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    Titan in the Playground
     
    Zaydos's Avatar

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    Default Races of the Three Worlds (3.X, PEACH)

    Races from an old campaign of mine. I just thought I'd unload the whole lot, or at least most of them, finally. I'm actually starting a new campaign in the world and a few of the races will not be included as they are relatively unknown in the world and were only statted out after met in game. I will also note I no longer use XP penalties for multiclassing, but the favored classes are still included for completeness.

    Elf Subraces:
    Note on elves: in my game I gave elves a bonus class skill to represent their dilettante life style. The skill was chosen from a select list of Knowledge (Arcana, History, or Nature), Perform, Spellcraft, or Survival.

    Coast Elves
    Spoiler
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    The Coast Elves are fair sea-farers who ply across the waters of Alli’ur.
    Personality: Coast elves are like other elves in most regards. They are quicker to make friends and foes, and more adventurous. Born sea-farers they have an explorer’s mind set to see distant lands and are more driven than normal amongst elves. They are known to be fair traders and generous friends.
    Physical Description: Coast elves are slightly (1 inch) shorter than elves, but slightly heavier (3 lb). They are more agile than humans but lack brute strength. They are healthier than normal elves and tend to have tanned skin with fair hair with azure to sapphire blue eyes. They dress like what they are, and even the wealthy dress simply. Their jewelry tends to be drawn from the sea. Like other elves they have an ephemeral beauty and live upwards of 700 years.
    Relations: Less refined than most elves, the coast elves get along better with most races. They admire humans’ drive and find much to admire among those of noble countenance, but find the race as a whole miserly and uncultured. Gnomes, their neighbors, they often trade with although on a personal level they care less for gnomes than most elves. In halflings they see good noble folk whom they are proud to protect, even if their drive for adventure means they’d never stay in a halfling shire too long; amongst the rare nomadic halflings they find something akin to kindred spirits except for the small folk’s tendency towards theft. Dwarves, who tend to live inland, they often know of only by rumor but when they meet they tend to get along with them better than other elves. They find dwarves to be somewhat miserly like humans, but see it in a better life for almost any dwarf will part with wealth in need but many humans seem to live for nothing other than its accumulation. They respect dwarves’ loyalty and courage, even if they find them to incurious and hidebound. Coast elves find other elves too refined and haughty, but see them as near and good kin. Like elves, coast elves try to treat everyone fairly, but they are less likely to look down on others and are more likely to find long and strong kinships with those of other races.
    Alignment: Since coast elves love adventure, excitement, freedom, and variety they tend strongly towards the chaotic alignment (although this is tempered by a strong sense of honor and a total unwillingness to break their word). They are also, as just stated, honorable and noble hearted, willing to help others without hope nor wish of reward. They seek to preserve the freedom of not only themselves but of others as well, and are strongly good as well. By far their most common alignment is Chaotic Good.
    Coast Elven Lands: The coast elves live just there, the coast. They make great sprawling sea ports. Their kingdoms also stretch inland for miles but where great cities blossom by the coast fewer and fewer live as it is left behind. Unlike elves they do not dwell in small groups that blend into nature but instead into massive cities that dominate the landscape. Even so they do what they can to mitigate the damage to the environment avoiding over fishing and dumping their waste wholesale into the sea.
    Coast elves found in human lands are most often merchants and sailors, but those that dwell their long are often sell-swords who despite their low physical strength are so quick and agile with their blades that humans find themselves eternally surprised. Others make their way as sailors even then, and whole coast elf cities are found throughout the coasts of Alli’ur in kingdoms both human and monstrous.
    Religion: Coast elves often worship Frey, god of the elves, and Poseidon, god of the sea. They also worship Saeryuk, god of waves a minor elven sea demigod.
    Language: Coast elves speak elven the same as other elves. They also know common, even amongst their most ignorant peasantry. Finally many learn Aquan the language of the sea, and also the languages of those who live along their trade lines.
    Names: Coast elf names are the same as elven names, although some show Aquan and Common influences or even roots.
    Adventures: Coast elves adventure because of their wish to see the unknown. Their explorer’s spirit can lead them to go beyond the borders of maps, or into dungeons no man remembers and their bravery and courage can be without peer.
    Racial Traits:
    • +2 Dex, -2 Str; the rigorous life of a sailor has, over the generations, made Coast elves a healthier breed than most elves, but they are not physically as strong.
    • Medium: As Medium creatures, coast elves have no special bonuses or penalties due to their size.
    • Coast Elf base land speed is 30 feet.
    • Racial Weapon Proficiencies: Coast elves are proficient in cutlasses, rapiers, and all bows (but not crossbows). They prefer the quicker blades to the heavier longsword as these blades allow them to maximize their speed and minimize their low strength.
    • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
    • Low-light Vision: A coast elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
    • +2 bonus on Spot, Search and Diplomacy checks. Coast elves retain some of the esteemed eyesight common to elves but are not so acute when it comes to their ears. They are adept traders born and raised as merchants. They do not have elves’ ability to spot secret doors, though.
    • Swim is always considered a class skill for you and you gain a +4 racial bonus on swim checks. Coast elves live the entirety of their lives by the sea and learn to live in it almost as well as on land, most coast elves can swim easily in light armor.
    • Dilettante: Like all elves Coast Elves spend much of their time dabbling in numerous trades and professions. They can choose one of the following hobby skills as an additional class skill, representing their greater understanding of the seas and merchant business: Survival, Perform, Knowledge (Nature), Diplomacy, Sense Motive, or Bluff.
    • Favored Class: A coast elf’s favored class is either Swashbuckler or Mariner from the Dragonlance Campaign Setting.


    High Elves (actually a racial template applied onto other elves representing a greater amount of fey blood; in mine normal elves were just called elves)
    Spoiler
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    The high elves of the Three Worlds are unlike those of other worlds in that they are not average elves but a superior breed. They are born from members of other elven subraces in which the true blood and power of elves runs deep. They are most commonly found in what on the Three Worlds is called simply elves (elsewhere these are called high elves), in Coast Elves, and in the elves of Torivil and a high elf born amongst Coast Elves is actually a High Coast Elf which is as distinct from a High Elf as a coast elf is from a plain elf. They are almost unheard of in drow and sea elves.
    A high elf is raised in the same culture as an elf, although they tend to be smarter and fairer than their kin (an exception is in Torivil where they are instead more agile). They are more in tune with the natural world than other elves, and more deeply imbued with arcane power. They have further reaching foresight and greater patience than other elves.
    The current royal family of Torivil is comprised of High Elves.
    Personality: High elves are basically the same as the rest of their race, but granted with greater powers of foresight and wisdom. This tends to make them kinder but can also sometimes make them harsh as they serve the long term good at the expense of momentary happiness of themselves or others.
    Physical Description: High elves are like elves but more refined and more elven in appearance. They tend to be an inch or two taller than normal (+2 inches to height) for their subrace and weigh slightly more (+3 lbs). They look better than normal even for elves and live even longer (+50 years to middle age, +75 to old, and +100 to venerable, +1d% to maximum [which is venerable plus Xd% to begin with).
    Relations: High elves are much like the rest of their race but they get along better with fey and druids than others of their kin. A high elf tends to despise those who injure nature needlessly, and be a better judge of people than normal elves. They are close to the woodlands even by elven standards and this colors their perceptions of others.
    The children of high elves and humans are sometimes full blooded elves with the human blooded racial trait (and the human subtype as well as elf subtype).
    Alignment: High elves are fundamentally the same as their subrace but tend more towards caring and compassion and thus more towards good alignment than others elves of their base kind.
    High Elven Lands: High elves do not have their own lands, instead dwelling in the lands of their progenitors, although these are sometimes themselves high elves. High elves make up the greatest amount of the native elven population in Torivil.
    Religion: High elves tend to be more religious in their hearts than other elves although they find the link to the divine a private personal matter. Most innately recognize their nature as a gift springing from Frey and Titania and are properly grateful. Many adventuring high elves worship Cocidius (son of Frey and Titania) because of his link to nature other than the soft nature of the elf woods. Despite their religious bent they are rarely clerics and count more druids than clerics in their numbers.
    Language: High elves speak elven, more fluently and beautiful even than other elves and also find themselves speaking Sylvan with innate ease. Almost all high elves are fully bilingual and the majority are also able to speak Common with the ease of a native speaker or in the beautiful lilt of an elf as they please at the moment. Many also know other languages tending to learn Celestial as amongst the first.
    Adventurers: High elves adventure for the same reasons as their base subrace. Some also set forth to right wrongs done to nature, to spread the goodness of nature they so easily see, or to connect with the entire world’s nature as opposed to only that of the elf woods.
    Racial Traits:
    High elf is more like a race specific template than a race in and of itself, and is considered one for polymorph spells and effects. It does the following effects to the character’s racial traits:
    • +2 Int, Wis and Cha in addition to the normal elven racial modifiers. Torivilian high elves get +2 Dex instead of +2 Int and Cha. This means that most High Elves have +2 Dex, Int, Wis, and Cha with -2 Con (or Str in the case of High Coast Elves).
    • Fey type
    • Fey Blooded feat instead of the +2 racial bonus on Will saves versus enchantments. Although they have the fey type they may take Fey heritage feats (see Complete Mage) and do so regardless of their alignment.
    • Pass without Trace (Ex): They never leave a trail when in natural surroundings unless they want to and cannot be tracked through such by scent. In all regards this is treated as a continual pass without trace spell effect when in natural surroundings.
    • Spell Power: +1 CL with all Arcane spells and spells cast as a Druid or Ranger. They are more gifted with arcane power and connection to nature than other elves.
    • Spell-like Abilities: 1/day each: Dancing Lights, Ghost Sound, Light.
    • Cold Iron Vulnerability (Su): They take 1 extra point of damage from weapons made from Cold Iron. Like other true fey, though, they are vulnerable to weapons made of the magic disrupting material known as cold iron.
    • Favored Class: Druid or Sorcerer.
    • LA: +1.


    Dwarves
    Dark Dwarves:
    Spoiler
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    Known for the malevolent power, the dark dwarves are the terror of the underground realms. Wielding eldritch might and with the martial skills of their more common kin, they dwell deep under the earth mining and slaving. Their hidden realms are feared far and wide, but many adventurers find themselves forced to deal with these deep dwelling dwarves because of the power and secrets they hold.
    Personality: In many ways a dark dwarf is like another dwarf, except in one major way. A dwarf corrupted by love of power and a dark dwarf are very close although the former is actually the worse of the two. Dark dwarves love power, they take slaves, they gather wealth, but they are honorable. They respect family binds, and an insult to one member of the clan is an insult to all; at the same time they are not above repaying insults to their clans (or themselves) by harming defenseless members of the offender’s clan. They do not betray their own, or those that they consider friends, and are loyal but unless you are in their circle of trusted friends you are but a tool in their eyes. While they rarely tell outright lies, and keep their word whether simply stated or a solemn oath, they bend the truth and their meaning taught well by the masters of such arts, the fiends of Baator.
    In their eyes power and honor are all. The purpose of life is to gather both, and either alone is worthless. To gather power they enslave the “lesser races” and master arms and magic; to gain honor they fight glorious battles and master arms and magic. Wealth is simply a form of power.
    Physical Description: Dark dwarves are the same size, and build as other dwarves. What separates them from other dwarves are their skin, hair, and eyes. Their skin is a pale white, reminiscent of maggots. Their hair is the black of midnight and their eyes are dark dull reds, oranges, browns, grays and rarely black or dark purple. Otherwise they are almost identical to other dwarves, except as a small note their more magical nature and greater health means they tend to live longer than other dwarves averaging some 100 years longer.
    Relations: Dark dwarves do not get along with anyone. Okay they get along with each other, but except for such creatures as dragons as a whole they view other creatures as inferior in general. They war often with their surface kin, who see them as horrible aberrations, and are not above taking normal dwarves as slaves. Even so they see dwarves as kin, even if inferiors who do not deserve the rights of citizens, and when goblins threaten dwarven holds they have been known to save the dwarves (often to lead immediately into a second war between the dwarves and the dark dwarves).
    They get along surprisingly well with elves for creatures with such disparate mental states. While the two loath each other they can also respect each other’s magical skill and elves are one of the few humanoids considered worthy foes to the dark dwarves. In fact the greatest enemies to dark dwarves are the drow, or dark elves, and they have joined forces with the surface elves more than once in battle against these spider worshipping fiends. The dark dwarves actually see more kindred with the drow than they do with the elves, and more to like and respect, but hate them for a very different reason. The drow are almost the same as the dark dwarves, underground dwellers who seek power and enslave all other races living near them, this causes some understandable friction as neither race is willing to admit the other’s superiority. To the dark dwarves the only force standing between them and conquest of the underground realms is the drow.
    Of other surface races dark dwarves see gnomes as fools although useful slaves with their magical aptitude and entertainment value. Halflings get no respect from the dark dwarves, who believe they are next to worthless and maybe even worth less than the food they need as slaves. Humans are considered useful, and the more world faring dark dwarves sometimes come to respect them for their adaptability and their lust for power (even a lawful good paladin has it) that gives them their drive to succeed.
    Amongst the monstrous races most of them are taken as slaves by the dark dwarves, in fact the vast majority of dark dwarven slaves are orcs or goblins. Giants are respected for their physical might but held in contempt for their mental inferiority. Of the creatures they regularly encounter only two breeds can make a dark dwarf admit inferiority. The first are dragons, if dark dwarves see drow as standing in their way they see dragons as nightmares, they know that should the deepest dwelling dragons truly band together even should dark dwarf and drow unite they would be nothing in comparison. The second are the baatezu who taught the dark dwarves many of their ways and are held in high respect. In fact it is not wholly unheard of for a dark dwarf to offer his daughter to a fiend for a short time to create a special breed of half-fiend made from the alloy of dark dwarven and pit fiend blood. These fiend born creatures are held in extremely high esteem by the dark dwarves. The mother, also, is held in high esteem and despite certain emphasis on chastity of both males and females amongst the unmarried they are considered prime candidates for marriage.
    All of their stereotypes are liable to change on a case by case basis if they are proven wrong. One example is common where a powerful orc warrior fights bravely and kills their king in single combat. When the entire orcish horde was defeated the orc chief and his near kin were released and even offered citizenship. Another example is Rodklif Bravehammer, a gnomish warrior, who fought his way deep into a dark dwarven city to rescue his abducted sister made a slave. Although he was captured and had slain many of the dark dwarves in the attempt, he had fought so bravely and gloriously that they released him and his sister. When he tried to rescue other gnomish slaves they gave him the choice of try and die or leave well enough alone. They sent his sister home with his ashes, after giving him an honorable funeral.
    Alignment: Dark dwarves are usually lawful, as rigidly ordered as dwarves. They tend towards evil enforcing their will on “lesser creatures” and giving into greed for power. They are honorable, a trait often associated with good creatures (although it is also a primary trait of law), and treat each other with kindness and even love not usually expected amongst evil creatures they treat all others as scum and kill and maim a definitely evil trait. Adventuring dark dwarves often begin in search of power but their evil tends to be mitigated some by a respect for members of other races.
    Dark Dwarven Lands: Dark dwarves live deep underground, deeper than other dwarves. The major difference between their cities and those of other dwarves is the abundance of other races in a dark dwarven city; although this is not a benign difference. Sometimes respected members of other races are allowed in not as slaves but as respected guests. They produce less goods than other dwarves, and trade much less, instead taking what they want from those that they can. They do trade with others of their kind, though, and sometimes with dragons.
    Those found in human lands are often mercenaries and mages. Rarely are they smiths or the like, but instead skilled and powerful adventurers trying to find a quicker route to power. Rarely, they are sometimes found as bodyguards.
    Religion: Dark dwarves typically worship Enyalius, the lawful evil god of war, Pluto, the god of death and the earth, Erubos the god of darkness, and stories whisper that they worship one of the forgotten elder gods. Enyalius expects his followers to conquer and wax strong, very much like the dark dwarves themselves.
    Language: Dark dwarves speak a language they call High Dwarven (others call it Dark Dwarven). This is not actually a language in and of itself but simply a combination of Infernal and Dwarven, two languages all adult dark dwarves are fully capable of talking (and most of writing). The High Dwarven spoken by each individual city or even clan uses different words from language and any character able to speak both can understand it (you cannot take High Dwarven as its own language just like you can’t take Common-Elven mix as a language). Even to bilingual characters the double language can be hard to understand when they want it to be, as few species speak both as a native tongue and dealing with creatures shifting between two languages at equal ease can be difficult.
    Adventurers: Dark dwarven adventurers are almost always motivated by a wish to gain power and honor. Slaying giants, dragons, and their ilk is a quick way to do both as these creatures accumulate a wealth of not only gold but items of power as well. A dark dwarf might even find himself accompanying a group of goody two shoes as there is more to be gained, both in honor and power, from facing a powerful dragon than in slaughtering helpless peasants. Rarely dark dwarves adventure because they find their kin revolting.
    Racial Traits:
    • +4 Con.
    • Dwarf Traits except as indicated below.
    • No racial bonus to AC against giants or attack bonus against orcs and goblinoids.
    • +1 to attack rolls against drows, half-drows, spiders, and other spider-like creatures (driders, yochol demons, etc).
    • +4 to AC against creatures of the dragon type: Although they are trained to fight drow every dark dwarf’s greatest foe is a dragon and they are trained to evade their teeth and claws, trusting magic to protect against their fiery breath.
    • Weapon Familiarity: War-Axe and Urgosh (in my game they normally have War-Axe and War-Pike).
    • Spell-like Abilities (CL equals HD+spell power): Protection from Energy 1/day, Ebon Eyes (self only) 1/day, Night Shield 1/day, Barkskin 1/day.
    • Spell Power: The CL for all a dark dwarf’s spells is 2 higher than normal, for example a Lv 1 Dark Dwarf Sorcerer has CL 3 and a Dark Dwarf Lv 3 Sorcerer/Lv 2 Fighter has CL 5 for sorcerer spells and 8 for his innate spell-like abilities.
    • SR: 8 + Character Level.
    • Favored Class: Warblade.
    • EL: +2 (should I reduce it and Spell Power to only +1?)
    • Aging effects: They become middle aged at 150 years old, old at 225 years and venerable at 300 years. Their max age is 300 years +3d%.


    Half-Dwarf:
    Spoiler
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    Half-dwarves are the rare results of humans and dwarves successfully mating. Little known because of their extreme rarity (it is very uncommon for a human or dwarf to be romantically inclined with a member of the other species). Half-dwarves are stuck between humans and dwarves.
    Personality: Half-dwarves, like their dwarven parent, they are prone to be single-minded and stubborn, but with they allow this dedication to a goal with human adaptability and ingenuity. A half-dwarf will pursue his goal to world’s end but he will adapt his strategy and style as he goes. Less adaptable than humans but less hidebound than dwarfs, half-dwarves combine both with a certain restlessness caused by being half in two different worlds. They have a strong communal drive coupled with a strong drive to prove their selves resulting in interesting combinations and a tendency to be stern and gruff. Most are natural members of the herd, following the way of others and the past, others try to be as flamboyant and unique as possible doing everything the unusual way.
    Physical Description: Half-dwarves stand taller than dwarves but no taller than elves. Where elves are so thin that it gives them the illusion of greater height, half-dwarves are stocky and appear short. Their arms and legs are proportionately longer than a human’s, giving them a greater stride and reach than their height would suggest but the in-between proportions causes half-dwarves troubles with agility. At the same time, though, they retain some of their dwarven parent’s stability due to a lower center of gravity and despite their low agility they do not actually trip over their feet as much as it always appears that they will.
    They weigh more than humans, about the same as dwarves do but possibly even more than that. Their height, as mentioned above, is about the same as an elf’s and their life spans are shorter than dwarves but longer than humans. They mature slower than humans as well.
    Relations: As a general rule half-dwarves get along well with dwarves, although there are exceptions usually where a half-dwarf grows to loath the rules and order governing dwarven existence. They get along well enough with humans, having more tolerance for their innumerable quirks than true dwarves do, and they often mediate disputes between humans and dwarves as they are seen as a fair common ground. When dealing with other races they tend to reflect the race that raised them. If raised among dwarves they tend to hold the same prejudices but be more accepting. Among humans they still tend to have the prejudices of the reason, but to hold to these deeper than their human kin.
    Alignment: Half-dwarves normally have a great acceptance of rules and regulations as well as an instinct to put the whole above the singular making them normally lawful. The plurality, also, are honorable and righteous with tendencies towards good. Some reject order altogether and are amongst the most anarchic creatures that lack planar heritage, at the same time they are consciously dedicated to trying and break the rules and customs often imitating others that do so.
    Half-Dwarf Lands: Half-dwarves have no kingdoms, not even numerous to populate their own enclaves like half-elves and half-orcs occasionally do. They tend to live in either human or dwarven lands. In both they often serve as warriors or mercenaries seeking glory on the battlefields to prove themselves equals in the eyes of humans and dwarves. Otherwise they typically become troubleshooters and diplomats in dwarven lands, their greater eloquence (from their human parent) and adaptability making them natural for the role. In human lands they typically become smiths or take jobs in the law or community management.
    Religion: Many half-dwarves worship Heimdall god of the dwarves, although most take to Hephaestus son of Heimdall and god of smiths and communities as he often takes the form of a half-dwarf. Others worship gods of war such as Tyr, or glory such as Thor. They have strong protective and communal instincts and tend to gravitate to gods of such things as well as gods of battle. Some worship Gerd or other gods of peace and speech taking their roles as diplomats very seriously.
    Language: Half-dwarves speak both dwarven and common. They often master other languages as well.
    Names: Half-dwarves follow the naming conventions of one or the other of their parents often taking one parent’s family name and a given name from the other parent’s race; other times they have two names in addition to their family name, one human and one dwarven.
    Adventurers: Half-dwarves become adventurers because they don’t fit in, because they feel alone in the world and wish to find the place they are not. They become adventurers to find the fame and glory that adventurers obtain, and to bring back riches to prove that they are successes. Many state that they seek to prove themselves the equals of humans and dwarves, but the truth is many wish to proof themselves better than either race.

    Half Dwarf Racial Traits:
    • Con +2, Dex -2; half-dwarves retain the healthiness of their dwarven parents, and the verbal grace of their human parent but their in-between size and proportions render them less agile than either and they often trip over their own feet.
    • Medium-size
    • Half-Dwarf Base Speed is 30 feet. However, half-dwarves can move at this speed even when wearing medium armor or whose speed is reduced in such conditions.
    • Darkvision: 30-ft.
    • Lesser Stonecunning: This ability functions like the Stonecunning ability but they gain only a +1 racial bonus and must come within 5-ft of unusual stonework.
    • Weapon Familiarity: Half-dwarves may treat either dwarven waraxes or dwarven warpikes as martial weapons, rather than exotic weapons (note in my campaign dwarves get dwarven warpike familiarity instead of dwarven urgrosh)
    • +1 racial bonus on saving throws against poison; half-dwarves retain some of their dwarven forbearer’s resistance to poison.
    • +1 racial bonus on saving throws against spells and spell-like effects; half-dwarves retain some of their dwarven forbearer’s resistance to magic.
    • +1 racial bonus on Craft or Appraise checks related to stone or metal; like in most things half-dwarves have a portion of their dwarven forbearer’s talent here.
    • +4 Skill points at 1st level and +1 every level above first: While they take after their dwarven parent in many regards, half-dwarves retain much of their human forbearer’s adaptability and take naturally to many skills.
    • Favored Class: Warblade; half-dwarves naturally take to combat not only because of their endurance and dwarven heritage but also to prove their worth amongst both humans and dwarves.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

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    Old: My homebrew (updated 9/9)

  2. - Top - End - #2
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    Zaydos's Avatar

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    Default Re: Races of the Three Worlds (3.X, PEACH)

    I feel bad doing 2 posts in a row, but the full list was too big for one post.

    Other:
    High Orcs:
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    In the south-eastern corner of the Alli’ur map, and east of the edge of Masor’s, dwell high orcs. These orcs are civilized and enlightened a breed of creatures that trace their heritage back to before Pnakost’s reign. They are peaceful and slow to anger, with great respect for the celestial bodies and fate.
    Personality: Quite unlike normal orcs, high orcs are introspective and slow to anger. They know they are physically superior to humans, but also that they are slower to learn and duty bound to help their inferiors. They are kind and liable to help others, prefer peace to violence and a diplomatic resolution to a violent one. Even so when pushed to violence they are a terrifying sight able to crush a man’s skull with cool anger, calm even as they break through human warriors.
    Physical Description: High orcs stand 6-ft tall on average and have been known to be as tall as just over 7-ft and weigh over 180 lbs. They have grey to green skin and slanted eyes which are grey, grey-blue, blue, or hazel. Their hair comes in a variety of blacks, browns, and reds. They retain muted versions of the orcish porcine features, with smaller noses and tusks. They have an intelligent look to their eyes and muscles that human warriors envy. Despite their above human health their life spans are twenty years shorter.
    Relations: High orcs strive to live peacefully with creatures around them, and typically succeed when dealing with neighboring lands, while receiving a bad first impression from others who consider them just orcs. On Alli’ur they are friendly with the coast elves, and elven harbors dot their coast. On Masor they are friendly with the dwarves living in the great mountains to the north-east of their lands and aid them in their battles against orcs and trolls. When dealing with humans they strive to prove they are not like other orcs, but their belief in their own superiority both physically and mentally to humans (whose often evil ways they see as a sign of inferiorly developed minds) often proves grating to them.
    They get along worse with orcs than with almost any other living creature. Orcs are undisciplined and warlike brutes which high orcs have come to regard as unable to accept discipline and needing to be exterminated. Some say that this is strange as are they not descended from the same stock; according to high orcs, though, the split was at the beginning of the race when the Elder God of Power offered them the pleasures of living without restraint in return for spreading conflict and the high orcs were the only ones who chose to turn down his offer. Whatever the cause they maintain PR by sending warriors to aid neighboring country with orc problems and engaging in orc hunts.
    Alignment: High orcs lead highly organized lives of peace and contemplation and tend to be lawful good in alignment. They believe that everyone should live by some common sense laws (thou shalt not kill, etc) and that everyone should maintain their own inner discipline. They believe that violence is not normally the right answer, but that when violence is dealt out by unreasoning creatures it can only be answered in the same.
    High Orc Lands: High orcs dwell in the south-eastern corner of the Alli’ur map as well as east of Jorri’une and south-east of Korril. They may dwell elsewhere north of the Badlands or east of the Alli’ur map. They are native only to Masor and Alli’ur having existed there for millennia, although Pnakost mentions high orcs ruins inhabited by ghosts in the Thunder Home Mountains of Nishono on Hondaro.
    High orcs prefer sparsely forested hilly lands. In both recorded kingdoms they live in kingdoms touching the coast but on neither do they perform many sea-faring voyages nor are they often sailors. Most live in peaceful communities, and many move to monasteries where they practice martial arts as a means of longevity and inner harmony. Even in their cities and villagers there are many ascetics, and the high orcs place little importance on material wealth compared to spiritual purity.
    On Alli’ur they are ruled by the Council of Elders, a group of advanced monks who serve in ten year terms. On Masor they are ruled by a king said to be descended from the first high orc who turned down the Elder God of Power when that god split the race and whose words stopped the others from taking that accursed bargain. The current king is Valdalfr who is a skilled priest of the Zodiac Twelve and is said to be able to tell the future with surprising accuracy.
    High orcs in human lands are typically either orc hunters or adventurers. Those that are neither often end up as priests, or in some branch of the legal system. High orc adventurers either are avenging warriors out to stop injustice, or are curious travelers seeking greater knowledge of the world outside.
    Religion: High orcs seek self-perfection and many turn to the Church of the Zodiac Twelve where they seek to gain harmony with the cosmos. Others worship such lawful aligned gods with the most popular being Gerd goddess of peace, Tyr god of Honor and Bahamut god of good dragons, another popular god is Jun Fan demigod of martial arts. Most high orcs pay at least some service to some deity and many worship demigods charged with self-perfection.
    High Orc Language: The high orcs speak High Orc a language which has no linguistic connection to Orcish (or no more than say Japanese and English). It is similar to Celestial and uses the Celestial alphabet. Most high orcs also learn common the trade tongue, and many learn Celestial. On Alli’ur many also learn Elven or Draconic, while on Masor many learn Dwarven. Finally many of them learn Orc the better to fight their traditional enemies.
    Adventurers: Most high orcs are content to live out their lives in peaceful contemplation. Some, especially warriors and worshippers of Tyr or Bahamut, go forth to spread justice amongst the inferior races. Another common reason for adventure is to seek cosmic harmony you must not only find inner peace with the various facets of yourself but also with the world as a whole and the only way to do so is to go forth and live a time in the world of chaos. Whichever reason they leave they often find themselves acting in the role of warriors and protectors.
    High Orc Racial Traits:
    • +2 Str, +2 Con, +2 Wis, -2 Cha; they are strong, healthy, and wise but have trouble dealing with others and lack sorcerous talent.
    • Humanoid (Orc)
    • Medium-sized.
    • Orc Blooded
    • Darkvision 60-ft
    • Endurance as a bonus feat; their generations of ascetic lifestyle have given them greater endurance than even a dwarf and can go long distances without tiring
    • Favored Class: Monk; by nature high orcs tend towards a monastic life and practice martial arts as a means of personal improvement (as opposed to killing) and are amongst the few cultures on Masor which have monks.
    • LA +1; the high orcs are stronger than the standard races with their great strength and health and as such have a level adjustment to compensate.
    Height: 5’2” +2d12 inches; Weight: 180 lbs +2d6 lbs per inch of extra height. Age: They are mature at the same rate as humans but reach middle age at 30, old age at 45, venerable at 60, and have a maximum age of +2d20.


    Darkguard Goblins:
    Spoiler
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    During the Loss the Rockblight Wars raged beneath the ground between dwarves and goblins in eastern Alli’ur. Some of the later turned towards Enyalius, god of conquest, for succor. The Tyrant god looked upon them and chose six of their number, taking these apart from the others he picked six sparks from his sword and into the souls of each of these six he placed a spark of hellfire. Then he spoke to them, “You six have become my champions and creatures, you will go forth from here and under my banner you will have conquest and the works of Heimdall’s forge shall fall before your march. Gather your forces and I will extend my blessing to your chosen servants and these will form the core of your armies.”
    The goblin chiefs did as the Tyrant ordered and their armies were victorious, driving the dwarves from the region. These elite of the elite bred true, the hellfire in their veins pushing out the blood of mere goblins, and are now known as the ferocious Darkguard Goblins.
    These creatures are ferocious and cruel, tyrannical and powerful for their small size. They can call upon hellfire to empower their weapons and they wield the powers of devils.
    Personality: Darkguard goblins believe in slavery, conquest, and absolute adherence to orders while all the while plotting their superiors fall. They are schemers and warriors, willing to go to any ends to prove themselves the greatest as a means of promotion and they have modeled their society on that of the baatezu. They are bullying and cruel, abusive of power and treacherous even while they never quite break the rules (they dance around them).
    Physical Description: A little taller than halflings or gnomes they stand almost four feet in height and with the bulk of a much taller creature. They are hardy and strong for their size with agility and speed. Both males and females are muscular creatures with black hair and red eyes; their tongues are forked. Males and females look similar in total build except that males are hairier with faces covered in black hair. These beards cover the sides of their faces and their chins but nothing from the lips to the eyes; they have no bangs their fury hair growing to almost right above the eyebrows. Males also have abundant arm, leg, back and chest hair covering their bodies. Their noses are flat and ugly and their lips wide with rows of sharp teeth within.
    They stand from 3’ 7” to 4’ in height and weigh around 85 lbs. They are incredibly long lived for goblinoids living spans similar to dwarves. Rumors tell of a blossoming larger breed analogous to hobgoblins.
    Relations: Darkguard goblins hate dwarves, and look at the other PC races (including orcs) as slaves, along with most other humanoid races. They have a rivalry with and begrudging respect for dark dwarves who they currently war at over dark dwarven expansion into darkguard territory. Like dark dwarves they revere baatezu as mighty conquerors and overlords, and the greatest darkguard goblins aspire to become pit fiends or other greater baatezu upon death.
    Alignment: Darkguard goblins are a highly organized, slave-taking race of treacherous warriors who believe in enforcing order on all lesser beings. They are highly lawful evil by nature. They are also infused with the energy of Baator making this alignment even more concrete.
    Darkguard Goblin Lands: The darkguard goblins dwell in eastern Alli’ur, just east of the Hallowed Empire all the way to the eastern ocean. They are divided into six kingdoms, or clans, which are united into one empire under the hand of the fittest king (i.e. the only one that survives following the death of the old one). The ascendance of a new king or emperor is almost always a state of civil war as they try to assassinate or conquer each other king. At the same time the dare not destroy any one of the kingdoms for fear of angering Enyalius. They have recently loss ground beneath the surface as dark dwarves wage war against them, but extended into the empire of East Nishono (which is a splinter empire from Nishono) which has angered the humans of the empire.
    Darkguard goblins in human lands tend to congregate in lawful evil kingdoms, especially those where Enyalius serves as primary deity. They often find work as enforcers, slave master, slavers, and bodyguards; they also find work as thieves and assassins.
    Religion: Darkguard goblins worship Enyalius god of slavery, tyranny, and conquest. As their lands are really church states many spend their entire lives trying to find favor in the god’s eyes. A few other deities are also worshipped amongst them, namely Enyalius’s wife Tisiphone, and their two sons Deimos and Idnos as well as, of course, Ekchuah the god of goblinoids (and another son of Enyalius) and some of his spawn. These are the only religions allowed in darkguard goblin lands and as such have the vast majority of darkguard goblin worshippers.
    Language: Darkguard goblins speak their own language, Darkguard, which originated as a mix between Infernal and Goblin but is now unintelligible to both. This harsh language uses the Infernal alphabet.
    Adventurers: Darkguard goblins become adventurers to gain power. They do not seek fame in the eyes of the likes of humans, but glory in the eyes of Enyalius and power to rise up the ranks of their own civilization. Adventure is a risky business, though, as while it increases your personal power if you devote yourself to questing then it means risking your political power.
    Darkguard Goblins Racial Traits:
    • +2 Dex, +2 Con, -2 Cha.
    • Small size with Powerful build.
    • Humanoid (Goblin)
    • Darkvision 60-ft; 10-ft in magical darkness.
    • Weapon Familiarity: Darkguard goblins treat longswords as simple weapons and mercurial greatswords as martial weapons; clerics of Enyalius amongst them gain WF/weapon proficiency mercurial greatsword.
    • +2 Racial bonus to Intimidate and Move Silently checks; they are skilled bullies although less skilled at stealth than normal goblins.
    • +4 racial bonus on saves versus poison.
    • Call Hellfire (Sp): Once per day and one additional time per day for every 5 character levels a darkguard goblin may call hellfire into any single weapon he is wielding (includes unarmed strikes and natural weapons) for 1 round as a swift action. This causes the weapon to deal +1 hellfire damage/2 levels (minimum +1) with every successful attack until his next action. This is the equivalent of a 2nd level spell.
    • Favored Class: Paladin of Tyranny.
    • LA: +1.


    Teslorn:
    Spoiler
    Show
    The teslorns are a subrace of surprisingly humans. They are the result of illithid experiments that stopped when the illithids vanished from the Three Worlds. Across most of the globes they bred into humanity and resulted in psions and wilders. In the country of Teslore they bred true, perhaps because of the psionic focusing devices that existed there until the Bale War which followed Ragnos’s destruction.
    Personality: Teslorns are naturally trusting and honest knowing that amongst each other their natural psionic talents prevent lying, when dealing with humans they have learned to expect trickery. They are cerebral and tend to give a problem a lot of thought, but at the same time are absent minded. They are social creatures and get edgy when left alone too long, and are gregarious when in company. They live by sets of precise rules and laws which dictates each person’s place in society and rites.
    Physical Description: The teslorn look like humans except for a few distinctions. Their ears, noses, and mouths are noticeably smaller in proportion to their heads than with humans and their heads are proportionately larger when compared to their bodies. Their eyes are big and tend towards darker colors and they have high foreheads because their hair stops growing when higher up on their heads than with normal humans. Their skin is slightly darker than Masorian norm although still within the boundaries of Caucasian coloring.
    Relations: Teslorns get along well with others although bad experiences have left them with many stories of human liars and cheats. Even so they have a keen enough telepathic sense to feel that they can trust those who open their minds to them. On the whole teslorns get along well with most races, although each has its quirks with teslorns. Elves dislike the violation of personal self that the telepathic communication brings, while dwarves see no problem with opening themselves to it (it keeps everyone honest it does). Gnomes prefer a greater ability to keep secrets but are perfectly willing to submit, while halflings think it a little odd but see no harm. Most creatures, though, are incapable of this psionic rapport and with these teslorn are less keen. They trust dwarves, open and gruff, and elves and halflings based on reputation. Gnomes they see as always hiding something, a thing they don’t trust even if it history shows that they are simply benign tricksters. Normal humans they see as capable of anything, usually being less trustworthy than the other races. Orcs are disliked by the teslorn due to their maraudings through Teslore. Half-orcs are met with distrust unless they have teslorn blood in which case they are pitied because they lack the psychic union and powers common too. These half-orcs are particularly intelligent for half-orcs, but have the same lack of will power and ability to perceive deception which causes the teslorns to be so suspicious of those they cannot communicate to telepathically (they have a Wis penalty instead of Int penalty); they are edgy of everyone they do not personally know and dislike crowds as much as their teslorn parent likes them.
    Alignment: Teslorns are social creatures with an emphasis on group action and concise rules defining each person’s place and what actions are not allowed tending strongly towards law. They gave up lying, cheating, and dark thoughts after they almost destroyed themselves due to their, at the time stronger, telepathic abilities and this has led to them being more often good than evil and most often neutral. The number of evil individuals amongst them, though, is growing.
    Teslorn Lands: Teslorns live in the kingdom of Teslore east of Koril past the kingdom of Falaust. It is a land of plains and woods, with a great river flowing swiftly through. They defend their borders against invaders and patrol their interior against orcs and the like. The kingdom is ruled by the Council of Seven which hands down rulings to lesser magisterial councils which divide the kingdom into seven equal parts and so forth down unto the town council which rules each village and even onto a family council which rules an extended family.
    Teslorns encountered in human lands tend to be scholars or psions. Many are laboring psions who use their mental powers to make a living as a craftsman or other such. Other teslorns work as telepaths in the employ of nobles using telepathic powers to pry into the minds of others.
    Religion: Most teslorn worship Seshat (LN) goddess of psionics and the mind, a relatively young deity and daughter of Thoth. They also worship a plethora of gods of law and order, especially those such as Gerd that put an emphasis on the community and family. Others worship Ma’at demigod of truth.
    Language: Teslorns have no language of their own, speaking common primarily. Amongst themselves they do not speak any language but instead communicate telepathically. Some are only semi-able to speak but they are highly literate as they cannot leave telepathic messages to those who aren’t there.
    Names: Teslorn have spoken names, which are normal human names, and real names. Their real names are more impressions than words and often sum up a person in a single thought.
    Adventurers: Teslorn adventure for the same reasons as humans, curiosity, greed, fame, wanderlust, filling out of place, trying to live up to ancestors, etc. Teslorn adventurers tend to be found in well regulated groups with definite leaders and each person having a definite role to play.

    Racial Traits:
    • +2 Int and -2 Wis: Teslorns are naturally brilliant minded and psychically talented but they have malleable wills and rely on their telepathic sense to identify danger and see through deception.
    • Medium-Sized
    • Humanoid (Human, Psionic): Teslorn’s come from human descent and are human for the purposes of magic items, spells, favored enemy, ect; they are also psionic and affected as such.
    • Limited Telepathy (Su): Teslorns have the ability to communicate telepathically with any creature within 60-ft which has the psionic subtype. They may not read thoughts, but if a creature with the psionic subtype tries to send thoughts to the Teslorn it can hear them. When communicating with a creature sending thoughts to the teslorn the teslorn gains a +2 racial bonus on Sense Motive checks as long as the teslorn hold his psionic focus, this applies to any time a creature uses telepathy to talk to a teslorn but not if it is a prerecorded message. This bonus increases to +4 when dealing with another teslorn.
    • Naturally psionic: All teslorns are naturally psionic and gain 2 extra Power Points.
    • Telepathic Sense (Su): +2 on Spot and Listen checks to notice creatures with 3 or more intelligence, that are not warded against any of telepathy, mind-affecting effects, or magical detection, and are within 60-ft as long as they (the teslorn) hold their psionic focus. This bonus becomes +3 if the creature has the psionic subtype.
    • Inquisitor as a bonus feat.
    • Favored Class: Psion; naturally psionic the teslore tend to become psions of the telepath devotion further focusing their already telepathically gifted minds.


    Oxzerins
    Spoiler
    Show
    Spider-like aberrations crawling forth from the Dark Woods of Torivil, oxzerins are a new race never before known on the face of any world. Spawned from the Dark Woods where ancient bio-magic went untended and became wild they scamper forth into the wide world as the matrix of the forest is shaken. New to this world they are barbaric in ways with a civilization at the same time dating back to the height of Pnakost’s reign and only a little more than a dozen years.
    Personality: Oxzerin vary to an extent based upon the conditions of their individual tribe. Those that have had dealings with demons and foreign aberrations tend to be wary of others, if they are alive and have their freedom. Otherwise they are predominately free spirited and curious. In vast contrast to elves oxzerin are impatient and rarely, if ever, put off till tomorrow what could be done today. They have a drive to live their lives quickly, perhaps because their lives are in all great likelihood short.
    They make quick friends, but their loyalty is still to be tested. They cannot understand all of humanity’s ideas. One is money, the oxzerin come from a land without gold or much in the way of metal and while iron is valued for its strength (and cold iron for its ability to harm demons) they cannot find value in gold which seems to be nothing but shiny rocks. Another is marriage; the oxzerin lay unfertilized eggs wrapped in a web like membrane which are then later fertilized by the male (somewhat like fish) and while they can understand trying to attract certain mates because of visible cues they cannot understand possessiveness of them. Surprisingly males are extremely devoted to the wellbeing of females they are currently pursuing, and any oxzerin will usually raise any immature member of the species they find. These traits might be capable of change, it is as of yet unknown what the toll of centuries will do to these creatures (even the humans of the Three Worlds are over 12,000 years old and it is unknown how long before that the illithids conquered and it was ages before that when the Loss struck and it was at the beginning of the Loss that humans developed).
    Physical Description: They look in many ways like a giant spider roughly the size of a dog. They have eight legs, but the front two are fully functional manipulators bearing a thumb and three fingers each. While they use these front legs to walk they suffer no penalty for not doing so. Their many eyes are faceted like a spider’s but their face while bearing mandibles is able to form certain impressions and they can vocalize sounds. They even have necks connecting their head and body. Most notably, though, is while their body and legs have fur like a tarantula’s the lower portions of their manipulator arms are completely hairless as is their neck. On the crown of their heads males grow a scraggly mop of hair and they can also grow mustaches although no other facial hair; females’ have completely hairless heads. Amongst males length of mustache is a primary sign of good looks and wisdom (although it doesn’t actually reflect on the second); amongst females a large body is the primary attracter. Like true spiders they do have poison sacks although their fangs are underdeveloped, although unlike them they are vertebrates with internal skeletons.
    They are only a step removed from the intelligent giant spiders sometimes found in the Dark Woods. These spiders are literally the fathers and mothers of the oxzerin tribes which appear to be a step of evolution towards social creatures. The first oxzerin were born dozens at a time from a single egg sack of a giant spider of fair size and from time to time this still happens although fewer of the great spiders (the sentient giant spiders) are still reproducing at all.
    Their fur can be brown, black, grey, red, orange, or white depending upon the tribe, as does their hair although it shows a greater prominence to be either white or grey. Their skin, which is soft unlike a true spider’s chitin, is usually white, black or somewhere between, although cream and brown are not unheard of. Their eyes can be a myriad of colors from red to grays and black to in one case green. These colors, though, are not necessarily the limits of what can be or will be in such a race as these developed by feral magic.
    Their maximum lifespan is yet unknown, although it is known they reach adulthood at four years old and the oldest (around 20) have entered middle age. They are about 3’-3’ 6” long from their nose and up to 2’ 3” high at their backs. They weigh around 50 lbs on average.
    Relations: The oxzerin as a new race have not yet had time to create many biases or opinions about other races and those that they do have often vary highly from tribe to tribe. One universal is an inborn awe of elves, to some extent it seems the oxzerin instinctively know that elves are their creators. Like elves they value creativity and freedom meaning that those oxzerin that also value kindness and the liberty of others can get along very well with elves. The difference in lifestyles, though, will always put some damper on things because oxzerin are even more moment to moment than humans.
    Dwarves seem to think the oxzerin monsters, a sentiment they do not share. Gnomes have yet little dealing with oxzerin except the Torivil forest gnomes which are a particularly peaceful and non-judging variety which get along well with the spider creatures seeing them as natural creatures of the magic woods (or as natural as you get in an ecosystem rebuild by magic 12,000 years ago which was then allowed to return to the wild). Halflings have yet to make any opinion of oxzerin and the same is true with humans and most other creatures.
    The few creatures oxzerin have definite views on are those that have met demons and foreign aberrations. Wherever they have been encountered the oxzerins have been killed or enslaved making such relations rocky to say the best. Oxzerin also have a definite opinion of ettercaps, feeling a certain kinship with the other spider aberrations that develop naturally in the Dark Woods. Sometimes where the ettercaps have worked with neogi and other aberrations this kinship has been turned against them but usually the two races can exist in peace even if they have very different moral or ethical beliefs. The oxzerin see the ettercaps as cousins and the ettercaps see the oxzerin as some form of the same.
    The great spiders which spawned the oxzerin sometimes take paternal interest in the lesser creatures. Although some tribes are left defenseless (just as the great spiders have always been apt to leave their young), some tribes have a gigantic “grandfather” who protects the tribe in times of danger. The term grandfather is only sometimes literal, and many times (perhaps as often as not) the spider that protects the tribe has no genetic relation to the tribe.
    Alignment: Since oxzerin value personal freedom and the ability to adapt and change with circumstances they tend towards chaotic alignments. They have no tendency towards either good or evil, the two being determined by sentiments inborn in the individual or by conditioning they receive when young. Those that fall in with ettercaps are more likely to be evil, although the corrupting influence of such creatures is curbed by their primitiveness (oxzerin see no advantage in sadism even when thus influenced) and the scarcity of things to do evil to (as few still dare to enter the Dark Woods who cannot slaughter ettercaps and oxzerin by the dozens and both races leave most wanderers alone). Those that fall in with the elves will probably pick up many elven ideals.
    Oxzerin Lands: Oxzerin lands are quite simply the Dark Woods of Torivil. There they live in loose tribes, usually high within trees and only rarely on the ground. They gather fruit and berries and where they live these edibles become abundant as the woods bend to their needs. They sometimes eat small game and meat is considered an incredible delicacy to them. In reality, though, they are rather low on the food chain. While most giant spiders and many of the other natives of the woods (especially the plant creatures) leave them be the former seeing them as others of their own kind and the latter as natives and therefore things to be ignored, there are carnivorous species that eat them. This is prevented to some extent by the great spider grandfathers.
    Oxzerins found in human lands are there to explore and discover. Having just entered human and elven lands they have yet to find their niche there.
    Religion: Most oxzerin perform a basic nature worship, often with an emphasis on the great spiders. Very few are clerics or worship any god and those that are usually are the ones with contact with ettercaps where they worship the aberrant deity the Dark Spider. A very rare few enslaved by fiends have taken to worshipping arch-fiends or even simple fiends (even mere babaos) as deities. Those oxzerins that are introduced to other cultures and deities tend to gravitate towards gods of nature and magic, preferring those with domination over both things. Favored amongst these are Frey god of the elves, Titannia goddess of fey, and the Queen of Air and Darkness goddess of the Unseelie fey.
    Language: Oxzerins speak Sylvan the language of the woods and the great spiders from which they evolved. Some also can understand Abyssal and many that have dealings with ettercaps can speak their dialect of Aberrant.
    Adventurers: Oxzerin are adventurers by nature. Few true wizards are found, or other races that require specialized training, but some aganokoks do exist having picked up their study from the spellbooks of dead adventurers. They take to magic with an innate ease especially wizardry and druidism and druids are very common amongst their villages as leaders and healers. Rogues and barbarians are other common classes, with barbarians often wielding clubs, staves, great clubs, stone and flint weapons, but whenever able they equip themselves with iron weapons knowing that the material has a good edge and keeps it too. Unfortunately rarely do they find iron weapons of an appropriate size generally having to make do with elven longswords wielded as greatsword and the like. Psionics are uncommon in oxzerin and completely unknown in most tribes.
    • +2 Dex, +2 Con, -2 Str, -2 Cha
    • Aberration: As an aberration an oxzerin is immune to any effect that targets or specifies humanoids, but is vulnerable to those that affect aberrations.
    • Small: +1 to AC and Atk, +4 to Hide, -4 to Grp.
    • Bite: Deals 1d3 damage and is always considered a secondary weapon, also inflicts poison.
    • Poison: Fort negates (DC 10 + Con modifier), 1d3 Str/1d3 Str.
    • Darkvision 60-ft
    • Spd 30-ft, Climb 20-ft
    • +8 racial bonus on climb checks thanks to their climb speed.
    • May use Dex instead of Str for Climb checks: Oxzerin are naturally agile climbers and use their agility, opposed to sheer strength, to climb through trees and along walls.
    • +2 racial bonus on Move Silently checks: Oxzerins are naturally silent in their movements.
    • Quadruped: technically a six-legged creature, Oxzerins gain bonuses to resist bull-rushes and can carry more weight, but armor for them must be specially fitted. Even through they have 6 legs they cannot use more than 1 set of magical boots. Their front two legs (which would make 8) are actually hands and have full manual dexterity.
    • +2 on Spot and Search checks: Oxzerins have keen eyes.
    • Languages: Sylvan (PCs also get Common).
    • LA: +0.
    Last edited by Zaydos; 2010-08-02 at 04:48 AM.
    Peanut Half-Dragon Necromancer by Kurien.

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