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Old 05-17-2019, 07:20 PM
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The Peoples of Origin

Here will be described various tribes, factions or peoples of Origin.
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Old 05-17-2019, 07:47 PM
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Fire Gray Elves

Fire Gray Elf

Fire Gray Elves are

Ability Score Modifiers: Fire Gray Elves are nimble like their non-fiery variants, in body but especially in mind, but like them, their form is weak and frail. They gain +2 Dexterity, +4 Intelligence, and –2 Strength, -2 Constitution.
Size: Fire Gray Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Fire Gray Elves are Humanoids with the elf subtype.
Base Speed: Fire Gray Elves have a base speed of 30 feet.
Languages: Fire Gray Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

 Defense Racial Traits 
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

 Feat and Racial Traits 
Keen Senses: Fire Gray Elves receive a +2 racial bonus on Perception checks.

 Magical Racial Traits 
Elven Magic: Fire Gray Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Shadow Magic: Fire Gray Elves have a special affinity with Shadow Magic and Illusions. They have access to the Shadowcraft Mage Prestige Class and spells they cast from the Illusion School are more difficult to resist. (+1 racial bonus to Save DC)

 Senses Racial Trait 
Low-Light Vision: Fire Gray Elves can see twice as far as humans in conditions of dim light.

 Offense Racial Traits 
Fire Affinity: Fire Gray Elves get a +1 racial bonus on attack rolls against creatures of the water subtype, but suffer a -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the water or cold subtype, or used by creatures of the water subtype.
Fire Resistance: Fire Gray Elves are naturally resistant to fire and possess Resistance to fire 5
- Favored Class Options:
as Elves, except:

Wizard: When the Fire Gray Elf Wizard casts an illusion (shadow) spell that deals a percentage of its damage or effect against nonbelievers, increase this amount by 2%.









Although relatively small in size, this Elven settlement does not lack for awe-inspiring tableaux. Perched on a high intermontane plateau and surrounded by vast majestic peaks all around, Kar'Path is a wonder to behold. It is nestled against the breast of a massive peak where the very walls of the earth are carpeted in beautiful glistening obsidian. The very ground upon which its foundations are laid, the mountain walls all around, and the myriad steep chasms that make up the entire surround are all pure, unfettered obsidian. This city's inhabitants are the highly unusual Fire Elves. Like others of their ilk, the Fire Elves chose to mold their city in harmony with its natural surroundings, building structures and buildings so as to meld with and enhance the natural beauty of these glistening rock formations. Tall spires of obsidian glistening with melded metals of Mithral and Adamantine form natural-seeming towers and are resplendent with Faerie Fire and Dancing lights enchanted by the mighty wizards of House Kar'Pathian or Cin'Daré. Interwoven throughout the city are many elements that reflect the citizens' elven roots as magnificent gardens of all manner of exotic plants are grown everywhere in highly enriched volcanic soil. It is a strange, but beautiful mixing of cold, glistening stone, warm fire, and lush plant-life that would leave any onlooker breathless at first sight. However, the most magnificent sight by far, is not crafted by the city's residents, but is a naturally occurring wonder: The Fire Falls and the Metamagic Storm that flows perpetually overhead, basking the night sky in gorgeous hues of green, blue, red, and violet radiance which coruscate in endless patterns, washing the black sky in jewel-toned shades. The peak of the Kar'Path mount is the mouth of an active volcano and flowing from its open maw is an endless flow of glowing, slow moving lava, which slowly flows over the edge and down the side of a sheer drop. It flows gracefully down, never fluctuating and passes through a semi-circular opening at the inner base of the plateau, to flow down into a large lake approximately 1 mile below the city. This causes a perpetual cloud of steam to rise towards the city, casting a misty haze that often lingers, or dissipates at the whims of the wind. This causes the entire city of Kar'Path to be uncomfortably hot and humid, but its fire-tolerant inhabitants are not bothered in the least. In fact, they enjoy basking in their beautiful warm environment.

Beneath this breath-taking veneer, however, is a mystery perhaps even more astonishing. The city of Kar'Path and in fact the entire peak upon which it is built, stands at the apex of a strange mystical nexus of energies. The volcano itself is actually a rift into the Elemental Plane of Fire, and the lake far below its mouth, is a rift into the Elemental Plane of Water. Long ago, these rifts were patched by a mighty Fire Elven Wizard, and a powerful portal was constructed at the volcano's peak to control the flow of energies from these rifts. Although the portal is very effective at keeping the rifts stable, fluctuations in the levels of energy at play sometimes burst through and cause the Metamagic Storm that graces the city's starry canopy at night.

The location of the city is in and of itself remarkable. When the empires of Golarion were still young, the Kar'Pathian branch of Fire elves discovered a strange volcano approximately one hundred and fifty miles west by north-west of the Shackles. Soon after, they discovered the amazing rifts which now characterize their home city and decided these resources needed to be exploited. There was no habitable land around this small volcanic island, however, so Heath'rough Kar'Pathian decided to take matters into his own hands. Rik'thias had mastered the forces of the Elemental Plane of Shadow, so he called upon his abilities to alter reality and with the help of his acolytes conjured the islands which surround the volcano to this day. These came to be known as the Kar'Pathian Isles. Rik'thias then formed the Kar'Pathian Order and mandated that their main purpose be the maintenance and protection of this new homeland. The Order soon caused the entire archipelago to become invisible to normal sight to anyone outside the sphere of protection. Despite every attempt to keep their homeland shouded in secrecy, however, eventually the wider world came to hear of the wonders of Kar'Path.
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"Why should I play the Roman fool and die on mine own sword? Whiles I see lives the gashes do better upon them." ~William Shakespeare, Macbeth.

Last edited by LeoByron; 05-17-2019 at 10:47 PM.
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