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| Six-Horns01-05-08, 10:00 PM | I've been working on a campaign world for a long time now, probably a good year if I think about it. The thing is I've realized that I need opinions and expertise to help fix it up into the grand realm I want it to be. Rasis is a world of floating continents isolated by a shroud of destructive aether storms. Civilizations have formed on the continents and, at first, things remained relatively peaceful. Recent years, however, have proven to be quite trying as the neras city of Gray Gate was destroyed by an alliance of humans, genna, and brokoth. Now, with the Aukrin Plains no longer held by a civilization greater than a group of wandering nomads, the slave trade has risen to its most profitable point. In Rayashan, the island on which Aldara and Radia were founded has disappeared. In Vaesale, the clouds have turned black and thunder breaks the sky. In Gale, rumors of a sleeping giant have spread. In Thade, those who were dead have risen from their graves. In Koron, the great skysea churns and bubbles like a witch's couldron. This is a time of airships, halftraks, armored mecha, and gunpowder. This is a time of change. These all link to an external site, my DA account. The map comes first, then the tagalong with city information. Rayashan - http://storyteller-eternal.deviantart.com/art/Rasis-Rayashan-61550029 Rayashan tagalong - http://storyteller-eternal.deviantart.com/art/Rayashan-Tagalong-61552918 Gale - http://storyteller-eternal.deviantart.com/art/Rasis-Gale-60518757 Gale tagalong - http://storyteller-eternal.deviantart.com/art/Rasis-Gale-Tagalong-60519210 Thade - http://storyteller-eternal.deviantart.com/art/Rasis-Thade-59998014 Thade tagalong - http://storyteller-eternal.deviantart.com/art/Rasis-Thade-Tagalong-59096278 Vaesale - http://storyteller-eternal.deviantart.com/art/Rasis-Vaesale-59997552 Vaesale tagalong - http://storyteller-eternal.deviantart.com/art/Rasis-Vaesale-tagalong-59997196 Koron - http://storyteller-eternal.deviantart.com/art/Rasis-Koron-58426927 Koron tagalong - http://storyteller-eternal.deviantart.com/art/Rasis-Koron-Tagalong-57097495 To begin, most races have been torn out and replaced with ECL 0 creatures made by my friends and me. Some races have a second name in parenthesis, these are what they would be called by most DMs. The Average. The Mundane. The people like you and me. Humankind is a civilization that has fought its way to its present position against strange creatures that are, in fact, a great deal stronger than they are. They have done this through both economical and military means, using their quick wits to catch their enemies off guard. Base Stats: 8 Str, 8 Dex, 8 Con, 8 Int, 8 Wis, 8 Cha Size: Medium Base Land Speed: 30 ft Special: Studious Mind (4 extra skill points at first level and 1 skill point every level thereafter), Quick to Master (1 extra feat at first level) Bloodline: Humans sometimes interbreed with other races, though most of the time the child is left to die or killed. To have a half-blood child is something that people look down upon as being evil. Bloodline Traits: Sacrifice one inherent racial trait for a bonus feat. Bloodline Duration: 10 Generations Favored Class: Any Magic: Humans use their willpower to manifest spells. This means they have some of the greatest versatility and the least drawbacks to their casting. It also means that there are no outstanding qualities. Eltar: Eltars are humans who have magical powers running through them. This comes from either the re-invention of their bodies, infusing themselves with the very magic that runs through Rasis, or by pure chance of birth. Their powers set them off from everyone around them and thus are not as readily accepted into society. Base Stats: 8 Str, 8 Dex, 8 Con, 8 Int, 8 Wis, 6 Cha Size: Medium Base Land Speed: 30 ft Special: Eltar Awareness 1/day (+4 to all saving throws for one action), Entwined Magic (Eltar possess either an extra 2 Power Points (Psion) or an additional spontaneous-cast 0 level spell and use of 0 level spells per day) Favored Class: Sorcerer, Favored Soul, Psion Garen: Garen are humans who lack magical abilities. This lack of energy can stem from many different sources, but most of the time it is because they do not have a connection with the world or have failed to form one. In place of magical abilities, they have been granted a semi-immunity to spells. Base Stats: 8 Str, 8 Dex, 8 Con, 8 Int, 8 Wis, 6 Cha Size: Medium Base Land Speed: 30 ft Special: Shield of Garen (Spell resistance equal to Character Level + 5). This includes spells that heal lost hit points or temporarily improve your stats. This does not include spells that affect the terrain in such a way that it affects you (Such as an earthquake spell or a spell that changes the terrain to rough) Favored Class: Any Martial Class, Cannot cast any divine or arcane spells Military Minded. That’s the word that best describes the Genna and their society. Everything is based around the laws that have been passed and the laws are to be followed under the penalty of jail or death. Whenever people protest they are quickly crushed. Whenever a riot breaks out it is beaten down. Whenever slaves are set free they are rounded up and put back into the system. Base Stats: 8 Str, 8 Dex, 12 Con, 6 Int, 8 Wis, 6 Cha Size: Medium Base Land Speed: 30 ft Special: Darkvision (60 ft), Bonded Weapon (A first level Genna receives a weapon of masterwork quality for free. If they do not have the proficiency for the weapon it is given as well) Bloodlines: Genna rarely have children with another race, save as a result of slave rape. The children created through this are treated no better than the slave parent, but are sold quickly and quietly to get them out of the way. Bloodline Traits: +2 Constitution, -2 Charisma Bloodline Duration : 4 Generations Favored Class: Paladin, Ranger, Barbarian, Fighter Magic: Genna must have a masterwork weapon that they have bonded with over the course of a month. This weapon will house their fighting spirit and acts as the conduit for their spells. If it is destroyed it must either be repaired or another weapon must be found to take its place. The largest of the Genna are the Stonemane. They get their name from the white fur that runs down their back as well as their resistance to damages. They are last line of defense for the city of Gerheim, shock troops able to quell any trouble within a matter of seconds. Base Stats: 12 Str, 4 Dex, 12 Con, 4 Int, 6 Wis, 4 Cha Size: Medium Base Land Speed: 30 ft Special: Stonepelt (Stonemane Genna gain damage reduction based on their level, this stacks with class-gained damage reduction), Darkvision (60 ft), Bonded Weapon Stonepelt Level = DR 1 = 1 / - 5 = 2 / - 10 = 3 / - 15 = 4 / - 20 = 5 / - Favored Class: Barbarian, Knight Adventurous, Mischevious, and a Heart bigger than their Small frames the small dog-like Rou are some of the best adventuring companions an individual can have. Once they have found a group they enjoy they will most likely never leave for any reason, even if it means they will die. Base Stats: 4 Str, 10 Dex, 6 Con, 8 Wis, 10 Int, 10 Cha Size: Small Base Land Speed: 20 ft Special: Darkvision (60ft), Claws (1d4), Lucky Heart (+1 to all saving throws) Bloodlines: Strangely enough, the Rou do not mind half-breeds, so long as they are helpful and useful. However, other races look at Rou half-bloods as being constantly underfoot. Bloodline Traits: +2 Cha, -2 Str, Loss of one inherent racial trait for Lucky Heart or Prehensile Tail. Bloodline Duration: 7 generations Favored Class: Rogue, Wizard, Shugenja Magic: Rou use their horns and the positions of the stars to fuel their magical abilities. This means that a Rou does not necessarily have to rest in order to regain his magical abilities when the stars in the sky favor them. Instead a Rou empowered by the stars will favor a trance-like meditation for an hour. However, when the stars are unfavorable the Rou must rest for twice the amount of time. Rou Horns come in five different versions: Single, Double, Triple, Quadruple, and Quintuple. If a Rou should lose any one of his horns he loses all of his magical abilities. A horn will regrow an amount depending on the time that has passed. Weeks Passed, Power Returned 1, Spell levels 0-3 2, Spell levels 4-6 3, Spell levels 7-8 4, Spell level 9 Kettun look just like a normal Rou, save that they have large ears that can take a variety of shapes, thick fur, very short horns, and a longer, thicker tail. Their faces are significantly less canine as only a moderate to slight muzzle protrudes from their faces. Their horns are shorter and they lack claws, but they are far stronger than their cousins. They can be a bit sadistic at times, but they share the same good intentions as much of the Rou race. Base Stats: 8 Str, 10 Dex, 8 Con, 8 Wis, 8 Int, 6 Cha Size: Small Base Land Speed: 30 ft (Digigrade) Special: Darkvision (60ft), Prehensile Tail (Kettun have a prehensile tail that can be used to perform small tasks), Unusual Figure (Armor costs as much as a medium creature) Favored Class: Rogue, Wu Jen, Sorceror, Ranger Several strange creatures have made their homes across the Aukrin Plains. One such race of creatures are the Neras: Bestial humanoids who rely on their instincts and family ties to continue their survival. Though not as numerous as the other races, mainly due to their environs, they are still a strong faction of the world. There are three primary classifications of Neras, each based on the animal they look closest to. On other continents magical fallout has created another pair of races known as sharks and jackals. Finally, there are the Ashar who believe themselves to be completely an entirely different species. Despite their different appearances, each of the Neras only hail from four clans. Heartland – Beasts from the Aukrin plains. Their fur is the natural color of the animals they represent. Attitudes vary from each and every Neras that you speak with. Glassclaw - Beasts from the entrance of the Desert of Painted Glass. Though they look much like the Heartland Beasts they are easily identified by necklaces made from the various colors of glass in the valley. Most are quiet and respectful, listening first and asking second. Red Sun - Beasts from the Heart of the Scorching Sands. They are distinguished by the presence of naturally fire red fur. Most are reckless and noble in their actions and expectance. Skymoon - Beasts from the Southeast Scorching Sands. They naturally have a strange tint of midnight blue in their fur that seperates them from others. Most are whimsical and musical in their natures. Bloodlines: The neras, like most other races, do not particularly enjoy halfbloods. However, they are more accepting of them because of the slave trade. Creatures with neras blood are looked down upon as being the lowest of the low. Bloodline Traits: Dependent on neras race Bloodline Duration: 6 generations Magic: Neras rely on special gemstones harvested from the Jaiya. These trees have an innate link to the plane they exist on and crystallize the ambient power of the world around them. A Tree will release these Spell Seeds only when they have been completed and if an individual tries to gather a single seed before it is finished the entire clutch will be rendered useless. Spell seeds / Sage stones: New Spell Seeds can cast a total of 25 spells before they change into a dull marble. Seed Charms: Seed Charms do a number of different things to spellstones, from empowering the spells with different effects to slowly returning spent energies. When a Neras suffers extreme emotional or physical pain his or her mind begins to shut down. At first it does not appear to be much, perhaps just an increase in the normal animalistic noises or movements that the individual is not aware of. Eventually the person inside steps away and lets the bestial nature of the Neras take full control and dictate every action. There are a few, however, that claim a Feral Neras is actually fully in control of all his or her instincts, the perfect blend of sentience and beast in both body and mind. Becoming Feral has a total of four stages. Stage 1: Decreased ability to communicate with others, use of animal-like sounds as though they were words, minor shifts in appearance, -2 Charisma (Minimum: 2) Stage 2: Keen Senses (+2 to spot and listen, can take 10 in stressful situations), moderate shifts in appearance, -2 Intelligence (Minimum: 2) Stage 3: Loss of Literacy (Can be regained after a very long period of constant exercise), Bestial Fury 5/day (attacks the closest individual and grants +4 Str, +4 Dex, +4 Con for a number of rounds equal to the resulting constitution modifier, Stacks with Barbarian Rage), Major shifts in appearance and loss of most of the Neras’s vocabulary, -2 Wisdom (Minimum: 2) Stage 4: Irreversible change (Neras stays at Stage 4), Unbound Spirit (Immune to Charm and Domination and the Neras leaves the party unless he or she has formed a connection with another character or the party places a slave collar on the Neras), True Feral Appearance (A Feral Neras’s condition is immediately noticeable), -2 Charisma (Minimum: 2) Being more of an alliance of creatures rather than a single race, the neras are diverse in their statistics and cultures. Wolves: Much like the animals they are like, wolves are very loyal to the relationships they have forged with others. Their greatest advantage is their intelligence and foresight. Wolf Stats: 8 Str, 6 Dex, 4 Con, 10 Wis, 12 Int, 8 Cha Size: Medium Base Land Speed: 40 ft (Digigrade) Special: Bite (1d6), Scent (Can use Survival to Track), Armored Unease (Wolf Neras cannot wear any armor heavier than 35 lbs), Alcohol Intolerance (A single drink will make a Wolf Neras intoxicated) Bloodline Traits: +2 Int, -2 Con, Scent in exchange for one racial trait Favored Class: Wu Jen, Warlock, Warmage, Sorcerer Tigers: Tigers are predators of both the Aukrin Plains and the Scorching Sands and thus rely on their physical abilities to see them through to the end. Female Neras of this breed are very dangerous opponents and are commonly the most heavily guarded in the slave trade. Tiger Stats: 12 Str, 10 Dex, 10 Con, 6 Wis, 6 Int, 4 Cha Size: Medium Base Land Speed: 40 ft (Digigrade) Special: Claws (1d4), Armored Discomfort (Tiger Neras cannot wear any armor heavier than 20 lbs), Alcohol Intolerance (A single drink will make a Tiger Neras intoxicated) Bloodline Traits: +2 Str, +2 Dex, -2 Wis, -2 Cha, Claws in exchange for one racial trait Favored Class: Barbarian, Fighter, Spirit Shaman, Druid Foxes: Foxes make up the majority of the thieves guild in the Beastlands. Fast and nimble, they stick to the shadows better than any human. Fox Stats: 6 Str, 12 Dex, 6 Con, 6 Wis, 10 Int, 8 Cha Size: Medium Base Land Speed: 40 ft (Digigrade) Special: Nimble Body and Quick Fingers (+2 to Hide, Move Silently, Balance, Escape Artist, Open Lock, Sleight of Hand, Tumble), Armorless (Fox Neras cannot wear armor that weighs more than 5 pounds), Alcohol Intolerance (A single drink will make a Fox Neras intoxicated) Bloodline Traits: +2 Dex, -2 Str, +2 to Hide, Move Silently, and Tumble in exchange for one racial trait Favored Class: Rogue, Ninja, Scout Squirrels: Natives to the region of Gale, the Squirrel Neras are a fligty race that prefers to avoid trouble at its first sign. Squirrel Stats: 8 Str, 10 Dex, 4 Con, 8 Wis, 8 Int, 10 Cha Size: Medium Base Land Speed: 30 Ft Special: Agile Climber (Squirrel Neras have +10 to their climb speed and can take 10, this is disabled if the Neras wears armor heavier than light), Alchohol Intolerance (A single drink will make a Squirrel Neras intoxicated.) Bloodline Traits: +2 Dex, -2 Con, Agile Climber in exchange for one racial trait Favored Class: Rogue, Monk, Ranger Rabbits: Natives to the region of Gale, Rabbit Neras are rare and live in small tribes across the windswept plains. Rabbit Stats: 6 Str, 12 Dex, 4 Con, 10 Wis, 8 Int, 8 Cha Size: Medium Base Land Speed: 40 ft Special: Adrenal boost (A rabbit neras starts with the Run feat in addition to the ability to increase his or her base land speed by ten feet for ten rounds each day, split however he or she wishes, as long as he or she wears light armor), Alchohol Intolerance (A single drink will make a Rabbit Neras intoxicated.) Bloodline Traits: +2 Dex, -2 Con, Adrenal Boost for one racial trait Favored Class: Scout, Spirit Shaman, Druid, Ranger Sharks: Normally found in the oceans of Vaesale, this race has spread through much of Rasis. Though they can survive on land and in the desert, they greatly dislike dry and heated climates. Their name comes from their ability to breathe underwater, their gray and white skin, and the fins that usually appear on their legs and arms. Their tail is long and usually ends in the design of a tiger shark. Though their legs are digigrade, they do not appreciate the improved land speed of other neras. Shark Stats: 10 Str, 8 Dex, 10 Con, 6 Wis, 8 Int, 6 Cha Size: Medium Base Land Speed: 30 ft Swim Speed: 40 ft Special: Gills (Can breathe underwater), Shark Teeth (1d6 bite attack), Strong Swimmer (+4 to all swim checks), Unusual Figure (Armor costs 25% more) Bloodline Traits: +2 Con, -2 Cha, Strong Swimmer in exchange for one racial trait Favored Class: Martial classes Myria: A race of Neras unique to Rayashan, the Myria are an almost insect-like group of individuals. The Myria live their lives underneath Rayashan’s surface, in large areas of hollowed out rock held in place by the floating continent. Their settlements are often disrupted by the sky underneath Rayashan, so they have built numerous bridges to keep society stable. Myria Stats: 10 Str, 6 Dex, 12 Con, 6 Wis, 6 Int, 4 Cha Size: Medium Base Land Speed: 30 ft Burrow Speed: 10 ft Special: Four arms (Can Multi-wield weapons), Unusual Figure (Armor costs 25% more) Bloodline Traits: +2 Con, -2 Dex, Four Arms and Unusual Figure in exchange for one racial trait Favored Class: Barbarian, Druid Jackals: Only four things about jackals remain constant: Long ears like a rabbit, extended canine faces, three toed feet that can be used to pick up objects, and long tails. The Jackals are the strangest creatures to come from the wastes of Thade. Though their origin is not known they have found acceptance in the neras, who usually welcome their ‘twitchy’ personalities. Jackals are very good with their hands. Jackal Stats: 8 Str, 10 Dex, 6 Con, 8 Wis, 10 Int, 6 Cha Size: Medium Base Land Speed: 40 ft Special: Monkey Feet (Jackals can pick up objects with their feet, some even can wield weapons while performing a handstand), Brilliance (+4 on crafting checks) Bloodline Traits: +2 Int, -2 Cha, Brilliance and a Twitch in exchange for one racial trait Favored Class: Rogues, Fighters, Wizards, Clerics Ashar: Ashar are the most human of the Beast races. The only things that separate them from humans are their long ears, tails, legs, and their gray fur. Grounded in reality and raised to restrain most of their emotions when adventuring they have a tendency to appear as though they are depressed. This is not the case, however, as a number have been known to relax in taverns, sometimes even dance after a drink. Ashar Stats: 10 Str, 10 Dex, 6 Con, 8 Wis, 8 Int, 6 Cha Size: Medium Base Land Speed 40 ft Special: Digigrade (+10 ft Movement), Keen Senses (+2 Listen and Spot, can take 10 in stressful situations) Bloodline Traits: Keen Senses in exchange for one racial trait Favored Class: Any, Ashar prefer martial classes to spellcasting however Created by mad wizards and overly protective individuals the Vaeth have slowly discovered their own existence and demanded their own rights. A new race, they base their culture around creativity and find some of the most obscure thoughts to be the most beautiful, despite the common viewpoint. Magic: The Vaeth are naturally creatures created through magic, however they have to be careful, lest they drain the very essence that keeps them alive. To avoid an untimely death four runes related to each school of magic are engrained into their bodies, on each limb, and dictate which spells they can cast. In addition, these runes allow Vaeth to cast a few minor spells a number of times per day according to their character level. Rune: Spell Abjuration: Endure Elements Conjuration: Grease Divination: Identify Enchantment: Sleep Evocation: Magic Missile Illusion: Color Spray Necromancy: Chill Touch Transmutation: Repair Light Damage Level: Spells per day 1-4: 1 5-8: 2 9-12: 3 13-16: 4 17-20: 5 Vaeth Stats: 8 Str, 6 Dex, 12 Con, 6 Wis, 8 Int, 8 Cha Size: Medium Base Land Speed: 30 ft Special: Construct Traits (Immunity to poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. Cure spells do nothing, but Repair spells heal damage), Living Soul (Resurrectable) Favored Class: Knight, Samurai, Monk, Wu Jen, Sorcerer Shamanistic tribes from the deepest parts of the forests, the grey- and green-skinned Brokoth are tolerant of almost every race, save for the beastlike Neras. Brokoth believe heavily in proving the worth of the individual and jump at the chance to fight against the odds. Though their tusks and savage nature can drive many away, the Brokoth can be the best friends of an individual who has earned their trust. Magic: Brokoth objects have a great deal of sentimental value for most members of this race. This is because every story behind the trinkets grants its power to the Brokoth that owns it. Therefore the more adventure an object has seen, the more power it attains and allows a Brokoth to wield. If an object with sentimental value is destroyed a Brokoth loses all spellcasting ability until it is replaced. Base Stats: 6 Str, 8 Dex, 10 Con, 12 Wis, 6 Int, 6 Cha Size: Medium Base Land Speed: 30 ft Special: Darkvision (60 ft), Sentimental object (A Brokoth starts with an object of sentimental value, if 50 gold is removed from the Brokoth’s inventory it also has a minor enchantment) Bloodlines: Brokoth would rather not deal with halfbloods, but they will if they have to. Their attitudes range from being civil to being outright offensive. Halfblood Brokoths are treated with little respect. Bloodline Traits: +2 Wis, -2 Cha, Darkvision in exchange for a racial trait Bloodline Duration: 12 Generations Favored Class: Druid, Cleric Redskins (Hobgoblins): Redskins are Brokoths rumored to have descended from destructive forces. This comes across in their preference to solve discussions with contests of strength and agility. Base Stats: 10 Str, 8 Dex, 10 Con, 8 Wis, 6 Int, 6 Cha Size: Medium Base Land Speed: 30 ft Special: Darkvision (60 ft), Sentimental Object Favored Class: Fighter, Ranger Altru (Ogres): Altru are among the largest Brokoths and, despite their size, have some of the gentlest natures. Once they are disturbed, however, they can be the most destructive individuals possible. Base Stats: 12 Str, 6 Dex, 10 Con, 6 Wis, 8 Int, 6 Cha Size: Medium (Large) Base Land Speed: 30 ft Special: Large Creature, Darkvision (60 ft), Giant Blood, Sentimental object Favored Class: Monk, Barbarian Kaezun hail from the northernmost point of the Beastlands: the region known as the Grey Marsh. They have no capitol and only one large city hidden on the very edge of the continent which only Kaezun are allowed to enter. This Xenophobic tendency makes them enemy to almost every other race. Base Stats: 10 Str, 8 Dex, 10 Con, 6 Int, 8 Wis, 6 Cha Size: Medium Base Land Speed: 30 ft Special: Scaled Hide (+5 Natural Armor), Claws (1d4), Bite (1d6), Large Figure (Armor costs 50% more), Medium Scales (Cannot wear armor that weighs more than 35 pounds) Bloodlines: Kaezun Treat half-bloods like they treat most outsiders. Kaezun half-bloods normally receive the same graces. Bloodline Traits: +2 Str, +2 Con, -2 Int, -2 Cha, Scaled Hide and Medium Scales for one racial trait. Bloodline Duration: 15 generations Magic: Kaezun of all Subraces rely on their scales to cast their spells. In order to cast a spell a scale must be plucked from the tip of the tail. This action deals no damage to the caster. Scales are replaced every five days and a normal Kaezun Tail normally holds 90 usable scales. A Kaezun without a tail cannot cast any spells. Kaezun-Shin: Known to some cultures as Darkscales, the Kaezun-Shin live closest to the mountain range into the desert. Their physical superiority is incredible and their thick scales help them shrug off any damage. Base Stats: 12 Str, 8 Dex, 12 Con, 4 Int, 6 Wis, 6 Cha Size: Medium Base Land Speed: 20 ft Special: Ashscale (+7 Natural Armor), Tail smash (1d8), Claws (1d4), Bite (1d6), Huge Figure (Armor Costs 75% more), Heavy Scales (Cannot wear armor that weighs more than 20 pounds) Kaezun-Sae: The Kaezun-Sae are from the very center of the Grey Marsh, from the deepest points of the swamp. Their greatest ability is that every member of their race can breathe underwater. Base Stats: 8 Str, 8 Dex, 8 Con, 8 Int, 8 Wis, 8 Cha Size: Medium Base Land Speed: 30 ft Special: Water Breathing (Cannot Drown), Brinescale (+2 Natural Armor), Altered Figure (Armor costs 25% more), Light Scales (Cannot Wear armor that weighs more than 45 pounds) Kaezun-Kaen: the Kaezun-Kaen, or Marked Ones if you prefer, are special Kaezun born without legs. Instead they have been granted a long, powerful tail that is much like a serpent’s. Base Stats: 10 Str, 8 Dex, 10 Con, 6 Int, 8 Wis, 6 Cha Size: Medium Base Land Speed: 30 ft Special: Scaled Hide (+5 Natural Armor), Claws (1d4), Bite (1d6), Crushing Tail (Constriction, 1d6), Unnatural Figure (Armor cost is doubled), Medium Scales (Cannot wear armor that weighs more than 35 pounds) Annun are the wanderers of the world. Armadillo-like in appearance, the sharp claws on their hands and wide feet are kept well manicured as is their tradition. Without homeland or nation to support them they have thrived as a self-sufficient race that openly engages in trade of trinkets and rare relics they have gathered. Though they are covered in plates, they are soft and unable to deflect direct attacks. Base Stats: 6 Str, 10 Dex, 10 Con, 6 Int, 8 Wis, 8 Cha Size: Small Base Land Speed: 20 ft Special: Carving Claws (10 ft burrow), Claws (1d4), Open Armor (Annun must remove their armor in order to regain their spells) Bloodlines: Annun are actually quite well disposed towards half-bloods, treating them with respect, because every ally you can gain is an ally you need. Annun half-bloods are treated the same as neras half-bloods. Bloodline Traits: +2 Con, -2 Str, Carving Claws in exchange for one racial trait Bloodline Duration: 6 generations Magic: Being desert nomads, Annun use the sun and moons to return their magical energies to their bodies. They do this through their armadillo plates and is the reason that their armor always has open spaces where those patches of their skin are. An annun that has received damage to all of his or her plates or wears armor that covers them cannot regain any of his used spells until he or she has healed or had the armor changed to suit his or her needs. Favored Class: Monk, Rogue, Factotum, Wizard Annunteran: Annunteran look much like a larger version of the Annun, save that they have a far more human face as well as a large pair of horns that sprout from their forehead and curve around their ears. Known to some as Minotaurs, they are as intelligent as humans and act as the tribal leaders for the Annun race. Base Stats: 8 Str, 8 Dex, 10 Con, 8 Int, 8 Wis, 6 Cha Size: Medium Base Land Speed: 30 ft Special: Armadillo Plates (+2 Natural Armor), Headbutt (Slam attack 1d6), Open Air (An Annunteran must remove his armor in order to regain his spells) Favored Class: Ranger, Paladin, Cleric, Druid Yasiir: Yasiir, or spirits of creation, are beings that enter the bodies of the stillborn, near-death, or weak willed. During this time they strike a bargain with the entity that lives there, granting them more abilities in exchange for a symbiotic relationship. This relationship changes the appearance and abilities of the being in strange ways and permanently melds the two souls into one. Base Stats: Same as Base Creature, -2 Charisma Size: Same as Base Creature Base Land Speed: Same as Base Creature Special: Either Creative Insight (Yasiir clerics gain the creation domain) or Remembrance (Yasiir keep one quality of their previous form), Yasiir Trait (A Yasiir gains one trait at levels 1) Magic: Yasiir draw upon their spells much like humans do, by sheer force of will. Favored Class: Any, though many choose between Cleric, Sorcerer, and Paladin --- Dronan: Dronan, or spirits of destruction, are beings that enter the bodies of the stillborn, near-death, or weak willed. During this time they strike a bargain with the entity that lives there, granting them more abilities in exchange for a symbiotic relationship. This relationship changes the appearance and abilities of the being into something completely different and permanently melds the two souls into one. Base Stats: Same as Base Creature, -2 Charisma Size: Same as Base Creature Base Land Speed: Same as Base Creature Special: Either Destructive Insight (Dronan clerics gain the destruction domain) or Remembrance (Dronan keep one quality of their previous form), Dronan conversion (A Dronan gain one traits at level 1) Magic: Dronan draw upon their spells much like humans do, by sheer force of will. Favored Class: Any, though many choose between Cleric, Sorcerer, and Warlock --- Merkai: Merkai, a race that lies hidden among the many individuals that walk the streets of every city. There are few Merkai in the world though, which adds to their ambiguity, and they keep themselves well hidden unless their powers are needed. Though they may seem to be a normal people of any race, they can transform into large creatures whose form is influenced by the region they come from. Base Stats: Same as Base Creature Size: Same as Base Creature Base Land Speed: Same as Base Creature Special: Grand Wyvern – As long as he or she can perform a two-round action a Merkai may transform him or herself into a large beast that crawls on all four of its limbs. This grants +2 to Str, Dex, and Con, a 1d6 bite attack, two 1d4 claw attacks. The subject may not wear armor or wield weapons unless they have been echanted to transform along with the subject or created for a Grand Wyvern’s use. The transformation lasts for a number of hours equal to their original constitution modifier, divided however the character sees fit. If you have a negative modifier multiply the modifier by 10 minutes and subtract it from 1 hour. Magic: Merkai draw upon spells much like their base creature. Favored Class: Any, though many prefer to be Druids, freelance Fighters, or even Bards. --- Zakarin: When people die, their souls are quickly ushered on to the afterlife. At least, that’s supposed to be the case. Sometimes, either through spiritual loopholes or negligence, those who die in the wastelands of Thade come back. They are no longer the men and women they used to be and most families are surprised when a wizard sent into the wastes returns as a warrior or a paladin, especially an undead one. All Zakarin, when discovered, are viewed with distaste (as though they have an effective charisma score of 6) The Zakarin Universal Subrace comes in three forms: Kaltan (Skeletons), Mozal (Zombies), and Derudai (Shades) All Zakarin must exercise care around Priests and Clerics, mainly because positive energy spells harm and negative energy abilities heal. Zakarin Note: Turn Undead and Turning Sickness - Turning affects Zakarin, though it does so differently. Zakarin are naturally resistant to turning, being true souls that have animated a body rather than the hollow creatures that normally roam the land. In order to show this in the game they are treated as though they have 2 more hit die than they actually do. When being dealt turning damage (Or if a Zakarin attempts to Turn Undead) every five points of damage is turned, instead, into 1 point of ability score damage to every ability score (Minimum: 3). Bolstering works in the opposite way, though benefits are gained for every ten points of damage. These effects last for 10 rounds. Zakarin Note: Undeath and Damage -- Despite being skeletons, zombies, and shadoes any weapon that passes through a space where a normal person’s body would be deals damage to the Zakarin’s still-living spirit and thus their corporeal form, even if it only seems to hit air. Kaltan: Skeletons with free will, Kaltan are oddities that normally keep themselves covered in heavy robes so that their faces and bodies cannot be seen. Their ‘eyes’ normally burn an unusual color, such as purple, orange, or even gray. Base Stats: Same as Base Creature, -2 Con Size: Same as Base Creature Base Land Speed: Same as Base Creature Special Qualities: Undead Traits (Immunity to Poison, Disease, and Sleep Effects), Mortimer’s Taint (Hit points cannot be restored without special items or negative energy, Resurrection works as normal) Favored Class: Wizard, Cleric, or Fighter Mozal: Corpses reanimated soon after they hit the ground, the Mozal are able to walk among the people of Rasis far more readily than the Kaltan. What sets them apart from the still living individuals of their race are their pale complexions. Base Stats: Same as Base Creature, -2 Dex Size: Same as Base Creature Base Land Speed: Same as Base Creature Special Qualities: Undead Traits (Immunity to Poison, Disease, and Sleep Effects), Mortimer’s Taint (Hit points cannot be restored without special items or negative energy, Resurrection works as normal) Favored Class: Paladin, Ranger, Fighter Derudai: Considered the strangest of the three, Derudai have had to recreate their physical forms from the shadows of the environment. This being so, they greatly dislike light spells. Though they are creatures of shadow, they do not gain bonuses to hiding or moving silently because, as Morty once stated, “It’s in the rules.” Base Stats: Same as Base Creature, -2 Wis Size: Same as Base Creature Base Land Speed: Same as Base Creature Special Qualities: Undead Traits (Immmunity to Poison, Disease, and Sleep Effects), Mortimer’s Taint (Hit points cannot be restored without special items or negative energy, Resurrection works as normal) Favored Class: Rogue, Ranger, Cleric |
| Six-Horns01-05-08, 10:29 PM | Continued from my last post Character Options Staffstrike [Weapon Style] – A character with this feat who wields a reach weapon can attack normally when they are within five feet of an opponent. Gifted [Universal Trait] – You were born… special. Some say you have a titan’s strength while others say you have the earth’s own wisdom. Whatever the case is, you’re a bit above par with everyone around you. Prerequisite: 1st Level Benefit: +2 to the base score of any one stat (Str, Dex, Con, Wis, Int, or Cha) Soul of Salvation [Yasiir Trait] – You were born with a fighting spirit that makes itself known at times of great need. Unfortunately this ability tends to also make your body display traits that make you seem increasingly inhuman, a factor that will drive many non-player characters away. By sacrificing your first Yasiir trait for this trait, you instead gain extra traits at levels 2, 6, 10, 14, and 20. As a secondary effect, you can ignite yourself in an aura that illuminates like a torch. Prerequisite: 1st Level Soul of Damnation [Dronan Trait] – You were born with a fighting spirit that makes itself known at times of great need. Unfortunately this ability tends to also make your body display traits that make you seem increasingly inhuman, a factor that will drive many non-player characters away. By sacrificing your first Dronan trait for this trait, you instead gain extra traits at levels 2, 6, 10, 14, and 20. As a secondary effect, you can ignite yourself in an aura that illuminates like a torch. Prerequisite: 1st Level Survivalist’s Endurance [Dronan / Yasiir Trait] – Your body has adapted to the elements and can survive in extremely adverse conditions, such as on the tundra or in the desert (As though protected by the Endure Elements spell). As a second benefit, the character also gains Darkvision out to 60 ft. Wings [Dronan / Yasiir Trait] – You gain the ability to glide at a rate of 20 feet per 5 foot you drop with a pair of wings that sprout from your back. They also grant a +10 bonus to jump checks. If knocked unconscious while airborne, you immediately go into a spiral that reduces the impact when you hit the ground to 1d6 point of damage, no matter the distance. Dronan – Demonic wings shred through the skin on your back. They cannot be hidden except by clothing. Yasiir – Luminous angelic wings grow out from your back and can be hidden back within your flesh. Wings of Flight [Dronan / Yasiir Trait] – You gain the ability to fly at a 40 ft movement speed with average mobility for a number of consecutive rounds equal to your constitution modifier before becoming fatigued. You can fly for up to twice as long, but immediately become fatigued. You can also only fly for 10 total minutes each day before you become fatigued. At level 10, you no longer become fatigued and can fly indefinitely. Encumbrance or Armor has no effect on your flight. Prerequisite: Wings Sharpened Claws [Dronan / Yasiir Trait] – You gain a 1d8 natural slashing attack. As a Dronan or Yasiir with claws, your natural weapons harden and become sharper. As a Dronan or Yasiir without claws, portions of your fingers and toes shred apart to reveal the natural weapons. However, this trait also makes it difficult to wield weapons, so the Dronan or Yasiir suffers a -4 to attack rolls unless equipped with a masterwork weapon specially made for him or her. Harrowed / Hallowed Fang [Dronan / Yasiir Trait] – You gain a 1d8 natural bite attack. Two teeth become visible, emerging about half an inch from you lips, as either small tusks or small fangs. Eye of the Storm [Dronan / Yasiir Trait] – You are granted +2 to your will save as well as grant a +2 to will saves to others within 10 feet of you. As a Yasiir you exude an aura of calm and control that others seem to be affected by. It doesn’t matter whether you are on the battlefield or in the middle of the street, but things just seem a lot more organized when you’re around. Prerequisite: Must choose between Aura of Strength, Eye of the Storm, and Reflexive Action Aura of Strength [Dronan / Yasiir Trait] – You are granted +2 to your Fortitude Save as well as grant a +2 to fortitude save to others within 10 feet of you. Even when times are rough and there is no food to eat, people seem to keep alive on what they have. People poisoned in your midst seem to recover faster and those injured seem to get back on their feet sooner than others. Prerequisite: Must choose between Aura of Strength, Eye of the Storm, and Reflexive Action Reflexive Action [Dronan / Yasiir Trait] – You are granted +2 to your Reflex Save as well as grant a +2 to reflex saves to others within 10 feet of you. When you survive things people follow your lead. They realize by your motions and actions that something is coming and it leaves both you and they prepared for anything. Prerequisite: Must choose between Aura of Strength, Eye of the Storm, and Reflexive Action Berserker [Dronan / Yasiir Trait] – You are granted the ability to throw yourself into a murderous fury a number of times per day equal to (Character level divided by 4, minimum:1, Maximum: 5). The berserker mindset lasts a number of rounds equal to 10 times your natural, unenchanted constitution modifier and can be quelled at any time on a successful will save against DC 15. Becoming berserk grants +4 Str and +4 Dex and reduces Wisdom, Charisma, and Intelligence by 4 (Minimum: 4). As an unfortunate side effect, a berserker will always attack the one nearest to him, be he friend or foe. Divine Grace [Yasiir Trait] – Weapons you wield are treated as raw Arcane for the purpose of overcoming damage reduction. Also, on a critical hit, you deal an extra 1d10 of a fire that bypasses all but pure damage reduction and is the same color as the light emitted by Soul of Salvation. Infernal Grace [Dronan Trait] – Weapons you wield are treated as being raw Arcane for the purpose of overcoming damage reduction. Also, on a critical hit, you deal an extra 1d10 of a fire that bypasses all but pure damage reduction and is the same color as the light emitted by Damnation. Elemental Weapon [Yasiir / Dronan Trait] – You can channel the energy that you use for your special attack into your weapon to use against an opponent. The damage is equal to that of your Flare Breath, Ice Talon, Lightning Grasp, or Terra Breaker and can be used once per day per 6 character levels (minimum: 1, Maximum: 3) Prerequisite: Flare Breath, Ice Talon, Lightning Grasp, Terra Breaker Nightmare Eye [Yasiir / Dronan Trait] – Immunity to Fear, Can use Fear as a spell-like ability 1/day per 6 character levels (Max 3). Save: Will Negates (DC is equal to 10 + half of the character’s hit die + Con Mod) Flare Breath / Palm [Dronan / Yasiir Trait] – You gain the ability to breathe a 30 ft jet of fire or launch a column of flame from your hands or wings that deals 1d4 per 2 character levels 1/day for every 4 character levels (Max 5), as a secondary effect you gain the ability to breathe a minor flame useful for melting ice and lighting candles. Save: Reflex for Half (DC is equal to 10 + half of the character’s hit die + Con Mod) Ice Talon [Yasiir / Dronan Trait] – You gain the ability to either manifest a torrent of ice splinters around your fist or wings, or breathe a storm of ice shards 1/day for every 4 character levels (Max 5) that deals 1d4 cold, slashing, or piercing damage per 2 character levels and covers an area equal to a 30 ft line. As a secondary effect you gain the ability to freeze water with a touch or if you breathe on it. Save: Reflex for Half (DC is equal to 10 + half of the character’s hit die + Con Mod) Lightning Grasp [Yasiir / Dronan Trait] – You gain the ability to gather electricity in your hand or wings, or release a wave of electrical energy from your mouth 1/day per 4 character levels (Max 5) that deals 1d4 damage per 2 character levels and covers an area equal to a 30 ft line. As a secondary effect, your body continuously charges up electricity which can be released in a small spark and drives less determined insects away. Save: Reflex for Half (DC is equal to 10 + half of the character’s hit die + Con Mod) Terra Breaker [Yasiir / Dronan Trait] – You gain the ability to slam your hands into the ground, your wings together in front of you, or even release a mighty roar that cracks the and buckles earth in a 30 ft line in front of you 1/day for every 4 character levels (Max 5) that deals 1d4 acid or bludgeoning damage per 2 character levels. As a secondary effect either rough horns break through your skin or patches of your fur can be ‘flexed’ together into spikes that can be used to aid in cutting rope that binds you or help with some climb checks. Save: Reflex for Half (DC is equal to 10 + half of the character’s hit die + Con Mod) Prehensile Tail [Dronan / Yasiir / Rou / Universal Neras / Universal Genna Trait] - Your tail is unnaturally long and flexible and you have greater than the usual person’s control over its actions. You can perform basic actions with your tail, such as holding a rock or torch, or attach a weapon created for your tail. Prerequisite: 1st Level (anytime for Yasiir and Dronan) Stone Cloak [Vaeth Trait] – As a Vaeth you have been born with either a large metal or stone set of wings. These appendages improve the natural armor of a Vaeth by 2 by allowing them to shield themselves with an extra pair of limbs. They grant no ability to fly and cannot slow your descent. As a side benefit, you are granted two more runes to choose your spells from should you choose Strengthened Spirit. However this makes it harder for individuals to construct armor for you, and so armor costs 25% more. Pre-requisite: 1st Level Four Arms [Vaeth Trait] – As a Vaeth you have been born with a second pair of arms that you can control naturally and fully. As a side benefit, you are granted two more runes to choose your spells from should you choose Strengthened Spirit. However this makes it harder for individuals to construct armor for you, and so armor costs 25% more. Pre-requisite: 1st Level Guardian Construct [Vaeth Trait] – as a Vaeth you were born larger than those around you. You gain +4 strength and an increase in Size by one category as well as a change in Dexterity of -2. Also, as a side benefit, you are granted a single extra rune on your back should you choose Strengthened Spirit. However, this makes it harder for individuals to construct armor for you, and so armor costs 25% more. Prerequisite: 1st Level Scouting Construct [Vaeth Trait] – As a vaeth you were born smaller than those around you. This reduces your strength by 2 and your size category by one, but increases your dexterity by 2. Fewer materials have to be used for the armor you wear, so armor costs 25% less. Prerequisite: 1st Level Strengthened Spirit [Vaeth Trait] – Power wells within you and struggles to break free, magic itself is in your grasp and runs through your veins. Through careful practice you have learned how not to overtax yourself and many more powers have opened up to you. You gain the ability to cast spells from two more schools so long as you have an open portion of your body to place the runes on. Prerequisite: Caster level 6th Hornless [Rou / Kettun Trait] – A rou or kettun born without horns is an odd thing to come across. Perhaps it is just a trait of evolution or perhaps it is an alteration caused by the rou race’s use of magic. In any case it does not mean a rou cannot use magic, rather they either use spellseeds like Neras or they draw on the world around them like a human. Beastheart Annun [Annun / Annunteran Trait] – A Beastheart Annun or Annunteran no longer abides by the requirement of open armor, instead they must use spellseeds like a Neras. They also lose any benefit to their armor class due to their armor plates. A Beastheart Annun or Annunteran is far more common than a Heartless Rou. Predator Instinct [Universal Neras Trait] – This feat allows a feral neras to move naturally on all four limbs, further increasing their speed by 20 ft, though they may not wield weapons in their hands while doing so. A bull rush or knockdown attempt at the end of a four-limbed charge is granted a +4 circumstance bonus. Prerequisite: Neras or Ashar, Feral Stage 2 Tiger’s Pounce [Tiger Neras Trait] – This feat allows a tiger neras to perform a full attack action at the end of a charge. Prerequisite: Tiger Neras, Base Attack Bonus +5 Ashar Mind Purge [Ashar Trait] – An Ashar that has served in his nation’s military for a long enough time learns to subdue their fears and compulsions and face their opponent with a clear mind. This trait grants immunity to fear and compulsion effects, such as charm or domination. Prerequisite: Will save +3 Ashar Toughness I [Ashar Trait] – Ashar are tough and sturdy by nature, having traveled the wastes of their continent extensively and fought to survive. These situations have seemed to impact the blood of every generation of ashar and have led to a number of unusually hardy individuals. This trait grants an immunity to poison. Prerequisite: Fortitude save +4 Ashar Toughness II [Ashar Trait] – Ashar are tough and sturdy by nature, some more so than others. Those who hold this trait are immune to all diseases of the world. Prerequisite: Fortitude save +8, Ashar Toughness I Kaezun Smoothscale [Universal Kaezun Trait] – As a Kaezun your scales have slowly turned smoother than the others around you. As a benefit you can wear armor 15 lbs heavier than your race normally allows. Kaezun Flatscale [Universal Kaezun Trait] – As a Kaezun your scales lie flatter than most others, generally protruding less from your body so that they don’t catch on armor. As a benefit you can wear armor 10 lbs heavier. Eltar Improved Casting I [Eltar Trait] – As an Eltar you are in tune with magic. As you have adventured this awareness has deepened and improved, granting powers that others can only dream of. Benefit: You either gain 1 power point and an extra level 1 psionic power (psion) or 1 extra first level spell per day and 1 extra known first level spell. Eltar Improved Casting II [Eltar Trait] – As an Eltar you are in tune with magic. As you have adventured this awareness has deepened and improved, granting powers that others can only dream of. Prerequisite: Eltar Improved Casting I Benefit: You either gain 2 power points and an extra level 2 psionic power (psion) or 1 extra second level spell per day and 1 extra known second level spell. Eltar Improved Casting III [Eltar Trait] – As an Eltar you are in tune with magic. As you have adventured this awareness has deepened and improved, granting powers that others can only dream of. Prerequisite: Eltar Improved Casting II Benefit: You either gain 3 power points and an extra level 3 psionic power (psion) or 1 extra third level spell per day and 1 extra known third level spell. Eltar Improved Casting IV [Eltar Trait] – As an Eltar you are in tune with magic. As you have adventured this awareness has deepened and improved, granting powers that others can only dream of. Prerequisite: Eltar Improved Casting III Benefit: You either gain 4 power points and an extra level 4 psionic power (psion) or 1 extra fourth level spell per day and 1 extra known fourth level spell. Eltar Improved Casting V [Eltar Trait] – As an Eltar you are in tune with magic. As you have adventured this awareness has deepened and improved, granting powers that others can only dream of. Prerequisite: Eltar Improved Casting IV Benefit: You either gain 5 power points and an extra level 5 psionic power (psion) or 1 extra fifth level spell per day and 1 extra known fifth level spell. Garen Guard [Non-spellcaster Trait] – This trait increases your spell resistance to all spells such that it equals your Character Level. This includes healing spells. This does not include spells that affect the terrain in such a way that it affects you (Such as an earthquake spell or a spell that changes the terrain to rough) Shield of Garen [Non-Spellcaster Trait] - This trait increases your spell resistance to all spells cast on you by 5 (such that it equals Character Level + 5). This includes healing spells. This does not include spells that affect the terrain in such a way that it affects you (Such as an earthquake spell or a spell that changes the terrain to rough) Prerequisite: Garen Guard, naturally comes to a 1st level Garen Character Armor of Garen [Garen / Non-spellcaster Trait] – This trait increases your spell resistance to all spells cast on you by 5 (such that it equals Character Level + 10). This includes healing spells. This does not include spells that affect the terrain in such a way that it affects you (Such as an earthquake spell or a spell that changes the terrain to rough) Prerequisite: Shield of Garen Body of Garen [Garen / Non-spellcaster Trait] - This trait increases your spell resistance to all spells cast on you by 5 (such that it equals Character Level + 15). This includes healing spells. This does not include spells that affect the terrain in such a way that it affects you (Such as an earthquake spell or a spell that changes the terrain to rough) Prerequisite: Armor of Garen Soul of Garen [Garen / Non-spellcaster Trait] – This trait offers complete spell immunity to all spells cast on you. Essentially you are a titan that cannot be touched by magical energies (spells you shrug off) however, it also means that you cannot be healed by any spell. To heal damage, alternatives must be found. The immunity does not include spells that affect the terrain in such a way that it affects you (Such as an earthquake spell or a spell that changes the terrain to rough) Prerequisite: Body of Garen <Energy> Claw [Merkai Combat Trait] – A Merkai with this trait learns to channel magical energies into their beast form’s natural weapons and unleash it onto an unsuspecting opponent. The damage type is chosen on selection of this feat. The empowered natural weapon deals 1d4 damage per two character levels, up to 10d4 at level 20. This trait can be used a number of times equal to their transformed figure’s constitution modifier, up to 5 times a day. <Energy> Breath [Merkai Combat Trait] – A Merkai with this trait can unleash a breath weapon when they turn into their bestial form, the shape is chosen when they take this feat and the damage based on their energy claw trait, a number of times per day equal to their resulting constitution modifier, up to three times per day. The breath weapon deals damage equal to1d6 per 2 character levels. Reflex save is equal to 10 + Charisma modifier + half of the character’s total level. Prerequisite: Energy Claw <Energy> Sphere [Merkai Combat Trait] – A Merkai with this trait can unleash a 10 ft by 10 ft sphere of destruction once per day. This sphere deals 1d12 damage of same type as the energy claw trait for every two character levels and can be set with a spin to arc it either left or right or even spin it in an outward spiral. The sphere moves at a rate of 40 ft per round. Reflex save is equal to 10 + Charisma modifier + half of the character’s total level. If the sphere connects with a solid wall it can create a 10 foot high tunnel and burrows with a rate of 10 ft every round. Prerequisite: Energy Breath Storm Wing [Merkai Combat Trait] – You gain the ability to channel magical energy into your wings to be released with a powerful flap. This burst of damage deals 1d4 for every 2 character levels (Max 20d4) and the type of damage dealt must be chosen on the selection of this feat. This burst also knocks opponents down onto their backs and pushes them away on a failed fortitude save (DC equal to 10 + half character level + Cha mod) Prerequisite: Strong Wings, Energy Breath Strong Wings [Merkai Travel Trait] – A Merkai grows wings that are strong enough to let them fly for as long as they can maintain their bestial form. Extended Change [Merkai Travel Trait] – A Merkai who travels understands the importance of remaining in their beastial form for as long as possible before having to drop into the wastes below. This trait allows for a Merkai to multiply her time allowed to be in beast form by three. Prerequisite: Strong Wings Unlimited Change [Merkai Travel Trait] – A Merkai who travels understands the value of never having to drop below the clouds. A Merkai with this trait may stay in his or her wyvern form for an unlimited amount of time. Prerequisite: Extended Change. Powerful Tail [Merkai Survival Trait] – A merkai with this feat grows a prehensile tail that can be used to manipulate simple objects while in beast form. It also allows for a powerful tail-slap that deals 1d6 bludgeoning damage. Hardened Skin [Merkai Survival Trait] – A merkai with this feat receives a natural armor bonus in their beast form depending on their level. Level : Bonus 5 : +1 10 : +2 15 : +3 20 : +4 Stone Hide [Merkai Survival Trait] – A merkai with this trait gains the ability to tunnel through the ground with relative ease with a 10 ft burrow speed. A merkai can choose to either leave a tunnel or collapse the ground behind him or her. Prerequisite: Hardened Skin Enlarged Size [Merkai Survival Trait] – A merkai with this trait turns into a creature one size category larger when assuming his or her bestial form. Also, the character gains 2 bonus hit points per character level while in bestial form. Enlarged Size II [Merkai Survival Trait] – A merkai with this trait turns into a creature two size categories larger when assuming bestial form. Also, the character gains 6 bonus hit points per character level while in bestial form. Prerequisite: Enlarged Size Enlarged Size III [Merkai Survival Trait] – A merkai with this trait turns into a creature three size categories larger when assuming bestial form. Also, the character gains 10 bonus hit points per character level while in bestial form. Prerequisite: Enlarged Size II Slave Collar – These magical collars appear to be little more than a simple steel ring. However, when you try to place them on a slave they stretch to fit around the subject’s neck and quickly fasten down onto the skin. The subject then must do as the owner of the slave collar and the local law enforcement bid or be affected by the negative forces of a Lesser Geas / Quest spell. Merkai Collar – A more powerful version of a slave collar used to capture and keep merkai, this causes a merkai to assume their beast form for as long as they wear the collar. As with a slave collar, the subject of a Merkai collar must do as his or her owner says or be affected by the negative effects of a Lesser Geas / Quest spell. Lamellar: Mainly metal or ceramic plates embedded in leather armor. Lamellar is normally seen as a simple suit of leather armor and is particularly effective against archers used to fighting less armored opponents. Also, it’s a bit less restrictive than other armors of its type and can be modified using either metal or leather (chosen at armor creation). AC Bonus: +5 Max Dex Bonus: +3 Armor Type: Medium Armor Check Penalty: -4 Arcane Failure: 30% Speed (30 Ft): 20 Ft Weight: 30 lb Cost: 175 GP Patchwork Hide: Hide armor that has been specially treated and carefully constructed with metal or ceramic plates to reduce its weight and restrictive qualities. Patchwork Hide is usually only found in the possession of Neras hunters and can be very expensive to purchase from a tribe. It can be modified with either metal or fur, but not both (chosen on creation of the armor). AC Bonus: +3 Max Dex Bonus: +5 Armor Type: Light Armor Check Penalty: -2 Arcane Failure: 15% Speed (30 Ft): 30 Ft Weight: 25 lb Cost: 35 GP Leather Platemail: Leather armor that has several plates of metal sewn and riveted onto its surface to provide extra protection without the usual encumbrance. Leather platemail is expensive, but is among one of the best choices for a nimble fighter to choose, though its weight can be disconcerting when climbing or swimming. It can be modified with either metal or leather components, but not both (Chosen on creation of the armor). AC Bonus: +4 Max Dex Bonus: +4 Armor Type: Light Armor Check Penalty: -3 Arcane Failure: 30 % Speed (30 Ft): 30 Ft Weight: 25 lb Cost: 80 GP Bracers of the Blade: Special bracers developed to aid those who use two weapons, these pieces of armor increase the AC of their wearer by one without decreasing their attack accuracy, compromising their shield bonus, or interfering with their movements. With Improved Buckler Defense, the bonus increases to +2. AC Bonus: +1 (+2) Weight: 5 lb Arcane Failure: - % Cost: 25 GP Cavalry Mace: Little more than a large steel or iron head mounted on a wooden or steel staff, these weapons are unusually effective against mounted cavalry. Whenever a blow is landed against a mounted opponent they must make a ride check (against 5 + half of the total physical damage dealt) or else be knocked off of their mount, land prone on the ground, and be dealt 1d6 more damage from the fall. The weapon decreases the AC of the wielder by 3, so great care should be taken with it. Damage (Medium): 2d6 Critical: x2 Type: Bludgeoning Weight: 20 lb Cost: 30 GP Long Daggers: The gap between the common dagger and the shortsword, these weapons are usually used by rogues and assassins. Like a normal dagger, you gain +2 to a sleight of hand check to hide them from others. For 25 gold they can also be balanced for two-weapon fighting (Further reduces the penalty by 2 if both have the quality) Damage (Medium): 1d6 Critical: 19-20 / x2 Type: Piercing or Slashing Weight: 2 lb Cost: 12 GP (25 GP more for two weapon balancing) Warpike: An improvement upon the halberd, the Warpike is suited for combat against mounted opponents. With a readied action, you can use it against a changing opponent to deal double damage. It does have a 10 foot reach, however, so it cannot be used against adjacent opponents. Damage: 2d6 Critical: x3 Type: Piercing or Slashing Weight: 15 lb Cost: 35 GP Greathammer: An improvement on the common Sledge, this large weapon is essentially meant to break anything it is swung at. As such it gains +2 on opposed checks to sunder an opponents weapon or shield. It also gains a +4 on damage against barriers and containers. Damage: 1d12 Critical: x4 Type: Bludgeoning Weight: 30 lb Cost: 50 GP Bolt Rifle: A simple rifle with a not-so-simple bullet. Instead of firing a normal shell, the gun fires a specially crafted small crossbow quarrel at high velocity. It takes a move action to swap out the five-round clip that the weapon uses. Reloading the whole clip is a full round action. Damage: 2d8 Critical: x2 Type: Piercing Weight: 18 lb Clip Size: 8 (Rifle) Range: 60 ft Cost: 250 GP Bolt Pistol: A simple pistol with a not-so-simple bullet. Instead of firing a normal shell, the gun fires a specially crafted small crossbow quarrel at high velocity. It takes a move action to swap out the ten-round clip that the weapon uses. Reloading the whole clip is a full round action. Bolt pistols can be dual wielded by characters with 14 STR. Damage: 2d6 Critical: x2 Type: Piercing Weight: 8 lb Clip Size: 10 (Pistol) Range: 40 ft Cost: 125 GP Bolt Pistol (Revolver): A sturdier version of the bolt pistol designed to maximize damage, the revolver is a powerful compliment to any soldier. Damage: 2d8 Critical: x2 Type: Piercing Weight: 10 lb Clip Size: 6 (Pistol) Range: 40 ft Cost: 175 GP Bolt Rifle (Revolver): A sturdier version of the bolt rifle designed to maximize damage. Damage: 2d10 Critical: x2 Type: Piercing Weight: 20 lb Clip Size: 6 (Rifle) Range: 60 ft Cost: 300 GP Heavy Bolt Rifle: A heavier version of the bolt rifle that can end up as large as a man. This weapon has a larger magazine capacity as well as a modification that allows it to fire on fully automatic. Fully automatic means that the user makes an attack against AC10. If it succeeds he expends 10 bullets and covers a 10 x 10 area around the target. The target then is allowed to make a reflex save for half damage. Damage 2d8 Critical: x2 Type: Piercing Weight: 26 lb Clip Size: 14 (Rifle) Range: 90 ft Cost: 500 GP Heavy Bolt Pistol: A heavier version of the bolt pistol that usually comes with a stock to help steady the weapon. This weapon has a modification that allows it to fire on fully automatic. Fully automatic means that the user makes an attack against AC10. If it succeeds he expends 10 bullets and covers a 10 x 10 area around the target. The target then is allowed to make a reflex save for half damage. Heavy bolt pistols can be dual wielded by characters with 18 STR or characters with 16 STR if they use the stock. Damage: 2d6 Critical: x2 Type: Piercing Weight: 12 lb Clip Size: 20 (Pistol) Range: 50 ft Cost: 375 GP Assault Bolt Rifle: The heaviest version of the bolt rifle in existence. The assault bolt rifle comes with two barrels and two separate clips that feed the machine. A normal shot consumes two bullets, but autofire consumes its normal amount. Damage: 2d8 (3d8 single shot) Critical: x2 Type: Piercing Weight: 35lb Clip Size: 28 (Rifle) Range: 90 ft Cost: 625 GP Assault Bolt Pistol: The heaviest version of the bolt pistol in existence. The assault bolt pistol comes with two barrels and two separate clips to feed the machine. A normal shot consumes two bullets, but autofire consumes its normal amount. Damage: 2d6 (3d6 single shot) Critical: x2 Type: Piercing Weight: 18 lb Clip Size: 40 (Pistol) Range: 50 ft Cost: 525 GP Rotary Bolt Cannon: The heaviest weapon to use powder bolts, the rotary bolt cannon cycles at a fast rate in order to prevent heat from melting its three barrels. Though it is expensive to purchase and maintain, this weapon is useful for suppressive fire and is unusually accurate for its size. Damage: 3d8 (Autofire only) Critical: x3 Type: Piercing Weight: 40 lbs Clip Size: Linked chain (Rifle) Range: 60 ft Cost: 800 GP Bronzefire Launcher: Little more than a longer- and stronger-than-average vertical closed crossbow assembly mounted to a two-handed grip that ends in a tail that goes over the wielder’s shoulder for support, this weapon is actually very devastating when the proper ammunition is used. Essentially the weapon launches the ammunition, known as a powder rocket, a distance through the air, which then activates its fuel and flies into its target. To Dual-wield Bronzefire Launchers, one must have 16 STR. Dual wielding incurs a -4 penalty due to weight. Damage: Special Critical: - Type: Special Weight: 30 lb Clip Size: 1 Range: 100 ft Cost: 500 GP Bronzefire Assault Launcher: Four crossbow assemblies created in a diamond pattern to hold four rockets makes the assault launcher a devastating weapon. The launcher fires its munitions in a clockwise sequence. To Dual Wield, one must have 20 STR. Dual Wielding incurs a -8 penalty due to weight. Damage: Special Critical: - Type: Special Weight: 60 lb Clip Size: 4 Range: 100 ft Cost: 1000 GP Powder Bolt (Pistol): The standard shot used by Bolt Pistols. They normally come in cases of 20 bullets. Cost: 30 GP Powder Bolt (Rifle): The standard shot used by Bolt Rifles. They normally come in cases of 12 bullets. Cost: 40 GP Grape Shot (Rifle): A shot created for use by Bolt Rifles. Instead of a normal crossbow bolt, these shells are packed with shrapnel that blows outward in a tornado of destruction that deals half piercing and half slashing damage. Cheaper than regular rifle bolts, they are also more available. When fired, they are treated as a 20 foot long cone of effect with a 15 foot width at its furthest edge. Objects within 10 feet take full damage and those further away take 1 less die. An attack with a grape shot shell must beat the AC of the opponent to deal damage. They normally come in cases of 20 bullets. Cost: 30 GP Reel Bolt (Pistol): A bolt that has been created with an especially sharpened head and an elongated shaft meant to puncture and anchor within materials as dense as stone. Each bolt comes with a heavy reel of rope that adds ten pounds to the weapon being used. To use a reel bolt the weapon must have its chamber and clip emptied and be loaded with the bolt. This is a full-round action. If struck by a reel-bolt, an opponent is pushed five feet and, if an obstacle of some sort is directly behind him, pinned. A reel bolt automatically anchors in a solid object, no checks (other than the attack roll) are necessary. Reel Bolt (Rifle) A bolt that has been created with an especially sharpened head and an elongated shaft meant to puncture and anchor within materials as dense as stone. Each bolt comes with a heavy reel of rope that adds ten pounds to the weapon being used. To use a reel bolt the weapon must have its chamber and clip emptied and be loaded with the bolt. This is a full-round action. If struck by a reel-bolt, an opponent is pushed five feet and, if an obstacle of some sort is directly behind him, pinned. A reel bolt automatically anchors in a solid object, no checks (other than the attack roll) are necessary. [/spoiler] Powder Rockets [spoiler] Standard: A standard rocket developed for use with the bronzefire launcher. It has no guidance and thus isn’t very useful against small, moving targets. However, it does explode in a large burst that can take out many stationary targets. They usually come in cases of 2. Damage: 6d6 Type: Fire Weight: 10 lb each (20 lb pack) Cost: 300 per pack Armor Piercing: A rocket developed for use with the bronzefire launcher. This rocket has reduced explosive capacity, but in exchange it does have the ability to bypass up to 20 points of hardness in their target. They usually come in cases of 2. Damage: 4d6 Type: Fire Weight: 10 lb each (20 lb pack) Cost: 500 per pack. High Explosive: A rocket developed for use with the bronzefire launcher. This rocket is heavier and has an unstable nature and must be handled with care, lest it explode in its pack, but in exchange is even more destructive than a standard rocket. They usually come in cases of 2. Damage: 8d6 Type: Fire Weight: 15 lb each (30 lb pack) Cost: 700 per pack Shredding: By attaching blades that snap outwards as soon as the projectile is launched a bolt can deal slashing instead of piercing damage. For: Powder Bolts (Cost: +30 GP per case) Blunt: By dulling the head of the projectile a bolt can deal bludgeoning instead of piercing damage. For: Powder Bolts (Cost: +15 GP per case) Concussive: By arming a powder rocket with a set of runes or a special spell-seed a weapon can be treated to deal sonic damage. For: Powder Rockets (Cost: +200 for 2) Ice Storm: By arming a powder rocket with a set of runes or a special spell-seed a weapon can be treated to deal cold damage. For: Powder Rockets (Cost: +200 for 2) Acid Burst: By arming a powder rocket with a set of runes or a special spell-seed a weapon can be treated to deal acid damage. For: Powder Rockets (Cost: +200 for 2) Jaiya: The Jaiya is a tree that resembles a willow without leaves. It carries the normal traits of a tree, save when the area around it is darker than direct sunlight, in which the trunk and branches “grow” luminescent vines and leaves. These vines and leaves have no substance and a person’s hand will pass right through them. Jaiya Seed, Dead: A dead Jaiya seed seems to be little more than a simple marble, a pure solid shade of the color they once were. Cost: 5 GP Jaiya Seed, Least: The least powerful Jaiya seed is a clouded sphere about the size of a marble. These hold enough energy for a mage to cast 25 spell levels. Cost: 50 GP Jaiya Seed, Lesser: An improvement over the Least Jaiya seed, these hold enough energy for a mage to cast 35 spell levels. Their natural appearance is a marble with several clouds swirling around one another within its embrace. Cost: 285 GP Jaiya Seed, Greater: The most powerful harvested Jaiya seed, the Greater seeds hold enough arcane energy to cast 50 spell levels. Their natural appearance is a marble with a vision of the night sky within the confines. Cost: 573 GP Jaiya Seed, Dusk: It is believed that when a spellcaster of high caliber holds onto a dead Jaiya seed it will eventually transform into a Dusk seed. Though none have ever been revealed (And what sane mage would wish to show one off?), it is rumored that they hold the contents of the sky and have enough energy to cast 75 spell levels worth of spells. Cost: 1,000 GP Seed Charms: Spellseeds are distrusted by human spellcasters because of their tendency to give out when most needed and their expensive natures. However, the Neras have found that special engravings on a metal or stone band fitted around a spellseed will well the power within a spellseed. The most common charm, given to first level neras spellcasters, is a Lesser Regenesis Charm, which restores 5 spell levels each morning to a spellseed and is worth 100 gold. Many others exist and their cost is dependends entirely on the NPC and the DM’s Discretion. Darkshine Steel – A dark, glossy mineral mined from regions in the genna highlands and the human snowfields. When forged it becomes dull in appearance, signifying the impurities have been removed from its form, and is both harder and lighter than steel. All items weight 3/4 what they normally do when created from Darkshine steel. Armor with this quality is automatically masterwork. When made into armor it increases the Maximum Dexterity Bonus by 2, decreases the armor check penalty by 2 (for a total of -3 with masterwork), and increases the Armor Bonus by 2. Cost Light Armor: + 3,000 Gold Medium Armor: + 6,000 Gold Heavy Armor: + 12,000 Gold Shield: +3,000 Gold When made into Weapons or Items they have 15 hit points per inch of thickness and hardness 20. Cost: + 750 Gold per Pound Open Armor: Armor that has been specially created for the Annun. Because they rely on the Sun and Moon for their spells, they must wear armor that leaves their plates open to the sky at night. Cost: + 1/4 of the armor’s cost or 50 gold, whichever is greater. Kaezun Modified: Armor that has been specially created with the Kaezun warrior in mind. This armor allows for a Kaezun to wear armor 10 lbs heavier than their maximum allowance. This modification is expensive, however, and will most likely set back an adventurer without connections to a military setting. Cost: + 3/4 of the armor’s cost or 100 Gold, whichever is greater. The power of Steam sets things into motion that nobody can truly see until the result is right on top of them. Such was the fate of a construct known as the Clockwork Colossus, a human weapon that was supposed to end the war that shattered the world. It came too late, however, and it reached the battlefield moments before everything known to the races was blown apart. It disappeared into the dust storms and exploding earth as the islands rose into the sky and has yet to be recovered by any of the races. In its place, originally created to pacify revolts and end larger scale wars quickly, humans and brokoth constructed a number of smaller, more maneuverable constructs known as gears. Since that time each race and region has created a near endless variety of shapes and sizes. Every Gear should be viewed as a sentient individual as a spirit must be placed within the steam powered shell in order for them to be activated and piloted. Especially strong spirits are able to move by themselves without any need for a pilot. Gears come in a near endless number of forms, but there are only four basic designs commonly used on the floating continents from which they’ve sprung. Multiple mech operation feats must be taken to offset the many penalties of a mech, which can be found in the Dragonmech Sourcebook. Rules are identical to those found in the Dragonmech Sourcebook. Sprinter or “Jaguar”: A lightweight gear meant to send messages from town to town, this machine carries little to no weapons on its frame. Normally they are bipedal or quadruped in construction, though a few have had as many as eight legs, which aids in their movement speed. This design does not have the harness found in many other gears, but rather a large platform or a saddle on which people sit or stand. The spirits in these constructs are normally beasts of the wilds. Attacks: 2 Claws (1d6 +5), Rend (2d6) Mounted Weapons (For use by Passengers): Either none or a single mounted bolt rifle Strider or “Gorilla”: A lightweight gear that is meant to quickly support units on the front line, the strider normally is equipped with either a pair of heavy bolt rifles attached to the arm sockets or a heavy bolt rifle and an arm to wield a larger-than-average sword with. The spirits that inhabit Striders are normally flighty sentient beings, such as the Rou or Jackals, though any spirit can reside in them. Their “Gorilla” name comes from their open design that seems to lope across the battlefield. Standard Mounted weapons: One setup of the following: two arm-mounted heavy bolt rifles, two shoulder-mounted Rotary Bolt Cannons, or one arm-mounted heavy bolt rifle and a greatsword. Slots for modification: Arms (2) and Legs (1) Spartan or “Duke”: The front line gear of the new age, the Spartan is one of two common designs that actually protects the pilot from direct injury. It is also one that can be easily modified to meet many different requirements, due to its human appearance and design, depending on the scenario they are sent into. The spirit bonded to a Spartan can be from many different races, all are usable. Standard Mounted Weapons: Two Arms Slots for modification: Arms (2), Legs (1), Shoulders / Back (2 / 1) Gigant or “Breaker”: An enlarged version of the Spartan, the Gigant is meant to wade through terrain and forces that the Spartan cannot. Though it hosts more slots than the Spartan, it is not as easily piloted as the others due to its change in size. The Altru are normally bonded to the Gigant as their great size and strength comes into use most often. Standard Mounted Weapons: Two Arms Slots for Modification: Arms (2), Legs (1), Shoulders (2), Back (1), Head (1), Torso (1) Magic. Magic is a force that animates statues, throws thunderbolts into foes, and heals the wounded. Magic is also unknown and cannot be comprehended by the wisest scholars. It is always wise to keep in mind that sometimes what happens to a spellcaster is just what they try to cast… Magic. Sample Magic Side-Effects (The real limit is to how unique you can make them) Hair - Whenever you cast a spell your hair might permanently grow to a certain length until you cut it again. Perhaps every time you cast a spell your hair changes color, or perhaps it becomes an unnatural color. Shaped Charge – Every spell you use flies at your opponent with a single form, such as a hawk or a bull. Sometimes this form even acts as though it were alive, darting from cover to cover at it makes its way towards its victim. Words - Words hold power, and yours are no exception. Whenever you cast spells, they runes normally associated with the energy float from your mouth as you speak them and form into the spell in front of you. Rune Circlet – Whenever you cast a spell a runic circle begins to form around you. Perhaps it gathers the energy of the spell for you to unleash. Perhaps it appears around one of your limbs before sprouting thorns and flying at your opponent. Sometimes magic goes awry, and sometimes it goes so badly wrong it alters a person in such a way that they cannot function like a normal being at times. “Like all things, you’re just going to have to cope and work with what you’ve got. Eventually you will come to enjoy the blessing I have granted you…” – Maelcanth Sample Curses: Unwilling Polymorph – you have been cursed with a second form your body naturally assumes when it is tired or when you are knocked unconscious. However, you can also assume it normally if you focus for a round action. Drawback – you assume the form of another creature when you become fatigued, exhausted, or are knocked unconscious. Various other status effects can also set it off. Benefit - As an interesting effect, you are able to willingly polymorph yourself into the new form naturally for an unlimited amount of time. To switch between forms requires a concentration check against DC 15 (Increases to 20 at level 10, 25 at level 15, and 30 at level 20). Emotive – You have been cursed with an inability to keep your emotions in check. This makes you easier for others to read and for you to lose your temper. Drawback – You suffer a -4 penalty on bluff, diplomacy, disguise, intimidate, gather information, and appraise whenever you disagree with a course of action or something upsets you. Benefit – You can either lose yourself in your emotions to temporarily gain increased strength or agility (+2 Str or +2 Dex) at the cost of your better judgement (-2 Wis and Int) or use your emotions to better understand what is going on around you (+2 Wis or +2 Cha or +2 Int) at the cost of some of your aggression (-2 Str and -2 Dex). To regain your focus requires a will save against DC 10 (Increases to 13 at level 10, 16 at level 15, and 20 at level 20). The effects last for 5 rounds. Mark of the Beast – You have been cursed with the traits of another race, such as a second pair of ears on your head that appear to belong to a fox neras or the mane of a genna. Depending on how serious the curse is, you could be considered an individual of another race. Drawback – You are considered to be either an outcast or a member of another race. This has great penalties in terms of Role Play due to the constant racism that is ever present in the world. Benefit – You gain circumstance bonuses to certain races, such as the jackals, and can qualify for certain racial feats if the condition is serious enough. Miscellaneous – This feat is normally accompanied by Unwilling Polymorph. Weakened Life – You have been cursed with the ability to survive bodily afflictions that would otherwise cost others their lives. These afflictions continue to affect you, however, until something worse comes along. Drawback – Spells that hit you and drain your ability scores or have a negative side-effect are treated as though they are permanent. You can only have one spell affecting you at any time Every time you receive a new ability-score damaging spell or a new negative that is either more or just as powerful effect it overrides the previous spell. Benefit – Your ability scores cannot drop below 4. To ride on the sky one doesn’t always have to use an airship, in fact many smaller models exist and are used to transport people from one point to another. The rules and vehicle equivalents are in D20 Future under Chapter eight. |
| Six-Horns01-05-08, 10:34 PM | The third and final post. Most races of Rasis believe in a single genderless deity that shaped their world from its own body. It is believed to encompass everything in life and in death, everything of progress and tradition, and everything from the Ceravis Snowfields to the Gray Marsh. It is said that the deity created the world and moved away to watch it progress, interfering only when it is necessary for the survival of each race. Throughout time certain people have appeared in the deity’s name. These Prophets, Messiahs, Ravagers, and Scoundrels have altered the course of history with their appearance more than one time. Individuals choose to follow their chosen patron based on the beliefs they hold close to them. The first life said to wander Rasis, The Four Pillars are the basis of almost all civilized life. They represent Foresight, Devotion, Wanderlust, and Concern. Obsidian – “The Dark” – Obsidian is the youngest of The Four Pillars. He possesses the power of seers, which has made him act far older than his siblings, even to the point that he views the world as his charge at times. Every step he takes is wary and every small action has consequence in his eyes. His appearance in the world means it is a time of great uncertainty and change. Weapon: Staff and Hafted Weapons Followers Focus (Domains): Knowledge, Protection, Dream, Oracle Granite – “The Zealot” – Granite is the eldest of The Four Pillars. He is an individual who believes that drastic action is required for the greater good, despite what warnings he is given by Obsidian. The symbol of war for those who believe in The Pillars, he is a brave figure unwilling to back down even to the largest army. Weapon: Longsword and Greatsword Followers Focus (Domains): War, Good, Glory, Inquisition Shale – “The Traveler” – Shale is the second youngest of The Four Pillars. Despite her age she does realize that everything has a price, be it physical or mental, and celebrates those who struggle to tip the scales in their favor. Weapon: Crossbows Followers Focus (Domains): Travel, Trickery, Liberation, Competition Topaz – “The Illuminated” – Topaz is the second eldest of The Four Pillars. Of her siblings she is one of the easiest to speak with, mainly due to her nurturing nature. However she can turn wicked and cruel if someone under her care is threatened. Weapon: Morningstar and Maces Followers Focus (Domains): Sun, Healing, Wrath, Celestial After a great strife that involved every race of the known world only five soldiers returned to their homes. They had seen what no man should ever see and had crossed the boundary of life and death multiple times and thus were pushed back out into the world. Baham – “Quartz”, “The Lost Pillar” – Baham was an old human veteran who had ventured across the entire known world before he was forgiven by his people and was able to return home. The crime: Baham had killed the human king after his pleading had failed to influence the king to stop the war. During his exile Baham was given his honorary title by Granite who saw the man’s noble intentions. However, when he returned home he was devastated to find his family gone and quickly set out into the wasteland once more. Weapon: Bastard Sword Follower Focus (Domains): Cold, Madness, Travel, Winter Aeron – “The Soulless” – Aeron was a great Neras mage who tried to use the powers of demons to turn the tide of the war in the favor of her people. Though she succeeded she did so at the cost of her soul and gave rise to the infernal forces that now inhabit the world. She was cursed to forever wander through the wastes her actions had made and sometimes appears to share her knowledge with and give warning to young mages that wander the badlands. Weapon: Falchion Follower Focus (Domains): Demonic, Diabolic, Bestial, Pact Chupak – “The Fisherman” – Chupak was born on the coast of the Brokoth’s sea. His life was spent watching the fish as they moved and his heart always yearned for more. When he heard of the battle he took the only weapons he had, a trident and net, and rushed to the front lines to defend his people. Too young to fight on the front lines he would grab wounded soldiers with his net and haul them back to the healers, defending himself with his trident against those on horseback who wished to stop him. When the dust settled on the last day, it seemed as though by mere chance he was one of the five left alive. Weapon: Trident and Net Follower Focus (Domains): Healing, Luck, Strength, Protection Kensi – “The Keeper of the Dead” – Kensi from the Rou city of Riel was a young wyrmtamer for the military when she was shipped to the front lines as a soldier. Despite her small size, she managed to kill more than any of her fellow soldiers and destroy a number of supply trains by herself. When the strife came to its sudden end she saw the bodies before her and began to carve each name into a long stone wall on the edge of the battlefield. Her body passed away halfway through what she viewed as her duty, but each day the wall grows a little longer. Weapon: Spiked Chain and Bolas Follower Focus (Domains): Death, Repose, Creation, Endurance Garem – “The unspoken” – Geram the Genna was a criminal of his people. He had taken up a private battle with the martial laws that had been in place for generations and quickly had his tongue cut out for crimes against the state. To seal his fate, the military sent him to battle on the last day of the war so that he would die. He tried to return home, but was turned away at the gate. As he tried to leave the land he tried to change he found his dreams lay broken on the bottom of the hills beside his body, pushed by an officer hurrying to The Stronghold. Weapon: Greataxe and Urgosh Follower Focus (Domains): Community, Liberation, Earth, Sand Change is always feared. It is feared for its cause. It is feared for its course. It is feared for its uncertain future. It is feared for the days that the demons awoke and spun the world backwards. Morty – “White Silence” – The spirit who is fated to never see heaven until he has ferried the last living soul to his or her final destination. Despite his position between the afterlife and the realm of the living Morty has managed to keep a cheery disposition to “Keep his acquaintances entertained.” Some people who survive mortal wounds claim to have seen Morty on the verge of death, his skeletal form telling them that it “isn’t their time” before pushing their spirits back into their bodies. Weapon: Scythe and Sickle Follower Focus (Domains): Healing, Death, Luck, Pact Xane – “Six Horns” – Xane is one of the last powerful spirits to escape into the world of Rasis when the gates to her plane were opened. While she wandered the wastes she came across a number of individuals who may have stayed by her side, but the demonic horns that come out from the sides of her head pushed away each one. The majority of her followers are shallow and only cherish physical beauty. The minority, however, are powerful empaths that are sometimes in the employ of powerful individuals or groups. Weapon: Sling and Daggers Follower Focus (Domains): Pleasure, Demonic, Chaos, Diabolic Anya – “The Caged” – Anya was a female neras slave in the Genna slave-kennels of Fiera. Though she was an albino tigress without any stripes, and thus a rare find, no one bought her and eventually the woman died in the kennels after seven years of harsh treatment. Instead of passing on, Morty allowed her to haunt slaves throughout the world: giving them guidance, aiding their escapes, and hindering slave drivers and hunters. Weapon: Manacles and Improvised Weapons Follower Focus (Domains): Pain, Liberation, Joy, Endurance Sedo – “The Merchant” – Sedo is a Yasiir trader born on one of the floating islands high above the clouds of Rasis. He lost all of his wealth when he fell, however, and ruthlessly set out to reclaim everything he once had. Slaves, jewels, and artifacts, all reside in his home, a practically impenetrable fortress on a man-made island that floats randomly through the sky. Life inside is not as bad as one would guess and, though they are not free, his slaves are all kept comfortable and safe. However, he desires much more than he already has and he continues to seek out rare and powerful objects to add to his collection through any means necessary. Weapon: Crossbow Follower Focus (Domains): Greed, Protection, Trickery, Celestial, Planning Sven – “Plague Shroud” – Though he represents decay, Sven is far more civil than one would naturally assume. If ever spoken to he is curteous, responding with sir or madam, and particularly delights in philosophy. One such philosophy he holds dear: All things will eventually end. Either through famine, disease, or death he believes there will come a time that his friend Morty will be released. Weapon: Kama and Sickle Follower Focus (Domains): Destruction, Pestilence, Corruption, Pain Kaosin – “Fetcher of Ten Thousand Birds” – Kaosin, a lesser demonic spirit, was bound into the body of a Vaeth as soon as he entered Rasis. The pact his capturer, a sadistic wizard known as Maelcanth, made for his freedom was that he must hunt down and kill every bird in a cage and that if the wizard died before his task was complete the demon would wither away. After those words the wizard released every bird, save for a dove that immediately returned. When Kaosin returned the wizard said he had yet to kill one final bird without revealing he had turned the last bird into a Neras, which he presented to the demon as a companion and a lover. Eventually Kaosin realized that his friend was the last bird and returned to the old wizard, demanding an explanation. When Maelcanth told the demon what the birds were Kaosin destroyed him and thus died himself. Weapon: Longbow and Thinblade Follower Focus (Domains): Law, Destruction, Rune, Summer Maelcanth – “Keeper of the Apocalypse” – During his young adventures Maelcanth, a Kaezun-Sae wizard, found an object that attracted all of his attentions through the rest of his life: a massive cage with ten thousand birds. His studies eventually revealed that each bird represented a specific type of destructive force. Looking at all of them he decided that, in order to cheat death itself he would have to have them killed. Thus he taught his only apprentice everything he knew in order to have his legacy passed on and bound Kaosin’s spirit to his mortal body. However one bird, a white dove, returned to him and would not leave. Seeing as it would not leave him, Maelcanth came to believe the bird was not one of those he had set out into the world and turned it into a Neras so that he would have one final way to control Kaosin after his task was completed. His plans backfired, however, and he was killed by the one he tried to control. Weapon: Staff Follower Focus: Pact, Domination, Magic, Mysticism, Madness Granak – “Blood-Axe” – Granak was a Kaezun gladiator when he was appointed the duty of leading an army south across the burning sands into the Aukrin Plains. His troops were forced to march through the desert and eventually all left his army to return home without him. Alone, Granak rushed into the city in the middle of the day, his fervor so great that he broke through the walls and began to slaughter Neras troops with ease. Blood was smeared across his body as he made his way into the palace of Gray Gate and killed the king with his fangs. He ruled for only one day, however, as a Rou assassin poisoned his drink the next morning. Weapon: Grand Mace, Great Axe, Great Sword, and Warpike Follower Focus (Domains): Courage, Endurance, Luck, Competition Rael – “Decision’s Hand” – Rael was the last creature within the cage of ten thousand birds and the only one to return to Maelcanth’s possession. After Kaosin destroyed Maelcanth she had no one to turn to and thus leapt from the highest parapet of the wizard’s home. When she hit the ground it was revealed to her that it was necessary for the ten thousand birds to die, that as soon as the last was killed they would be reborn as destructive spirits fueled by their rage those like the one that slew them. Being the only one who died out of sorrow, her spirit was not altered and Morty rejoined her with Kaosin. However, her title comes from a truth revealed to Obsidian: Rael will have to choose someone to take her place as a destructive spirit. The one she chooses will eradicate all life on Rasis. Weapon: Hafted Weapons and Natural Weapons Follower Focus (Domains): Purification, Fate, Air, Chaos Joreth – “Mage of the Six” – Joreth was once Maelcanth’s apprentice. After he was kicked out of Maelcanth’s home he journeyed across the world to spread his knowledge of magic. It is rumored that he is the only one to know every School and Sphere that exists and appears in times of great change to teach new mages their first spells. Weapon: None Follower Focus (Domains): Air, Earth, Fire, Water, Creation, Destruction, Force, Magic Derek – “The King” – His military mind pulled the human economy from its lowest point and pushed his race to become one of the most efficient powers during the greatest war Rasis had ever known. He was killed by Baham when the general saw how corrupted the war effort had become. His idea that humans have the right to fight for whatever they believe in is emphasized by his followers, despite how the war ended. Weapon: Rapier and Longsword Follower Focus (Domains): War, Tyranny, Glory, Corruption Seamus – “Herald of the Pearl Lance” – Seamus was a human knight born to a wealthy family in the capital of Linta. A soldier who fought against a horde of undead that advanced on Linta, he was one of the few that remained on the human side when the battle was clear. Being the only one left with a horse he made his way across the snowfields to the capitol to inform the people of what had happened. The next day he returned with a private army, given their armor and weapons by his family, and crashed through the mass of decaying bodies. After the enemies were routed he searched for days until he found the troops he had left behind. Weapon: Lances and Shortswords Follower Focus (Domains): Celerity, Community, Travel, Sun Sindra – “The Gray Drake” – One of the most recent Demons, Sindra was a Brokoth shaman of a small village of the north. She saw the way the world was evolving and the technology readily being made available to the common people. She also saw what it was doing to the environment and grew enraged at every passing day. Finally her patience snapped and she set out across the world destroying the greatest minds of the age. Eventually, after almost all scientific progress had been eradicated, she was brought down by a stray arrow fired by a woodland hunter from her very home. In her final breath she both cursed the man and her home to be hidden in the woods forever and to never be seen again. Weapon: Club and Sling Follower Focus (Domains): Animal, Plant, Weather, Celerity Teron – “Ghoul of Rasis” – Though he was once a man, Teron did not believe in his own mortality and eventually surpassed it though numerous battles where he received many grievous wounds. He earned his name as he went across all of known Rasis on a horrible streak of destruction and death. Rivers seemed to turn to blood in his wake, the land itself died around his feet, and the clouds turned black as smoke above him. Then, as suddenly as his rampage began, he disappeared. Weapon: All Swords Follower Focus (Domains): Madness, Pestilence, Darkness, Evil Just before the world was sundered the gears were created, and after the skysea was formed the gears remained. Their sheer power and their ability to secure peace in the new world brought forth a new faction and a religion based on the machines that saved people’s lives. Dante – “The Thinker” – Dante was the individual who came up with the idea of the gears and the benefits they could provide people of the world. He was, unfortunately, killed by his fellow mage peers during a duel with a warrior when he claimed one of his inventions would prevent him from any harm. Weapon: Staves and Crossbow Follower Focus (Domains): Knowledge, Madness, Force, Creation Vance – “The Builder” – Vance was one of Dante’s followers, though he was a Brokoth and did not agree with a great many of the mage’s many inventions. One thing he did agree with were the gears and his mind and hands were what brought them to life. Weapon: Staves and Club (Wrench) Follower Focus (Domains): Engines, Knowledge, Rune, Magic Myria – “The Muse” – Myria, a tiger neras, was Dante’s surrogate little sister and the main reason Dante began his pursuit of invention: when she was twelve she died in his arms with an arrow in her lungs. Her death at first made him attempt to construct a some type of vessel to carry her spirit, but when he could not bring her back, he tried to find a way to protect those he had left. When myria appears she inhabits the metal vessel Dante intended to be hers, but was unable to create. Weapon: Claw and Fang Follower Focus (Domains): Death, Bestial, Pact, and Protection Dromedan – “The Engine” – Though there are many gears that have been infused with the souls and spirits of many other creatures there are practically none that house a self-created soul. To this date there is only one: Dromedan, a fledgling mechanical tauric creature referred to only as ‘The Engine’. Followers of Dromedan believe in the power of gears and that Dromedan, though he is but an infant avatar, will serve the world properly. Weapon: Club (Wrench) and Quarterstaff Follower Focus (Domains): Engine, Fire, Water, Force Any and all help is greatly appreciated. As I said earlier, I've worked hard on this and want it to be a masterpiece. The campaign I have planned also needs two to three more people, so if anyone wants to join please contact me via MSN. |