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Old Oct 20th, 2009, 12:09 PM
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Races of Aar

This thread will detail unique races, stats for races that are usually NPCs and house rules for races in Aar. You can also ask questions about races here.
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Old Oct 20th, 2009, 01:45 PM
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Dir

The Dir are a rather unique race on the face of Aar. No one knows for sure where they came from, but there is a legend and story that goes with them. When a Dir is asked about the story the answer is invariably "Ask the Goddess". Referring to the minor Goddess Silanth worshiped by the Dir. The Legend goes like this.

The Legend of the Dir

Many centuries ago before the great cities of the humans arose, there were other great cities. The Dwarves had theirs underground, the Elves in the forest, the gnomes in the hills and the humans were a new race, who traded between them. During this time a caravan comprised of humans, Elves and Dwarves was traveling along the edge of the Great Waste when they were attacked and pursued by a band of monsters. Overwhelmed, they ran north through the mountains and out onto the Waste. A great storm came and whited out the sky. They kept moving to keep warm and the storm continued for 10 days, some died but the ones that lived did so because they worked together setting aside racial mistrust in favor of survival.

Finally on the 11th day, they had a vision, this apparition lead them across the waste to a hidden valley warm with the fires of the earth. This valley was green and teamed with life. They rested and recovered their strength. During this time they learned that the apparation that had lead them was a sending of the goddess Silanth, and that the goddess lived in this valley. Owing their life to her they gave her thanks and worship.

They attempted several times to leave the valley, but always the cold of the Great Waste drove them back. They beseeched their goddess to give them the strength to make the trip. She replied she did not have that power for she was a goddess of green and growing things and had little power in the land of Ice. They went away in silence, defeated.

After they left the goddess, she thought long and hard about the matter and finally came upon a partial solution. Calling her followers to her she said I cannot give you the power to cross the waste, but I may be able to give it to your children.

This statement caused quite a stir, for no one had considered staying here or having children and besides there were not enough of each race to raise children, they didn't even have any Dwarven women with them and not enough Elves or Humans for a viable population. They spoke their thoughts to the goddess who replied. I consider you ALL my children and give no thought to your form, I am a goddess of life and birth and to my children I give this gift, let the races mingle, let a new race be born. Test your children against the cold, when they are ready to cross the waste they will know, for by then there will be no Dwarf, no Elf, no Human, only my children will remain.

And from that day on the races became unimportant. Dwarf married human and had issue. Elf married both and had issue. And their children married and had issue. And a new race was born. They took the name "Dir" which means "one" in a very old Dwarven tongue. And eventually the Goddess's prediction came true, they tested their children against the cold and eventually they were strong enough to leave. However something had happened along the way. The original Elves had wanted to leave, they missed their forest. The original Dwarves had wanted to leave, for they missed their mines. the original humans had wanted to leave for it was human nature to move about. However there were no more Elves, Dwarves or Humans, there were only the Dir, and they stayed, which some say is what the goddess meant to happen all along.

General Notes on the Dir

Dir are tough, they breed to be and the weak among them fall to the Great Waste as children, they have breed weakness out of the race.

Dir receive bonuses in STR, DEX, Con and to a lessor extent Int. 16 would be a pretty average score for a Dir warrior in any of these and scores of 20 are not uncommon.

Dir are not immune to cold, but they can withstand temperatures that would kill most races. They are however very susceptible to heat and must acclimate themselves to the warmth even when returning to their own valley. They spend much of their time on the Great Waste and since they never reveal the location of their Valley that is where a PC is likely to encounter them. They are a goodly race and have no evil among them nor will they tolerate any.

A normal encounter with the Dir would be a hunting party. This will be composed of fighters, rangers and shamans, these are the only classes they have. None will be under 3rd level. Dir under that level rarely leave the valley. All Dir use 1d10 for hit die.

A hunting Party will always be 2 shamans, 5 fighters and a ranger. 8 is a sacred number for them, but no one knows why. Some folk theorize that was the number of survivors of the original party. A Dir war party is 3 hunting parties. Dir share leadership roles. When moving across the ice, the Ranger will lead a party. In combat the senior fighter will lead and all defer to the shamans who tend to keep their silence unless it is important.

In a hunting party the levels may vary, but will never have members under 3rd. Shamans tend to 4th to 6th. Lead fighter will be 8th-10th. Other fighters will 4th to 7th and Rangers are usually 5th and up. Dir are not limited in level advancement but few are lucky enough to live to high levels, beyond about 8th, the odds are just against them.

The average Dir stands 6-7 feet tall with a thick mane and beard. Even the women are bearded. Hair color is usually white and they dress in white hide. They may have skis or snowshoes and will always be armed.

Dir Shamans
These are clerics of the Goddess Silanth. That is about where their resemblance to the classic cleric ends. Dir shamans have direct converse with their goddess. Their abilities in certain areas seem lacking and in others seems all out of proportion power wise to their levels. To put it in the words of the Yeti chieftain, Wlag the Strong, "Shaman Dir baaad! hurt much, yeti no hunt" They have access to some of the common clerical powers such as cure light wounds, light spells etc. They also have a whole other list of spells granted by their goddess. This includes the special spell "Dir Gate" which requires two clerics to cast and resembles some of the more powerful wizard transportation spells.

Dir Weapons and Items

The Dir have had to make do with what they had to work with and like many races in a harsh climate, they waste nothing. Things normally made of wood or metal might be bone or even ice.

Skis-All Dir are very adept on these, base move of 18 over snow or ice. They can be wood or bone or a laminate of both.

Snowshoes-All Dir carry a pair of these, smaller than you might think and laced with sinew
they have spikes on the bottom and a Dir can RUN in them up to their maximum movement rate.

Ice ball Launcher-This device resembles a crossbow mated with a slingshot it launches ice balls. They are bowed with spines from a remohaz and can fire two shots a round.

Icicle chucker-carved length of bone used to launch icicles

Dir also carry short swords made of wood or bone and edged with stone, metal or ice hardened by a Shaman. Rangers will have true bows and arrows, mostly composite short bows which they use to devastating effect.

Ice Sword-This weapon is a product of Shaman Magic, it combines a variation of stone shape (Ice shape) and the Shaman spell "Harden Ice" The Shaman recites his spell and plunges his hand into a patch of ice drawing out a short sword +1 made of Ice. This lasts until it melts. A shaman may only cast this spell once per week, it is the favored weapon of the shamans for close combat.

Dir Stones
This is a rare and extremely valuable item. It consists of a dull milky looking stone, almost like cloudy ice. These have been enchanted by the shamans with a variation of the Dir Gate spell and will gate a Dir hunting party to the possessor if he smashes the stone. Dir leaders carry these to summon help if needed and very occasionally will give them to outsiders who either have rendered a service to the Dir or they consider a friend of the Dir. The Dir will always acknowledge a stones call and render aid, the only exception is if someone of evil alignment summons them. Then they will either ignore the call or come anyway and aid the aggressors to the party.
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Old Oct 21st, 2009, 09:20 PM
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Drow

Ability Scores +2 to Dexterity, +1 to Intelligence. –2 penalty to Charisma and a –1 to Constitution.

Infravision: 90 feet

30% magic resistant

80% resistance to sleep/charm spells

Once per Day, dancing lights, faerie fire, and darkness 10' radius. At 4th level they also gain levitate, know alignment, and detect magic.

In addition priests get clairvoyance, detect lie, suggestion, and dispel magic in addition to their normal spells

To simplify the whole, Drow lose their power on the surface,then get them back once they return to the Underdark thing Lets go with this, when within a mile of the surface drow cannot use any of their bonus powers except Darkness and Faerie Fire, if over 4th they keep detect magic. Priests get to keep their extra bonuses.
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Last edited by Kariel Lateef; Oct 22nd, 2009 at 10:15 AM.
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Old Oct 21st, 2009, 10:08 PM
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This is a Drow Kit, posting it here for general info. At the moment this is not available for the game Deep Within pending it's acceptance by a player who requested a priestess kit. I'm sticking it here so I don't lose it.

Holy Inquistor of Lolth

Description:
To be a Holy Inquisitor a character must have wisdom and charisma of 12 or better.
A character may not abandon this kit. As long as she is a priestess, she is a Holy Inquistor. Unless of course Lolth decides you would be more useful as a Drider, or dead.

Barred: All Males are barred.

Secondary Skills: The priestesses may choose his own secondary skill.

Weapon Proficiencies: Required: Whip

Nonweapon Proficiencies: Bonus Proficiency: Healing Recommended: Herbalism (poisons)

Equipment: An inquisitor of Lolth must have a 7 thonged whip. It is a symbol of her office.

Special Benefits: An Inquisitor can "command" any Drow as per the spell, provided their favor with Lolth is not higher than hers. If the Priestess is in particular favor with her Goddess Lolth may grant her a 7 headed snake whip instead of her normal symbol. this is a high sign of Lolths favor.

Special Hindrances: You are a Drow Inquistor, NO ONE LIKES YOU.

Races: Female Drow Priestesses only.
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Last edited by Kariel Lateef; Oct 21st, 2009 at 10:10 PM.
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Old Oct 23rd, 2009, 10:10 PM
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The following is available with DM permission only.

Drider-Ok first lets dump everything you think you know about Driders. I have pulled info from many sources 2e, 3.5 and fiction. I then ran it through my patented KL magic DM hat and came up with the Driders of Aar.

What's a Drider? Basically it's a big spider centaur. Spider body with a Drow elf torso.

But what a Drider is and what it started life as are two different things. Driders start life as a normal MALE Drow elf. Now as you know almost all Drow are fanatical in their devotion to their Goddess Lolth. For being in Lolth's favor means power, however failure in the eyes of Lolth can mean a variety of things, none of them good.

A drider has suffered such a failure, and in return his goddess has transformed him into a hideous spider like caricature of a Drow. What Lolth does to drow females who fail is usually subtler and much much worse. Now the transformation isn't fun, it's quite painful and always fatal to any Drow under 4th level. So all driders you see are going to have been at least 4th level before they suffered the transformation. They could have been a Rogue, a warrior, or a mage. They retain their levels, abilities and powers, they lose all status in the community.

Driders still have a place in the Drow community, unfortunately it is as a non Drow. Which means all drow look down on them. Now a faithful Drider attached to a Drow of status can gain status, but only as a non Drow, which means he will still be below the status of the lowliest Drow fighter.

Driders PC's are only allowed with DM permission and he should probably limit them to one per party.

Ability Scores +2 to Dexterity, +1 to Intelligence.+2 strength 4 penalty to Charisma and a 1 to wisdom.

Infravision: 90 feet

40% magic resistant

80% resistance to sleep/charm spells

Twice per Day, dancing lights, faerie fire, and darkness 10' radius, levitate, know alignment, and detect magic.

Driders can bit for 1d4+1 damage, save vs poison or take double damage.
They can kick for 1d6 + any strength bonuses
They are allowed any weapons allowed by their class.
Drider AC is 3, no adjustments for dexterity are applied and Driders do not normally wear armor. No Drow would bother making any for such a creature.
Driders hit dice are D8, and HP are rolled as if from first level, so both a mage and a fighter Drider would have the same hit dice, con bonuses if any do apply.

Driders climb walls at 80% and hide in shadows at 65%

Driders are a Large Creature, standing 6 foot tall and approximately the same in length.

This is the basis for the Drider, I may adjust these stats as needed.
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Old Jul 29th, 2010, 11:52 PM
Judah Corvin Judah Corvin is offline
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Interesting. It would be a rather unusual race to play as a PC.
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Old Jul 30th, 2010, 12:03 AM
Judah Corvin Judah Corvin is offline
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There is a bit of a grammatical error in one of the descriptions...

Barred: All Males are barred.

Secondary Skills: The priestesses may choose his own secondary skill
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Old Jul 30th, 2010, 12:04 AM
Judah Corvin Judah Corvin is offline
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Spam spam wonderful spam.
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Old Jul 30th, 2010, 12:05 AM
Judah Corvin Judah Corvin is offline
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Yet more spam because you asked.
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