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View Full Version : Anthro Races (3.P) [PEACH]



Milo v3
2012-12-31, 12:41 AM
The statistics of the following races were created by taking an animal, casting Anthropomorphic Animal on two of them, casting Awaken on two of them, then getting the resulting child as the base race. Sometimes I'll also add in another template or use a different method to create the race, but regardless all these races will come from the stats of an official Animal.

Also these races will likely have amazingly severe balance and power issues because of the ability scores so I'll need some help in regards to LA.

Factions
Cypria Empire

Cypria

Abomination
Marklæ
Scavar
Xelif

The Dyaus

Hasdo
Rohake
Theros


Legacy Concordant

Altair
Canaton
Nárid
Varquar
Velonyx
Wyre

The Odar

Aris
Mayn
Neoke
Zinnae


The Unya

Avox
Fætu
Ogna

Milo v3
2012-12-31, 12:42 AM
Imperial Races
Abominations

The result of an eldritch experiment, these creatures are swarm of insane Cypria which forms a single mind. Abominations are rare but still common enough that a Scavar or Xelif are comfortable around them. Many other creatures find them highly unnerving.

---

RACIAL TRAITS

-7 Str, +4 Dex, +4 Wis, -3 Cha: The Cypria are physically weak, possessing only a small amount of muscle, this forces them to be agile in combat. They are also very perceptive species, able to detect enemies with great skill. (The minimum Strength Score is 1)
Eldritch Mind: Abominations are Magical Beasts with the Swarm Subtype.
Dimunitive: Dimunitive races take a +4 size bonus to their AC, a +4 size bonus on attack rolls, a -12 penalty on combat maneuver checks and to their CMD, and a +12 size bonus on Stealth checks. Abominations takes up a space that is 10 foot by 10 foot and has a reach of 0 feet.
Racial Hit Dice: An Abomination begins with five levels of magical beast, which provide 5d10 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +4, Ref +4, and Will +1.
Racial Skills: An Abomination’s magical beast levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Acrobatics, Climb, Perception, Stealth, Swim.
Racial Feats: An Abomination’s magical beast levels give it three feats.
Crawl: Cypria have a land speed of 5 ft.
Blindsense (Ex): An Abomination notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.
Eyes of Night: An Abomination possesses Low-Light Vision.
Sharp Hearing: An Abomination has a +4 racial bonus on Perception checks. These bonuses are lost if its blindsense is negated.
Swarm Traits: An Abomination possess the traits of the Swarm Subtype.
Wounding (Ex): Any living creature damaged by an Abomination continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
Languages: An Abomination starts with knowledge of the Imperial Tongue.
LA: +?

---

Creation
The Abominations were created from a Bat Swarm which were made Anthropomorphic and Awakened.


Cypria

The Cypria are one of the naturally weakest races in existance, only surviving because they formed the art of wizardry. With these techniques they not only survived but also conquered, annihilating the Humans who once ruled the land. After that momentus victory, the Cypria started to subjugate the other races of the world. After nearly a thousand years of civilisation, the Cypria have formed a mighty empire formed from the Marklæ, Scavar and Xelif.

In response many of the other countries have joined togther creating the Legacy Concordant, the Odar, and the Unya.

Physical Description: Standing less than a foot tall, the Cypria appear as tiny impish creatures. They are covered with a corse black fur, with small tints of brown. Cypria have fox-like brown faces, with a canine snout, a mouth full of tiny razors, and two large ears. Their limbs are little more than bone and skin, each ending in a clawed appendage.

Despite their humanoid build, the Cypria often run all fours.

Society: Cypria are instinctually a social species seeing protection in groups, causing them to mass together forming a colossal community. These societies are fairly peaceful, with most citizens able to use minor magics to solve any problems with arise.

Those with higher skill in the arcane are often placed in higher levels of society. The most intelligent and wise of these talented mages become members of a council, with each one focused towards an individual school of magic.

Together this council makes political decisions for their city, village or in regards to the High Council, the whole Empire.

Relations: The Cypria are feared by most races, seeing them as murderous conquerers. This is fueled by the enslavement of the Scavar and Xelif. These slaves are generally used as physical labour and personal assistants in Cypria, but are often highly cared for gaining food, shelter, and a surprising amount of freedom. The Scavar and Xelif are even allowed to leave their master if they have been mistreated by appealing to the council.

Alignment and Religion: The Cypria mentality is fuelled by survival instinct, as such they focus more on themselves as an individual than as society as a collective. This "selfishness" often creates more chaotic Cypria.

Cypria possess their own pantheon of deities, each member of this pantheon in worshipped equally and they share their temples.

Adventurers: Cypria have been known to become adventures, using their arcane talents to overcome nearly any obstacle. Some Cypria adventurers are even funded by the empire, allowing them to uncover eldritch artefacts and sabotage the empires enemies.

Cypria are often focused towards Necromancy, allowing them to weaken foes, create bodyguards, and overcome their short lifespans.

---

RACIAL TRAITS

-8 Str, +4 Dex, +4 Wis, -2 Cha: The Cypria are physically weak, possessing only a small amount of muscle, this forces them to be agile in combat. They are also very perceptive species, able to detect enemies with great skill. (The minimum Strength Score is 1)
Arcane Bloodline: Cypria are Magical Beasts.
Dimunitive: Dimunitive races take a +4 size bonus to their AC, a +4 size bonus on attack rolls, a -12 penalty on combat maneuver checks and to their CMD, and a +12 size bonus on Stealth checks. A Dimunitive creature takes up a space that is 1 foot by 1 foot and has a reach of 0 feet.
Crawl: Cypria have a land speed of 5 ft.
Racial Hit Dice: A Cypria begins with 2 levels of Magical Beast, which provide 2d10 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +0.
Racial Skills: A Cypria’s magical beast levels give it skill points equal to 2 x (2 + Int modifier, minimum 1). Its class skills are Acrobatics, Climb, Perception, Stealth, Swim.
Racial Feats: A Cypria's magical beast levels give it one feat.
Blindsense (Ex): A Cypria notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.
Eyes of Night: A Cypria possesses Low-Light Vision.
Sharp Hearing: A Cypria has a +4 racial bonus on Perception checks. These bonuses are lost if its blindsense is negated.
Languages: Cypria start with knowledge of the Ancient and Imperial Tongues.

---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
4 years|
+1d4-1|
+2d4-2|
+2d6[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
15 years|
25 years|
30 years|
+1d10 years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
5"|
+1d4|
1/4 lb.|
× (1/2) lb.
Female|
4"|
+1d4|
1/4 lb.|
× (1/2) lb.[/table]

---

Creation
The Cypria were created from Bats which were made Anthropomorphic and Awakened.



Marklæ

A powerful race of warriors who were designed as living tanks for the fleshwarping necromancers of Cypria. They are one of the strongest races in existance, each born possessing bone armour stronger than even enchanted full-plate.

Physical Description: The Marklæ dwarf most mortals, standing at 10 ft. tall on average, and weighing over half a ton. They possess reptilian features; with brown scales, red serpentine eyes, and a tail. Except across the torso is a dense mass of spiny bone, creating a form of plate armour. This armour is thinner on the front, and dome-like upon its back; giving it a hunched appearance. The tail of a Marklæ possess a cludgel-like mass of bone at its end. Strangely despite their violent purpose and combat prowess, they are herbivores.

Society: The Marklæ know little other than war, thus their culture possess a structure similiar to that of a military. The most intelligent and capable of the society leads, using strategy to advance the group, all the while the lesser Marklæ follow the directions.

Marklæ are generally amazingly loyal to those of higher rank, believing that each order is required to ensure the highest chance of survival. This trust in authority often allows for deceptive Marklæ to come into power, resulting in the quantity of resources often being lower than expected.

Relations: The Cypria are seen as the true leaders of the Marklæ , as they are their creators and are often more strategic than even Marklæ wizards. The other races of the Cypria Empire such as the Xelif, view the Marklæ with a mixture of pity and awe, seeing them as slaves which possess more potential then their masters would let them.

The Cypria restrict the Marklæ from leaving their empire, isolating them from other races. This has resulted in them only being seen by enemies in combat as nigh-indestructible killing machines.

Alignment and Religion: Their structured society and ingrained loyalty causes many Marklæ to be Lawful in alignment, though any is possible. The Marklæ often worship the various deities of the Imperial Pantheon.

Adventurers: Though leaving the Empire is generally restricted, many Marklæ are sent on missions across the land while still the empires confines. Also, the Cypria have been known to send skilled Marklæ out of imperial lands on high priority assignments.

---

RACIAL TRAITS

+10 Str, -4 Dex, +10 Con, +2 Wis, -2 Cha: The Marklæ are amazingly powerful warriors possessing immense strength, endurance, and possess an exceptional sense of perception. Though their militaristic culture leaves them blunt in tongue.
Racial Hit Dice: A Marklæ begins with nine levels of magical beast, which provide 9d10 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +6, Ref +6, and Will +3.
Racial Skills: A Marklæ’s magical beast levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Acrobatics, Climb, Perception, Stealth, Swim.
Racial Feats: A Marklæ’s magical beast levels give it five feats.
Fleshweave Weapon: Marklæ are Magical Beasts.
Large: Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Normal Speed: Marklæ have a land speed of 30 ft.
Awkard Build: As a Largecreature, Marklæ must wear armour suited for their unusual bodies. Armour for a Marklæ costs four times and weighs twice as much as a comparable suit of Medium armour.
Boneplate (Ex): Marklæ possess +17 natural armour.
Eyes of War (Ex): Marklæ have Darkvision to a range of 60 ft. and Low-Light Vision.
Languages: Marklæ start with knowledge of the Imperial Tongue.
LA: +?
---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
12 years|
+1d4|
+1d6|
+2d6[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
40 years|
60 years|
80 years|
+4d12 years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
8'5"|
+3d12|
450 lb.|
× (3) lb.
Female|
8'0"|
+3d12|
425 lb.|
× (3) lb.[/table]

---

Racial Feats

[Humungous Potential]
Hidden within the flesh of the Marklæ, a talent was implanted into the orginal subjects. Some Marklæ have learnt to use the thrill of battle to reactivate this imbedded code.
Prerequisites: Marklæ
Benefit: Once per day, while in combat the Marklæ can severely increase its size. This functions as the Enlarge Person spell, with a caster level equal to your HD.
Special: The effects of this feat are extraordinary in nature.

[Unleashed Potential]
With practice, the Marklæ can access the triggers of his talents with ease.
Prerequisites: BAB +6, Humungous Potential, Marklæ
Benefit: The Marklæ can increase his size once per encounter while in combat. Humungous Potential otherwise works as normal.
Normal: Marklæ with the Humungous Potential Feat can only increase their size once a day.

---

Creation
The Marklæ were created from Cave Ankylosaurus which were made Anthropomorphic and Awakened.


Scavar

The Scavar are a beastly scavanger race who feast upon raw flesh and are driven by instinct. They orginally dwelt in the Swamps of Xorin on the fringe of humans civilisation, but after the Cypria's first conquest the Scavar took control of the ruins.

Finding the Scavar too destructive to be left in the ruins with the human artefacts, the Cypria attacked them merely generations afterward. These battles were brutal, driving the mages to use military-grade necromancy.

The Cypria won, but the final battle changed the Scavar. The flood of negative energy which was concentrated in the ruins tainted the blood of the scavagers, turning them into living undead.

After thousands of years of slavery at the hands of the Cypria, these beasts have learnt to control their blood lust.

Physical Description: These lupine humanoids stand at around four feet tall, with dull silver fur covering their bodies. A small number of bone spines protrude from the creatures body, with most on its back and one extending from each forearm. They have a hound-like face, with a large set of canines. The Scavar possess a rat-like tail.

Strangely, the Scavar are a form of undead, despite the fact that they still reproduce and age as if a living creature.

Society: The Scavar don't possess much of a society, living as servants for the Cypria, though those without masters have been known to amass together into small groups. These groups, called bloodpacks, lack a formal leader as the ruler is determined by challenges and duels, allowing the strongest to lead.

Relations: Most races view the Scavar as little more than animals because of their anarchic packs, instinctual mentality, and grissly diet. This disdain is best showed from the canine Canaton, who hate any similiarities between the two species.

Cypria don't view the Scavar as animals though, instead they believe that they simply need guidance. This line of thinking has resulted in them slowly being "Domesticated", and their instincts have waned in the hundreds of years.

Alignment and Religion: Being based on instinct, they are generally a rather chaotic and rash species. Similiar to the Marklæ; the Scavar aren't given choice in regards to religion and worship the Cypria's Pantheon. Because of this enforced belief, the Scavar are rarely pious.

Adventurers: Being rash and instinctual, many Scavar attempt to become adventurers. This often results in Barbarians and Fighters, who use the Scavar's innate blood lust to good effect. This also possess a problem though, as the Scavar must try hard to control their urges.

---

RACIAL TRAITS

+2 Str, +2 Dex, +2 Wis, -2 Cha: The Scavar are swift scavangers with a great deal of strength. As Undead, Scavar do not possess a constitution score.
Living Dead: Scavar are Undead.
Small: Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed: Scavar have a base speed of 30 ft.
Racial Hit Dice: A Scavar begins with three levels of undead, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +1, and Will +3.
Racial Skills: A Scavar’s undead levels give it skill points equal to 3 X (4 + Int modifier, minimum 1). Its class skills are Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.
Racial Feats: A Scavar’s undead levels give it two feats.
Beast's Weapons (Ex): Scavar possess a primary Bite attack which deals 1d4 points of bludgeon, piercing and slashing damage and a secondary Slam attack which deals 1d4 points of bludgeon damage.
Bloodlust (Ex): A Scavar that deals damage in combat against a living creature smells the it's blood, this stimulus overrides the creatures self control forcing it into a frenzy. While in a frenzy, a Scavar gains +4 to Strength and –2 to Armor Class. If the Scavar lowers an enemy to negative hitpoints with a bite attack while in this frenzy it immediately gains an additional bite attack against the fallen foe. This attack automatically hits. A Scavar cannot end its rage voluntarily.
Scavanger: A Scavar has a +4 racial bonus on Stealth checks.
Senses of the Beast (Ex): Scavar possess Darkvision 60 ft., Low-Light Vision and Scent.
Tough Bone: The bones of a Scavar are tough, and grant +1 natural armour.
Languages: Scavar start with knowledge of the Imperial Tongue.

---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
10 years|
+1d6|
+1d8|
+2d6[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
30 years|
50 years|
70 years|
+1d20 years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
2'8"|
+2d4|
30 lb.|
× (1) lb.
Female|
2'6"|
+2d4|
25 lb.|
× (1) lb.[/table]

---

Creation
The Scavar were created from Carcass Eaters which were made Anthropomorphic, Awakened, then reanimated as Corpses.


Xelif

The Xelif are a aboreal race feline humanoids who dwelled in the forested lands south of the Human Civilisations. After several raids from the Cypria and Scavar, the Xelif's number had begun to severely dwindle.

This low population forced the Xelif to Cypria to succumb to Cypria control when an Imperial Envoy was sent. Ever since the Xelif have been slaves in the Cyprian Empire.

Physical Description: These lithe humanoids stand between one and two feet tall, and are covered in a thin brown fur. They have human-like faces but with large cat ears and noses. A thin highly-mobile tail descends from their back, improving their balance.

In their hands and feet are retractable claws which aid climbing, but are too small to be of any combat use. Many Xelif are seen wearing collar's which are enchanted to increase their size.

Society: The Xelif don't possess much of a society, living as servants for the Cypria, though those without masters have been known to amass together into small groups. These groups function as democracies, with decisions decided through concensus.

Relations: The Xelif are viewed as skilled servants by the Cypria, possessing great finesse, beautiful forms, and natural assassins. Non-Imperial Races generally pity the Xelif because of their enslavement, though a few are disgusted with them surrendering to the Cypria.

Alignment and Religion: The Xelif are rather rash, tending toward chaotic alignments. Similiar to the Scavar; the Xelif normally aren't given choice in regards to religion and are made worship the Cypria's Pantheon. Those who are not forced sometimes pay homage to the Primordial Court.

Adventurers: Xelif nimble and swift, being able to move around the city with great skill. This causes many to become thieves and assassins. Those who go on assignments out of the empire often become Fighters with a focus towards the natural world.

---

RACIAL TRAITS

-6 Str, +2 Dex, +2 Wis, -2 Cha: Xelif are nimble and peceptive, but find themselves lacking in strength.
Child of the Aboreal: Xelif are Magical Beasts.
Tiny: Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –8 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny races have a space of 2-1/2 feet by 2-1/2 feet and a reach of 0 feet.
Normal Speed: Xelif have a base speed of 30 ft.
Racial Hit Dice: A Xelif begins with 2 levels of Magical Beast, which provide 2d10 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +0.
Racial Skills: A Xelif's magical beast levels give it skill points equal to 2 x (2 + Int modifier, minimum 1). Its class skills are Acrobatics, Climb, Perception, Stealth, Swim.
Racial Feats: A Xelif's magical beast levels give it one feat.
Bite (Ex): Xelif possess a primary Bite attack which deals 1d3 points of bludgeon, piercing and slashing damage.
Combat Finesse: Xelif start with Weapon Finesse as a bonus feat.
Hunter: A Xelif has a +4 racial bonus on Climb, and Stealth checks. Xelif have a +8 racial bonus on Acrobatics checks. They use their Dexterity modifier instead of their Strength modifier for Climb checks. Also In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
Skilled Senses (Ex): Xelif possess the Low-Light Vision and Scent extraordinary abilities.
Languages: Xelif start with knowledge of the Imperial Tongue.

---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
18 years|
+1d8|
+1d10|
+2d6[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
40 years|
65 years|
90 years|
+2d12 years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
1'0"|
+1d12|
2 lb.|
× (1/2) lb.
Female|
1'0"|
+1d10|
2 lb.|
× (1/2) lb.[/table]

---

Creation
The Xelif were created from Cats which were made Anthropomorphic, and then Awakened.


The Races of the Dyaus Pantheon
Hasdo

The Hasdo are one of the ascended races known as The Dyaus. This collection of powerful entities form the Pantheon of the Legacy Concordant races.

Physical Description: These bulking titans possess dry leathery flesh upon their humanoid build. Their faces are dominated by a long trunk which drops from above their drooling mouths. Along the sides of their head are huge thin ears. The eyes of a Hasdo is one of the abyss, possessing bottomless darkness which can never pierced.

Strangely, a pale ivory tusk grows from the forearm of each Hasdo. Eldritch runes drift across these tusks, revealing the Hasdo's role as a deity. Despite their rigid hardness, these tusks can be moved by the Hasdo like tentacles.

The above isn't their true form though, merely a fabrication created when the Hasdo doesn't want to inflict panic. Their true state is one of pure evershifting formed from flesh, tentacles, eyes, and tusks.

Society: In the Dyaus, the Hasdo generally govern matters relating to change and time. This leaves them in roles such as chroniclers, oracles, plague masters, and weather warpers.

Relations: The Hasdo are members of the Dyaus, this means the races of the Legacy Concordant all worship them. Other races merely treat them as powerful beings or don't believe they exist.

---

RACIAL TRAITS

+22 Str, +2 Dex, +16 Con, +5 Wis, +2 Cha: Hasdo are beings of deific power.
Dyaus: Hasdo are Outsiders (Native).
Huge: Huge races gain a -2 size penalty to their AC, a -2 size penalty on attack rolls, a +8 bonus on combat maneuver checks and to their CMD, and a -8 size penalty on Stealth checks. Huge races have a space of 15 feet by 15 feet and a reach of 15 feet.
God's Speed: Hasdo have a base speed of 40 ft.
Racial Hit Dice: A Hasdo begins with 13 levels of Outsider, which provide 13d8 Hit Dice, a base attack bonus of +13, and base saving throw bonuses of Fort +4, Ref +8, and Will +8.
Racial Skills: A Hasdo’s outsider levels give it skill points equal to 13 x (6 + Int modifier, minimum 1). Its class skills are Bluff, Craft, Intimidate, Knowledge (history), Knowledge (nature), Knowledge (planes), Knowledge (Religion), Perception, Sense Motive, and Stealth.
Racial Feats: A Hasdo’s outsider levels give it seven feats.
Change Shape (Su): As a standard action, a Hasdo can take the form of a grotesque, tentacled mass. This ability functions as described for the change shape ability, except as follows:
The Hasdo's movement modes do not change.
The Hasdo retains the tentacle attacks and gains two additional tentacle
attacks when making a full attack.
The Hasdo becomes amorphous. It cannot be flanked, and is not subject to extra damage from critical hits.
Creatures native to the Material Plane take a –1 morale penalty on attack rolls against a Hasdo in its true form.
Deific Flesh: Hasdo possess immunity to poison, resistance 10 to acid and electricity, DR 10/Magic, and SR 23.
Divine Power (Sp): A Hasdo possesses the following spell-like abilities with a caster level equal to his HD and save DC is based on Charisma.

3/Day - Blink, Blur, and Ethereal Jaunt.
1/Day - Greater Invisibility, Stinking Cloud, Telekinesis and Touch of Idiocy.
Natural Armour: A Hasdo possesses +7 natural armour.
Sure Existance (Ex): Hasdo's possess Blindsight 60ft., Darkvision 60ft., Low-Light Vision, and Scent. Also Hasdo are not affected by the miss chance that applies to attacks against a concealed target.
True Strike (Ex): Once per day, the creature can make a normal attack with a +20 insight bonus on a single attack roll.
Tusks: Hasdo possesses two primary Tentacle attacks which deals 1d8 points of bludgeon damage. These count as magic weapons for the purpose of damage reduction.
Languages: Hasdo start with knowledge of the Exalted Language.
LA: ?

---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
300 years|
+1d%|
+3d%|
+10d%[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
10,000 years|
25,000 years|
60,000 years|
+5d% years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Base Weight
Male|
32'0"|
16 tons
Female|
16'0"|
2 tons[/table]

---

Creation
The Hasdo were created from Elephants which were made Anthropomorphic, and then Awakened. After this they gained the Half-Farspawn Template.


Rohake

The Rohake are one of the ascended races known as The Dyaus. This collection of powerful entities form the Pantheon of the Legacy Concordant races.

Physical Description: Appearing as tall hawk headed humanoids, the Rohake are covered in smooth pure gold feathers. They have long fingers, with no nails. Their legs are human-like in shape aside from the feathers which coat them.

In addition to the above, Rohake also possess manifestations of their eldritch origin. The eyes of an Altair aren't like that of a mammal nor bird, instead a molten azure similiar to draconic eyes. Also, at their whim incorporeal wings of light can grow from their backs.

Society: In the Dyaus, the Rohake generally govern matters relating to control and society. This leaves them in roles such as judges, rulers, ?, and ?.

Relations: The Rohake are members of the Dyaus, this means the races of the Legacy Concordant all worship them. Other races merely treat them as powerful beings or don't believe they exist.

---

RACIAL TRAITS

+28 Str, +6 Dex, +18 Con, Int +2, +6 Wis, +6 Cha: Rohake are beings of deific power.
Dyaus: Rokake are Outsiders (Native).
Gargantuan: Gargantuan races gain a -4 size penalty to their AC, a -4 size penalty on attack rolls, a +12 bonus on combat maneuver checks and to their CMD, and a -12 size penalty on Stealth checks. Gargantuan races have a space of 20 feet by 20 feet and a reach of 20 feet.
Celesital Movement: Rohake have a base speed of 20 ft., and a fly speed of 40 ft. (Good)
Racial Hit Dice: A Rohake begins with 20 levels of Outsider, which provide 20d8 Hit Dice, a base attack bonus of +20, and base saving throw bonuses of Fort +6, Ref +12, and Will +12.
Racial Skills: A Rohake's outsider levels give it skill points equal to 20 x (6 + Int modifier, minimum 1). Its class skills are Bluff, Craft, Intimidate, Knowledge (local), Knowledge (nobility), Knowledge (planes), Knowledge (Religion), Perception, Sense Motive, and Stealth.
Racial Feats: A Rohake’s outsider levels give it ten feats.
Deific Flesh: Rohake possess immunity to disease, resistance 10 to acid, cold and electricity, DR 10/Magic, SR 30, and a +4 bonus on saves against poison.
Divine Power (Sp): A Rohake possesses the following spell-like abilities with a caster level equal to his HD and save DC is based on Charisma.

At Will - Daylight.
3/Day - Protection from Chaos, Shield of Law.
1/Day - Aid, Bless, Cure Serious Wounds, Detect Chaos, Dictum, Dispel Chaos, Hallow, Order's Wrath, Mass Charm Monster, Neutralize Poison, Remove Disease, Resurrection, and Summon monster IX (Axiomatic Creatures Only).
Judgement (Su): Once per day a Rohake can make a normal melee attack to deal 20 extra damage against an chaotic foe.
Keen Eyes (Ex): Rohake possess Darkvision 60ft. Low-Light Vision, and a +4 racial bonus to perception checks.
Natural Armour: Rohake possess +10 Natural Armour.
Languages: Rohake start with knowledge of the Exalted Language.
LA: ?

---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
300 years|
+1d%|
+3d%|
+10d%[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
10,000 years|
25,000 years|
60,000 years|
+5d% years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Base Weight
Male|
32'0"|
16 tons
Female|
64'0"|
125 tons[/table]

---

Creation
The Rohake were created from Rocs which were made Anthropomorphic, and then Awakened. After this they gained the Half-Celestial Template which was modified to be Lawful rather than Good.


Theros

The Theros are one of the ascended races known as The Dyaus. This collection of powerful entities form the Pantheon of the Legacy Concordant races.

Physical Description: A behemoth covered with bleak scales, the Theros are beastly creatures. Each possess a colossal maw, find with razor sharp fangs. Trailing behind it is a long wiping tail. Surrounding it's neck is a mane of crimson and black feathers.

A sanguine light glows from the blood of a Theros leaving a red pattern on across their flesh.

Society: In the Dyaus, the Theros generally govern matters relating to concepts such as anger, majestic, endurance, or even deception.

Relations: The Theros are members of the Dyaus, this means the races of the Legacy Concordant all worship them. Other races merely treat them as powerful beings or don't believe they exist.

---

RACIAL TRAITS

+28 Str, +8 Dex, +20 Con, Int +2, +6 Wis, +6 Cha: Theros are beings of deific power.
Dyaus: Theros are Outsiders with the Fire and Native subtypes.
Huge: Huge races gain a -2 size penalty to their AC, a -2 size penalty on attack rolls, a +6 bonus on combat maneuver checks and to their CMD, and a -6 size penalty on Stealth checks. Huge races have a space of 15 feet by 15 feet and a reach of 15 feet.
Hunter's Step: Theros have a base speed of 40 ft.
Racial Hit Dice: A Theros begins with 20 levels of Outsider, which provide 20d8 Hit Dice, a base attack bonus of +20, and base saving throw bonuses of Fort +9, Ref +15, and Will +15.
Racial Skills: A Theros's outsider levels give it skill points equal to 20 x (6 + Int modifier, minimum 1). Its class skills are Bluff, Craft, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (local), Knowledge (planes), Perception, Sense Motive, and Stealth.
Racial Feats: A Theros’s outsider levels give it ten feats.
Burning Blood (Su): Each time damage is dealt to a Theros with piercing or slashing damage, its blood sprays outward in a 5-foot cone, dealing 1d4 points of fire damage to all within range (no saving throw). A Theros isn't harmed by its own blood.
Divine Resistance (Sp): Theros are constantly affected by a Spell Turning effect, with the number of spell levels affected being rolled each time you are effected by a spell. This can be supressed or activated as a free action.
Hunter's Sense (Ex): A Theros posessses a +2 racial bonus to perception checks, Low-light vision, and Scent.
Improved Grab (Ex): To use this ability, a Theros must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Improved Initiative: Theros gain Improved Initiative as a bonus feat.
Natural Armour: Theros possess +10 Natural Armour.
Rending Teeth (Ex): Theros possesses a primary Bite attack which deals 2d6 points of bludgeon, piercing and slashing damage.
Spells: Theros casts divine spells from the cleric list and from the Protection, Strength, and War domains as a 5th-level cleric (save DC 10 + spell level + the Theros's Wisdom modifier). It does not gain extra domain spell slots for these domains as a cleric would.
Swallow Whole (Ex): A Theros can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the Theros’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Theros’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Languages: Rohake start with knowledge of the Exalted Language.
LA: ?

---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
300 years|
+1d%|
+3d%|
+10d%[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
10,000 years|
25,000 years|
60,000 years|
+5d% years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Base Weight
Male|
32'0"|
16 tons
Female|
16'0"|
8 tons[/table]

---

Creation
The Theros were created from Tyrannosaurus which were made Anthropomorphic, and then Awakened. After this they gained the Monster of Legend template.


Legacy Concordant
Altair

When the Rohake ascended they had no need for their old flesh, leaving them on the material plane. But the husks became corrupted by the ascension, leaving the spark of divinity within them.

Rather than destroying the spark or leaving it to fester, the Rohake shaped it into servants, creating the Altair. These eagle headed people wandered the dry canyons, forming small communities on their cliffs.

After several years of pious worship towards the Dyaus, a faction arose which questioned the power of the Rohake and their ilk. The cost of this heresy was a curse which afflicts their minds. This curse forces them to purposely move slowly, and think before attacking.

Physical Description: Appearing as eagle headed humanoids, the Altair are covered in smooth pure white feathers. They have long fingers, with no nails. Their legs are human-like in shape aside from the feathers which coat them.

In addition to the above, Altair also possess manifestations of their eldritch origin. The eyes of an Altair aren't like that of a mammal nor bird, instead a molten azure similiar to draconic eyes. Also, any blood which touches the feathers of a living Altair (unless removed from the Altair) fade away within minutes of contact.

Society: In the Legacy Concordant, Altair are commonly placed in religious roles as they are believed to be the prophets of the Dyaus. This places them in the upper class of the Concordant, allowing them to make most of the nations decisions.

Altair who don't possess a rank aren't allowed to become priests, instead becoming craftsmen or archers for the Concordant army.

Relations: The Altair have formed an alliance with the a group of other races, forming a nation known as the Legacy Concordant. Together, the nation aims to defend its people from the Cyprian Empire.

The other races of the Concordant see the Altair as leaders, possessing wisdom and a blessing from their gods.

Alignment and Religion: Altair naturally possess an innate urge to be a lawful individual, those who are chaotic are generally removed of their titles.

The Legacy Concordant shares a single religion, which is mainly lead by the Altair. This religion worships the Dyaus pantheon; consisting of the Hasdo, Rohake, and the Theros.

Adventurers: Most adventuring Altair steer towards either the clergy or archery. The priests are often sent on pilgrimages; to find water and resources, while the archers are sent on scouting missions.

---

RACIAL TRAITS

+2 Str, +12 Dex, +4 Con, +4 Wis, +2 Cha: Altair are nimble and peceptive.
Dyaus Spawn: Altair are Magical Beasts. While on the Material Plane, Altair gain the Extraplanar subtype.
Medium: Altair are medium sized.
Cursed Step: Altair have a base speed of 10 ft.
Bite (Ex): Altair possess a primary Bite attack which deals 1d6 points of bludgeon, piercing and slashing damage.
Divine Flesh: Altair possess +3 natural armour and 5 resistance to acid, cold, and electricity.
Eagle Vision: Altair possess darkvision 60ft., low-light vision, and recieve a +8 racial bonus on Perception checks in daylight.
Exalted Armour: An Altair possesses DR 5/Magic and SR 12. Also an Altair's natural weapons count as magical for the purposes of piercing damage reduction.
Exalted Strike (Su): Once per day an Altair can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a chaotic foe.
Languages: Altair start with knowledge of the Exalted and Waste Tongues.
LA: ?

---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
20 years|
+1d4|
+1d6|
+2d4[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
70 years|
100 years|
120 years|
+1d20 years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
5'4"|
+2d6|
90 lb.|
× (3) lb.
Female|
5'4"|
+2d8|
100 lb.|
× (3) lb.[/table]

---

Creation
The Altair were created from Dire Hawks which were made Anthropomorphic, Awakened, and then made into a Celestial Creature (modified to be lawful rather than good).

TuggyNE
2012-12-31, 01:00 AM
Hmm, interesting idea, and looks good so far.

Cypria seem like LA +1 at most, perhaps +0 (though rather strong).

Marklæ however seem like they should have a couple of RHD and maybe 4-5 LA; all those natural armor/ability score bonuses don't come cheap.

Milo v3
2012-12-31, 01:32 AM
Hmm, interesting idea, and looks good so far.

Cypria seem like LA +1 at most, perhaps +0 (though rather strong).
I was thinking that LA +1 too, I'm unsure because of how harsh the Str penalty is.


Marklæ however seem like they should have a couple of RHD and maybe 4-5 LA; all those natural armor/ability score bonuses don't come cheap.
I'd prefer not to give it RHD + LA, as it is a double penalty and doesn't really help balance. Also as the Cypria Empire is full of necromancers, RHD wont be successful as a balancing factor because of negative levels.

Thus it's LA has to be figured out.

TuggyNE
2012-12-31, 01:41 AM
I'd prefer not to give it RHD + LA, as it is a double penalty and doesn't really help balance. Also as the Cypria Empire is full of necromancers, RHD wont be successful as a balancing factor because of negative levels.

Thus it's LA has to be figured out.

Ah. In that case, maybe 5-6 LA will work?

Milo v3
2012-12-31, 02:57 AM
Ah. In that case, maybe 5-6 LA will work?

Sounds Good.

Also I've added the Scavar, I think it is around LA +3.

Milo v3
2013-01-01, 12:16 AM
Xelif have been added, and with them all the Imperial Races are finished.

Any comments on them before I start the races which make up the Legacy Concordant?

Altair Draft

When the Rohake ascended they had no need for their old flesh, leaving them on the material plane. But the husks became corrupted by the ascension, leaving the spark of divinity within them.

Rather than destroying the spark or leaving it to fester, the Rohake shaped it into servants, creating the Altair. These eagle headed people wandered the dry canyons, forming small communities on their cliffs.

After several years of pious worship towards the Dyaus, a faction arose which questioned the power of the Rohake and their ilk. The cost of this heresy was a curse which afflicts their minds.

This curse forces them to purposely move slowly, and even with great concentration they can only return to their orginal walk velocity.

Physical Description: Appearing as eagle headed humanoids, the Altair are covered in smooth pure white feathers. They have long fingers, with no nails. Their legs are human-like in shape aside from the feathers which coat them.

In addition to the above, Altair also possess manifestations of their eldritch origin. The eyes of an Altair aren't like that of a mammal nor bird, instead a molten azure similiar to draconic eyes. Also, any blood which touches the feathers of a living Altair (unless removed from the Altair) fade away within minutes of contact.

Society: ?

Relations: ?

Alignment and Religion: ?

Adventurers: ?

---

RACIAL TRAITS

+2 Str, +12 Dex, +4 Con, +4 Wis, +2 Cha: Altair are nimble and peceptive, but find themselves lacking in strength.
Dyaus Spawn: Altair are Magical Beasts. While on the Material Plane, Altair gain the Extraplanar subtype.
Medium: Altair are medium sized.
Cursed Step: Altair have a base speed of 10 ft.
Bite (Ex): Altair possess a primary Bite attack which deals 1d6 points of bludgeon, piercing and slashing damage. A5 5 HD, this bite attack is treated as magical weapon.
Divine Flesh: Altair possess +3 natural armour and 5 resistance to acid, cold, and electricity. At 8 HD, this resistance increases to 10.
Eagle Vision: Altair possess darkvision 60ft., low-light vision, and recieve a +8 racial bonus on Perception checks in daylight.
Exalted Armour: At 4 HD, an Altair gains DR 5/Magic. At 12th level, this increases to DR 10/Magic.
Exalted Strike (Su): Once per day an Altair can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Languages: Altair start with knowledge of the Exalted and Waste Tongues.
LA: ?+4?

---

[Hidden Speed]
Some Altair have learnt to bypass their afflicted speed with focus.
Prerequisites: Altair, Wisdom 20
Benefit: An Altair can spend a full-round action to make a concentration check (DC 15). On a success the Altair gains a +20 ft. enhancement bonus to base land speed for 1 minute per HD. If the check is failed, the Altair can't attempt to use the benefits of this feat for 1 hour.

---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
20 years|
+1d4|
+1d6|
+2d4[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
70 years|
100 years|
120 years|
+1d20 years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
5'4"|
+2d8|
100 lb.|
× (3) lb.
Female|
5'4"|
+2d6|
90 lb.|
× (3) lb.[/table]

---

Creation
The Altair were created from Dire Hawks which were made Anthropomorphic, Awakened, and then made Celestial.