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Old Jul 22nd, 2010, 12:15 AM
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The Races of Avistad

This thread is where I'll put up not only the PC options (and there'll be many), but also information on the wealth of races in general, and how they effect the world!
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Old Jul 25th, 2010, 12:01 AM
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Races of Avistad :

Playable Character Races


Bhukaki : A race of humanoids that resemble ring-tailed lemurs. They are small and agile. Nick-named 'tree ghosts', Bhukaki are exceptional climbers and feel most at home in jungle forests. However, these nimble beings were once sought after by pirates and merchants to become hands on sea vessels. They would climb the masts and handle rigging and were generally easy to bully around.. It was soon discovered that Bhukaki have a high reproduction rate and wherever they were brought to live became overcrowded with them. Bhukaki are a curious and often shy race, but can be fierce warriors when the need arrives. Racial Stats: +4 dex, +2 con, -2 str, -2 int. +4 to stealth checks. +4 to climb checks. Climb and Stealth are always class skills. Bhukaki are often used to sample food and drinks thought to be poisoned as they have a strong metabolism: +2 to saves vs. poison. Bhukaki are skinny and weigh about 45-55 lbs. They stand 3'9"- 4'3". They are small: +1 to AC. +1 to attack rolls. Bhukaki begin proficient with boomerangs, javelins, and blowguns, in addition to their class proficiencies. dark vision. Bhukaki begin with common and sign language. (traits: sneaky, hyper, bashful, curious, comical, dutiful)

Catfolk (Ka'shan): Ka'shan are a race of catlike humanoids. They are often merchants, explorers, and gypsys. Ka'shan are a growing power in Avistad. Once only indigenous to the island of Iosia, they now populate most of the cities of southern and middle Avistad. Ka'shan model their lives after humans. The old ways (living like barbarians) are shunned. Ka'shan have recently began to overpopulate The South Seas Region. While not the nuisance of the Bhukaki, Ka'shan are a threat to mankinds hold on controlling the merchant empire. Unlike their cousins, the Tigran, Ka'shan do not dislike water and are comfortable at sea. Ka'shan resemble tall domestic cat-like humanoids (5'7"-6'4" ave.) and weigh around 140-160 lbs. Most Ka'shan either have no markings or have spots or small stripes. Fur color ranges from gold to gray, with a few being white or black. Some males grow goatees.
Eyes are generally gold or green. Racial Stats: +2 dex, +2 cha, -2 wis. Ka'shan are agile and charismatic, but generally don't care about common sense nor religious obligations. They are natural BSers : +2 bluff and from that can often sense lies: +2 sense motive. They also get a +2 to acrobatics checks. Low-light vision. Special: Catfall- a ka'shan can fall up to 30 feet and land on his/her feet without taking damage. Ka'shan begin with Common and Feline as their base languages. Skill bonus: at 1st level a Ka'shan gets one rank in a profession of his/her choice. Hatred: +1 to attacks vs. Nezumi. (traits: clever, disrespectful, ignorant, witty, sly, devious, trendy, vain, lazy, shrewd).

Catfolk (Tigran): Tigran are a race of catlike humanoids resembling mountain lions. They mostly live in northern Avistad and rarely leave their cold mountainous homelands. Those that do are generally outcasts from their prides, escaped gladiators, or paladins of the god Blackpaw The Everhunting. Tigran are a fierce and proud people. They are also barbaric by the standards of men. The Tigran are a territorial people. In the their homelands, Tigran often attack any (especially Vulkar (see human types)) who intrude. Tigran view their cousins, the ka'shan, as little more than humans with fur. They always view them with suspicion, as the ka'shan forgot he old ways and old gods. Most Tigran have gray, white, or silver fur. Some have stripes. Eye colors are gold and orange, though a few have green or hazel. Tigran are generally shorter and stockier than their cousins (5'4"-6'1") and 200-230 lbs. Racial Stats: +2 str, +2 wis, -2 int. Tigran are strong and cautious, but not educated. Tigran are fierce and hardy: +2 intimidate, +2 survival. Tigran are also adapted to mountainous terrain: +2 climb, suffer no negatives on movement checks for rocky terrain. They are also never unarmed (unless declawed): 1d6 +str damage with their claws when unarmed. Special: Hatred- +1 on all attacks vs. humans. Weapon Prof: tigerclaws . Tigran have a phobia of water. All skill checks while in or on water are at -1 until accustomed to watery areas. (traits: distrustful, fierce, grumpy, courageous, stubborn, simple, quiet, loyal, determined).

NIXIE (Nixy): Nixies resemble youthful humans with pointy ears, slightly webbed hands and feet, gills, and light green tinted skin with hair of shiny greens or blues. Nixies are Fey and affected by anything with that property. Nixies are an island people from some of the islands in southern Avistad. They enjoy the warm weather and the 'beach life'. Nixies are water fey, and as such, must drink liquid twice as often as other species. Nixies that go inland tend to feel out of place. If a nixie doesn't get to go for a swim or bath within a three day period, they suffer a -1 to all checks until they do. Nixies are a bold people and often wear little clothing. Seen as naturalists, Nixies scoff at things like pajamas. Nixies are a simple island people, but have been known to adventure- especially the high seas! They stand 4'9"-5'6" on ave. and weigh 80-100 lbs. Racial Traits: +2 con, +2 char,-2 int. Nixies are vigorous and attractive, despite subtle features, but not very educated. Nixie spell: once per day, any nixie may cast the spell Charm. Special: Musical allure- a nixie gets a +2 to perform checks having to do with music or dance. Nixies are great swimmers: +4 to swim checks. Swim is always a class skill. And they are very comfortable at sea: +2 to survival checks while at sea or near a large body of water. Weapon Prof: net, trident. (traits: teasing, flirtatious, bold, whimsical, loyal, courageous, carefree).

Last edited by Demandred69; Jul 25th, 2010 at 12:46 AM.
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Old Jul 25th, 2010, 12:40 AM
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Changeling: Changelings are shape-shifters that have no society of their own and live among the various races (mainly humans or elves) and take the form of those in those societies to remain undetected. Fey: Changelings are fey, and as such, affected by anything with that property. Changelings are believed to be rare in Avistad, but sages have not been able to gather significant data to prove this. In their natural form, Changelings look like hairless humanoids with pale skin and pointy ears. Their eyes are empty and glossy, making them look ghostlike. Their teeth are sharp and their limbs and fingers are long and bony. Changelings can grow hair at will and change the color as well. They can also colorize their eyes and skin tones. They can shift into any intelligent medium humanoid. But, unlike doppelgangers, are limited to the size category and to their own sex. Racial Stats: +2 dex, +2 int, -2 str. Changelings are flexible and sharp of mind, but not physically powerful by nature. A changeling retains its statistics regardless of form. deceitful: +2 bluff, +2 disguise (+10 when in the form of someone they've observed for a good amount of time). Low-light vision. (traits: secretive, insecure, sneaky, convincing, deceptive, resourceful).

Nezumi : The ratmen of Avistad are not a race to take lightly. While not a particularly active race in the civilized world, the nezumi are noted for their pursuit of knowledge and their hunger to become a recognized power in southern Avistad. Those that don't become wizards or alchemists often become pirates and privateers. Nezumi, or ratlings, love food and often trade valuable items for such. The average nezumi is 4'6"-5' feet tall and weighs 70-80 lbs. Racial Stats: +2 int, +2 con, -2 cha. Nezumi are not overly likable but vigorous and rather sharp of mind. dark vision. +2 on Appraise checks. +2 on Perception checks. Languages: Rodent, common, plus a bonus language. Weapon Prof: starknife, kukri. hatred: gain +1 to att. vs. Ka'shan. (traits: brainy, gluttonous, meticulous, greedy, scrupulous, crafty, plotting).
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Old Jul 25th, 2010, 01:31 AM
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Aasimars: Aasimars are rare in Avistad and often seen as a good omen. Aasimars in Avistad have the same traits as in the Pathfinder Bestiary.

Tieflings: Tieflings are uncommon in Avistad and often seen as ill omens. Tieflings have the same traits as in the Pathfinder Bestiary.

Lizardfolk : Lizardfolk in Avistad are most common in the South Seas Region and in marshes in southern Avistad. They come in a number of forms. The two most common are the iguana-type and the larger komododragon type. Iguana: +2 Con, +2 dex, -2 int. Skills: +2 acrobatics, +2 perception, +4 swim. Swim is always a class skill. Special: hold breath: can hold breath for 4 times its Con score before risking drowning. Size: 4'9"-5'6". Weight: 90-110 lbs. low-light vision Bite: 1d4 nat. attack
Komodo: +2 Str, +2 Con, -2 int. Skills: +2 intimidate, +2 perception, +4 swim. Swim is always a class skil. Special: hold breath (same as above). Bite: 1d6 nat. attack
Languages: Draconic, common
(traits: calm, brash, intent, lazy, anti-social, intense, brutal, slippery).

Zabachi (Sea Bat) These strange bat-like humanoids hail from coastal caverns and forests. They are mostly island inhabitants, though a few tribes are from the mainland coastal regions. Zabachi are a rather passive people, unlike their cousins the Varbachi, a vampric version. Zabachi enjoy cool summer nights and the sounds of waves hitting the rocks on shore. They are mainly vegetarians, though they occasionally crave insects and small shellfish. Zabachi love the water and enjoy diving off cliffs into the water. Their webbed feet and special wings allow for them to swim surprisingly well. Zabachi are not very fond of bright light and suffer a -2 to all checks and attacks in full daylight or bright areas. They are also semi-blind: they see half as far as a human. However, they have keen hearing and are particularly sharp at night or in dark areas: +4 perception in caves or at night. Racial Stats: +2 dex, +2 wis, -2 str. Special: as long as their hearing isn't impaired, Zabachi suffer no negatives in pitch black nor magical darkness. Zabachi have a +2 swim. Swim is always a class skill. Glide: A Zabachi cannot fly, but may glide up to twice their normal movement. (traits: instinctive, sensitive, determined, spooky, mysterious, steady, daring).

Last edited by Demandred69; Jul 25th, 2010 at 01:36 AM.
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Old Jul 25th, 2010, 01:58 AM
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Elves: There are three main types of elves in Avistad: Silver Elves (eladrin, gray), Sylvan Elves (wood, wild), and Shadow Elves (drow). Sylvan Elves are, by far, the most common. They are throughout Avistad. Silver Elves are rare, especially in the South Seas Region. Shadow Elves are rare above ground and almost unheard of in The South Seas Region. Sylvan Elves have all the stats of an elf out of the Pathfinder Players Guide, except ability bonuses: Sylvan is +2 dex, +2 Wis, -2 Con. Sylvan Elves are generally 5'5"-6'0" tall with dark earth-hued hair, often long.
Silver Elves are the same as phb elves in all ways. They have white, silver, or blonde hair and are tall ( 5'9"-6'4"ave.). They are a disapeering race. Their once grand towering cities are now vacant or the homes of vile monsters.
Shadow Elves have the same stats as drow in the Pathfinder Bestiary.
There are two other types of elves in Avistad: the Sky Elves (Avarial) and the Sea Elves. Avarial are unknown in the South Sea Region, and not for pcs. Sea Elves are, next to Sylvan, the most common. They are very pale of skin with hair the colors of the sea and eyes to match. They are not merfolk. Sea Elves are peaceful island dwellers that trade with local fishermen and merchants. Like their tree loving cousins, Sea Elves are particularly interested in the welfare of the sea and its inhabitants. Sea Elves have the same abilities of elves from the PHB, except : +2 Dex, +2 Cha, -2 Int. +2 to Swim checks. Swim is always a class skill.
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Old Jul 25th, 2010, 12:16 PM
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Dwarves: While any dwarf will tell you that there are many types of dwarves in Avistad, there are really only two: dwarves and duergar. Dwarves will classify themselves as Mountain Dwarves, Hill Dwarves, even River Dwarves, just to sound important and unique. But a dwarf is a dwarf. Only duergar have different abilities. A dwarf's abilities are in the Pathfinder Player's Guide. A duergar's are in the Bestiary. Dwarves are common throughout northern and central Avistad. They're a little out of place in The South, especially The South Seas; They're not unheard of, however. Duergar are not known of in the South Sea Region, and rarely venture above ground.

Gnomes: Gnomes are Fey, and are affected by such with that keyword. There are two types of gnomes in Avistad, though they'll argue there is three. There are gnomes and there are Grimms. The later is an evil, deformed version of the former. Gnomes will say that there are 'City' gnomes and there are 'True' gnomes, as well as Grimms. True Gnomes are the ones that keep to the forests of their origin and are at peace with nature. Gnomes are very abstract thinkers. Gnomes have all the same abilities shown in the Player's Guide. Grimms have dark vision instead of low-light. (Grimms are not recommended for pcs).

Halflings: Halflings in Avistad are wanderers and adventurous. Few stay settled in one place for a long time. Those that do, settle along peaceful river ways and among hilly agricultural areas. (note: there can be annoying halflings)

Half-Orcs: Orcs are throughout Avistad, always a threat to civilized communities. Half-Orcs are the offspring of an orc and a human. They are quite rare. However, in the South Sea Region, there is room for everyone and opportunity for everyone. So, many half-orc adventurers go there. Their abilities are the same as in the Player's Guide.

Half-elves: Half-elves are rare, but more common than half-orcs, as humans tend to be more attracted to elves and elves more tolerant and civilized than the brutish orc. Half-elves ar covered in the Player's Guide.

Half- Vampire: Half-vampires are the offspring of a human and greater vampire. They are more vampire in make than vampric spawn, but less so than a true vampire. Undead: Half-Vampires are in a state of partial life and gain the undead trait (immune sleep spells and effects, can be turned) Half-Vampire Ability Stats: +2 str, +2 dex, +2 cha, -2 wis, -2 con. Damage Reduction: every two levels (from 2) a half-vampire gains 1 pt. of damage reduction. Dark vision. Skill bonus: +2 perception, +2 Fly (if ever applicable) Fast Movement: Move 40' per round. Hatred: half-vampire gains +1 att. vs. Lycanthropes. Negatives: Daylight Blindness (as drow). Bloodlust: A half-vampire MUST have a quart of blood every three days or lose 1d3 con. This damage stacks every day there after. If their con ever reaches 0, they become vampric spawn or zombies and are evil. Garlic: a half-vampire suffers a -1 to all skill checks when near garlic. Holy Symbol: Choose your deity when you make your character. The holy symbols of all other deities can be used to turn you. As well, they're simply a nuisance. Holy Ground: Churches and other sacred areas really bother half-vampires. They lose their damage reduction while on such terrain. (churches, tombs, graveyards, exc.) Healing Failure: A half-vampire can only be healed by a cleric or such of their faith. All other healers damage them. They can use healing potions and kits. (traits: elegant, noble, vain, rash, vengeful, mysterious, watchful).

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Old Jul 27th, 2010, 07:12 PM
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The Races of Man
Humans in Avistad- who they are and why they're unique, too



Azlanthians Azlanthian Insanity (for one round of a battle: take -1 to AC, -2 to all saves, deal extra 2 points of damage) +2 to survival checks in cold

Azlanthians hale from the far northern edge of the IceFell, in the queendom of Azlanthia. Their monarch is always a woman. Their current queen is known as The Ice Princess.
Azlanthians are of medium height (5'5"-6'2") ave., slim of build, with pale skin. Common hair colors are aquamarine, green, orange, purple, and red. Common hair colors are white, blonde, and dirty yellow. Many Azlanthians that travel south dye their hair dark colors to not draw attention to themselves. Azlanthians are labeled for vile tempers, arrogance, and psychotic tantrums. (they are based of the a villain in an anime called Escaflowne).

Bayit +1 base attack vs. large animals, +2 survival checks in cold

The Bayit, known as the little arctic warriors, come from the Steep lands east of The IceFell. Little is known about their life styles except that they are fierce hunters (often polar bears and Yeti) and do not have any cities of their own, as they live alone or in small communities. They are short of stature (4'6"- 5'3"), have milky white skin, almond-shaped eyes that are always blue, and black or dark brown hair. (inspired by Eskimos)

Bruun +2 handle animal, Keep Fighting: As long as a Bruun isn't dead when brought below 0 hitpoints, he or she can fight one additional round. Bruun are seen as barbarians and tribesmen, as they tend to live in clans. They are generally uncomfortable in or around large settlements. Bruun have deeply tan skin and are tall in stature (5'10"- 6'7"). Their dark hair is often long and braided. Common eye colors are browns and greens. Women are usually taller than males and near as muscular. They inhabit the wildernesses and riversides of western Avistad. (inspired by Amazons)

Dendania +2 Perform, one additional language

The Dendania are a race of gypsy. They have no homeland of their own and travel the world to find a beginning and an end, as they call it. They are story tellers, oracles, and performers. Dendania are shorter than average ( 4'10"-5'7") slim of build and have olive skin. Hair colors range from golden brown to bluish black. Their eye color ranges, but always sparkle with flecks of one metallic color or other.

Dhenmar +2 appraise, wealth doubled at level 1

The Dhenmar were once a great military nation. But great wars within their people, broke their hold on the lands in western Avistad. Now many of them are merchants and entrepreneurs or city officials. Dhenmar are short to medium in height (5'0"-5'9"). They are known as The Raven's Children for their dark eyes and hair. Their skin is a dusky tan.

Eikeshi +2 stealth, +2 survival in tropical conditions

Eikeshi come from tropical islands in the South Sea Region. They are steriotyped as fishermen, rice farmers, silk gatherers, and herders, but are a very diverse people. They are also noted for being very quiet when they want to. Eikeshi children tend to be more mature and hard working than many of the other races, as they are taught how to survive at a young age. They a skinny or lean of build, somewhat small (4'10"-5'7"), and bandy-legged. Eikeshi have almond-shaped eyes of browns and blacks with without visible pupils. Hair ranges from dark blue to dark green to black. It's said an Eikeshi can stare into your soul. Their skin is a light tan.

Javesta +1 to one saving throw (will, fort, reflex), +2 to one craft skill

Honest Javesta are often crafters and carpenters. But they're a people most noted for the amount of pirates, brigands, and pure scoundrels among them. They are one of the most common peoples in the South Sea Region.
Javesta are noted for their sharp features, sharp wits, and fierce women. Javesta woman are as tall as the men and often more bold. It's the women that usually captain a ship. They have tan skin, dark hair (brown, black, auburn) and ar wiry of build. Javesta stand about 5'7-6'2". Eye color ranges but is often blue or black.

Kesh +2 ride (horse), Highly tolerate ( +1 to all saves vs. poison, alcohol, or just foods others wouldn't dare eat)
Khesh are known as the crazy kilt-wearing horse lords of the north. These highlanders are generally a fun-loving people that enjoy a good tale and a good drum of ale. Because of the lack of ideal food in their homeland, they're renown for their odd eating habits (they'll try almost anything). Kesh stand about 5'0-5'9, have pinkish skin, and red, orange, auburn, or brown hair.

Komarian +2 swim, +2 to Knowledge Nature checks except in cold regions

The dark-skinned Komarians come from various places in Southern Avistad. They are herders, hunters, and sailors. Komarians have built some of the most breath -taking cities. They are a generous people and a wise one. Komarians have dark eyes and hair and stand 5'10"-6'7".

Querri +2 to one knowledge skill, wealth doubled at level 1

Querri have dark tan skin and green eyes. Their hair is usually black or striped (black w/ another color). They are tall, 5'7"- 6'4" and lean of build. They are a desert people noted for their study of science. Highly educated and very proper of manner.

Tharsan +2 diplomacy, +1 skill at 1st level

Tharsans are tall (5'7"-6'4") and often have wavy or spiky hair ranging from blonds to browns. They are a sharp-eyed and educated people. They hale from the kingdom of Quadosh in east-central Avistad. Common eye colors are blue, gray, and brown. They have somewhat peach-colored skin or light tan. Quadosh is a militant country ruled by High King Aravin. It's capital is Tharsis, a major hub for trade and adventure.

Wotonan +2 intimidate, +2 survival in cold

Wotonan are large viking-like people( 6'3"-7') with broad shoulders and a burly demeanor. They have slightly bluish skin and eyes of various shades of blue. Their hair is white, yellow, or silver. Believed to have the bloodline of Frost Giants, Wotonan are feared by coastal villiages. Fortunatly, they rarely head to the South Sea Region.

Xiao +2 sence motive, wealth doubled at 1st level

Xiao are tall (5'7"-6'4") and elegant. They have fair skin, almond-shaped eyes, and sharp features. Xiao are regarded as a noble people rich in traditions. Black or white hair is most common though various colors from pink to blue are not unheard of among the higher nobility. Xiou are the rulers of the eastern isles north of the South Seas region.
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