultures.</p><p>The Caerdrim are my "celtic barbarians". Due to the fact that they live on an island, they recieve +2 on their skill modifier for profession:sailor.</p><p>The Gwarndi are sort of the "original native humans", much like most of europe's people in the middle ages. They're known for their diplomatic abilities and skills as craftsmen, and can choose to add +2 to either diplomacy or craft skills.</p><p>The Lawgin are desendants of the Ceardrim who live on the mainland. Due to their thirst for knowlage, they can choose one knowlage as class skill, or, if they belong to a class that has all knowlages as class skill, they gain +2 to a knowlage of choice.</p><p>The Odiarim, loosly modeled on the arabic peoples, gain +2 on either sense motive or gather information, due to a culture based on trade.</p><p>The Swarni, a branch of the Gwarndi, are based on asia. Due to the culture, they recieve either on diplomacy or on concentration +2.</p><p></p><p>Also, I've modified Orcs and Half-orcs. in my world, orcs are a semi-nomadic people, much like the Mongols in the dark ages. They are intelligent and dangerous. I've removed their penalty for daylight, and given them following att-mods: Str+2, cha-2. They're ugly, but tough. Half-orcs combine the worst of man and orc. They're as tough as the orc parent, but while they're not quite as ugly (-1 cha), they're not as smart as either parent (-1 int).</p><p></p><p>Other allowed races: all halflings; Rock gnomes and svirfneblin; Grey Elves(standard high elves), High elves (grey elves to you), Wood elves, Wild elves and Spirit elves (who I yet have to design) (NO DROW); Hill- and Deep dwaves, Korobokuru; Hengejokai; Nezumi; Planetouched, half fiends, half celestials; Spiritfolk; Half dragons; Helf elves.</p><p></p><p>There you go</p><p>-Alla</p></blockquote><p></p>
[QUOTE="The Allamistako, post: 146500, member: 3186"] Okay, here we go: Humans: On my world, there are five distinc human cultures. The Caerdrim are my "celtic barbarians". Due to the fact that they live on an island, they recieve +2 on their skill modifier for profession:sailor. The Gwarndi are sort of the "original native humans", much like most of europe's people in the middle ages. They're known for their diplomatic abilities and skills as craftsmen, and can choose to add +2 to either diplomacy or craft skills. The Lawgin are desendants of the Ceardrim who live on the mainland. Due to their thirst for knowlage, they can choose one knowlage as class skill, or, if they belong to a class that has all knowlages as class skill, they gain +2 to a knowlage of choice. The Odiarim, loosly modeled on the arabic peoples, gain +2 on either sense motive or gather information, due to a culture based on trade. The Swarni, a branch of the Gwarndi, are based on asia. Due to the culture, they recieve either on diplomacy or on concentration +2. Also, I've modified Orcs and Half-orcs. in my world, orcs are a semi-nomadic people, much like the Mongols in the dark ages. They are intelligent and dangerous. I've removed their penalty for daylight, and given them following att-mods: Str+2, cha-2. They're ugly, but tough. Half-orcs combine the worst of man and orc. They're as tough as the orc parent, but while they're not quite as ugly (-1 cha), they're not as smart as either parent (-1 int). Other allowed races: all halflings; Rock gnomes and svirfneblin; Grey Elves(standard high elves), High elves (grey elves to you), Wood elves, Wild elves and Spirit elves (who I yet have to design) (NO DROW); Hill- and Deep dwaves, Korobokuru; Hengejokai; Nezumi; Planetouched, half fiends, half celestials; Spiritfolk; Half dragons; Helf elves. There you go -Alla [/QUOTE]
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