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The Races of Hearth
Peoples of Hearth The peoples of Hearth are predominately Dwarven or Human, the latter of which have split or bred themselves into a great many subcultures. Humans themselves are an ancient and forgotten cross that produced the most adaptable of all peoples. The 'Pure' races fill their own niche more completely than humanity, and better, but outside of it do nowhere near as well. Human Breeds - Imperial - Liccan - Longhouse - Poqtian Human Cross/Sub Races - Cheval - Darfellan - Free People - Goliath - Maenids - Okilei - Others (mongrelfolk) - Raptoran - Shifter - Somnambul - Wild Children Pure Races - Dwarf - Glöi - Kenku - Trleetrlaa Hiarchy of Strangeness
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Races of Man -=-=-=-=-=-=-=-=-=- Human http://th01.deviantart.net/fs41/300W...nessaDewar.jpg -=- Cheval (ramen) http://oi55.tinypic.com/hv15cn.jpg Chevals, also known as the mirror-touched, are descended from liaisons between humans and nerra, the peoples of the Plane of Mirrors. To keep up appearances in their role while usurping the position of whatever person they are imitating the Nerra must sometimes produce children. The result is offspring of great beauty with a strange connection to reflections and glimmerings. As well, with the great deal of ice and water upon Hearth it is a natural place to gain the nerra's attention. Some look longingly out upon the world, and some do actually fall in love with the mortals they watch. Personality: The personalities and behavior of chevals are as much varied as other humans, sometimes even within the same individual. Chevals have a tendency to mimic those around them and have difficulty retaining their own personalities. They tend to be watchful and with a proclivity for secrecy. Chevals often split into one of two types; those who become subservient, mere shadows or copies of another they greatly admire or those who develop overbearing and conceited personalities in defense with a finely honed sense of self. Physical Description: Strangely glimmering skin devoid of blemishes and of great smoothness, pupiless eyes like pools of still mercury, or shining silvery white hair are all common physical hints of a mirror-touched. Sometimes mirrors themselves are known to flicker or ripple at the Cheval's presence and their reflections appear ghostly and unreal. Relations: Chevals are always heralds of woeful times to come for it reveals to the other parent that their true spouse has been disposed of, or that their lover is not who they thought. The child is a symbol of a great lie, one that most find trouble accepting. Thus the child of such a union is treated with the greatest suspicion. They usually must then prove themselves worthy of trust and not of the ways of their parent, or they slip into secrecy and a web of lies themselves where they will not be judged. Nerra are known to kill the infant however if its appearance is enough to throw suspicion on their current roll. Alignment: Chevals vary as widely as humans, though many tend to lawful or chaotic neutral, divided by those who make use of laws and those who refuse to be bound by them. Whichever way they lean their ways are mostly secretive and layered with levels of deceit without a thought either way for morals. Cheval Lands: Chevals are almost always abandoned with their human parent and so share their homes. They dislike squalor however, with a mind to beauty and glamor, so many make a strong attempt to rise up in society to positions of influence or, as often occurs, mere playthings or yes-men of the wealthy. Religion: Chevals are as at least likely to 'worship' themselves as a deity. They don't tend to any specific one, though those of death they find particularly repugnant. Deities of beauty are the most frequent. Language: Chevals know common, though are quick to pick up on other languages. Names: Chevals use the same names as humans. Cheval Racial Traits * Native: Cheval's are Outsiders with the native subtype. * +2 Charisma: Chevals are often very comely beings with an instinctive knowledge of body language that allows them to better associate with others. * Medium: As medium creatures, chevals have no bonuses or penalties due to their size. * A cheval's base land speed is 30 ft. * Lowlight Vision: Chevals can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of pure illumination. They retain the ability to distinguish color and detail under these conditions. * Mirror Vision (Su): Three times per day a cheval may look into a mirror and see another location they have visited before and that also has a mirror. They may view for 1 round per HD. This does not allow one to see in the dark if the location is in shadow. * Reflective Sight (Sp): A cheval is immune to gaze attacks. * Spell-Like Abilities: 1/day - Disguise Self. Caster level is equal to Hit Dice. * +2 racial bonus on Disguise, Bluff, Search and Spot checks. A cheval is a natural mimic and notices the smallest details. * Automatic Languages: Common. Bonus languages: Abyssal, Celestial, Infernal, Nerra. * Favored Class: Sorcerer * Level Adjustment: +1 -=- Darfellan (ramen) http://adrenalinarpg.files.wordpress...oel-thomas.jpg The Darfellan are the most prolific race of the great Ochine, and their wandering bands can be found from one coast to the other. It is not certain if their race is descended from actual orcas, or the descendants of were-whales, but they share much in common with them. They do frequent trading with coastal human towns, and even some hundreds of miles inland, following the rivers as well as they are able. -=- Free Peoples (ramen) http://cache2.allpostersimages.com/L...8/DWAUD00Z.jpg The Free People, or half-orcs as they were once called, have a long and fascinating history that is often the story of bards. Near the 50th circling of Døende Aske after the comet a long, wearying battle was waged against the humans by the orcs whom saw them severely weakened by the sudden onslaught of freezing weather. In one infamous battle all the human men of a large town were killed as their woman hid in the caves. As they eventually ventured forth out of desperation the orcs captured the woman and gave them half-orc children. These woman were killed soon after and the children raised by their cruel fathers. These half-orcs were seen as weak, and sent out to die in the wilderness. The children banded together and managed to survive long enough to make it to human lands. Horrified by these monstrosities they were shunned and quite a few killed. And so it went on, killed by orcs in the frostfell, chased away by humans in the warmer climates. They grew bitter and as they became older would often raid both of their parent's races, taking out their frustrations on their kin. Their numbers were too small however to be any serious threat and so extinction became a very real possibility. Then finally Harkatottom, one of the first children born to this dying clan, awoke near his 25th year and spoke of a vision he had had after the passing of his father to an orc axe. One where they did not have to fight, where they were a people unto themselves with their original beginnings forgotten. And with his insights and beliefs he started a religion that revered nature, but did not worship it so much as respected it, for the half-orc people had always had respect for the land. To the spirits of the brave, honorable and strong they sent their prayers, asking for them to intercede from the World Beyond and ask for their protection. With the ways he taught they forgot their sullen anger and instead learned to laugh into the face of adversity and chuckle at death knowingly instead of fearing it. When Harkatottom died at an impossibly old age of 84 he was risen to a place above all other ancestors. The leader of all the spirits of the half-orc tribe they believed, and so he became, and they revered him. Half-orcs, or The Free People as they are called, are now considered a good-natured race, wild and full of life. They are swift to laugh and troubled by very little. They are quick to anger however if one in their midst becomes bloodthirsty like their orc kin, or tied to money and power like the humans. A depressed free person is a sight rarely seen, and even if death claims a close friend they will cheer on the spirit of the deceased, urging it to the Spirit World with laughter, song and teasing. A Free Person's friendship is difficult to attain if not Free as well, but when it is won, it is won for life. Dancing, drumming and kayaking (a free people invention) are amongst their favorite pastimes, along with wrestling and a deadly sport they call 'Demon Tempting'. Demon Tempting consists of climbing to the highest mountain peak around during a blizzard or thunderstorm and roaring curses and mocking the storm with good-natured zeal. If one can go the entire day without being blown off or struck by lightening one is considered to have won the argument with the spirits of the storms. If one is struck or blown off and lives it is laughingly said that the argument was only won by the backhanded blow of the spirit. The free people are led by shamans, totemists, clerics and druids of their kind. They are respected tremendously by the tribe, though not always is their wisdom heeded, especially by the young. Amongst the steepest ravines, where one can find powerful winds and raging rapids, this is where the free people people now reside. Living life in the most untameable lands to their fullest, though others see them as incomprehensively reckless and foolhardy. Free People Traits +2 Strength, –2 Intelligence: Half-orcs are powerfully built, though are more prone to let their hearts lead them than their heads. Humanoid (Incarnum): The free people are humanoids with the incarnum subtype. Medium: As Medium creatures, the free people have no special bonuses or penalties due to their size. Free peoples base land speed is 40 feet. Low-Light Vision: Free people see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Fearless: You gain a +4 bonus to resist fear effects. You do not take a penalty to Intimidate checks based on size difference. -=- Goliath (ramen) http://www.wizards.com/dnd/images/ros_gallery/83281.jpg As humans fled to the mountains many were raped by trolls before being eaten. A number managed to survive, but their mothers usually wishes nothing to do with them. A dwarven clan took pity and began to gather those unfortunates. Grown, they were given a choice to stay with their dwarven family, but most felt cramped and claustrophobic as they reached adult height. They set out to wander and discover themselves. They gathered other children they heard of like them, and grew in numbers, though of no greatness. Goliaths are now little more than an oddity in Hearth as far as humans are concerned, traveling hither and thither with little to trade for or with. The occasional branta pelt, stone carving, or similar exotic item is all most acquire from them. They rarely visit human lands for they dislike the warm, low, river-fed valleys. Goliaths are find all across Hearth, often wherever other races can be avoided. Half-orcs were once friends of the goliaths, but their dares and reckless nature caused so many young goliaths to perish in an attempt to save their pride that they are now treated with cold hostility. -=- Maenid (ramen) http://1.bp.blogspot.com/-dZSJw5Ek72...ye+glitter.jpg Maenids appear much as normal humans, though of unusually dusky skin, with scintillating patterns drawn upon their skin as if with stardust. Every pattern is different for each Maenid and distinguishes them from the other as much as any name. They are sometimes referred to as the Nightfaced. They also tend towards wide, intense eyes and a voluptuous beauty in both sexes. Hair color spans all spectrums, from platinums and reds to raven and brunette. Just as Darfellan and Angelicans are stable, true breeding subspecies of the Shifter, so are Maenids a subrace of the Wild Children. They are descendants of the Great Debauch, an odd attack upon the human refuges into the Red Dew during the Fall. The Bacchae were freed from Fae near the borders of the human settlements, where they sewed chaos and death. Hundreds of half-bacchae came from the mothers with the mental strength of will to win free of the relentless orgies. This line of children were often run out of human settlements as they reached adolescence, for their strength of emotion and unquenchable libidos. They eventually fled to the isles and atolls off the coast of Longhouse and there developed their own society. They developed tremendous mental will to still their urges as their population skyrocketed and many died of starvation or to the violent lusts and aggression of their own kin. Now all Maenids are taught a self-control discipline, to hold in their rages and loves and desires until they can release it in controlled bursts. Despite this, most Maenids are young, dying in their early adolescence. Few live past 40 years of age, though no maenid has been known to die of old age, and at least one of their peoples is said to be a thousand years of age. Maenids have built many a lighthouse upon islands along the coast of the Ochine, and their keeping is usually a calming exercise for younger ones. Individual isles or families of maenids often have longstanding feuds with individual darfellan pods or individuals. As a species, however, there is no particular animosity. Dwarves and Maenids rarely can tolerate one another's presence for extended periods. Build Note Maenids have the same stats as Maenads from the Expanded Psionics Handbook, except for the following: * Humanoid (human) subtype * They only have 1 power point * Gain Low-light vision * Immunity to alcohol. They gain no bonuses nor take any penalties due to it's imbibing, even if a class or feat would normally grant them, such as the Drunken Master. -=- Okilei (ramen) (Oh-kee-lay) The Okilei are the children of humans who carry the child to term while the entire time infected with the Ohrwurm psychosis (see below). They share their mother's music in the womb, and for the first several years of life are comforted and sung to by it, but immediately upon birth they begin to form a song of their own. The child appears normal, except for a great enlargement and elaboration of their ears. Willful and filled with a complex and deep-set personality, they are rarely forgotten when met. They are sometimes feared and shunned by others, fearful of their spreading the beautiful psychosis that they hold within. Personality: If there is anything an Okilei possesses, it's a personality. These range the full human gamut, but tend to be a little larger than life. They aren't so much more emotional than other humans, more that they are in tune with them, literally. Almost all Okilei are emotionally stable, and have a deep love of themselves. It is no obsession nor vanity, they simply know who they are as the best of themselves plays out in musical refrain from the depths of their heart.They are, in their own way, nearly always content, even their despair more of a bittersweet, romantic nature than crushing. The constant play of the song within their heads soothes and comforts. Physical Description: Okilei vary as much as any human, though they tend to appear younger due to the lack of lines and flaws developed from stress and sadness, conditions almost alien to an Okilei. What truly distinguishes them however is their strange and wonderful organs of hearing.They may grow to several feet long, and develop intricate whirls, convolutions and extrusions. Each child's ear growth differs greatly from every other okilei. Whether these organs aid in the detection of the ohwurm song is as yet unknown. Okilei consider ears, especially those of their own race, the most beautiful physical feature of another. Alignment: Okilei are rarely evil, being filled with too much beauty and inner satisfaction to succumb to the more base desires. It does occur, but infrequently. They also tend more towards chaotic alignments, valuing freedom greatly. Self-expression is what an Okilei live for. As such, chaotic good is the most common alignment. Lands: Most Okilei are of the Vale of Harmony a land between two mountain ranges where an oddly musical wind often blows. Birds here are plentiful, and waterfalls roar in the distance. It is not a particularly picturesque location, chosen more for sound than sight. Colonized as a sort of retreat and quarantine by those infected by the Ohrwurm disease, it is alike to many other human settlements, except the music of mind, tongue and instrument can be heard throughout the day and night. Guard capable of dampening their song, or normal humans immune to the song, patrol the roads that lead into the valley to turn away visitors unprepared for the psychic cacophony. Power Groups: Trying to control Okilei and the ohrwurm infected is, as the old expression goes, like trying to herd cats. Each being so strong of self and independent, it is a great undertaking. As such, diplomacy and the like is needed in almost all things, convincing the people to convince themselves. The individuals to do so are usually the most strong-willed of an already strong-willed people. They are known as the Maestro, who literally organize all the personalities and their music into a great orchestra of cooperation. The result appeals to most of the inflicted, enough so that they allow themselves to be themselves, but also part of the Grand Song. Beliefs: The beliefs of the Okilei are as various as any human, though many Okilei find no need in celestial comfort. As such, only the devout who seek a deity for other reasons are known in the Vale. Religions that are oppressive or reject personal freedoms do not long last amongst the people however. Languages: Okilei speak the language of their human parent in general, though also have a sort of orchestral sign-language, using tone and meter in their mental tunes to speak. Most however enjoy vocal speech for its own sake, and use it flavored or accompanied by a mental refrain. Only the Okilei are abel to master this language, even Ohrwurm's not able to decipher the intricate emotional overtones. Names: Okilei have no given names, their song far more individual and specific than any name. However, they do enjoy making for themselves intricate names and sounds that appeal to them. They often will use these amongst non-okilei who do not easily hear their song. Many find these names to resemble Sylvan, though more for the inherent beauty in it as there is little to no intersection of the languages. Okilei Racial Traits Wis -2, Cha +2: Okilei possess inherently strong personalities but tend to be rather whimsical and flighty. * Humanoid (Human, Psionic): Okilei are humanoid creatures with the human and psionic subtype. * Medium: As Medium creatures, okilei have no special bonuses or penalties due to their size. * Okilei base land speed is 30 feet. * Ohrwurm Carriers: Okilei are immune to the negative benefits of the Ohrwurm psychosis and are considered to have the Disease Immunity (Ohrwurm) feat (Heroes of Horror, p. 121). In fact, being born with it, it is literally an aspect of their personality. However, they cannot infect another until they have reached 5 HD. At that point the spread of the disease is at their discretion. Okilei have perfect control over their song and require no actions to repress its infectious qualities. * Born Performer: An Okilei gains a +2 bonus to Perform checks and a +4 bonus to Listen checks. These are considered class skills. * Emotional Strength: Okilei are a deep feeling people, but their emotions are theirs to control. They gain a +2 bonus to saves against fear effects and other abilities, powers and spells that deal specifically with emotion. Morale bonuses are also doubled for an Okilei. * Immunity to Depression: Okilei are immune to all despair effects, such as from that of a Crushing Despair spell, depression affects, those that specifically remove morale effects, and similar. * Naturally Psionic: Okilei gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. * Mindsong: Okilei are defined partially by the song within. To others of their people it is as much a part of their appearance as face and form. All other Okilei can hear the song in another at a distance roughly equivalent to their sight and know the general direction of another okilei or one infected with Ohrwurm as one would a distant tune. They may pinpoint the source of the song within 10 feet. Once per day an Okilei may make a Perform check to affect a single creature out to 10 feet per HD. This creatures must succeed on a Will save equal to their perform check or be affected by the song for 1 round/2 HD unless otherwise noted. The affect is dictated by the okilei's song, which is a facet of their personality. This song cannot be changed. Any bardic music feat may also be applied to this song, including Extra Music. They choose from the following: Ardent: This music, like its host, is especially passionate. Those that hear the song may manifest a single power, or cast a single spell at +1 level. Bittersweet: This is the closest an Okilei has to a darkminded or depressed member. Their music is beautiful, yet melancholy and tragic. This music brings tears that causes the Dazzled condition for 1 minute/2 HD. Contemplative: This music makes it easier to concentrate. The one effected gains a +4 bonus to Concentration checks, and can gain Psionic Focus as a move action. Other sources that provide faster focus do not stack with this ability. Dreamy: Those that hear this soft, comforting song must succeed on their save or be affected as by the Sleep spell (HD limit equal to Okilei HD). Eccentric: This music is exceedingly strange and chaotic. If the target attempts to cast a spell or manifest a power they must succeed on their save or a random spell or power is instead triggered at random of the same level and still have prepared or available. There is a possibility of the correct power or spell being used. Eclectic: Like their music, this individual's personality seems to change from day to day. They may choose a new song from this list each day, though their lack of conviction to the music causes its duration to be halved (minimum 1 round). Eerie: This music puts one on edge, causing them to become Shaken. Energetic: This lively music provides a +10 bonus to all speeds and a +1 bonus to all Fortitude checks. Fierce: Impassioned and aggressive, the target of this music can make an extra attack each round at a -5 penalty. Inspiring: This music comes from a helpful and encouraging individual, granting their target a +1 competence bonus on skill checks with a particular skill. Provocative: This music is mocking and somehow insulting to its listener. They can provoke one to focus their attacks solely on them if they fail their save. This acts as the Goad feat (ComAd). Rash: This music rapidly bolsters and enthuses others, granting a +2 bonus to attack rolls, but the same target also takes a -1 penalty to their AC. Raw: This music, like its owner, is loud, crude and unrefined. When targeting another with their mindsong their target must make a save or take 1d4 points of non-lethal damage per 2 HD. Seductive: This music is sultry and rich, filled with sensual overtones. Those that fail their save are affected as by Charm Person. Against non-humanoid targets this music grants the singer a +4 bonus to Cha-based checks. Soulful: This music enhances resolve and determination. The target may attempt to reroll a save against any affect he is under. He can attempt the roll any time during the mindsong, but may only re-roll 1 save. Subtle: This music isn't at first noticeable, but slowly builds and works at the target's mind, causing them to take a -2 penalty to Will saves. Whimsical: This music is odd and somewhat unreal. The okilei producing it gains a 20 percent miss chance against attacks from the target. This 20 percent miss chance is not the same as concealment. * Automatic Language: Common and Okilei. Bonus Languages: Any (other than secret languages, such as Druidic). * Favored Class: Bard. * Level Adjustment: +0 Ohrwurm Psychosis Spread by telepathic contact, Will DC (10 + half HD + Int or Cha modifier), incubation period one day, damage ohrwurm. Ohrwurm is a psychic malady picked up after telepathic discourse with an exceptionally powerful intellect, leaving a sort of psionic ringing in the mind that disrupts telepathic communication. It is also passed by telepathic contact with one suffering from this affliction, such as the telepathy special ability or mind-affecting spells and powers or similar. The victim becomes telepathically deaf, unable to send or receive telepathic communication, nor able to use psionic powers with the mind-affecting descriptor. The secondary effect is 1d4 hours later the ringing forms into a melody lovely yet eerie beyond words that starts to play in the subject's mind. In addition to the previous symptoms, which remain, spellcasting, or concentrating on spells requires a Concentration check (DC = original DC) and the target takes a –2 penalty on initiative, skill checks, and ability checks for the duration. This state lasts for a number of days equal to the Charisma modifier of the carrier. It can be cured by Psychic Chirurgery, but the manifester has a chance of contacting the malady in doing so (a roll of 1 on a six sided die means it has spread to the manifester). Reality Revision can also cure the Ohrwurm. -=- Others (ramen) http://i29.photobucket.com/albums/c2...uff/Masses.jpg The Others, or Mongrelfolk as the unkind call them, are peoples of who have bred with so many other human sub-races that even they are uncertain of their true heritage. Those not derived from human stock would say that the only difference between humanity in general and the others is racial prejudiced. That to be human is to be mongrel. It is both a weakness and a strength of their people. Others can appear as practically anything with a humanoid form. You might have a shifter/okilei/darfellan who looks like a web-eared horror come from the sea depths, or you might have a nymph wild child/cheval/raptoran who appears as an angel of almost unearthly beauty. Others Traits As standard Mongrelfolk from the Fiend Folio except as follows: Ability Scores: Others come from such a wide background that that they may choose to add a +2 to any ability score but must also add a -2 to any. They may also, but are not required, to choose from amongst the following, depending on which of their bloodlines are dominant or most developed: - Cheval: Immunity to gaze attacks. - Darfellan: Gain 10 foot swim speed. Can also hold your breath for a number of rounds equal to 6 x your Constitution score before you risk drowning. - Free People: 40 ft. land speed - Goliath: Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you gain half the benefits (minimum 1) of being treated as one size larger if doing so is advantageous to you. For example, if you would normally gain a +4 bonus to Grapple checks due to being considered Large-sized, you instead take only +2. - Okilei: You gain a +2 bonus to Listen checks and a +4 bonus to saves against despair effects, such as from that of a Crushing Despair spell, depression affects, those that specifically remove morale effects, and similar. - Raptoran: You have vestigial wings that grant a +10 racial bonus on Jump checks. You also only take half damage from falling if conscious and have free use of your wings. - Shifter: You gain low-light vision. You may also choose one other mongrelfolk trait in this list from which you are descended. You gain its benefits for 1 minute per 2/HD. - Wild Children: You gain low-light vision, as well as a +2 bonus to saves against mind-affecting effects produced by a creature without the fey type. -=-=-=-=-=- Even the Others seem to have a subrace, true mongrelfolk, which are the cast-offs from the Iron Body of Licc like cancerous tumors. Their people are what occurs when the mentally unstable, the physically mutated and the spiritually disgraced are forced together as a people, who then breed with the fey about them. Liccan Mongrelfolk As standard Mongrelfolk from the Fiend Folio except as follows: Ability Scores: Mutations and mental instability are the most common reason to be cast out of Licc. They add a +4 bonus to one stat, and a -4 penalty to another. - Naturally Psionic: Liccan Mongrelfolk gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. - Unstable: Every 1d6 days a Liccan Mongrelfolk has a relapse of some latent condition and they lose their bonus to the chosen stat for 24 hours. - Weak Minded: A Liccan Mongrelfolk takes a -4 penalty to saves against Fear and Insanity. Liccan Mongrelfolk may also come Small or Large-sized, and gain the benefits/penalties as if under the effects of a Reduce Person/Enlarge Person spell, as applicable. The bonuses/penalties to ability scores stack with those granted by the race. A change of size adds a +1 to the LA. Otherwise LA remains +0. -=- Raptoran (ramen) http://oi54.tinypic.com/snghmb.jpg As darfellan are a stable race of those with cetacean-weres in their distant past, so are raptorans descended from the weres of coastal raptors, such as seahawks and eagles. Their home capital is a great extinct caldera-island chain far out to sea. The isles are incredibly mountainous, and treacherous to any that cannot fly. Homes are carved out of rock, and built upon plateaus. The lowlier of the people live closest the ground and sea, but those as can fly high enough to reach the higher peaks literally ascend to higher station. They are known as Angelicans by many, for their appearance greatly resembles those of a winged celestial. They are exceptional astronomers and navigators, and are amongst the races the only to have seen the sky beyond the clouds. They are wont to make at least one great journey in their life before returning to their homes. This is known as the Great Flight, even though many must do so aboard ship or on foot. They do not return until they have discovered or seen something none have before them, learned a life lesson or piece of wisdom of great import, or defeated a mighty foe or rival. The manner of this discovery and its telling is often used in the interesting of a Lady. These women usually take of the successfully traveled males, based on their discoveries and their use or interest. Warriors too are chosen by their prowess and bravery, and it is often the case that a Lady Raptoran takes each a Warrior, an Explorer and a Shine, a male chosen for solely his appearance. This way her hatchlings will, together encompass the traits of strength, curiosity and appearance. Only the most exceptional male that holds all three traits strongly can have his Lady for his own. Such pairings of Lord and Lady become rulers of the others. Their personalities tend toward mercurial moods, raising up in heat and anger only to descend into melancholy and depression a moment later. Adolescent raptorans in particular are incredibly dangerous, going into destructive rages. It is generally at this height they are sent on their Great Flight. Until then they form clannish gangs of both sexes who give each other moral support and protection until their emotions mature and hormones stabilize. Though young raptorans will have almost none ruling over them, each gang tends to be swayed by a young dominant female, who focuses the unchanneled energies of her friends into furthering her personal goals. Of the males that survive their Great Flight she often chooses at least one from her adolescent group. -=- Shifter (djur or ramen) http://i29.photobucket.com/albums/c2...y_Lessprit.jpg Shifters come from the unions of natural weres and the occasional humans, though shifter orcs are most common. They are a feral, dangerous people who adjusted very well to the cold that took over Hearth. They form large packs in the frostfell, some living animalistic lives with druidic traditions, others making raids on human towns. Many are also loners, exploring their entire lives. Few shifters are civilized, though a number make a living as trappers, hunters and scouts. Few shifters are good-natured, and meetings between stranger shifters and others is one of guarded wariness. Few shifters call any one place home, many merely following herds of branta and elk as they migrate from place to place. -=- Somnambul (ramen) http://bluepoppy.omworks.com/photos/drowsy.jpg Dreams are real, and real are dreams! - Timothae the Awakened Dreamer, somnambul psion Somnambuls are dream affected beings born to human parents. Sometimes a child is born to a mother in a coma or whom suffers terrible nightmares during their pregnancy. This somehow alters the mental and physical state of the child which forms partially within the region of dreams. This phantasmagorical womb never seems to give birth, continuing to both curse and gift the individual their entire lives. The first sign of the difference in the child is its extensive sleeping time. They slumber so often and so deep that they are often malnourished, resulting in thin, weak adults. As they grow their oddness increases as they develop advanced somnambulism, the condition known as sleepwalking. Parents tend to spend much of their nights sleeping nearby their child after locking doors and windows in an attempt to prevent their child from wandering off and possibly injuring themselves. As they reach adulthood many teach themselves to remain still, or develop subconscious instincts that keep them from harm. Somnambul's are known for their incredible creativity and imagination, and many become famous painters or writers. A large minority however suffer more and intense dreams as they age until they finally succumb to insanity. Either way somnambuls are always fascinating individuals with a unique view of the world, though a bit odd and often exceedingly absent minded. In fact, many Somnambuls consider themselves to have two lives, the waking and the dreaming, each state seeming as real to them as the other. Generally only Somnambul woman give birth to other somnambuls, otherwise the child is often quite normal. Somnambul Traits Somnambul's resemble their human parents in most respects, including the familial similarity that any human child would share with his or her parents. The one exception to this is that a somnambul tends to have red-rimmed eyes even when completely rested that possess a strangely unnerving gaze.
-=- Wild Children (any) http://i29.photobucket.com/albums/c2...roomBeauty.jpg Wild Children are always fascinating people who do well in the constant wet coldness of the world. They see the clouds, mountains, rivers and snow as purest beauty, for most come from unions with water and cold dwelling fey. Human wild children most often come from Dryads, Oreads, Rusalka, Selkie, Vodayanoi, and Yuki-on-na's. Dryad, Oread and Selkie relationships are usually short term, though those with Vodayanoi and Yuki-on-nas are often life long. Vodayanoi offspring come only from rape and their offspring are shunned, as they are hideously ugly and foul tempered. Dwarven wild children are rare, but they are not immune to the voice of an oread or crystal woman (a fey of underground lakes and waterfalls). Offspring of the later tend to shun the surface. Wild Children are similar to Feytouched (Fiend Folio, p. 71), though use the statistics below instead. +2 Dex, -2 Con, +2 Cha * Charm Person: Once per day a wild child may use Charm Person as the spell. Caster level equals HD, save DC 10 + half HD + Cha mod. * Fey Spirit: Wild Children gain a +2 bonus to saves against mind-affecting effects produced by a creature without the fey type. * Descendant of the Elements: A wild child whose fey ancestor possessed immunity to cold or fire is considered to be under the effects of Endure Elements in regards to either chill or heat, depending on the origin. Otherwise wild children gain a +4 bonus to Fortitude saves in regards to extreme climate. * Level Adjustment: +0 |
Races of Purity
Races of Purity The dominion of the delving Dwarf, the wandering curiosities of the Kenku, the infestation of the morbid Gloi, and the trilling truffles known as the Trlleetrlaa... These four peoples are known as the Pure Races, those without any human blood in their ancestry, nor capable of breeding with them. -=-=-=-=-=-=-=-=- Dwarf (varies) http://i29.photobucket.com/albums/c2...GoatShrunk.jpg Dwarves are the oldest surviving race on Hearth, descendants of a race of celestial ancestors who as one were banished to Hearth for their rebellion against their god himself. Those who left their roaming mountain reverted to mortality and adapted to their chosen terrain. There are no less than 5 types of dwarves in the world of Hearth: Common, Dream, Duergar, Glacier, and Midgard. Common (Ramen) Common dwarves live in the mountains and just beneath the ground, most preferring to always live at least a couple day's journey from the surface. Many factions have a thriving relationship with humans. Humans buy their ores and metal craft, and dwarves buy their wood and collect their fanciful tales and songs. Many humans have also gone to live beneath the ground, as the temperature is warmer below year round than at almost any time during the year, even within the Ring. In turn many dwarves like the bracing chill and exciting winds of the surface world, enough so that have formed extended colonies above. These Dwarves are eagerly welcomed into human communities, particularly if they have smithing and stone-working skills, and humans into dwarven, especially as entertainers. In fact, it is uncommon but not unheard of for dwarves and humans to be married, usually human males to dwarven females, though they are incapable of producing offspring. Dream (Ramen) Dream dwarves are the rarest of all dwarf kind and few are seen. They are the philosophers and mentalists of their people, with a tie to the earth even the Midgard have not achieved. It is within locales of deep crystal and psychic nodes that they first formed. The duergar were once dream dwarves, but they went mad with the revelations that were discovered as their deepest meditations took them to the Edge (see Far Realm). The dream dwarves are those that were able to send their insecurities and fears into the crystals, to stabilize their minds and perform a sort of deep therapy upon themselves. Duergar (Varelse) Duergar in turn fear the light and chill of the upper lands and dwell deeper than the roots of the mountains. There they hide in a frantic psychosis ever since the first duergar approached the Edge and peered over. This madness spread through the dreams of their people and even while in the womb their young are influenced and driven insane. They hold an intense hatred for surface dwellers due to their fracturing of the crust. With the earthquakes and constant seeping magma their civilization, though still impressive, is nothing like it once was. Though they take prisoners in hit and strike raids upon the common dwarves for slaves, they don't dare openly oppose them or the humans except in bouts of suicidal insanity. Mountains are so plentiful that common dwarves have multiplied like vermin to their minds, and vastly outnumber them. Even with their psionic powers they could never hope for victory until something is done to lessen their population. Glacier (Ramen) Glacier dwarves were once a small, primitive people living in the freezing ice caves of the acrtic circles of Hearth, but since the Years of Frost they have risen an impressive society and their numbers have been able to increase and spread with the surplus of frozen land now to be found. They rarely tunnel into earth itself, and find the thought slightly offensive. Clean ice is their medium. The most famous glacier dwarf city is the Azure Floe on the beaches of a great frozen sea. Midgard (Varelse) Midgard dwarves are the ancestors of all the dwarves of Hearth. When they refused to obey the tenants of the higher planes they were cast down with their precious mountain and have wandered since. This incredible mountain slowly wanders the world. Within is a paradise of both worked and unworked caverns that reflect their exalted origins, filled with metal and stonework the like of which is unequaled anywhere on Hearth. They have nothing to do with the other races if they can help it, instead pursuing their own goals and wills as they always have. -=- Glöi (ramen) http://th05.deviantart.net/fs25/300W...dieTheYeti.jpg The Glöi, also known as Charnels or Gutfolk, are amongst the most misunderstood and reviled races on Hearth. They seem a macabre, alien race until one attempts to understand their customs and ways through the eyes of their heritage. They are scavengers whose origins found them in the bowels of much larger carnivores, where they hid in the stomachs, feasting on the swallowed meat, or causing the carnivore to regurgitate the meal, and the glöi, where it could feed outside the host. To a glöi the odor of a festering corpse is alike to a fine boutique, and a field of bodies a grove of wildflowers. Ripening cadavers, pustules and bones have a certain aesthetic beauty to them that few if any other races share. Their art reflects this with bone carvings, flesh sculptures, deadpools and fungus arrangements of horrible skill. Personality: Though the range of personalities vary as widely as any human, glöi tend to be a surprisingly optimistic and philosophical people, and are masters of black humor. They see death and life as alternating shades of existence that goes from one to the other, much like day and night, with neither being an end. Physical Description: Glöi bodies are much like that of a snake, but flatter and wider, and have strange crimps and twists in it as if their spine at several times along their length formed a swiveling joint. At the base four short, springy legs with a single retractable gripping claw grows. Dozens of much smaller legs continue up the side of the body, though appear mainly atrophied and are capable of very limited movement. Their faces are strange and idiotic seeming, with tiny black eyes, one on each side of a round, circular head built around an enormous mouth. The teeth of this mouth are made for tearing, but are extremely tiny. A long tongue, covered in barbs, can be extended from this maw. A beard of what appears as a dozen meter-long, feathery moth antennae extend from the base of their throat that move with prehensile ease. They have a wiry strength to them, and can be braided together in a blink to make a pair of arms that are every bit as strong as a man's and much more dexterous. Alignment: Glöi tend towards no particular alignment, depending on the individual and society it grew from. Lands: Glöi prefer locations that are the hotter and wetter the better, often in areas of heavy geothermal activity nearby sources of water, both above ground and underground. They can tolerate colder climates, but are intensely uncomfortable. As such, when leaving these lands they usually do so while infecting a much larger creature. Settlements: Glöi prefer to craft their homes to be partially above and below. Though they use mud frequently, they prefer bone and scale, and often form large hunting parties for gathering building materials, much like loggers set out to cut trees. The rest of the remains are put in literal carnal houses to age and gain flavor. The wealthier Glöi make their homes from entire mummified remains of enormous beasts. As such, glöi residences are surrounded by a miasma of putrescence that is only possible by the careful cultivation of decay. As often as not glöi tend to be nomadic, infesting entire herds of creatures, only settling for short periods while happening upon a particularly great beast's death or to lay eggs. Some glöi even raise dead to follow them as both food and protection, and serve as pack creatures. Glöi eggs have no yolks, so they are laid en masse in pools of liquefied flesh, absorbing through the porous membranes. Glöi larvae are aquatic and mindless for their first year, eating anything, alive or dead, even one another. After this they become to develop a true intelligence, at which point the maggots are rescued from their cannibalistic brethren and into new pools of children to be taught and cared for by the settlement in general. As the maggots begin to mature, they grow a cocoon-like sack around themselves of great durability. This sack smells enticing to predators, and the settlement as a whole tries to attract a huge beast to come and literally eat their young. They remain growing in the belly of this beast, the sack slowly being eaten away by the stomach acid of their host, the only substance that seems capable of doing so. The entire brood then hatches, and feed upon the eatings of their host. Eventually it weakens and dies. The brood then emerges, having all the materials ready for the beginning of a new settlement. Glöi have no genders, and can in fact lay eggs and produce offspring without the need of a mate, but this tends to be taboo, and the individual shunned. Power Groups: Glöi society is oddly normal, with bullies and subordinates, iconoclasts and individualists. Though they work together to raise their young, it is also quite normal for groups to break off and start their own society. Leaders tend to be the elders of the community, though can be thrown down by a stronger or more well liked younger glöi. Beliefs: The glöi believe that all life grows upon the multiverse like mold on a piece of meat, and that we are all living off the flesh of a dead, plane-spanning deity. Someday, after all has been consumed and everything has died, the released life force will reawaken the god and its followers, and they will become one with it. Languages: Glöi. Bonus Languages: Common and Giant. Glöi language sounds like a mixture between a stuck pig and a phlegmy wheeze with buzzing overtones and sudden series of strangled glottal stops. Names: Glöi are often named after their eating habits with family names based off the creature within which they grew, with special titles given depending on their accomplishments. Glöi Racial Traits Con +2, Dex +2, Cha -4: Glöi are a race of hardy contortionists, but they come across as intensely unpleasant to almost all other known species in appearance, smell and behavior. * Monstrous Humanoid: Glöi are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. * Small: As a Small creature, a Glöi gains a +1 bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character. * Glöi base land speed is 20 feet. They gain a Burrow speed of 5 feet when moving through dead flesh. * Darkvision: A glöi has darkvision out to 60 feet. * Parasitic Heritage: A glöi's nature is such that some healing spells are confused by them. Glöi can be cured of diseases with spells, but take 1d6 points of damage per 2 levels of the spell. For instance, Remove Disease, a 3rd level spell, deals 1d6 points of damage, and Heal, a 6th level spell deals 3d6 points of damage (though in the case of Heal, may heal the damage it deals, though it heals pre-existing damage first). Glöi casters have their own versions that does not deal damage, however, when this version is used on non-glöi they are considered 2 caster levels lower for counter casting purposes and similar. * Carnal Nose (Ex): A glöi gains the scent ability within 30 feet for the purpose of detecting dead flesh if it has been dead for more than an hour. If the corpse is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. When a glöi detects a scent, the exact location of the source is not revealed - only its presence somewhere within range. The glöi can take a move action to note the direction of the scent. Whenever the glöi comes within 5 feet of the source, the glöi pinpoints the source’s location. They can tell within up to half a day how long a creature has been dead by smell alone and can 'smell through' any Bluff or Disguise check a creature may make to appear dead. * Gutborn (Ex): A glöi is immune to digestive acids and the bludgeoning damage of a creature's gizzard (though other acids and bludgeoning damage still affects them). As such, unless the creature's stomach deals other kinds of damage, such as tearing or has a stomach full of fire, the glöi is completely immune to being swallowed whole. In addition, they can tickle the creature's inner orifices in such a way as to cause a gagging reflex. The creature must succeed on a Constitution save equal to the glöi's Heal check or expell the contents of it's stomach. The glöi gains a +10 racial bonus to Heal for the purpose of causing this reflex. * Irongut: A glöi is immune to all ingested and inhaled poisons and disease. * Rasping Tongue: A glöi can make a secondary attack with it's barbed tongue, dealing 1d4 subdual damage. * Favored Class: Fighter * Level Adjustment: +0 -=- Kenku (ramen) Kenku are one of the least understood of the sentients of Hearth, being extraordinarily secretive and private peoples. They are known to venture practically everywhere, having an insatiable curiosity that rarely allows them to build a home. Because of this trait, while being an intelligent people have no capital nor form of government, simply searching and seeking information their entire lives. They will trade this information for a price, though demand payment up front as many dislike what they hear from these creatures. Spying and stalking are what they are best at and most mentally suited for, and are an exceptionally cunning race. Many will steal if they feel they can get away with it, as much for what they take as the thrill of the theft. They make excellent surgeons as well, though their services are often high as in general they would as often prefer to vivisect a wounded creature as to heal it. They are rarely cruel, simply uncaring of others, showing little empathy even to their own race. Many choose a mate, the only one they trust to share their secrets. They stop in their journeys only long enough to lay a clutch of eggs, which they will guard with unparalleled paranoia. Only in unreachable heights, hidden caves, or other dark and secretive locations can they be found. The children are then raised during this period fearing every breath of wind and twitch of a shadow. By the time they are ready to leave their parents sides they have taken on the suspicious natures that they will carry over to their own brood. All in all this behavior casts a distinct sinister pall over the people and doings, which is often justified. Just as often however they mean no ill towards others, and most tend towards neutral rather than evil, but their paranoia, macabre curiosity and black humor does not aid their reputation. Kenku Traits In addition to standard Kenku traits (MM III, p. 86-87), Kenkus in Hearth gain the following: * Venom Resistance: Kenku gain a +2 bonus to saves against venom. * Long-Fingered: Kenku's lengthy fingers grant them a 10 foot reach in regards to touch and natural attacks. Weapon reach is unchanged. -=- Trlleeltrlaa (ramen) (truh-lee, trah-la) http://i29.photobucket.com/albums/c2...rufflefolk.jpg Trlleetrlaa, also known as Trufflefolk, are an unusual occurrence of fungal sentience. They evolved from colonies of parasitic fungus. Through their song they attract the fair folk, and through their spores infected them. The sylvan beings are filled with feverish visions of great beauty and wild sadness and the song fill their heads with a glorious melody. Possessed with the deepest longing to share the melody with others of its kind it would seek them out. As they began to sing to their brethren fungal blooms of incredible beauty would grow painlessly from all about them and in one final moment of ectasy and song they would fall. New fungus would then spread, each singing the unique song of the fey that hosted them. This requiem is in memory of their host and at the glory of life. To further show their appreciation and honor of the host they have attempted to take their form, appearing vaguely humanoid. In spore form they lie dormant in the bloodstream until reaching brain matter. At that point they begin to grow and spread, bursting forth. At the final moment of their host's death they take the basic knowledge and instincts of their host, from which they use to grow on. This also determines the general mindset of each clan, though individuals may break from tradition and general practice of the clan. Though trufflefolk will infect fey if possible, through no inclination of their own, they are capable of budding every 5 years if well nourished. This double is an exact clone of the parent. Personality: Trlleetrlaa share much of the personality of the fey creatures from which they originated. Some may be aggressive and warlike while others peace loving and flighty. All however are great lovers of song with whimsical moments. Physical Description: Trufflefolk normally appears as stocky, humanoid-shaped creature of rough, creased flesh with intricate wrinkles, veins and lumps. A large, fleshy growth normally adorns their head or back like fins. Two small, root-like antennae extend from the front of the face with waving tendrils. On each side of the face are two large orbs of smooth flesh that act as primitive eyes. They see very poorly, only shapes and shadows without color or great detail. Despite this, their coloration varies considerably, from pale pinks to dull oranges to grays and browns. Alignment: Trufflefolk veer towards true neutrality in general, often not caring about anyone but their own people. Some however are well disposed towards others, while other trufflefolk can develop a cold hatred for non-trufflefolk. Alignment tends to be within one step of their original fey host, though there are many exceptions. Lands: The Trlleetrlaa originate within the deeps of the Tangle. There, where near every plant has a limited ability to move, and eyes to see, they feel most at home. Settlements: Trufflefolk tend more towards gardening and arborsculpture than building, having little need for shelter or food preparation. Certain trees do 'taste' better than others, so they attempt to cultivate them to the best of their ability. The young also grow very slowly, so the tending and protection of trufflefolk buds are also much time consuming. Power Groups: Trufflefolk do not have leaders as others know them. Beliefs: Trufflefolk tend to be druidic in beliefs, following the ebb and flow of nature. A large minority however revere the Queen of a Thousand Roots, each one planted into a different world or plane. They believe it is this creature that awoke The Tangle, and subsequently the trlleetrllaa. Languages: Trufflefolk speak Tulgey. The language is complex and difficult to reproduce, comprised primarily of an elaborate cricket-like chirps, trills and warbles. They can however reproduce most any other languages, though in a rolling, sing-song accent. Names: Trufflefolk names are more like songs, having no true meaning, but is the melody of joy the parent expresses at their maturation. Trlleeltrlaa Racial Traits Con +4, Dex -4: Trufflefolk are incredibly resilient and hard to kill, but are extremely plodding and slow to react. * Small: As a Small creature, a trufflefolk gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and it lifting and carrying limits are three-quarters of those of a Medium character. At 10 HD a trufflefolk becomes Medium. At 20 HD he becomes Large. * Evolved Plant Type: Trufflefolk have the evolved plant type. This is similar to the normal plant trait except for the following: - Not immune to mind-affecting effects or sleep, and require a 4-hour period of dormancy that mimicks sleep. - Not immune to poison, though gain +4 bonus to fortitude saves against poison. * Trufflefolk land speed is 20 feet. * Low-Light Vision: A trufflefolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. * Color-Blind (Ex): Trufflefolk are immune to spells that deal specifically with color, such as Color Spray, though those that do damage, such as Prismatic Spray, still effect them. They also take a -4 racial penalty to search checks. * Absorb Nutrients (Ex): Trufflefolk don't have to eat more than once a week, though they require twice as much water per day as a normal human. They can absorb water, as well as any organic source, right through their porous skin, no matter the quality. * Blooming Dirge (Ex): Trufflefolk gain a +4 bonus to Charisma-based checks with fey. As well, once per year when they bloom they will instinctively infect them. They produce an invisible cloud of spores that extends 5 feet per hit die of the trufflefolk at a rate of 5 feet per round. All creatures with the fey type must make a Fortitude save (DC 10 + half Trufflefolk HD + Con mod) or become infected. They must make the save each day or take 1 point of Wisdom drain. Each day of infection the DC increases by 1. When they reach 0 Wisdom the fungus blooms from their head and quickly spreads, immediately killing the fey. Trufflefolk do not have any control over this function. * Immunity to disease * Living Telepathy (Ex): Trufflefolk can use telepathy with a willing creature it touches. The sensation is thoroughly unpleasant, feeling like tendrils slowly creeping over the brain. Any creature concentrating on a spell or power must make a DC 20 concentration check or lose concentration. * Hibernate (Ex): A Trufflefolk that would die from cold exposure instead goes into a state of suspended animation. He may stay in this condition for a number of months equal to his Constitution score. After that he begins to suffer from starvation and thirst, though each month without counts as a day. If in direct contact with an organic source or water/ice he may slowly absorb enough to keep from having to make saves. * Languages: Tulgey and Sylvan. Bonus Languages - Common, Myconid, Treant * Favored Class: Druid * Level Adjustment: +0 |
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Crystal Child
Crystal children are special children whose parents were blessed by their deity or outsiders of the region of dream before the child was ever born or while still in the womb. Others are born without intervention, a natural defense against prevalent nightmares shared with the mother. Crystal children tend to be both beautiful in body and spirit with especially large, gentle eyes, and are on the whole very quiet and affectionate people. They form friendships easily and are very sensitive to the feelings of those about them. They tend to be opposed to violence though have been known to take up arms to protect themselves and others. Crystal children tend to be of neutral good alignment. Creating a Crystal Child Crystal Child is an inherited template that can be added to any humanoid (refered to hereafter as the "base creature"). Size and Type: The creature's type does not change, though it gains the psionic subtype. Special Attacks: A crystal child has all the special attacks of the base creature, plus the following special attacks. Psi-Like Abilities (Sp): A crystal child possesses the psi-like abilities indicated below. Manifester level is equal to the crystal child's HD. The save DCs for a crystal child's psi-like abilities are Charisma-based. At will - Empathy (range is 5 feet per HD) 1/day - Mindlink Special Qualities: A crystal child has all the special qualities of the base creature, plus the following special qualities. Naturally Psionic: A crystal child gains 1 bonus power point. Sweet Dreams: A crystal child rarely has trouble sleeping, and gains a +2 bonus against harmful powers and spells based on dream, such as Nightmare, and a +1 bonus against fear-effects. Skills: A crystal child gains diplomacy, handle animal and lucid dreaming as a racial skill. Abilities: Increase from the base creature as follows: Wis +2, Cha +2. Level Adjustment: Same as base creature +1 |
Nox-Touched
Nox-touched come into the world screaming like they are dying, refusing to sleep, only going into a catatonic state once they have worn themselves out and their throats bleeding. They last this way for up to a week, few making it through this period. Those that survive however then abruptly go quiet. Many do not make a sound ever again, even once grown. Though personalities vary as widely as any others they tend to have dark-minded natures with a distinct sadistic streak. They do not seek so much to harm others as to intimidate them, to frighten and horrify in one way or another. For some it may be enough to become a power figure or create an unsettling appearance. For others the need to spread dread goes even deeper, committing gruesome and inexplicable deeds that are all the more terrifying for the unreal quality that permeates such events. Nox-touched appear much as anyone else of their race, except for some key feature is just... wrong. Something disconcerting, whether it be eyes that never blink, a mouth lined with hair within, or perhaps a finger that is twice as long as the others. As well each one has a kind of mark upon them, somewhere from their neck on up, that looks like a festering black sore shining with wetness. Nox-touched tend towards Chaotic Neutral with evil leanings. Creating a Nox-touched Nox-touched is an inherited template that can be added to any humanoid (refered to hereafter as the "base creature"). Special Attacks: A nox-touched has all the special attacks of the base creature, plus the following special attacks. Psi-Like Abilities (Sp): A Nox-touched possesses the psi-like abilities indicated below. Manifester level is equal to the nox-touched's HD. The save DCs for a Nox-touched psi-like abilities are Charisma-based. 1/day - Aversion, *Primal Fear *From Complete Psionic Special Qualities: A nox-touched has all the special qualities of the base creature, plus the following special qualities. Fearful: A nox-touched takes a -1 penalty to save against fear affects. Low-Light Vision: A nox-touched can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Naturally Psionic: A nox-touched gains 1 bonus power point. Uncanny Presence (Ex): All things in the presence of a nox-touched seems to have an added edge of eerie unreality. All fear-effects in their presence, whether the nox-touched produces them or not, gain a +1 bonus to the DC. This presence equals an area out to 5 feet per HD of the nox-touched. Skills: A nox-touched gains autohypnosis, intimidate, and lucid dreaming as racial skills. Feats: A Nox-touched gains Kiai Shout as a bonus feat. Abilities: Increase from the base creature as follows: Con +2, Cha +2. Level Adjustment: Same as base creature +1 |
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