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  #1  
Old Feb 2nd, 2012, 12:57 PM
MalchiorTheForgotten MalchiorTheForgotten is offline
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The World of Sklӓer

This is where Setting info will go.

Languages:
Vyk (Slavyria), Tribefolk (a main language and tribe dialect), Nekroti (Badlands), Grimm (Racial), Remnant (Racial), Kyrie (Racial), Gyronian (Racial), Brutish (Axeblade), Grey (Moonglow), Brynni (Bryn. A combo of Common and Draconic spoken by the people and the Drakes), Ancient (all but forgotten, so you have no access yet.), Quick Sign (sign language), Anark (Anarchaia) and the standard D&D languages.


Map of Elderreach

The Continent of Elderreach:

Anarchaia, the Isle of Chaos: Run by the most powerful inhabitant, -currently a man called Graft- this island has no formal law. Citizens are allowed to do as they please, although not many people actually live here. The most prominent feature is the Colosseum, which brings outsiders in to try to make some money figthing others in battle. No foreign power has dominion or influence over this lawless land, although many attempts have been made. It is also known as Crime Heaven and is a headquarters for bootlegging, slave trading and forgery.

Asrael, the Isle of the Gods: Named after the Divine Messenger, this island is where deities are said to ascend or descend between realms. On the Island are two rivers, Caias and Abellon, which end in the shadow of the Floating Palace of Ascension. The Palace of Ascension is a castle in the sky that floats on an over-turned mountain. It's lowest point is a mere 300 yards above the ground. It is the meeting place of the Gods. Surrounded by mountains, one can see the Isle's edges from the Castle's battlements. The castle itself has twelve gates, each marked with a symbol and no mortal has ever stepped foot inside it.

Axeblade Island: The southernmost land in Elderreach and the Realm of the Wilds, a group of people who are able to shift into an animalistic form and use their rage simultaneously. Outsiders are unwelcome, for the most part, and it seems their only allies are the Tribefolk. Their leader is chosen every four years, with a tournament on Leap Year Day.

The Badlands and the Kingdom of Necrothrall: The Badlands is a decent sized country covered entirely in swampland and riddled with forests. Deep in this land is the castle of Skull's Hold, the home of Zathrak, the King of the Swamps. On the two islands that lie off the coast (Wraithblade and Worgfang) the Swamp King keeps his prisons. These prisons house his prisoners of war, traitorous men, and his daughters. Guarded by undead and swamp beasts, his twelve daughters are kept away from all men, and his prisoners are kept from rescue.

Bareah Ahsudai, the Desert Gem: A kingdom on the desertous peninsula to the west. It's towns and cities are bordering oases and connected by underground catacombs and aqueducts. The King's Palace rests upon a large underground spring, providing adequate water to the kingdom. Many live on or below the poverty line.

Bryn, the Mountain Kingdom: A mountainous country to the north, it is inhabited by dragonkind and pegasi. The only nation sharing a border with Slavyria, and the only country to have a permanent peace treaty with them. It's palace is on a lovely plateau in the middle of the Guardian Mountains. The people here work alongside the dragonkind and pegasi and Bryn is famous for it's Skyriders. The current leader is Queen Vadia, a highly established Skyrider.

Jherubara, the Black Plains: This sandy nation lies between the Badlands and Raider's Range. It is home to the Hourglass of Fate, a large hourglass the size of a castle's tower that is said to count down to the end of the world. A greedy, scoundrel nation, it is ruled by the last person alive in the great Daggerfall Dance. an event in which all the participants wear masks.

Karbala, the Holy Nation: Wedged between the ocean, the Vast Wastes and Bareah Ahsudai, this Holy Nation is where the great Clerics journey to make their pilgrimage. Although it is a neutral land, most of it's support goes to good-aligned nations. The capitol is also named Karbala, called the Holy City, and is on the edge of the Great Lake of the Gods. The leader is the eldest cleric and no one church may gain power over the others. Those outside the High Circle are confused and dumbfounded as to how the churches could possibly work together.

Moonglow: The Kingdom of Malchior 'The Silent' Greyflame. This is a neutral kingdom and always will be. The Island of Moonglow is the birthplace and home of the Greys; a secret organization dedicated to the preservation of Balance. Each member has a supernatural power that is unique to the the organization and the individual. The native land of Changelings. The Great Dead Lake rests on it's east edge, surrounded and protected by mountains. It is said to house the spirits of the dead, particularly lost souls and those seeking absolution. The lake can only be reached through the Moonglow Catacombs.

Paradise Isle: An island south of Azrael, Paradise Isle is home to the Lake of Living Waters, which cures every affliction and houses the beautiful Paradise Nymphs. It has been said that one could communicate with the Gods through it's waters. The island is surrounded by a reef, which makes it near impossible to reach from the sea.

Plainsdale, the Twin Country: Nestled in the heart of the Northern Continent, Plainsdale is mostly one wide-open plain. Sprinkled with forests and dabbed with lakes, this country is home to the Queen's Cavaliers. Traditionally, the country has always been ruled by a Queen.

Raider's Range: A southern mountain range home to brigands and raiders who often do battle with the Tribes. They raid merchants who bring goods between the Tribes, Jherubara and the Badlands.

Riverdale, the Twin Country: Sharing it's borders with Bryn and Plainsdale, the Kingdom of Riverdale is home to the King's Coterie. It's mostly plain land, but the numerous rivers make it extremely easy for traders. There is a never-ending peace treaty with Plainsdale.

Schnellfӓng, the Windswept Wastes: Across the sea from Riverdale and bordering the Tribelands, this kingdom is home to the Tempest Guard, an elite group of dervishes who fight while spinning and moving like the wind. The mysterious king holds the four wings in his castle towers.

Shay, the Forest Country: A country to the north between Bryn and Reaper's Range in the Vast Wastes. A mostly forested valley governed by a republic empire whose leaders are chosen from it's settlements. The people here live in trees and many are of Elven descent.

Slavyria: A winter land to the north inhabited by Giants, Dwarves, Kyries and the humans known as Vyks. Outsiders are held with suspicious regard until gaining the respect of a leader. King Thorgrim lives in Kyriefjord Castle and the end of the Yorganmund River.

The Tibelands: A large area consisting mostly of plains and hills that has been unconquered and uncivilized for over a millenia. The 12 Tribes that inhabit the land were originally from a far away land. They came from the sky on big metal birds and settled the land and have been here since. Their way home is long forgotten, but their strength grows. They have seemingly no desire to conquer other lands and only fight outsiders when their lands are threatened. Exiled Tribefolk have joined 'civilized' armies as mercenaries, and their skill is near unparalleled.

The Vast Wastes: An incredulous desert bordered by the Reaper's Mountain Range and the Eastern Kingdoms, Karbala and Bareah Ahsudai. It is riddled with the Ruins of civilizations past. Legend has it that it used to be part of the plains and home to a dazzling civilization before the Reaper cut it off and made it barren. He did this because he fought Valeshaar here and lost. After cutting off he land, he created the Remnants.
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Last edited by MalchiorTheForgotten; Feb 2nd, 2012 at 01:16 PM.
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Old Feb 2nd, 2012, 01:01 PM
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DRAKERIDER OF BRYN
HD: 10

Skills: Acrobatics, Climb, Craft, Handle Animal, Heal, Intimidate, Knowledge (arcana), Knowledge (geography), Knowledge (nature), Perception, Ride, Sense Motive, Survival, Swim. (4+int mod).

Level BaB Fort Ref Will Special Qualities
1+1+2+2+0Mounted Combat, Rider's Bond, Drakes Tongue
2+2+3+3+0Energy Resistance 5
3+3+3+3+1Bonus Feat, Skilled Flyers
4+4+4+4+1Bonded Fighters: Pupil
5+5+4+4+1Channel Energy 1/day
6+6/+1+5+5+2Bonus Feat, Energy Resistance 10
7+7/+2+5+5+2Tactical Maneuvering 1/day
8+8/+3+6+6+2Bonded Fighters: Apprentice
9+9/+4+6+6+3Bonus Feat, Tactical Maneuvering 2/day
10+10/+5+7+7+3Energy Resistance 15, Channel Energy 2/day
11+11/+6/+1+7+7+3Ingenious Flyers, Tactical Maneuvering 3/day
12+12/+7/+2+8+8+4Bonus Feat, Bonded Fighters: Journeyman
13+13/+8/+3+8+8+4Tactical Maneuvering 4/day, Greater Tactical Maneuvering
14+14/+9/+4+9+9+4Energy Resistance 20
15+15/+10/+5+9+9+5Bonus Feat, Tactical Maneuvering 5/day, Channel Energy 3/day
16+16/+11/+6/+1+10+10+5Bonded Fighters: Artisan
17+17/+12/+7/+2+10+10+5Masterful Flyers, Tactical Maneuvering 6/day
18+18/+13/+8/+3+11+11+6Bonus Feat, Energy Immunity
19+19/+14/+9/+4+11+11+6Masters of the Sky, Tactical Maneuvering 7/day
20+20/+15/+10/+5+12+12+6Channel Mastery, Bonded Masters


 


Drakes of Bryn
HD: d10
Size: Large, Speed: 40ft, fly 200ft (poor), Ac: 18 (+6 natural + dex mod +10.) Attacks: bite 1d8, claw 1d6, wing 1d6, slam 1d8. Ability Scores: str 17, dex 14, con 15, int 10, wis 11, cha 10. Special abilities: breath weapon (30 foot line) 3d6 (energy), Special qualities: darkvision 120, blindsense 60, immune to sleep and paralysis.
Drakes cannot speak but understand common and take orders in Draconic.
Carrying capacity for a drake is Light: 400 lbs, Medium: 401-800 lbs, Heavy: 801-1,200 lbs, Max: 6,000 lbs.

Advancement:
As a druid's animal companion except: double skill ranks, +1 feat, breath weapon increases by 1 die and 5 feet at 5th, 10th, 15th, and 20th levels.
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"This calls for a very special blend of psychology and extreme violence."
-Vyvyan

Last edited by MalchiorTheForgotten; Feb 5th, 2012 at 10:08 AM.
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Old Feb 2nd, 2012, 01:04 PM
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DEITIES OF SKLÄER

Gormogon: The Black God, Creator of Remnants, Gormogon is a NE god. His worshippers are primarily Remnants. Domains: Darkness, Death, Knowledge, Madness, Evil. Favored Weapon: Trident

Valeshaar: The Ebon Kiss, The Queen Of The Dead. Valeshaar is the former lover of Gormogon and has stolen almost all of his non-Remnant followers. She is the bitter rival of Asel, who was mortal once. She is a CE goddess. Domains: Death, Trickery, Charm, Darkness. Favored Weapon: Scythe

Cain: Keeper of Balance, The Younger God, The Twin. Cain is of Tribefolk descent, but is worshipped by a great many, especially neutral characters and those who keep balance. Cain is True Neutral. Domains: Death, Healing, Knowledge, Repose, Magic. Favored Weapon: Battleaxe.

Asel: Animal Princess, the Raven, the Ring Dancer, The Twin. Asel is of Tribefolk descent and is Cain's twin sister and wife. She is the bitter enemy of Valeshaar, who is jealous of her beauty. She is worshipped by Druids, Rangers and Bards. She is also True Neutral. Domains: Animal, Charm, Strength, War, Weather. Favored Weapon: Chakram.

The 13: The Shadows, The 13 Shadows. This group of 13 members are the fore-runners of the Tribefolk, and are only worshipped by Tribefolk. Their diversity covers all Tribefolk weapons and All domains.

Zora Kulenov: Goddess of Elements. She has a harsh temper but a noble heart. Domains: Any Elemental. Favored Weapon: Glaive

Enola D'naylenol Goddess of Creation and Destruction. She rarely interacts with mortals for fear of accidentally erasing their existence. Domains: Healing, Destruction, Peace, War.

Mekanus: The Great Smith, The Forge Master. Mekanus is a mechanical Great Wyrm with the breath weapon of all dragons. He is the God and creator of Warforged and Bioforged, who gave knowledge to the most gifted workers in order to continue the race. His secondary form is of a Mechanical Humanoid weilding a halimer and lightning, which is his symbol. Mekanus is Lawful Neutral. Domains: Artifice, Knowledge, Law, Magic, Rune. Favored weapon: Halimer (halberd that deals piercing, slashing or bludgeoning).
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Old Feb 2nd, 2012, 01:05 PM
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CUSTOM RACE: TRIBEFOLK

Tribefolk are a special race of humans. Their bonus feats must be Two Weapon Fighting (Ianites, Twinites, Shanites, Serrites, Vexites or Aguites), Power Attack (Remixites, Jaykites, Seshites or Nevites) or Intimidating Prowess (Bjorites or Demites).

The 12 Tribes (and abilities thereof) are as follows:

Ianites: Descended from the leader and ghost-talker, Ian Tamas, these Tribefolk tend to have two different colored eyes. Weapon proficiency (Kama), Speak with Dead 1/day

Twinites: Descended from the twins, Lee and Lea Tamas, these Tribefolk tend to have red hair and green eyes. Weapon proficiency (Longsword (Lee) or Battleaxe (Lea)), Parry (as the Duelist ability)

Bjorites: Descended from the Shadow Elemental, Bjorn Chaond, these Tribefolk tend to have blue hair or red eyes with pale or white skin. Weapon proficiency (Spiked Chain), Shadow Illusion (as shadowdancer) 1/day/cha mod.

Remixites: Descended from the Storm Elemental, Remiax Marten, these Tribefolk tend to have white or silver hair, blue or yellow eyes and light skin. Weapon proficiency (Scythe), Lightning Arc (as the Air domain ability) 1/day/wis mod.

Shanites: Descended from the winged warrior, Shane Vynne, these Tribefolk love to feel the wind in their faces and jumping from cliffs. Weapon proficiency (Starknife), Feather Fall.

Serrites: Descended from the self-concious beauty, Serra Hexas, these Tribefolk are often very beautiful. Weapon proficiency (Chakram)(stats below) Invisiblity (self only) 1/day for hd + cha mod rounds.

Seshites: Descended from the strong man, Seth Archer, these Tribefolk tend to be stronger than they look. Weapon proficiency (Halberd), Might of the Gods (as the strength domain ability, with Cleric level = Character level)

Jaykites: Descended from the keeper of time, Jake Shepherd, these Tribefolk tend to look younger (if over 30) or older (if under 20) than they are. Weapon proficiency (Sickle), Haste 1/day (Caster level = character level)

Vexites: Descended from the shapechanger, Vincent Vex, who weilded odd metallic ranged weapons, thought to be guns, these Tribefolk tend to love animals and have long, flowing hair. Weapon proficiency (pistol and hand crossbow), Beast Shape I 1/day (Caster level = character level)

Aguites: Descended from the lusty water elemental, Agua Mohammed, these Tribefolk tend to be very attractive and perfer not to be restricted to marriage. Weapon proficiency (three-section staff)(stats below), Charm Person 1/day/cha mod

Nevites: Descended from the angry fire elemental, Nevel Mohammed, these Tribefolk are quick tempered and and brutal. Weapon Proficiency (Dire Flail), Destructive Smite (as Destruction domain ability with Cleric level = character level)

Demites: Descended from the mysterious and deadly dervish, Demon, these Tribefolk are similarly mysterious and quiet, and prefer slashing/bludgeoning weapons. Weapon proficiency (any melee slashing or bludgeoning light or one handed weapon), Hide in Plain Sight (as the Assassin ability).

FORBIDDEN WEAPONS: Some weapons are considered forbidden by the Tribefolk. The reason is that they are the signature weapons of the 13 Shadows' Arch Enemies, The Nine. These Weapons are: Whip, Whip-Dagger, Dwarven Urgrosh, Sai, Kusari-Gama, Greatsword, Katana, Kopesh, Sapara, Duom, Kukri and Ransuer. Should a Tribefolk use one of these weapons, they lose their racial abilities until they destroy that weapon. If within Tribelands, they may attacked, exiled or even -in extreme cases- killed.

NOTES: If you're already proficient with the weapon this race allows you, you gain Weapon Focus as a feat for that type of weapon. Also, Vexites may be allowed to use guns, but that in no way means that you'll find one, as they are extremely rare and are only carried by people from Xanargöl and very rarely, Outlaws may have them.

Weapon Stats:
Name Cost Damage (S) Damage (M) Critical Range Weight Type Special
Chakram 15gp 1d4 1d6 19-20/x2 60ft 3lb Slashing -
Three Section Staff 8gp 1d8/1d8 1d10/1d10 20 - 3lb Bludgeoning Double
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Old Feb 2nd, 2012, 01:07 PM
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Non-Playable Race: Kyrie

Kyries are mountain dwellers that came about through sacrilegious and experimental breeding. There are two types, Falka and Drakoo.

Falka: Hawk-like humanoids with feathered wings and beaks like that of a raptor. Falka hate Drakoo and get a +2 to attack and damage rolls against them and a +2 on survival checks made in reference to them. They get along very well with Raptoran and get a +2 to diplomacy checks when interacting with them and treat the Footbow as a martial weapon. Falka's skin color ranges from light to tan or bronze, eyes from amber or yellow to brown, hair from gold to brown. Falka often tie feathers into their hair. Falka beaks provide a 1d8 bite attack. +2 dex, +2 cha, -2 str, fly speed 60 feet (average).

Drakoo: Dragon-like humanoids with leathery/membranous wings and a maw like that of a dragon. Drakoo hate Falka and get a +2 to attack and damage rolls against them as well as a +2 to survival checks made in reference to them. Drakoo have skin of a grey-green-blue hue and a long snout. Eyes range from red/yellow to black. Drakoo have no hair. Drakoo tend to look like large, winged Kobolds. Because of their tendancy to adapt Falka technology, they are also naturally proficient with the Footbow. +2 str, -2 cha, fly speed 60 (fair), +2 natural armor, 1d6 bite and 1d4 claw.
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Non-Playable Race: Remnants

History: Long ago, the Dark God, Gormogon, tired of his followers turning to his former ally and lover, Valeshaar, created the Remnant race as an army with which to war against her. Remnants, having no souls or free will, could not turn against him and could only foloow his orders. After the war, Gormogon granted most of his army the girt of free will, allowing tham to live a life of their own. in gratitude, the Remnants made a pact to worship only him, if any god, and to only breed inter-racially. Any Remnant who breaks this pact willingly is subject to the removal of his free will or destruction.

Society: Remnants are mostly wanderers and travelers. There are only a handful of Remnant societies and these are on important sites few and far between. Having no souls, Remnants can only feel stronger, primal emotions like envy, loneliness, fear and rage. They are most often of neutral alignment but are commonly misguided, used and manipulated. They hold Vessels and few Clerics in regard amongst themselves.

STATS:
-Soulless: Remnants cannot be spell casters except Clerics of Gormogon or Spellthieves and cannot be raised by any spell short of True Resurrection. Cannot become Undead.
-Vaporous Remnants: 1d4+ Con mod rounds after Remnants die, their bodies evaporate into the air, creating a stinking cloud effect for 1 hour per HD that can't be dispelled.
-Languages: Common, Remnant
-Medium Size, Base Land Speed 30 feet.
-Subtype

Subtypes:
Brutes: These large, muscularly built Remnants that use their strength to make a living. They often have red, yellow or orange eyes, sharper teeth and flat noses, little or no hair, which is normally any shade of black, brown, red, or very rarely blonde.
+2 str, +2 con, +2 intimidate. Barbarians get Extra Rage as a bonus feat, Fighters get an extra bonus feat.

Stealth: These are light-weight, nimble Remnants who are often employed as spies or use their abilities as thieves. They often have blue, green or silver eyes, long, slender fingers, and hair that is any shade of black, blue, silver or very rarely blonde.
+2 dex, +2 cha, +2 move silently, listen, search and spot. +1d6 sneak attack, +2 skill points at first level.

Halfsoul: These are moderate or average built Remnants who are chosen to be Clerics or Vessels. They often have silver, crimson, violet or black eyes which can be mismatched or reflective, but only rarely and never both. They have hair that is black, purple, red, blonde, brown, or blue, which can be two-tone. Their skin is normally pale, but a slight tint of red or blue is rare.
+2 wis, +2 con, +2 heal, +2 will save, Vessels get one extra trait, Clerics get Divine Weapon Upgrade (treated as having the next level in weapon focus - weapon specialization, even if lacking the prerequisites).

Anima: These are moderate to average built Remnants who find a home in the wild. They see themselves as brethren to animals and are often Druids and/or Rangers. They have tanned or pale skin, dependent on their native environment; hair that is normally shades of green, black, brown, or in winter-lands, white; they have sharper teeth and finger nails; eyes that are brown, gold, yellow, white or green.
+2 dex, +2 wis, +2 handle animal and knowledge nature, +2 poison resistance, Druids get 1 extra wildshape, Rangers get +1 level animal companion.
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Old Feb 2nd, 2012, 01:10 PM
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Non-Playable Race: Energyborn

Energyborn are the descendants of Elementals. They look mostly like humans or half elves, but may have one or two traits that give them away (a flick of lightning or fire in their eyes, a cold touch, seemingly wet skin, a slight breeze that accompanies them, etc.).

All Energyborn have Lowlight Vision, +1 to dc of spells with the same elemental descriptor as them, +2 to one skill, +2 to one Ability score. Favored class: Any

Flameborn: Fire type. Flameborn can cast burning hands at will with a caster level equal to their character level using their Charisma modifier. Flameborn get a +2 to attack and damage rolls against creatures of the Cold subtype and Frostborn.

Frostborn: Cold type. Frostborn can cast ray of frost at will with a caster level equal to their character level using their Charisma modifier. Frostobrn get a +2 to attack and damage rolls against creatures of the Acid subtype and Assidica.

Assidica: Acid Type. Assidica can cast acid splash at will with a caster level equal to their character level using their Charisma modifier. Assidica get a +2 to attack and damage rolls against creatures of the Sonic subtype and Sonnika.

Sonnika: Sonic Type. Sonnika can cast lesser shout at will with a caster level equal to their character level using their Charisma modifier. Sonnika get a +2 to attack and damage rolls against creatures of the Air subtype and Aerro.

Aerro: Air Type. Aerro can cast air missle (see below) at will with a caster level equal to their character level using their Charisma modifier. Aerro get a +2 to attack and damage rolls against creatures of the Earth subtype and Terrark.

Terrark: Earth Type. Terrark can cast stone fist (see below) at will with a caster level equal to their character level using their Charisma modifier. Terrark get a +2 to attack and damage rolls against creatures of the Electricity subtype and Blitzerra.

Blitzerra: Electricity Type. Blitzerra can cast shocking grasp at will with a caster level equal to their character level using their Charisma modifier. Blitzerra get a +2 to attack and damage rolls against creatures of the Water subtype and Nauti.

Nauti: Water Type. Nauti can cast liquid bolt (see below) at will with a caster level equal to their character level using their Charisma modifier. Nauti get a +2 to attack and damage rolls against creatures of the Fire subtype and Flameborn.

stone fist: fists turn to stone to cause an unarmed strike to deal 1d8 damage. Monk Terrarks unarmed strikes improve by one step.

air missle and liquid bolt: deal 1d4 (energy) damage per caster level. Max 5d6, range: close.
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Old Feb 2nd, 2012, 01:11 PM
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Non-Playable Race: Grimm

Grimm are gaunt, skeletal humanoids with dark hair of any shade, glowing eyes and skin that ranges from pale, ashen grey or charcoal. Grimm are mostly spellcasters, non-lawful, and lacking physical stature.

Stats:
-2 to Str, Dex and Con, +2 to Int, Wis and Cha
+1 caster level to Necromancy, Illusion and Conjuration spells, and +2 DC to said spells
Can control twice the normal amount of undead or summoned creatures
1d4 claw, 1d2 bite
Darkvision 60ft
Proficient with Scythes, Sickles, Scimitars
Cause fear 1/day/level. Class level = Character level
Favored Class: Sorceror

The Grimm were always a harsh race. Even in the beginning. It is claimed the showed up mysteriously near a millenia ago, and have taken to swamps, dark forests and caverns. Their societies are mostly Tribal Magocracies. The other races don't seem to be very comfortable around them, and who would with looks that could kill and spell power to go with it? Many high-level Grimm are Archmages, True Necromancers or Thaumatergists.
Cruel, conniving and mischievous, these cruel spellcasters are the barbarians of the magic world, however, most know when to bide their time and plan out an attack.
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-Vyvyan
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Old Feb 2nd, 2012, 01:12 PM
MalchiorTheForgotten MalchiorTheForgotten is offline
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Non-Playable Race: Gyronian

These catlike peoples are similar to Catfolk or Shifters, but different from either. They have skin covered in a thin layer of short fur that bears stripes or patterns of other cats, feline eyes of gold, amber, green, yellow, silver, blue, brown, red (rare) or a mix of these. They have ears atop their heads, which are feline, and their hair can be any color and shade. They have catlike tails, claws and fangs. They otherwise have the physical stature of humans, but with an elf's longevity. Gyronians can actually shift themselves into a cat form, Lion, Tiger, Cheetah, Leopard, Panther, Mountain Lion, so on and so forth (but not that of a house cat).

Gyronian Stats:
>+2 Dex, +2 Wis, +2 Cha,
>Medium Size
>Base Land Speed 40 feet
>Low-light Vision
>Claw (2) 1d6 and Bite 1d4 natural attacks
>Qualify for the Multiattack feat, Improved Multiattack feat and Mighty Roar feat.
>Scent
>Gain the Mighty Leaper feat, even if you don't meet the prerequisites
>+2 to Tumble, Climb, Balance, Jump, Listen and Move Silently.
>Can shift into the form of one of the above big cats. This form, once chosen, cannot be changed and is usually reflected in the Gyronian's fur.
>LA+2


MIGHTY LEAPING [GENERAL]
You have developed your leg muscles and trained yourself
to make mighty leaps.
Prerequisite: Str 21, Dodge, Mobility, Jump 9 ranks or a
racial bonus on Jump checks.
Benefit: You gain a +10 competence bonus on Jump
checks. If you intentionally jump down from a height, a
successful Jump check (DC 15) lets you take damage as if
you had fallen 20 feet less than you actually did.
Normal: Without this feat, a successful Jump check lets
you take damage as if you had fallen 10 feet less than you
actually did.
Special: A creature with this feat is not limited by its
height when jumping.

MIGHTY ROAR [MONSTROUS]
You unsettle opponents with a dreadful roar as you attack.
Prerequisite: Animal or magical beast; Large size.
Benefit: Once per day, you can use this feat as a standard
action. Your mighty roar affects every opponent within 30
feet of you that can hear your roar and has a character level
lower than yours. An affected opponent must make a successful
Will save (DC 10 + 1/2 your Hit Dice + your Cha
modifier) to negate the effect. Failure means that opponent
becomes shaken for 1d6 rounds. A shaken creature takes a
–2 morale penalty on attack rolls, checks, and saving throws.

IMPROVED MULTIATTACK [MONSTROUS]
You are particularly adept at using all your natural weapons
at once.
Prerequisite: Three natural weapons, Multiattack.
Benefit: The usual –5 penalty on attack rolls for secondary
attacks does not apply to your secondary attacks with
natural weapons. The damage bonus for such attacks is still
only 1/2 your Strength bonus, if any.
Normal: Without this feat, your secondary natural
attacks take a –5 penalty (or a –2 penalty if you have the
Multiattack feat).
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-Vyvyan
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