Philemonite
2013-07-13, 12:37 PM
This is the basis for a race I'm making (actually converting, long story).
I will make some more modification, I just need playground's opinion.
I wrote a very long fluff about the race, but my browser crashed, so that will have to wait.
Physical Description:
Their physical appearance is identical to humans.
Society:
Elorian society is based on a very strict, militaristic organization. They are divided in six bloodlines, named after their founders(Aseton, Denestra, Gwendolin, Waden, Quayla, Oleon). Head of each bloodline is a Grand Champion of Elora. Every Grand Champion has six subordinates who bare the title of Champion. Other titles in descending order are: General, Commander, Aspirant and Initiate. Elorians that have not joined the rank of Initiates are called Fledgling. Their primary goal is destruction of undead and protection of innocents. Those above the rank of Initiate are rarely seen traveling as a group. Instead, they offer their services to adventurers.
Relations:
While adventuring Elorians get along with most races. They respect Aasimar for their divine heritage and they rarely trust Tiefling. They find most other races interesting and like spending time studying and comparing their behavior.
Alignment and Religion:
Most Elorians are (Neutral) Good. There are no evil Elorians. All Elorians revere Elora as their mother, but they also worship other gods of Good and Neutral alignment.
As undead destroyers and dedicated healers Elorians are usually Paladins, Clerics, Oracles and Inquisitors. Bards, Druids and Rangers are also common among Elorians.
Racial Traits
+2 Wisdom, Elorians are devoted followers of Elora
+2 for one ability of your choice, every Elorian is trained in something different to make sure there is diversity
Elorians have a base speed of 30 feet
Elorians are Medium creatures and thus receive no bonuses or penalties due to their size
Elorians begin play speaking Common and Elorian. Elorians with high Intelligence scores can choose from the following: Auran, Aquan, Celestial, Elven, Ignan, Terran and Sylvan
Skilled: Elorians have a +2 racial bonus on Heal checks, Heal is always a class skill
Healing Mastery: Any cure spell cast by an Elorian has it's cap removed.(Cure Light Wounds cast by level 10 Elorian will heal 1d8+10, instead 1d8+5)
Undead Slayer: Any cure spell cast by Elorian deals +1/caster level damage to undead
Blessing of Elora: Necrotic resistance 5
Every bloodline also has a little trick of their own.
Aseton Bloodline
Aseton's Gift: Proficiency with Warhammer and Flail
+2 Strength, -2 Intelligence
Denestra Bloodline
Denestra's Gift: +2 bonus on Perception checks
+2 Charisma, -2 Strength
Gwendolin Bloodline
Gwendolin's Gift: +1 caster level for all healing spells
+2 Charisma, -2 Dexterity
Waden Bloodline
Waden's Gift: +1 Fort save
+2 Constitution, -2 Charisma
Quayla Bloodline
Quayla's Gift: Cold resistance 5
+2 Dexterity, -2 Strength
Oleon Bloodline
Oleon's Gift: +2 bonus on Spellcraft checks
+2 Intelligence, -2 Constitution
I will make some more modification, I just need playground's opinion.
I wrote a very long fluff about the race, but my browser crashed, so that will have to wait.
Physical Description:
Their physical appearance is identical to humans.
Society:
Elorian society is based on a very strict, militaristic organization. They are divided in six bloodlines, named after their founders(Aseton, Denestra, Gwendolin, Waden, Quayla, Oleon). Head of each bloodline is a Grand Champion of Elora. Every Grand Champion has six subordinates who bare the title of Champion. Other titles in descending order are: General, Commander, Aspirant and Initiate. Elorians that have not joined the rank of Initiates are called Fledgling. Their primary goal is destruction of undead and protection of innocents. Those above the rank of Initiate are rarely seen traveling as a group. Instead, they offer their services to adventurers.
Relations:
While adventuring Elorians get along with most races. They respect Aasimar for their divine heritage and they rarely trust Tiefling. They find most other races interesting and like spending time studying and comparing their behavior.
Alignment and Religion:
Most Elorians are (Neutral) Good. There are no evil Elorians. All Elorians revere Elora as their mother, but they also worship other gods of Good and Neutral alignment.
As undead destroyers and dedicated healers Elorians are usually Paladins, Clerics, Oracles and Inquisitors. Bards, Druids and Rangers are also common among Elorians.
Racial Traits
+2 Wisdom, Elorians are devoted followers of Elora
+2 for one ability of your choice, every Elorian is trained in something different to make sure there is diversity
Elorians have a base speed of 30 feet
Elorians are Medium creatures and thus receive no bonuses or penalties due to their size
Elorians begin play speaking Common and Elorian. Elorians with high Intelligence scores can choose from the following: Auran, Aquan, Celestial, Elven, Ignan, Terran and Sylvan
Skilled: Elorians have a +2 racial bonus on Heal checks, Heal is always a class skill
Healing Mastery: Any cure spell cast by an Elorian has it's cap removed.(Cure Light Wounds cast by level 10 Elorian will heal 1d8+10, instead 1d8+5)
Undead Slayer: Any cure spell cast by Elorian deals +1/caster level damage to undead
Blessing of Elora: Necrotic resistance 5
Every bloodline also has a little trick of their own.
Aseton Bloodline
Aseton's Gift: Proficiency with Warhammer and Flail
+2 Strength, -2 Intelligence
Denestra Bloodline
Denestra's Gift: +2 bonus on Perception checks
+2 Charisma, -2 Strength
Gwendolin Bloodline
Gwendolin's Gift: +1 caster level for all healing spells
+2 Charisma, -2 Dexterity
Waden Bloodline
Waden's Gift: +1 Fort save
+2 Constitution, -2 Charisma
Quayla Bloodline
Quayla's Gift: Cold resistance 5
+2 Dexterity, -2 Strength
Oleon Bloodline
Oleon's Gift: +2 bonus on Spellcraft checks
+2 Intelligence, -2 Constitution