RiceMaxi
2009-06-16, 10:57 PM
There will be 3 posts here, this one will contain the races, the second will contain the classes, and the 3rd will contain everything else. Also, some of you may notice, everything here is based on (including names) Michael A. Stackpole's The Dragon Crown War Cycle (Book Series).
Races
Zhusk
Zhusk
Brief description.
Coming Soon.
Physical Description:
The Zhusk are a short people, rarely over 4 feet tall, they are however somewhat stocky, and frequently ride warponies. They are covered with piercings all over, and have amulets and other trinkets hanging from them.
Personality:
The Zhusk are a weird race to all outside races. They keep to themselves, and see the world differently then the other races. This is because they see the world through the impression of their Yrun (See Religion below). They do whatever their Yrun require of them, and are great keepers of the earth.
Relations:
The Zhusk have had very little interaction with anybody, except 1 particular human nation that they have been at war with forever. It is not an overt war, but more so then a cold war. Expeditions into Zhusk territory are not permitted, and dealt with.
Alignment:
A Zhusk is Lawful around 30% of the time, Neutral around 30% of the time, and Chaotic about 40% of the time; Good around 60% of the time, Neutral around 30% of the time, and Evil around 10% of the time.
Lands:
The Zhusk are a tribal people who live on the plains. They all live in the same plain however, there are not tribes spread throughout all the plains of the world.
Religion:
Zhusk worship the Yrun. There is a separate Yrun for all the elements. The most prominent being the Yruns of Air, Earth, Fire, Water, Life, and Pain. These Yrun are everywhere. For example, the Yrun of water would have power over all the water in the world, but less so then the specific deity of that body of water, if that body of water is old enough and important enough to have one. The Zhusk all chose a Yrun to follow when they reach maturity. When they have decided, they bond with the Yrun, through a process where they are given multiple piercings all over their body holding amulets and other trinkets devoted to their Yrun. The processes for the bonding are different depending on which Yrun they bond to, and once they are bonded, they are tested in a life threatening manner. If the bonding failed, or the Yrun rejects them for any reason, they die in the test. For example a Zhusk bonding to the Yrun of Air might be tossed off of a cliff after bonding. If he has bonded he is able to use the air to slow his decent and survive. If not he crashes to the ground below and dies.
Languages:
Zhusk all speak common, as they are essentially humans who failed to grow tall, and delved into a different form of magic.
Adventuring:
There are very few Zhusk adventures, as few venture outside their ancestral plains home. The few that are out of their home are their for very specific reasons deemed necessary by the Zhusk council, or by one of the Yrun, generally their own Yrun.
==Player Character==
==Player Characters== Ability Modifiers: +2 Wis, +2 Con, -2 Int, -2 Cha Type Size: Small SpedZhusk have a base land speed of 20 feet. Racial Bonuses:
+2 bonus on saves vs. enchantments. Gains a Yrun Ally. (See below for details) Gains Yrun Points as from the Zhusk Shamans Yrun Point table, but has an effective Zhusk Shaman level of Ύ his character level for purposes of gaining Yrun Points. He does gain the Bonus points based on Con score as that Zhusk Shaman table. (See below for details)
Automatic languages: Common Bonus Languages: Elven, Gnomish, Dwarven, Gyrkyme Favored Class: Any class with Zhusk in the name
Vital Characteristics
Maturity at age 18 +1d6 (Barbarian, Rogue, sorcerer) +2d6 (Bard, Fighter, Paladin, Ranger) +3d6 (Cleric, Druid, Monk, Wizard) Middle Age 60 years Old 100 years Venerable 150 years Max - +5d12 years Male: Height 32 +2d6; Weight 80lb *2d4 Female: Height 32 +2d4; Weight 60lb *2d4
Yrun Ally Choices:
==Air==
==Air==
+1 racial bonus on attack rolls against creatures of the Earth subtype, including extraplanar creatures from the Elemental Plane of Earth.
-2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the earth subtype or used by creatures of the Earth subtype, including extraplanar creatures from the Elemental Plane of Earth.
Yrun Power: Gains small amount of control over the forces of Air:
Gains ability to use Featherfall (as the spell) as a free action. Doesnt use any Yrun Points, can be used on up to 1 creature + 1 creature/character level at one time. Has a max range of 100.
Has shock resistance 5.
Can NOT cast cleric spells of the Earth Subtype.
Can control the wind for purposes of propelling wind propelled vehicles, and similar applications at DMs prerogative. (Can not affect magical air effects.)
Must make a skill check, Control Air: this skill starts at 4 points at first level, and goes up 1 point each level their after.
Featherfall DC10 + 3/creature beyond 1. ie. To catch 3 creatures plus himself DC 19.
Propelling wind propelled vehicles DC 20/1000 pounds of vehicle. Costs 10 Yrun points.
Blowing away natural fog or smoke or similar gas DC 2/5 square cleared. Costs 5 Yrun points.
Blowing scent against the wind DC 5 + 2/creatures scent being blown. Costs 5 Yrun points.
Other effects at DMs prerogative.
==Fire==
==Fire== Fire +1 racial bonus on attack rolls against creatures of the Water subtype, including extraplanar creatures from the Elemental Plane of Water. -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the Water subtype or used by creatures of the Water subtype, including extraplanar creatures from the Elemental Plane of Water. Yrun Power: Gains small amount of control over the forces of Fire:
Gains the ability to use Flaming Sphere, as the spell, the number of your wisdom modifier times per day. Has fire resistance 4. Can NOT cast cleric spells of the Water Subtype. Can control fires for purposes of torches, slowing advancing natural fires, evaporating water, and similar actions at DMs prerogative. (Can not affect magical fire effects.) Must make a skill check, Control Fire: this starts at 4 points at first level, and goes up 1 point each level.
Drying muddy ground DC 5/5 square. Takes 5 minutes/check with 10 minute rest between checks Costs 2 Yrun Points. Causing heat to evaporate puddle DC 10/5 square surface area. Lowers surface area 1/check takes 10 minutes/check with 10 minutes rest between attempts. Costs 3 Yrun Points. Lowering water level through evaporation DC 15/5 square surface area. Lowers surface area 1/check takes 10 minutes/check with 20 minutes of rest between checks. Costs 5 Yrun Points. Igniting dry wood DC 5 Costs 1 Yrun Point. Igniting moist wood DC 10 Costs 2 Yrun Points. Igniting wet wood DC 20 Costs 4 Yrun Points. Igniting flammable substance ie oil, alchemists fire, etc. DC 10/ounce. Costs 3 Yrun Points. Other effects at DMs prerogative.
==Earth==
==Earth== +1 racial bonus on attack rolls against creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air. -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the air subtype or used by creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air. Yrun Power: Gains small amount of control over the forces of Earth: Gains the ability to cast entangle as the spell 2x wisdom modifier times per day. +5 on attempts to escape entangle if willing to use move action. + 10 if using full round. Has Earth resistance 5. Can NOT cast Cleric spells of the Air Subtype. Can control earth for purposes of avoiding quicksand, preventing avalanches, and similar actions at DMs prerogative. (Can not affect magical earth effects.) Must make a skill check, Control Earth: this starts at 4 points at first level, and goes up 1 point each level. Clearing path through woods or Closing path behind DC 15 Costs 1 Yrun Point. Holding back avalanche DC 15/5 square being protected. Costs 5 Yrun Points. Channels avalanche around protected squares. Stopping quicksand DC 10/5square paused. Costs 4 Yrun Points. Lasts for 2 minutes unless released by Zhusk. Slowing quicksand DC 5/5 square slowed. Makes quicksand move at ½ speed. Costs 2 Yrun Points. Lasts for 3 minutes unless released by Zhusk. Creating quicksand DC 15 + 15/5 square created beyond 3 consecutive. Lasts 2 minutes unless released by Zhusk caster. Costs 5 Yrun Points. Creating slow quicksand DC 10 + 10/5 square created beyond 3 consecutive. Lasts 3 minutes unless released by Zhusk caster. Costs 3 Yrun Points. Other abilities at DMs perogative.
==Water==
==Water== +1 racial bonus on attack rolls against creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire. -2 Penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the air subtype or used by creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire. Yrun Power: Gains small amount of control over the forces of Water: Gains Orb of Cold, as the spell, the number of your wisdom modifier times per day + 1/day for each shaman level. Has Cold resistance 5. Can NOT cast Cleric spells of the Fire Subtype. Can control water for purposes of propelling water vehicles, creating puddles, and similar actions at DMs prerogative. (Can not affect magical water effects.) Must make a skill check, Control Water: this starts at 4 points at first level, and goes up 1 point each level. Propelling water propelled vehicles DC 20/1000 pounds of vehicle. Costs 10 Yrun Points. Muddying dry ground DC 5/5 square. Takes 5 minutes/check with 10 minute rest between checks. Costs 2 Yrun Points. Increasing puddle DC 10/5 square surface area. Lowers surface area 1/check takes 10 minutes/check with 10 minutes rest between attempts. Costs 3 Yrun Points. Raising water level through evaporation DC 15/5 square surface area. Lowers surface area 1/check takes 10 minutes/check with 20 minutes of rest between checks. Costs 5 Yrun Points. Putting out non-magical fire DC 15 + 5/5 square beyond 4 consecutive. Instantaneous, but takes 30 minutes rest between checks. Costs 5 Yrun Points. Other abilities at the DMs Perogative.
==Pain==
==Pain== +1 racial bonus on attack rolls against creatures of the Good subtype, including extraplanar creatures from the Positive Plane. -2 penalty on all saving throws against spells, or spell-like abilities, and supernatural abilities with the Positive subtype or used by creatures of the positive subtype, including extraplanar creatures from the Positive Plane. Yrun Power: Gains small amount of control over the forces of Pain: Has damage reduction 1/- Can NOT cast Cleric Healing spells. Sense Pain: As a standard action can know where all living, visible creatures within 200ft are. If focuses for 10 minutes, knows where all living, visible creatures within 10 miles are. At level 12 can sense all invisible creatures. Must make a skill check, Control Pain: this starts at 4 points at first level, and goes up 1 point each level. Sense Pain DC 3/# of size types of creature searched for. Player takes 2 damage/# of size types searched for. Costs 3 Yrun Points. ie. player chooses to search just for small, medium, and large creatures, DC 9, takes 6 damage. As a move action, can tell how much damage a creature has taken, and if specific types of damage do more or less damage then normal against it. DC 15 + 2/CR of creature. Deals double the CR of the creature in damage to the caster. Costs 5 Yrun Points. ie. sensing a CR 5 creature causes 10 damage to the caster. Other abilities at the DMs Perogative.
==Life==
==Life== +1 racial bonus on attack rolls against creatures of the Evil subtype, including extraplanar creatures from the Negative plane. -2 penalty on all saving throws against spells, or spell-like abilities, and supernatural abilities with the Negative subtype or used by creatures of the negative subtype, including extraplanar creatures from the Negative Plane. Yrun Power: Gains small amount of control over the forces of Life: Hast fast healing 1. Can NOT cast Cleric Wounding spells. Sense Life: As a standard action can know where all living, visible creatures within 100ft are. Unlike Sense Pain, he gets a sense of wrongness from undead, constructs, and such. If focuses for 10 minutes, knows where all living, visible creatures within 10 miles are. (Like Sense Life includes undead, constructs, and such.) At level 12 can sense all invisible creatures. Must make a skill check, Control Life: this starts at 4 points at first level, and goes up 1 point each level. Sense Life DC 4/# of size types of creature searched for. Costs 3 Yrun Points. ie. player chooses to search just for small, medium, and large creatures, DC 12. As a move action, can tell how much health a creature has left, and if specific types of damage do more or less damage then normal against it. DC 15 + 2/CR of creature. Costs 5 Yrun Points. Other abilities at the DMs Perogative.
Zhusk Shaman Yrun Points Table
Zhusk Shaman Yrun Points Table
{table=head]Zhusk Shaman Level|Yrun Points
1st|
1
2nd|
3
3rd|
5
4th|
7
5th|
9
6th|
12
7th|
15
8th|
18
9th|
21
10th|
25
11th|
29
12th|
33
13th|
37
14th|
42
15th|
47
16th|
52
17th|
57
18th|
63
19th|
69
20th|
75[/table]
Gains bonus Yrun points from Constitution score according to the following table.
Bonus Yrun Points Table
Bonus Yrun Points Table
{table=head]Constitution Score|Yrun Points Gained
0[/center]|
dead
1-2|
-8
3-4|
-6
5-6|
-4
7-8|
-2
9-10|
0
11-12|
+2
13-14|
+4
15-16|
+6
17-18|
+8
19-20|
+10
21-22|
+12
23-24|
+14
25-26|
+16
27-28|
+18
29-30|
+20[/table]
Gyrkyme
Gyrkyme
Brief description.
A millennia ago an evil tyrant sorcerer named Kirun ensorcelled an Elven prince and his band of champions, and forced them to mate with a flock of Araftii, savage aerial creatures with the head and body of a woman, but wings, feathers, and talons of an eagle. This union produced the first Gyrkyme, who then bred true. The urZrethi created a couple mountain homes for the Gyrkyme, believed by many to spite the elves, who see the Gyrkyme as bestial rapeget. The real reason however is that the urZrethi, as a subterranean species are obsessed with the idea of flight, and almost see the Gyrkyme as the ideal creature, to be idolized. (For more on this see the urZrethi.)
Physical Description:
Gyrkyme mostly appear to be Elven, with pointed ears, sharpened facial features, and long, wiry bodies. They are covered all over with a down, and wear little in the way of clothing, just small jewelry, and daggers strapped to their arms or thighs. Longer feathers cover their wings, back, head, and neck. The head feathers often form a crest that rises as they become excited. The furled wings tower about 1 foot above their head, and when unfurled extend around 4 feet past the shoulders on each side. Their coloration varies depending on which caste they belong to.
Personality:
There are 4 distinct castes of Gyrkyme: Talon, Swift, Plume, and Wise. The Wise are the leaders, and aristocratic. The Swift are minstrels of the Gyrkyme at home telling stories, singing songs, and performing in various other ways. The Talons are the fighters, and the most likely to be seen outside of their mountain homes. The Plume are the religious leaders, and lesser nobility. They are all highly focused, courage, honor, determination, and nobility are all highly prized among the Gyrkyme.
Relations:
Gyrkyme are detested by the Elves, who see them as bestial rapeget. This low opinion of the Gyrkyme was not helped by the fact that many of the early Gyrkyme pressed claims to the properties of their fathers. The Elves also view the Gyrkyme society as a parody of their own. They have had very little interaction with Dwarves, Gnomes, or Halflings, though dwarves are mildly distrustful of them because they leave the ground. The urZrethi idolize the Gyrkymes ability to fly and built their mountain homes for them.
Alignment:
A Gyrkyme is Lawful around 60% of the time, Neutral around 30% of the time, and Chaotic about 10% of the time; Good around 60% of the time, Neutral around 30% of the time, and Evil around 10% of the time.
Lands:
The Gyrkyme have towering mountain homes, but unlike what you would expect from a flying race, they live inside the mountain, not on the cliffs. The mountain interior is made up of huge caverns, and high cliffs up to rooms, making it difficult for a land based attacker to move from room to room, as they need to make a difficult climb. They also have a love of the arts, with beautiful murals and statues abounding inside.
Religion:
Gyrkyme for the most part follow the Elven Gods and have great respect for other species deities. A Gyrkyme feels no pressure to follow any specific deity, and if in his travels he finds one he likes, he is free to worship that deity, even if no Gyrkyme has worshiped it before.
Languages:
Gyrkyme: a variation on Elven, Understanding one or the other allows simple conversation with somebody who understands the other.
Adventuring:
There are very few Gyrkyme adventurers, those who do generally are either traveling with a friend, or acting as a bodyguard for a person who has proven themselves to be a great friend to the Gyrkyme. They dont hire themselves out as bodyguards; just follow the people who the Gyrkyme consider worthy of protection. A few do get wanderlust, but they are few and far between. It is not all that unusual for a military unit to be stationed in a neighboring allied country to assist them, or to participate in large multi-nation forces working for the common good.
==Player Character==
==Player Characters== Ability Modifiers: +2 Dex, -2 Con A Gyrkyme possesses the agility and grace of their own bird-kin, and have the extraordinarily keen connection with their senses and environment that the elves have, but their pity towards non-flying creatures breeds a certain coldness to their personality at times. Size: Medium SpedGyrkyme have a base land speed of 20 feet. Glide (Ex): A Gyrkyme can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Gyrkyme glide at a speed of 40 feet (average maneuverability). Even if a Gyrkymes maneuverability increases, he can't hover while gliding. A Gyrkyme can't glide while carrying a medium or heavy load. Low-Light Vision: A Gyrkyme can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. A Gyrkyme retains the ability to distinguish color and detail under these conditions. Darkvision: A Gyrkyme can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Gyrkyme can function just fine with no light at all. Racial Bonuses: +2 to Spot and Search checks in light and lowlight conditions, due to their eagle-like eyes. +1 to Spot and Search checks in dark conditions, due to their eagle-like eyes and darkvision. +1 to Bluff and Diplomacy checks to members of the opposite sex. Due to their exotic beauty. -2 to Hide, Move Silently, Diplomacy, and Bluff checks against Elves and elf subtypes, excluding Vorquelves (same stats as Snow Elves). -1 to AC against Elves or Elf subtypes (including Drow) excluding Vorquelves. +2 to Diplomacy, and Bluff checks against urZrethi and urZrethi subtypes. +1 to AC against urZrethi and urZrethi subtypes. +2 to Balance and Jump checks due to wings. -2 to Escape Artist and Swim checks due to wings. Automatic languages: Common, Gyrkyme (an Elven variant, understanding one allows simple conversation with somebody who understands the other.) Bonus Languages: Elven and Sylvan, Dwarven, or Gnomish. Favored Class:A Gyrkyme can only play as a class with Gyrkyme in the name, and can not multiclass amongst them.
Vital Characteristics
Maturity at age 40 +2d6 (Barbarian, Rogue, sorcerer) +4d6 (Bard, Fighter, Paladin, Ranger) +6d6 (Cleric, Druid, Monk, Wizard) Middle Age 100 years Old 140 years Venerable 200 years Max - +5d10 years Male: Height 52 +2d10; Weight 100lb *2d4 Female: Height 52 +2d8; Weight 80lb *2d4
Races
Zhusk
Zhusk
Brief description.
Coming Soon.
Physical Description:
The Zhusk are a short people, rarely over 4 feet tall, they are however somewhat stocky, and frequently ride warponies. They are covered with piercings all over, and have amulets and other trinkets hanging from them.
Personality:
The Zhusk are a weird race to all outside races. They keep to themselves, and see the world differently then the other races. This is because they see the world through the impression of their Yrun (See Religion below). They do whatever their Yrun require of them, and are great keepers of the earth.
Relations:
The Zhusk have had very little interaction with anybody, except 1 particular human nation that they have been at war with forever. It is not an overt war, but more so then a cold war. Expeditions into Zhusk territory are not permitted, and dealt with.
Alignment:
A Zhusk is Lawful around 30% of the time, Neutral around 30% of the time, and Chaotic about 40% of the time; Good around 60% of the time, Neutral around 30% of the time, and Evil around 10% of the time.
Lands:
The Zhusk are a tribal people who live on the plains. They all live in the same plain however, there are not tribes spread throughout all the plains of the world.
Religion:
Zhusk worship the Yrun. There is a separate Yrun for all the elements. The most prominent being the Yruns of Air, Earth, Fire, Water, Life, and Pain. These Yrun are everywhere. For example, the Yrun of water would have power over all the water in the world, but less so then the specific deity of that body of water, if that body of water is old enough and important enough to have one. The Zhusk all chose a Yrun to follow when they reach maturity. When they have decided, they bond with the Yrun, through a process where they are given multiple piercings all over their body holding amulets and other trinkets devoted to their Yrun. The processes for the bonding are different depending on which Yrun they bond to, and once they are bonded, they are tested in a life threatening manner. If the bonding failed, or the Yrun rejects them for any reason, they die in the test. For example a Zhusk bonding to the Yrun of Air might be tossed off of a cliff after bonding. If he has bonded he is able to use the air to slow his decent and survive. If not he crashes to the ground below and dies.
Languages:
Zhusk all speak common, as they are essentially humans who failed to grow tall, and delved into a different form of magic.
Adventuring:
There are very few Zhusk adventures, as few venture outside their ancestral plains home. The few that are out of their home are their for very specific reasons deemed necessary by the Zhusk council, or by one of the Yrun, generally their own Yrun.
==Player Character==
==Player Characters== Ability Modifiers: +2 Wis, +2 Con, -2 Int, -2 Cha Type Size: Small SpedZhusk have a base land speed of 20 feet. Racial Bonuses:
+2 bonus on saves vs. enchantments. Gains a Yrun Ally. (See below for details) Gains Yrun Points as from the Zhusk Shamans Yrun Point table, but has an effective Zhusk Shaman level of Ύ his character level for purposes of gaining Yrun Points. He does gain the Bonus points based on Con score as that Zhusk Shaman table. (See below for details)
Automatic languages: Common Bonus Languages: Elven, Gnomish, Dwarven, Gyrkyme Favored Class: Any class with Zhusk in the name
Vital Characteristics
Maturity at age 18 +1d6 (Barbarian, Rogue, sorcerer) +2d6 (Bard, Fighter, Paladin, Ranger) +3d6 (Cleric, Druid, Monk, Wizard) Middle Age 60 years Old 100 years Venerable 150 years Max - +5d12 years Male: Height 32 +2d6; Weight 80lb *2d4 Female: Height 32 +2d4; Weight 60lb *2d4
Yrun Ally Choices:
==Air==
==Air==
+1 racial bonus on attack rolls against creatures of the Earth subtype, including extraplanar creatures from the Elemental Plane of Earth.
-2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the earth subtype or used by creatures of the Earth subtype, including extraplanar creatures from the Elemental Plane of Earth.
Yrun Power: Gains small amount of control over the forces of Air:
Gains ability to use Featherfall (as the spell) as a free action. Doesnt use any Yrun Points, can be used on up to 1 creature + 1 creature/character level at one time. Has a max range of 100.
Has shock resistance 5.
Can NOT cast cleric spells of the Earth Subtype.
Can control the wind for purposes of propelling wind propelled vehicles, and similar applications at DMs prerogative. (Can not affect magical air effects.)
Must make a skill check, Control Air: this skill starts at 4 points at first level, and goes up 1 point each level their after.
Featherfall DC10 + 3/creature beyond 1. ie. To catch 3 creatures plus himself DC 19.
Propelling wind propelled vehicles DC 20/1000 pounds of vehicle. Costs 10 Yrun points.
Blowing away natural fog or smoke or similar gas DC 2/5 square cleared. Costs 5 Yrun points.
Blowing scent against the wind DC 5 + 2/creatures scent being blown. Costs 5 Yrun points.
Other effects at DMs prerogative.
==Fire==
==Fire== Fire +1 racial bonus on attack rolls against creatures of the Water subtype, including extraplanar creatures from the Elemental Plane of Water. -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the Water subtype or used by creatures of the Water subtype, including extraplanar creatures from the Elemental Plane of Water. Yrun Power: Gains small amount of control over the forces of Fire:
Gains the ability to use Flaming Sphere, as the spell, the number of your wisdom modifier times per day. Has fire resistance 4. Can NOT cast cleric spells of the Water Subtype. Can control fires for purposes of torches, slowing advancing natural fires, evaporating water, and similar actions at DMs prerogative. (Can not affect magical fire effects.) Must make a skill check, Control Fire: this starts at 4 points at first level, and goes up 1 point each level.
Drying muddy ground DC 5/5 square. Takes 5 minutes/check with 10 minute rest between checks Costs 2 Yrun Points. Causing heat to evaporate puddle DC 10/5 square surface area. Lowers surface area 1/check takes 10 minutes/check with 10 minutes rest between attempts. Costs 3 Yrun Points. Lowering water level through evaporation DC 15/5 square surface area. Lowers surface area 1/check takes 10 minutes/check with 20 minutes of rest between checks. Costs 5 Yrun Points. Igniting dry wood DC 5 Costs 1 Yrun Point. Igniting moist wood DC 10 Costs 2 Yrun Points. Igniting wet wood DC 20 Costs 4 Yrun Points. Igniting flammable substance ie oil, alchemists fire, etc. DC 10/ounce. Costs 3 Yrun Points. Other effects at DMs prerogative.
==Earth==
==Earth== +1 racial bonus on attack rolls against creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air. -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the air subtype or used by creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air. Yrun Power: Gains small amount of control over the forces of Earth: Gains the ability to cast entangle as the spell 2x wisdom modifier times per day. +5 on attempts to escape entangle if willing to use move action. + 10 if using full round. Has Earth resistance 5. Can NOT cast Cleric spells of the Air Subtype. Can control earth for purposes of avoiding quicksand, preventing avalanches, and similar actions at DMs prerogative. (Can not affect magical earth effects.) Must make a skill check, Control Earth: this starts at 4 points at first level, and goes up 1 point each level. Clearing path through woods or Closing path behind DC 15 Costs 1 Yrun Point. Holding back avalanche DC 15/5 square being protected. Costs 5 Yrun Points. Channels avalanche around protected squares. Stopping quicksand DC 10/5square paused. Costs 4 Yrun Points. Lasts for 2 minutes unless released by Zhusk. Slowing quicksand DC 5/5 square slowed. Makes quicksand move at ½ speed. Costs 2 Yrun Points. Lasts for 3 minutes unless released by Zhusk. Creating quicksand DC 15 + 15/5 square created beyond 3 consecutive. Lasts 2 minutes unless released by Zhusk caster. Costs 5 Yrun Points. Creating slow quicksand DC 10 + 10/5 square created beyond 3 consecutive. Lasts 3 minutes unless released by Zhusk caster. Costs 3 Yrun Points. Other abilities at DMs perogative.
==Water==
==Water== +1 racial bonus on attack rolls against creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire. -2 Penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the air subtype or used by creatures of the fire subtype, including extraplanar creatures from the Elemental Plane of Fire. Yrun Power: Gains small amount of control over the forces of Water: Gains Orb of Cold, as the spell, the number of your wisdom modifier times per day + 1/day for each shaman level. Has Cold resistance 5. Can NOT cast Cleric spells of the Fire Subtype. Can control water for purposes of propelling water vehicles, creating puddles, and similar actions at DMs prerogative. (Can not affect magical water effects.) Must make a skill check, Control Water: this starts at 4 points at first level, and goes up 1 point each level. Propelling water propelled vehicles DC 20/1000 pounds of vehicle. Costs 10 Yrun Points. Muddying dry ground DC 5/5 square. Takes 5 minutes/check with 10 minute rest between checks. Costs 2 Yrun Points. Increasing puddle DC 10/5 square surface area. Lowers surface area 1/check takes 10 minutes/check with 10 minutes rest between attempts. Costs 3 Yrun Points. Raising water level through evaporation DC 15/5 square surface area. Lowers surface area 1/check takes 10 minutes/check with 20 minutes of rest between checks. Costs 5 Yrun Points. Putting out non-magical fire DC 15 + 5/5 square beyond 4 consecutive. Instantaneous, but takes 30 minutes rest between checks. Costs 5 Yrun Points. Other abilities at the DMs Perogative.
==Pain==
==Pain== +1 racial bonus on attack rolls against creatures of the Good subtype, including extraplanar creatures from the Positive Plane. -2 penalty on all saving throws against spells, or spell-like abilities, and supernatural abilities with the Positive subtype or used by creatures of the positive subtype, including extraplanar creatures from the Positive Plane. Yrun Power: Gains small amount of control over the forces of Pain: Has damage reduction 1/- Can NOT cast Cleric Healing spells. Sense Pain: As a standard action can know where all living, visible creatures within 200ft are. If focuses for 10 minutes, knows where all living, visible creatures within 10 miles are. At level 12 can sense all invisible creatures. Must make a skill check, Control Pain: this starts at 4 points at first level, and goes up 1 point each level. Sense Pain DC 3/# of size types of creature searched for. Player takes 2 damage/# of size types searched for. Costs 3 Yrun Points. ie. player chooses to search just for small, medium, and large creatures, DC 9, takes 6 damage. As a move action, can tell how much damage a creature has taken, and if specific types of damage do more or less damage then normal against it. DC 15 + 2/CR of creature. Deals double the CR of the creature in damage to the caster. Costs 5 Yrun Points. ie. sensing a CR 5 creature causes 10 damage to the caster. Other abilities at the DMs Perogative.
==Life==
==Life== +1 racial bonus on attack rolls against creatures of the Evil subtype, including extraplanar creatures from the Negative plane. -2 penalty on all saving throws against spells, or spell-like abilities, and supernatural abilities with the Negative subtype or used by creatures of the negative subtype, including extraplanar creatures from the Negative Plane. Yrun Power: Gains small amount of control over the forces of Life: Hast fast healing 1. Can NOT cast Cleric Wounding spells. Sense Life: As a standard action can know where all living, visible creatures within 100ft are. Unlike Sense Pain, he gets a sense of wrongness from undead, constructs, and such. If focuses for 10 minutes, knows where all living, visible creatures within 10 miles are. (Like Sense Life includes undead, constructs, and such.) At level 12 can sense all invisible creatures. Must make a skill check, Control Life: this starts at 4 points at first level, and goes up 1 point each level. Sense Life DC 4/# of size types of creature searched for. Costs 3 Yrun Points. ie. player chooses to search just for small, medium, and large creatures, DC 12. As a move action, can tell how much health a creature has left, and if specific types of damage do more or less damage then normal against it. DC 15 + 2/CR of creature. Costs 5 Yrun Points. Other abilities at the DMs Perogative.
Zhusk Shaman Yrun Points Table
Zhusk Shaman Yrun Points Table
{table=head]Zhusk Shaman Level|Yrun Points
1st|
1
2nd|
3
3rd|
5
4th|
7
5th|
9
6th|
12
7th|
15
8th|
18
9th|
21
10th|
25
11th|
29
12th|
33
13th|
37
14th|
42
15th|
47
16th|
52
17th|
57
18th|
63
19th|
69
20th|
75[/table]
Gains bonus Yrun points from Constitution score according to the following table.
Bonus Yrun Points Table
Bonus Yrun Points Table
{table=head]Constitution Score|Yrun Points Gained
0[/center]|
dead
1-2|
-8
3-4|
-6
5-6|
-4
7-8|
-2
9-10|
0
11-12|
+2
13-14|
+4
15-16|
+6
17-18|
+8
19-20|
+10
21-22|
+12
23-24|
+14
25-26|
+16
27-28|
+18
29-30|
+20[/table]
Gyrkyme
Gyrkyme
Brief description.
A millennia ago an evil tyrant sorcerer named Kirun ensorcelled an Elven prince and his band of champions, and forced them to mate with a flock of Araftii, savage aerial creatures with the head and body of a woman, but wings, feathers, and talons of an eagle. This union produced the first Gyrkyme, who then bred true. The urZrethi created a couple mountain homes for the Gyrkyme, believed by many to spite the elves, who see the Gyrkyme as bestial rapeget. The real reason however is that the urZrethi, as a subterranean species are obsessed with the idea of flight, and almost see the Gyrkyme as the ideal creature, to be idolized. (For more on this see the urZrethi.)
Physical Description:
Gyrkyme mostly appear to be Elven, with pointed ears, sharpened facial features, and long, wiry bodies. They are covered all over with a down, and wear little in the way of clothing, just small jewelry, and daggers strapped to their arms or thighs. Longer feathers cover their wings, back, head, and neck. The head feathers often form a crest that rises as they become excited. The furled wings tower about 1 foot above their head, and when unfurled extend around 4 feet past the shoulders on each side. Their coloration varies depending on which caste they belong to.
Personality:
There are 4 distinct castes of Gyrkyme: Talon, Swift, Plume, and Wise. The Wise are the leaders, and aristocratic. The Swift are minstrels of the Gyrkyme at home telling stories, singing songs, and performing in various other ways. The Talons are the fighters, and the most likely to be seen outside of their mountain homes. The Plume are the religious leaders, and lesser nobility. They are all highly focused, courage, honor, determination, and nobility are all highly prized among the Gyrkyme.
Relations:
Gyrkyme are detested by the Elves, who see them as bestial rapeget. This low opinion of the Gyrkyme was not helped by the fact that many of the early Gyrkyme pressed claims to the properties of their fathers. The Elves also view the Gyrkyme society as a parody of their own. They have had very little interaction with Dwarves, Gnomes, or Halflings, though dwarves are mildly distrustful of them because they leave the ground. The urZrethi idolize the Gyrkymes ability to fly and built their mountain homes for them.
Alignment:
A Gyrkyme is Lawful around 60% of the time, Neutral around 30% of the time, and Chaotic about 10% of the time; Good around 60% of the time, Neutral around 30% of the time, and Evil around 10% of the time.
Lands:
The Gyrkyme have towering mountain homes, but unlike what you would expect from a flying race, they live inside the mountain, not on the cliffs. The mountain interior is made up of huge caverns, and high cliffs up to rooms, making it difficult for a land based attacker to move from room to room, as they need to make a difficult climb. They also have a love of the arts, with beautiful murals and statues abounding inside.
Religion:
Gyrkyme for the most part follow the Elven Gods and have great respect for other species deities. A Gyrkyme feels no pressure to follow any specific deity, and if in his travels he finds one he likes, he is free to worship that deity, even if no Gyrkyme has worshiped it before.
Languages:
Gyrkyme: a variation on Elven, Understanding one or the other allows simple conversation with somebody who understands the other.
Adventuring:
There are very few Gyrkyme adventurers, those who do generally are either traveling with a friend, or acting as a bodyguard for a person who has proven themselves to be a great friend to the Gyrkyme. They dont hire themselves out as bodyguards; just follow the people who the Gyrkyme consider worthy of protection. A few do get wanderlust, but they are few and far between. It is not all that unusual for a military unit to be stationed in a neighboring allied country to assist them, or to participate in large multi-nation forces working for the common good.
==Player Character==
==Player Characters== Ability Modifiers: +2 Dex, -2 Con A Gyrkyme possesses the agility and grace of their own bird-kin, and have the extraordinarily keen connection with their senses and environment that the elves have, but their pity towards non-flying creatures breeds a certain coldness to their personality at times. Size: Medium SpedGyrkyme have a base land speed of 20 feet. Glide (Ex): A Gyrkyme can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Gyrkyme glide at a speed of 40 feet (average maneuverability). Even if a Gyrkymes maneuverability increases, he can't hover while gliding. A Gyrkyme can't glide while carrying a medium or heavy load. Low-Light Vision: A Gyrkyme can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. A Gyrkyme retains the ability to distinguish color and detail under these conditions. Darkvision: A Gyrkyme can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Gyrkyme can function just fine with no light at all. Racial Bonuses: +2 to Spot and Search checks in light and lowlight conditions, due to their eagle-like eyes. +1 to Spot and Search checks in dark conditions, due to their eagle-like eyes and darkvision. +1 to Bluff and Diplomacy checks to members of the opposite sex. Due to their exotic beauty. -2 to Hide, Move Silently, Diplomacy, and Bluff checks against Elves and elf subtypes, excluding Vorquelves (same stats as Snow Elves). -1 to AC against Elves or Elf subtypes (including Drow) excluding Vorquelves. +2 to Diplomacy, and Bluff checks against urZrethi and urZrethi subtypes. +1 to AC against urZrethi and urZrethi subtypes. +2 to Balance and Jump checks due to wings. -2 to Escape Artist and Swim checks due to wings. Automatic languages: Common, Gyrkyme (an Elven variant, understanding one allows simple conversation with somebody who understands the other.) Bonus Languages: Elven and Sylvan, Dwarven, or Gnomish. Favored Class:A Gyrkyme can only play as a class with Gyrkyme in the name, and can not multiclass amongst them.
Vital Characteristics
Maturity at age 40 +2d6 (Barbarian, Rogue, sorcerer) +4d6 (Bard, Fighter, Paladin, Ranger) +6d6 (Cleric, Druid, Monk, Wizard) Middle Age 100 years Old 140 years Venerable 200 years Max - +5d10 years Male: Height 52 +2d10; Weight 100lb *2d4 Female: Height 52 +2d8; Weight 80lb *2d4