| Races of Artheria Humans Plains Humans The people of the plains are the most numerous, and have had, supposedly, the easiest lives. Flexible and adaptable, the plains folk are known to be skilled at many things, and that, despite their apparent lack of physical toughness, they will generally manage to survive any situation that comes to them. They are usually light-skinned due to the fair weather of the northlands; not too much heat, not too cold. They are a highly civilized people, with a feudal, set, society. Physical Description Plains folk typically stand from 4 and a half to 6 feet tall. Their weight ranges from 100 to 350 pounds, with men typically taller and lighter than women. Skin color is usually fair or tan, and hair color is predominately brown and black. Eye color is usually blue or green. Facial hair, when present, is generally light, though it tends to grow faster in the occiasionally harsh winters. Men and women both can have facial hair, though its rare for women, and typically shaved off, unlike men, who almost never shave. Relations Plains folk relate well with most of the other races. While they have fought wars in the past with the Orcs and the Elves, and even with the Tsarii on occaision, the longer-lived races tend not to take them seriously, knowing that in their lifetimes dozens of leaders might possess a single human kingdom. They fiercly dislike the Desert folk, and many wars have sprung up between them, going on almost constantly. Alignment They tend towards being lawful, and usually organize themselves fairly well. Evil, good, and other sorts are relatively uncommon, with chaotic even less common; lawful neutral is the standard alignment. Lands Plains Folk controll most of the northern lands. Their territory is bounded by the desert on one side, and the dense forests of the elves on the other. They have scattered, organized villages, all of them walled in to help protect against raiders or Orcs. Their lands are organized into kingdoms, each of which has its own military and customs, though for the most part they get along well. Religion The natural desire of plains humans to organize, to be a part of something bigger than themselves, causes many of them to seek out the various cults. Kha is one of the most prominent spirits worshipped by plains humans, though hundreds if not thousands of cults dedicated to lesser creatures are known to exist. Language Plains folk speak what they call 'Common' but which is generally refered to as 'Grass Tongue'. It is distantly related to Desert tongue and Dwarven, though it is little known why. Adventurers Plains folk tend to try to organize any parties of adventurers they join, and usually want to earn wealth in order to return home, buy land, and setup a nice estate back in the northlands. They tend to value land above material wealth, and are willing to stand and fight for territory, even to the death. They, more than others, are willing to aid anyone, even enemies, in defending territory that is rightfully owned. Plains Humans gain 1 bonus feat at first level, as well as 4 bonus skill points, and 1 additional skill point at each level past 1st Desert Humans Desert folk, while few in number, are a harsh, proud, people. They revere the past, and honor it, with a passion that makes them well-liked by Dwarves. Desert folk believe that they are blessed by the creators, and that they have a right to all land within the Shell. Physical Description Desert Folk typically stand from 5 and a half to 6 and a half feet tall. They are tall, thin, weighing between 80 and 200 pounds, and usually of dark, highly tanned skin. Their harsh environment usually leaves their skin leathery and tough. Their hair tends towards black and blond, and their eyes are usually brown. Relations Desert Folk, always calm and dependable, are trusted by most of the other races. The Dwarves especially, they get along with them remarkably well. The primary exception is the plains folk, who they believe are the ancient enemies of their people, and that are tainted with evil. They dislike the Dark Elves, primarily because many of them consider the sun holy, and the Dark Elves have abandoned its light. Alignment Desert Folk tend towards chaotic for the most part, though near the Fortress city this tendency is reveresed, becoming lawful. Lands Religion Language Adventurers Desert Humans gain the Great Fortitude and Endurance feats for free, as well as a +2 bonus to all Wilderness Lore checks. Sea Humans Sea Humans take ten times as long to suffocate under any conditions, and gain a +4 bonus to all swim checks. They also gain 'Water Breathing' for one hour per day. Sea humans are the 'people of the sea'. They are born on the water, and die on the water. Most of their advantages really only apply to ocean travel. Elves Light Elves Light Elves gain a +2 bonus to Dexterity, +2 bonus to Intelligence, but a -2 penalty to Strength, and a -2 penalty to constitution. They also gain a +2 racial bonus to Spot and Listen checks, and a single skill counts as class skill, regardless of current class, chosen from the following: Diplomacy, Gather Information, Innuendo, Sense Motive Light elves call themselves the 'Children of the Light'. They are the longest-lived races on Artheria, and also the most chaotic in nature. They are unlawful but contradictorily, highly organized. They are born for political intrigue and backstabbing. Dark Elves Dark Elves gain a +2 bonus to dexterity, +2 bonus to Charisma, but a -2 penalty to constitution. They also get a +4 bonus to Spot and Listen checks, but they lose the spot bonus during the day. The Dark Elves were formed when, after the Light Elven king betrayed the Dwarves, then allies of the elves, certain elven clans executed the royalty responsible for the betrayal. These clans were banished to the southern reaches, where the forest grew so thick the ground never saw light, and to this day betrayal is the most hated thing by them. They view themselves, proudly, as the opposite of the light elves in every way. Forest Elves Forest Elves gain a +4 bonus to dexterity, -2 penalty to Constitution, and a -2 penalty to strength. They gain a +4 bonuss on all Spot and Listen checks, and a +2 bonus to all Wilderness Lore checks. The Forest Elves have remained true to their Fey background through all the millenia. They believe that every step of emotion they progress towards humans, makes them a little bit further from their long-distant faerie ancestors. This puts them at adds with the freewheeling light elves and the rigid dark elves. Dwarves Lost Dwarves Lost Dwarves gain a +4 bonus to Constitution, but a -2 penalty to Charisma, and a -2 penalty to Dexterity. They also gain one bonus feat, and one bonus skill point at each level beyond first, with 4 bonus skill points at 1st level. The Lost Dwarves are the 'normal' dwarves. They know nothing of their ancestors, and have broken away from the ancient dwarven clans. They have little united culture, and are the most commonly seen dwarves on the surface. Ancient Dwarves Ancient Dwarves gain a +4 bonus to Constitution, but a -2 penalty to Charisma, and a -2 penalty to Dexterity. They also gain an innate racial knowledge passed down from their ancestors, allowing them to take 2 bonus ranks in any skill that might have been known by one of their ancestors at each level, with 8 bonus ranks to any such skills at 1st level. Typical skills this may be used with are Craft(any), Appraise, Heal, Knowledge(Any), and Profession(any). An Ancient Dwarf can forego up to 8 ranks of bonus skills to gain one bonus feat from ancestral knowledge. Note that any such feat gained must be one of a mental nature; Ancestral knowledge is of little benefit in combat. Ancient Dwarven society is run by memory. Each clan knows every ancestors name by heart, and clan rivalries go back into the depths of time. Each child learns the ancient language, through which the Dwarves in the shadow and spirit realm speak to them, imparting the memories of ancient times, making them as real as if the dwarf lived it himself. While clans have rivalries, they also all know that they all come from the same clan. Thus, violence among the dwarves is incredibly rare; everyone is your kin. Ancient dwarves despise the High Elves for their betrayal, and the Lost Dwarves for having forgotten the will of the ancients. Halflings All Halflings Halflings gain a +2 bonus to dexterity, constitution, and Charisma, and a -4 penalty to Strength. They also get a +2 bbonus to all Hide, Move Silently, Listen, and Spot checks. They gain a +2 luck bonus to saving throws. Halflings are small sized. Halflings are almost gone. Back in the begining of time, it is said, there might have once been as many as a tribe of halflings. But over the ages, the Halflings have grown rarer and rarer, until now, some believe halflings have gone extinct. Halflings have grown paranoid over time, as more and more of them died in the various wars the humans started, until now, Halflings never reveal themselves unless necesary, and tend to run at the first sign of conflict. They've grown tougher with the ages, and ever-more paranoid. Most people will never see a halfling in their lives. Orcs Tribal Orcs Tribal Orcs gain a +4 bonus to Strength, +2 bonus to Constitution, and a -2 penalty to Intelligence, Wisdom, and Charisma. They also get three free Skill Focuses of their choice among Wilderness Lore, any non-exotic weapon, Listen, Spot, Jump, Swim, Climb, Ride, and Intimidate. Only one of these may be used for a weapon. Tribal Orcs have an honorable society, but one that can be chaotic at times. They have no real civilization, and live in nomradic camps, traveling accross their territory. Very few real towns of Orcs exist, and this lack of civilization is sometimes used as an excuse to attack Orcs. But due to the ferocity of an Orcish warrior, these attacks don't get far. War-Kin Orcs War-Kin Orcs gain a +4 bonus to strength, and a -2 penalty to Wisdom and Charisma. They also get 4 bonus skill points at 1st level, and 1 bonus skill point at each following level. The War-Kin Orcs are the smarter, more civilized cousins of the Tribal Orcs. They would fit well in human society, and some do, but their true nation is surrounded by the light elves, whom the War-Kin Orcs despise, and seek to someday exterminate, along with the wood elves. Trolls Wild Trolls Wild Trolls gain a +4 bonus to Strength, a +4 bonus to constitution, and a -4 penalty to Intelligence, Wisdom, and Charrisma. They also gain Fast Healing:1, a natural armor bonus of +2 due to their tough hides, and unarmed claw damage of 1d4 as opposed to the normal 1d3 for a medium creature, as well as counting as armed at all times. A Wild Troll who has taken fire damage loses his Fast Healing ability for one hour. Wild Trolls are considered the least intelligent and most ferocious of the sentient races. They form a real threat to less civilized areas, and can on occaision be found in groups as many as 20. Wild Trolls live like packs of wolves, hunting and fighting each other for dominance. The only reason that rape isn't the most common way of Wild Trolls reproducing, is that female wild trolls tend to be even meaner than the males. Nomadic Trolls Nomadic Trolls gain a +2 bonus to Strength, a +2 bonus to Constitution, and a -2 penalty to Intelligence, Wisdom, and Charrisma. They also gain Fast Healing 1/2, a Natural Armor bonus of +2, and the benefit of the Improved unarmed combat feat for free. A Nomadic Troll who has taken fire damage loses his Fast Healing ability for six hours. Nomadic trolls are the more.. civilized cousins of the wild trolls. Most of them can speak common, but due to the general dislike of them in cities, they form small nomadic communities. They dislike their wild cousins, but are of a more peaceful nature, less likely to interfere with another race than even humans or elves are. Goblins Cave Goblins Cave Goblins gain a +4 bonus to Dexterity, a -2 penalty to Strength, and a -2 penalty to Wisdom. They also gain a +2 raacial bonus to all skill checks involving building, observing, or manipulating objects with chemicals or moving parts, including golems, machines, and crossbows. They are considered Small creatures. Cave goblins are the insane inventors of Artheria. Less hideous, and certainly less stupid, than their plains cousins, cave goblins are able to develop inventionsof incredible proportion. Very few cave goblins are fit to be magic-users, so they compensate using technology almost as advanced as that of the Technologists of the desert. Plains Goblins Plains Goblins gain a +4 bonus to Dexterity, a -2 penalty to Strength, and a -2 penalty to Intelligence and Charisma. Plains Goblins gain a Morale Bonus of +1 to AC, attack rolls, and saving throws when in groups of 4 or more. If part of an extremely large group(20-100), this bonus increases to +2. If part of a full-scale army(250+) this bonus increases to +3. Plains Goblins gain a +2 racial bonus to resist Bluff checks, and are considered Small creatures. Plains goblins are considered on the same level as rats by some humans. They are small, vicious, and multiply like rabbits, and are often able to overcome their enemies by sheer numbers. The more goblins in one place, the more vicious and harder to frighten they are, even if outnumbered, and Goblins have an unusual tendency, despite their natural cowardice, to support each other in a fight even when the odds are bad. Unkilara This race of shape-shifters is very few in number, and spready pretty far among the population. While they are capable of assuming the forms of other races, they generally don't do so, at least, not for combat; their natural form is one they have developed, over the centuries, to be perfectly suited for combat, and transforming is usually counter-productive for this. Unkilara are roughly 6 feet tall, bodies covered in rigid scales, with razor claws for fingers. Their limbs are thin, but compactly muscled, and armored. Their scales are a dark grey in color, and their eyes large, adapted for improved perception. Unkilara gain a +4 bonus to Strength, Dexterity, and Constitution, and a -6 penalty to Intelligence, -2 Wisdom, and -4 Charisma. They also gain a +2 bonus to natural armor, and fast healing: 1. They lose fast healing if exposed to damaging flame, for 1 hour. Shape-Shift: Unkilara have the ability to transform into any medium-sized creature, gaining its stat modifiers instead of its own, and any purely physical abilities it might have, as well as the appearance of it. They get a +4 bonus to disguise attempts when trying to look like a certain creature. Note that when they shape-shift, they lose all of their natural physical abilities, thus giving them a -4 penalty to Strength, Dexterity, and Constitution, as well as negating their fast healing and natural armor. These abilities are then replaced by those of the new form. Their mental abilities are never affected; Unkilara are really not very bright. Alitor This race of sea creatures is relatively prominent. They are quite adept at harvesting the reeds that are commonly used for building platforms in the southern seas, and well-known despite small numbers. While not particularly powerful in combat, they are wise, and highly perceptive. Alitor are roughly 7 and a half feet tall on average, and their skins are a rigid, bony white structure. They are incredibly thin, and seem to almost resemble crustaceans. They have three solid black eyes, and can see quite well, and their antenna produce hearing roughly as good as that of a human. Aliitor gain a +2 bonus to Wisdom, but they gain a -2 penalty to Constitution while out of water. Simply being sprayed does no good; they only regain constitution while immersed, and lose it 1d6 rounds after emerging. They gain a +2 natural armor bonus from their rigid shells. Aliitor can breathe while underwater, have a swim move as their normal movement, and can see and act as normal underwater. Tsarii The Tsarii are a large race, that is almost entirely restricted to their home, a single, relatively large mountain in the center of a lake. They are known as being necromancers, and a rigidly lawful and ordered society. It is also known that they eat sentient creatures, and consider it a mark of respect to eat a warrior's flesh who fought bravely in battle. Tsarii average at 9 feet tall, though can be as short as seven or as tall as twelve. They have thick, scaly hides, and long, spiky tails. They bear some vague resemblance to a were-crocodile, if it had black scales and a slightly more humanoid face. Tsarii gain a +4 bonus to Strength, and a -2 penalty to Dexterity and wisdom. They are also of Large size, and have a natural armor bonus of +4. They have the ability to breathe while underwater, and gain a swim move of 1/2 their normal movement rate. Salt water is poisonous to them, and deals 1 constitution damage to them per hour they breathe it. This damage recovers by breathing air or fresh water. Tsarii are poorly adapted to cold, and take twice the normal damage from cold affects on a failed save. They can use their hands as claws, but this deals no more damage than a normal unarmed attack for a large creature. They can use their tail as a weapon, at the cost of a -2 penalty to all other attacks that round; their tail acts as either a bludgeoning or slashing weapon for 1d6/20x2 damage. Template Races Half-??? Half-Races gain all bonuses of the parent races, divided by the number of races involved. If a particular race is stronger, such as in the case of plains human/forest elf and Desert human parents, count the 'stronger' blood as twice, and divide by as if that were actually two races. Accursed/Blessed Gain 1 bonus feat, and 1 bonus class skill, that applies for all classes. Blessed dies if 'sponsorship' of patron removed, in a number of days equal to Wisdom. Accursed will be 'Hunted' by a cult of a Spirit, minimum 10 divine levels. Vampiric +4 Str, +4 Dex, -4 Cha. Gain class skills, Blood Magic: Regenerate, Blood Magic: Shadows, and Blood Magic: Compulsion. Character takes 1d6 damage +1 per skill slot in blood magic skills each round of exposure to indirect sunlight, and 1d6 damage + 1d6 per skill slot in blood magic skills per round of exposure to direct sunlight. Vampires are part-way into the Shadow Realm, allowing spirits there to attack them normally, but with a 50% miss chance on on attacks. Vampires can deal damage to creatures in the shadow realm, at a rate of 1/10th normal affect. Note that Vampires cannot enter areas warded against Spirits for this very reason. Daemon Knight +6 Str, +2 Dex, +4 Con, DR 10/-, Gain class skill, Daemon Magic: Hellfire. The creature is possesed by a demon, and their bodies are slowly becoming fused. 5th level: +2 Str/Dex/Con 10th level: +2 Str 15th level: +2 Str, +2 Con 20th level: +2 Str, +2 Dex, +2 Con, +5/- DR. Size and Race Some races are bigger than others. Since medium is the average racial size, it has no modifiers. Instead, everything is based on how much bigger or smaller than medium you are. Size Modifier Fine: -8 Tiny: -4 Small: -2 Medium: +0 Large: +2 Huge: +4 Gargantuan: +8 So, what does Size Modifier do, exactly? Well, it applies in several ways. Reach/Space: The default reach; and space taken up; is 5 feet. Your size modifier is applied to this. Thus, a Large creature has a 7 foot reach, and takes up 7x7feet of space. Space taken up is important; a character trying to fit through an opening smaller than his space must make an escape artist check every round, with a penalty based on how much bigger his space in than the opening, or simply be stuck unable to move through. As most doors, even in dungeons, are designed for medium-sized characters, this can be a real problem. Health: Your size modifier is added to your HPs at each level. Whats that mean? The bigger you are, the harder you are to kill, and the smaller you are, the easier; assuming they can hit you. Agility: Your size modifier is reversed, and applied to reflex saves and armor class, as a dodge bonus. This means a Large creature gets a -2 penalty to Ref and AC, while a Tiny creature gets a +4 bonus to Ref and AC. The smaller you are, the harder to hit. Trying to shoot a dragon with a bow is like the proverbial broad side of the barn; only its scales serve to protect it. Aim: Creatures get the reverse of their size penalties added to their attack rolls. This means that the bigger you are, the harder it is to hit smaller targets. Weapon Size: Not only does your unarmed attack damage increase and decrease with size, but the bigger you are, the bigger the weapon you can hold. Oddly enough, if a character chose to, he could use another creature as a weapon; it counts as two sizes larger weapon than creature. A human could swing a halfling around in both hands like a club. Note: Weapon cost increases by x3 for each size it goes up, and drops to 1/3rd each time it lowers size. Same with armor. Movement: The bigger a creature is, the faster it is, due to the length of its strides. Fortunately for smaller creatures, the inverse isn't true; smaller creatures can, in fact, be even faster than their larger cousins. Your size modifier, multiplied by 5, is added to your movement speed. If its negative, then the opposite is added; Both large and small creatures get +10 movement. Lifting Capacity: If your size modifier is negative, change it to positive; divide your carrying capacity by it. If your size modifier is positive, multiply your carrying capacity by it. For an example of what difference size makes, heres a human compared to a Hill Giant. Hit: +4 Human: Soldier, 5th: Hps: 25 AC: 10, Ref Save: +0 Damage(longsword): 1d8 Giant: Soldier, 5th: Hps: 35, AC: 8, Ref Save: -2, Damage(large longsword): 2d6 Hit: +2 Out of 20 attacks, the human will hit the giant 17 times. The Giant will hit the human 13 times. The Giant will average 7 damage, the human will average 4.5. 76.5 damage in 20 rounds from human 91 damage in 20 rounds from giant. So, the Giant averages less than 1 point of damage per round more than the fighter. Because it has superior HPs, it would have the advantage. But, theres a problem with this. The Human's weapon cost 15 gold; the Giants weapon cost 45 gold. If the human bought Hide armor for 15 gp, it'd cost the giant 45 gold. Meaning? If they were given equal value in items, the medium-sized character would have the advantage, or it'd be even. Even magical items cost more the bigger you are; the same multiple is applied to the costs to enchant |