[Player's Compendium] Races!

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[Player's Compendium] Races!

Postby Angel Tarragon » Sun Jun 30, 2013 5:22 am

In an effort to get something of a Player's Compendium up on the Piazza, I am going to start getting the races up first. This post will be used as a hyperlinked index to the racial entries in this thread. If you have any feedback, comments or questions there is a place for it in this thread.

Races
Human
Astereman
Calmlyns Fluff text needed
Draenne
Dwarves
Elves
Half-Elves Fluff text & racial traits needed
Lybascie Fluff text needed
Malquaren Fluff text needed
Meusmin Fluff text needed
Nagendra Fluff text & racial traits needed
Radorgan Fluff text needed
Ralvogu
Saelvhik Fluff text needed
Solarite
Tibarri
● Wildling (Questioning the valid need for this race) Fluff text & racial traits needed
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Re: [Player's Compendium] Races!

Postby Angel Tarragon » Sun Jun 30, 2013 5:49 am

Humans
Humans came to Sarûnia a very long time ago from a world that was on the verge of destruction. As such, they are not a native race to Sarûnia, but are refugees from a world that was destroyed by a cataclysmic cosmic change in their home plane. Teams of scouts were sent out from their home planet across the multiverse in an attempt to find a world suitable for colonization. The first team that made it back to their home plane/planet were the ones that found a primordial teeming with ancient animal and plant life. It was lead by a woman by the name of Sarûn.

When she reported her finding of the other world to the leaders of her own, they immediately decided to call back the other scout teams and concentrate their efforts into colonizing the new-found world. In honor of the woman that led the scout party that found the planet, they decided to name the world Sarûnia. The attempt to colonize Sarûnia was not without setbacks. What Sarûn and her teamed failed to find in their exploration was that the world was teeming with carnivorous beasts. After losing team after team of colonization parties, the human empire sent a massive shock troop invasion to Sarûnia in order to clear a swath of land and keep it clear of predators. This tactic proved to be effective and through it found also that there were other native sentient creatures of Sarûnia, that they had no problem of neutralizing the native races to preserve their own.

That all happened a very long time ago. Now Sarûnia has several regions that have been colonized by the humans and they are as prolific as several other sentient creatures that dwell in and on the world.

Physical Description: Humans of all different ethnicities make up the entirety of their racial species. Humans skin pigmentation runs from very dark skinned to very light pink skinned and the very rare albino. They have a varying body types and facial features that makes each human unique looking. It is extremely rare, but entirely possible for two humans from different blood lineages to have somewhat to very similar body and facial features and even more rare for humans to have almost an identical twin from different ethnicities. More often than not, no two humans look the same.

Society: The days of the old human empire from their home world are long gone. Humans no longer have an imperial organization, but instead remain in contact with other humans from heavily civilized areas by way of the vast portal network that dots the face of Sarûnia. Different regions of human civilization govern themselves as they see fit. However, due to their vast portal network, a small senate comprised of the leaders from each civilized region exists to bounce ideas off of each other and to regulate which laws should be universal for the betterment of their species.

Relations: Humans are a varied lot, not just in looks, but in attitudes and platitudes. Those that have ambition are the ones that are either problem solvers or are troublemakers. Most humans have ambitions, and those that don't are more likely to have decadent tendencies. That's not to say that humans with ambitions can't be decadent though. In fact there are those that think that the worst kind of human there is one that has perverse ambitions and a decadent soul.

Humans have all sorts of moral outlooks and because of this they are not quick to act on their thoughts, though there are some that are. Most humans have an underlying respect for one another regardless of one's ethnicity. It takes a certain je ne sais quoi to respect another human's outlook and not judge based on their moral outlooks, though that is one thing that is truly a massive hurdle to get over; any sort of conditioning can bring out either the best or worst in a human.

Relations between humans and other intelligent races is practically the same as inter-human affairs, with the big difference that non-humans don't look a thing like any common human. Each race has their own unique anatomy and really stand out when paired against a human. This alone can be the cause of any number problems between cross species relations.

Alignment: Humans are as varied and be morally pre-disposed to any alignment aspect based on any number of things; how their parents are and/or treat them, how they are treated by others in their youth, how pious one may be and/or how spiritually enlightened they are.

Religion: Humans can seek religion for any number of reasons. But being a church goer doesn't make them pious. It takes a certain amount of awareness or a deep calling to pursue divine fulfillment. And those that do can fall out of it as easily as they fell into it. In order to truly reap the rewards of divine salvation, whatever the faith or deity that they follow, takes a calling that is only for those with the most loyal of hearts. Again, as varied as humans are they can be found as members of the congregation of any number of churches.

Adventures: Humans as a lot are generally ambitious creatures and their ambition to prove themselves usually kicks in at a young age. The promise of untold wealth, untapped resources and forbidden or forgotten knowledge or lore is enough to drive the imagination of the human young adult mind to seek it out in an attempt to forge their names into the history books of future generations.

Human Racial Traits
● +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
● Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
● Normal Speed: Human base speed is 30 feet.
● Bonus Feat: Humans gain one extra feat at first level.
● Destiny: Humans gain Destiny's Child as a racial bonus feat.
● Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
● Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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Re: [Player's Compendium] Races!

Postby Angel Tarragon » Sun Jun 30, 2013 5:59 am

Astereman
Astereman are most often born from two of their own kind procreating but can also be born of the union of a minotaur and a humanoid woman, usually a dwarf, elf or human. Due to their seemingly feral ancestry they are most often mistaken for wildlings as their anatomy betrays them; though from the waist up they appear like other humanoids, below they bear the legs of a bull and have cloven feet. Because of this, many astereman wear loose fitting garments that cover their legs and specialized footwear to muffle the noise they make when they traverse across hard surfaces.

Astereman are strong and hardy creatures and revel in physical endeavors and sports. They are adaptable to many endeavors, but find that mental tasks are not to their liking. Astereman quickly lose their patience and temper when hard pressed against for quick and intuitive mental tasks. They despise those that do not respect that they are not as mentally keen, and due to their lack of wits aren't as forgiving against those that openly flaunt mental superiority and are hard pressed to not resort to fisticuffs against them.

Physical Description: Astereman are typically taller than humans but are nowhere near the height of the saelvhik. The only way to tell that one is an astereman is by revealing their legs. Other than their legs, they can vary as much as other humanoids do in skin color and tone and eye and hair color. Astereman born of an elven mother typically have pointed ears while other astereman do not, those of them that are born of a dwarven mother are stockier that heir typical brethren and those of human heritage have no physical signs of it.

Society: Astereman have no organized society that they call their own, they either seek out their minotaur parent to spend their lives among them and their society and culture or subsume to the humanoid ways of the civilized world.

Relations: Astereman relations is usually typical of that of their humanoid parent. They do need to be careful not to expose themselves in bigoted communities and among those that wish to enforce racial purity. They are easily the subject of ire when they targeted as a half-breed to the wrong element. Their lack of common sense combined with their physical prowess can prove to be a volatile combination when they are pressed against these kinds of people, so it isn't surprising that they aren't uncommon as one would think they are among the civilized lands.

When they are exposed, all it takes is uprooting their life and settling down somewhere else, which doesn't seem to upset them as much as does other humanoids. Those of their kind with magical talent don't have to be as careful as other astereman without it, as they can use their talent to hide their heritage and walk openly without the material need for disguise.

Alignment: Astereman are capable of running the gamut of various alignments, but many of them that are either raised by their minotaur father or humanoid mother, not of a human but rather dwarves and elves are typically good aligned. Human raised astereman are subject to the same wide range of emotional and physical abuse by their peers and possibly their own mother, who may spite the child for what it represents. In this latter case, astereman tend to come out of their youth as bitter, hateful and spiteful beings capable of inflicting the neuroses of their trauma on others, thusly being neutral or evil at worst. By rising above this trauma and wanting to be a protector of those that deal with the same problems they have experienced, they become paragons for the force of good.

Along the chaos and law axis, astereman are predisposed towards chaos as they find that it suits they their instinctual desire to act out their physical impulses.

Religion: Astereman find it difficult to wrap their mind around organized religion. They can be spiritual, but are almost never pious. Astereman with a strong spiritual drive and heed the call of the wild find it easy to follow the path of the animist.

The rare few of them that do answer the call of the divine mostly venerate deities that have Luck, Protection, Strength, Travel and Trickery as domain choices. Evil astereman are also fond of deities that include Death, Destruction, Madness and War as domain choices.

Adventurers: Many astereman take up the adventuring lifestyle as it provides them with an escape from the pressures of civilization. In the wilderness they do not have to hide who they are and the adventurers lifestyle allows them to unhinge themselves from having to keep their physical needs under lock and key.

Astereman Racial Traits
● +4 Strength, +2 Constitution, -4 Wisdom: Astereman are hale and hardy but lack the intuition and common sense to keep themselves out of trouble.
● Medium Size: Astereman are Medium creatures and have no bonuses or penalties due to their size.
● Normal Speed: Astereman have a base speed of 30 feet.
● Darkvision: Astereman can see in the dark up to 30 feet.
● Cosmic Tenacity: Although astereman lack mental refinement they are able to treat effects that target their mind as if this debilitation is nonexistent, they gain a +2 racial bonus to their Will saves. In addition they receive a +2 racial saving throw bonus against conjuration and enchantment spells and effects, further they are allowed a Will save against any maze spell or spell-like ability.
● Internal Compass: Astereman treat Survival as a class skill for all classes and gains a +4 racial bonus on all skill checks made with it.
● Resilient: Astereman receive a +2 natural armor bonus.
● Stability: Astereman receive a +2 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
● Languages: Astereman begin play speaking Common and either Dwarven or Elven. Astereman with high Intelligence scores can choose from the following; Celestial, Gaian, Sylvan.
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Re: [Player's Compendium] Races!

Postby Angel Tarragon » Sun Jun 30, 2013 6:11 am

Calmlyns

Calmlyn Racial Traits
● +2 to One Ability Score: Calmlyns get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
● Medium: Calmlyns are Medium creatures and have no bonuses or penalties due to their size.
● Normal Speed: Calmlyns have a base speed of 30 feet.
● Elven Heritage: Calmlyns gain a +2 racial saving throw bonus on sleep spells and effects and a +1 racial saving throw bonus against enchantment spells and effects.
● Human Heritage: Calmlyns receive a +1 racial bonus on all saving throws.
● Preservation In The Face Of Adversity: Once per day the calmlyn may apply a luck bonus equal to any one task resolution roll (ability check, attack roll, saving throw and skill checks) equal to one-fifth their character level +2. Alternately, the calmlyn may instead disregard a failed task resolution roll and attempt it again as if the first roll never happened. If the calmlyn applies this bonus to a saving throw, the bonus from Human Heritage stacks with this.
● Skilled: Calmlyns gain an additional skill rank at first level and one additional rank whenever they gain a level.
● Stoic: Calmlyns receive a +4 racial bonus on all saving against fear. This bonus stacks with the bonus granted by Human Heritage.
● Unified Ancestry: Calmlyns count as elves and humans for any effect related to race.
● Weapon Training: The calmlyn chooses any one exotic weapon or two martial weapons and is proficient in their use.
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Re: [Player's Compendium] Races!

Postby Angel Tarragon » Sun Jun 30, 2013 6:32 am

Draenne
Draenne (DRUH-NAY) are an androgynous race of fey beings that are neither fully one gender, all members of this race are born with the reproductive capability of both males and females. This race of beings are typically born of the union of dryads and nymphs that mate with elves or humans. Draenne are typically born of a dryad/nymph/quickling mother, but considering that the elven race traces its roots to fey ancestry there are some cases where elven maidens are the mothers of these beings. It is exceedingly rare and almost unheard of for a human maiden giving birth to draenne.

In addition to the couplings presented that produce members of this race, they are capable of breeding true among their own kind and due to their biological makeup they are entirely capable of self-producing. The latter method of reproduction isn't uncommon in members of this race that typically feel ready to become a parent but have not found someone special to share their lives with.

Draenne typically aren't self conscious of their biological difference from other races and most of them go through their whole life either being proud of their difference and champions of equality (for those oppressed for being the gender they are born with or rather strongly identify with) or are shunned (in the rare case of a human woman giving birth and raising a draenne child) and suffer the emotional and sometimes physical abuse and ultimately end up having abandonment issues. Some draenne do associate themselves strongly with one gender and are capable if they so choose to fully physically become one gender through the sheer act of willing it, but most that do go through a struggle emotionally and spiritually to find their true selves and gender identity before the physical change occurs. Their body absorbs the offending genitalia, forever changing their biological chemistry and emotional spectrum.

Physical Description: On the surface draenne look a lot like elves, but their larger eyes and ears that overly elongated and accentuated to a fine tip is usually a giveaway upon closer inspection that they aren't elves. Other than that they span the gamut of what is standard for elves and humans in hair color, eye color and skin tone.

Draenne are exceptionally radiant beings and definitely stand out, making it difficult for them to practice larcenous crafts and remain unseen, that added with their small stature makes it exceedingly difficult for them to practice questionable crafts or to try to remain unseen or out of the public eye.

Society: Draenne usually don't congregate in communities strictly of their own kind, they are fairly well integrated into the civilized lands that are elvenocentric and humanocentric.

It is hinted at that there very well may be hidden enclaves of draenne that are masked from the prying eyes of the world, in demiplanes that are coterminous with the prime material and that only beings of fey blood or of fey blood lineage are able to see and travel betwixt. These enclaves, should the rumors be real, would most likely be gerontocratic.

Relations: Draenne get along well with just about every race, with just a little difficulty getting along with the fur-folk (races that typically have a very fine to thick layers of fur covering their body); since the draenne are creatures that able to throw themselves into a situations that are sometimes hostile and survive them, they are sometimes scrutinized for this and in the case where they end being really lucky with a task or life-threatening situation they draw envy of others.

Draenne are usually seen as a child-like race due to being able to throw themselves at various tasks and succeed at them and the fact that they only grow as tall as a pre-teen human. Elves and other beings with [a deep] respect for nature are sometimes envious of draenne due to their affinity for being able to manipulate an element.

Draenne excel at animal husbandry and find it easy to get along with animals. Those of them that treat animals very well tend to attract wild animals and make easy friends among the local fauna of their area.

Alignment: Draenne are capable of being any alignment, with no racial predisposition any one specific ethical and/or moral outlook. Their upbringing usually dictates how they come to terms with their life and the choices they make towards maturing past their conditions or clinging to them, thus shaping their own personal outlook.

A few do however favor chaos over law, but tend to respect the laws rather than actively opposing them, in this regard they are sometimes seen as tricksters. With their open minds and affinity for skills that favor self-sufficiency and [self] survival they are fully aware that as a race they very well suited to championing nature over civilization.

Religion: Draenne come from all sorts of walks. Some are deeply spiritual, some pious and others worship the world itself or merely pay homage to one or all of the elements.

Adventurers: Draenne take up the mantle of the adventuring life for any and all sorts of reasons. It could be that they start off very young as an adventurer, either running away from an abusive parent or parents or being left to fend for themselves after being disowned from unaccepting parents; this is usually the case in extremely young draenne. Older draenne that come from caring, compassionate and healthy families usually seek fortune to start or to help fan an organization that cares for the downtrodden.




Draenne Racial Traits
+4 Wisdom, +4 Charisma, -2 Strength, -2 Constitution, -2 Intelligence: Draenne are extremely aware of their surroundings, have an inner radiance and personality that is larger than life but their focus on their natural talents leaves them lacking in physical prowess and health in addition to their lack of desire to pursue intellectual matters.
Fey: Draenne are Fey.
Medium: Draenne are Medium creatures and have no bonuses or penalties due to their size.
Swift Foot: Draenne have a base speed of 40 feet.
Low-Light Vision: Draenne can see four times as far as humans in conditions of dim light.
Animal Affinity: The draenne are racially trained in the Handle Animal and Ride skills and receive a +2 racial bonus on all skill checks made with them.
Androgynous Allure: Draenne gain a +2 racial bonus on Bluff, Diplomacy and Intimidate skills. In addition, draenne are fully capable of seducing men and women as they biologically and physiologically produce the pheromones that attract both genders.
- Due to their sheer beauty draenne do tend to stand out and because of this they suffer a -5 penalty on opposed Disguise, Sleight of Hand and Stealth checks.
Elemental Acolyte: Draenne choose one cleric elemental domain; air, earth, fire or water. They are able to use the spell-like ability domain power once per day with the following modification, they deal 1D6 points of elemental damage +1 point per two character levels.
- If the draenne takes levels in a class that allows her to gain domains and chooses the domain from which she derives this racial trait from, she gains one extra use of the spell-like ability per day. In addition when she deals elemental damage with the spell-like ability, it is calculated both based on her [effective] cleric level plus her character level. For example Naxeem is a 6 level draenne druid with the fire domain nature bond and chose the fire domain for this class feature; when she uses the fire bolt spell-like ability she deals 1d6+6 points of fire damage.
Hermaphrodite: Draenne are not one single gender, but are both. This racial trait allows them to qualify for all gender specific feats and prestige classes that are usually exclusive to one gender.
- If at some point a draenne chooses to define themselves exclusively as one gender, the character then either has the choice of retraining or keeping the talents available to them, but are forthwith incapable of acquiring more but still able to use what is available to them.
Inspiring Aura (Su): Draenne exude an aura of beauty out to a radius of thirty feet. The draenne can expend one daily use of her sheer pluck racial trait (see below) to grant the bonus to one ally within the radius of her aura.
Sheer Pluck: A number of times per day equal to her Charisma modifier (minimum once per day) the Draenne gains a +2 bonus to her next task resolution check (a D20 roll). The draenne increases this bonus by +1 at character level 5th and every five character levels thereafter.
Extraordinarily Observant: Draenne have extremely large eyes are very long finely tipped ears, they are racially trained with the Perception skill and gain a +4 racial bonus on all skill checks made with it.
World Wise: Draenne are racially trained in Knowledge (Geography) and Knowledge (Nature) and use Wisdom as the key ability for both instead of Intelligence. In addition they gain a +2 racial modifier on all skill checks made with both skills.

Alternate Racial Traits
The following racial traits may be selected instead of the standard draenne racial traits. Consult your GM before selecting any of these new options.
Quickling Speed: Draenne with this alternate racial trait can triple their base speed a number of times per day equal to their Charisma modifier. This affect lasts for a number of rounds equal to half their character level +2. This alternate racial trait replaces Sheer Pluck.
Veiled Vestige (Su): As a swift action you can expend one use of your Quickling Speed to phase from your current location to another so long as the new location isn't further from your current location by an amount of feet equal to your base speed. This alternate racial trait replaces Inspiring Aura.

Favored Racial Options
Instead of receiving an additional skill rank or hit point whenever the draenne gains a level in a favored class, draenne have the option of choosing from one of the following options instead. Once one of the following options is chosen, it is set in favor life and the draenne can't pick and choose a different reward each time they gain a class level.
Extreme Pluck: At character level 3rd the racial bonus applied from sheer pluck increases by +1. This bonus increases by an additional +1 per five character levels thereafter and stacks with the bonus gained from sheer pluck. In addition you are able to use your sheer pluck racial trait two additional times per day.
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Re: [Player's Compendium] Races!

Postby Angel Tarragon » Sun Jun 30, 2013 8:59 am

Dwarves
Long ago dwarves were masters of surviving in the depths of the earth, carving out cities, kingdoms and empires that still remain but are infested with the horrors that lurk beneath the feet of surface dwellers. Sometime in their long history they were pushed surface-side, and those that still remain as dwellers in the earth populate regions where the sea meets high plateaus areas, like fjords. The dwarves that had to make do on the surface combined their talent for architecture and engineering with the magic of elves and this resulted in buildings and structures birthed from the earth itself.

Dwarves are a hardy bunch and can survive just about anything. They revel in combat and often spar for the fun of it. Due to their girth and width they are ungainly and suffer when tasked against challenges requiring adroitness and quickness of action.

Physical Description: Dwarves vary in height nearly as much as humans, but never exceed a height that is average for a human. Due to being able to carry loads that would slow down other mortals, they have developed an anatomy that makes them one and a half times wider and have an equal depth than the average medium sized creature. Males start to grow a beard at an early age and take pride themselves in its length and go out of their way to keep it from looking wild an unkempt. Females are incapable of growing beards but compensate by growing their hair as long as a man's beard, which on average can grow all the way down to their knees but this takes them a very long time and generally is exclusive to those that live up through until they reach three-quarters their venerable age. A female with a shorn head or a man without a beard is usually an indication of a dwarf gone mad, driven insane or worse; they are generally untrusted by those that are familiar with their kind.

Society: Great distances separate dwarven enclaves from the rest of their kin, though there are some they aren't as untrustworthy of magic as others of their kind. This usually means that by way of these rare few, some portals connect the dwarven villages that have a high population density, otherwise communication is painstakingly slow and visitation is a rarity. Dwarves are masters of engineering and architectural arts and thus the enclaves that exist in areas with fjords become seaports that are accessible with crude elevators and pulley systems; these enclaves are capable of communicating with other enclaves in the region fairly quickly and visitation by boat is practically part of the daily way of life.

Relations: Dwarves are as accepting as humans and elves of others, but have learned that guarding their hearts is a necessity; there are members of any race that are connivers and schemers and will take advantage of those that are too trusting. Dwarves only give their trust to other dwarves first, and then only to those that have established themselves as considerate and authentically honest. It isn't unlawful for a dwarf living in an enclave to be otherwise, but it is generally frowned upon. Members of other short-lived races are unlikely to win the trust of a dwarf in their lifetime, the children of those that teach good moral values and if said children keep those ethics close to heart have a chance at becoming friends with a dwarf, otherwise it is extremely rare for a dwarf to trust anyone outside of their own kind that is short-lived unless the person has established themselves far and wide as a someone that is worthy of being trusted and the dwarf has heard of their accomplishments.

There are very few races that dwarves have a permanent ire of (derro, kobolds, mites and morlocks being the most commonly heard of) and is thusly ingrained in the minds of their offspring by hearing tales of reading the stories that recants the events that led to their displacement from the subterranean depths.

Alignment: At a very early age, when the dwarven mind first starts to form and utilize its cognitive sense they are taught family values and other things that matter most to dwarves; friendship, honor, justice and tradition. A dwarf that embraces the concepts and never falls from the grace of their enclave is lawful good or and remains so until their dying day. A fallen dwarf usually still follows their law aspect and is generally becomes neutral on the good/evil axis unless permanently exiled. A chaotic dwarf is a rarity as they are usually mentally unstable and not prone to honoring dwarven aspects and traditions.

Religion: Dwarves are not overly religious creatures. They give honor and worship to the familial allfather deity most often and usually start and end their day with a quick prayer to him. A dwarf that submits to themselves to a higher calling is an oddity, though it is not unheard of. On the whole, dwarves submit to two day of revelry per week with their entire clan, their entire extended family included. This day is set to honor their roots and give respect to the dwarven allfather by basking in the warmth of and camaraderie of their own kin, specifically their parents and all living progenitors of their parents (which can go back quite far considering how long they can live).

Adventurers: Dwarves that feel the tug of the adventurers life either embrace it due to being an exile of their enclave or to pursue riches and glory for it. A dwarven adventurer is sometimes a maverick, though there are some that are sent out by their enclave as extraordinary specimens to gather information and/or reconnoiter the surrounding area or even a much larger territory. Whatever the reason behind pursuing a path that is away from the comfort of their hearth, a dwarf that shines the brightest is one that pursues a path that improves their martial might.

Dwarven Racial Traits
● +2 Strength, +2 Constitution, -2 Dexterity: Dwarves are strong and resilient, but they have a wide girth.
● Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
● Hardy: Dwarves have a base speed of 30 feet and their speed is never modified by armor or encumbrance.
● Low-Light Vision: Dwarves can see three times as far as humans in conditions of dim light.
● Earthly Acumen: Dwarves receive a +2 racial saving throw bonus against Illusion spells and effects.
● Resilient: Dwarves receive a +1 natural armor bonus. In addition they receive a +2 racial bonus against poison, disease and paralysis.
● Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
● Student of Earth & Stone: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of non-magical goods that contain precious metals or gemstones. In addition, dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors; they receive this check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
● Weapon Training: The dwarf chooses any one exotic weapon or two martial weapons and is proficient in their use.
● Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Elven, Nagendreen and Solaran.
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Re: [Player's Compendium] Races!

Postby Angel Tarragon » Sun Jun 30, 2013 9:01 am

Elves
Elves are descended from the mighty masters of the arcane arts and touched with the blessing of fey ancestry. Their evolution has led down a different path than their forbearers, and as such there are physically inferior than them. Elves were pushed out of their natural territory long ago and thus had to adapt to their circumstances. This led to the dawn of civilized society on Sarûnia. Elven artisans combined their magic with that of the dwarves, and from this mingling the first structures were born out of the earth itself.

Elves are personable and intellectual creatures, needing the comfort and joy of the presence of their family and friends. They enjoy pursuing martial and mental activities and delight in partaking in social affairs.

Physical Description: Elves are as tall as the tallest human and have fine and graceful features, all mostly accentuated to a fine tip. Their eyes are milky white and the color of them almost always seem to be deep and rich hues that seem to be endless wells that catch and reflect light. The clothes they wear are made from the finest materials and often change color to accentuate their best features given the lighting and colors that are around them.

Society: Many elves feel it is their responsibility to further the need to educate and expand all forms of knowledge. Elves that aren't in positions to teach others usually end up in governmental power to make and provide changes for the betterment of elven society. The rest become artisans, ideologists and theologists with only a small percentage of the elven population made up of commoners, workers and farmers.

Relations: Elves have open hearts and welcome strangers into their lives, but are reserved and only give out their hearts and feelings to those that have proven themselves to be honest and respectable. As elves live very long lives, this usually takes a very long time to establish.

Elves pride themselves on their ability to be tolerant of other races and their differences. Their ability to reproduce with humans has led to two kinds of half-breeds, Calmlyns and Half-Elves. These offshoots are common sights in elven society due to the intolerance, hatred and oppression that they must endure elsewhere.

Alignment: When they are subjected to feeling a certain way it takes a while to for the feeling to register and when it finally does, the elf holds on to it for a long time. Elves are a mental mystery due to their ability to feel multiple emotions at the same time; they be deeply resentful, hateful or even spiteful of someone that has run afoul of them and yet feel a deep abiding love and joy for another person at the same time. This might lead others to think of elves as chaotic beings, but in truth this helps to keep them balanced and neutral.

Elves tend to be ethically and morally predisposed to fairness and kindness thus making them benevolent in nature, but can easily be on the other side of the pendulum depending on the circumstances of how they were raised.

Religion: Elves are not overly religious, but are more spiritual beings. This is not to say that they do not worship, but those that gather for services do it out of respect for their divine patrons and to freely share and debate philosophy and theology. Religious gatherings allows those that attend the ability to partake in a forum of the exchange and discussion of religious and spiritual ideals and what they mean to each person. As complex as elves are, services can and often do run all hours of the day with multiple ministers overseeing it to chirp in with helpful and insightful advice. Preceding the participation of services usually requires the attendee to spend a minute or two in hushed prayer.

Adventurers: Out of desire to seek, explore and partake in all of lifes' joys, elven adventurers are not that uncommon. Some may do so in search of ancient knowledge or lore. Many feel the tug of wanderlust at a young age and leave their sheltered lives far behind to find the piece of their being that would complete them.

Elf Racial Traits
● +2 Intelligence, +2 Charisma, –2 Constitution: Elves are smart and are natural leaders but have frail bodies.
● Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
● Normal Speed: Elves have a base speed of 30 feet.
● Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
● Arcane Acolyte: Elves have an innate understanding of arcane magic and gain the benefits of the arcane adept feat whether or not they meet the prerequisite.
● Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
● Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
● Mystic Insight: Elves treat Knowledge (Arcana) and Spellcraft as class skills for all classes and gain a +2 racial bonus on all checks with them.
● Weapon Training: The elf chooses any one exotic weapon or two martial weapons and is proficient in their use.
● Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following; Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
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Re: [Player's Compendium] Races!

Postby Angel Tarragon » Sun Jun 30, 2013 9:08 am

Half-Elves

forthcoming...
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Re: [Player's Compendium] Races!

Postby Angel Tarragon » Sun Jun 30, 2013 9:24 am

Lybascie

fluff forthcoming...

Lybascie Racial Traits
● +4 Dexterity, +2 Charisma, -2 Strength, -2 Wisdom; Lybascie are extremely agile and personable, but are weak and do not consider the consequences of their actions before acting.
● Medium: Lybascie are Medium creatures and have no bonuses or penalties due to their size.
● Normal Speed: Lybascie have a base speed of 30 feet.
● Low-Light Vision: Lybascie see three as far as humans in starlight, moonlight, torchlight, and other such similar conditions of poor lighting or illumination and retain the ability to distinguish color and detail under such conditions.
● Fleeting Thoughts: Lybascie receive a +2 racial bonus on saving throws bonus against enchantment and illusion spells and effects.
● Heightened Awareness: Lybascie treat Perception as a skill for all classes and receive a +2 racial bonus on all checks made with it.
● Natural Climbers: Lybascie treat Climb as a skill for all classes and receive a +2 racial bonus on all checks made with it.
● Nimble: Lybascie ignore the first 10 feet from any fall (allowing them to treat a 10 foot fall like it never happened), in addition they only take damage for every 20 feet thereafter, instead of the normal 10. The hands and feet of the Lybascie must be empty so that when they land they can evenly distribute the shock of the fall (using all fours).
● Quick of Body, Quick of Mind: Lybascie use Dexterity as the key ability for all skills which normally use Wisdom as their key ability.
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Re: [Player's Compendium] Races!

Postby Angel Tarragon » Sun Jun 30, 2013 9:35 am

Merfolk, Malquaren

fluff forthcoming...

Malquaren Racial Traits
+2 to One Ability Score; Malquaren characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
+2 Constitution; Malquaren characters are hardy and healthy.
Medium: Malquaren are Medium creatures and have no bonuses or penalties due to their size.
Aquatic: Malquaren are humanoids with the aquatic subtype.
Normal Speed: Malquaren have a base speed of 30 feet.
Alluring: Malquaren treat Bluff, Diplomacy and Intimidate as class skills for all classes. In addition they gain a +1 racial skill bonus to all Diplomacy and Intimidate skill checks.
Amphibious: Malquaren can breathe both air and water.
Aqueous Adumbration: Malquaren gain a +4 racial bonus on Stealth checks while within aquatic terrain (above and below the surface of water, but not near or out of the water).
Born to the Water: Malquaren are natural born swimmers, they treat the Swim skill as a class skill for all classes. Malquaren are able to split their fins into legs and have a Swim speed of 30 feet while they have legs, when their legs are fused together into a fin their swim speed increases to 50 feet (but have their land speed reduced to 5 feet). Malquaren gain the +8 racial bonus on Swim checks that a swim speed normally grants and can can always take 10 while swimming.
Deepsight: Malquaren are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.
Low-Light Vision: Malquaren see twice as far as humans in starlight, moonlight, torchlight, and other such similar conditions of poor lighting or illumination and retain the ability to distinguish color and detail under such conditions.
Water Sense: Malquaren can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.
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Re: [Player's Compendium] Races!

Postby Angel Tarragon » Sun Jun 30, 2013 9:38 am

Meusmin

fluff forthcoming...

Meusmin Racial Traits
+2 Dexterity, +2 Constitution, -2 Strength; Meusmin are agile and healthy, but their small stature makes them weaker than other humanoids.
Medium: Meusmin are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Meusmin have a base speed of 30 feet.
Low-Light Vision: Meusmin see three as far as humans in starlight, moonlight, torchlight, and other such similar conditions of poor lighting or illumination and retain the ability to distinguish color and detail under such conditions.
Lithe: Even though meusmin are medium size, they function as though they are small in size; when determining CMB/CMD they take the most advantageous size modifiers, may wield weapons sized for either small or medium creatures without penalty and can fit into spaces that normally only small creatures could fit in. Though the meusmin is treated as being small size they do not take any reach penalties for their size, nor does their carrying capacity take any reduction.
Stalwart: Meusmin receive a +2 racial bonus on all Fortitude saves and further receive a +4 racial bonus against all diseases and poisons.
Sneaky: Meusmin treat Disguise and Stealth as a class skills for all classes and receive a racial +2 bonus on all checks with them.
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Re: [Player's Compendium] Races!

Postby Angel Tarragon » Sun Jun 30, 2013 9:41 am

Nagendra

forthcoming...
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Re: [Player's Compendium] Races!

Postby Angel Tarragon » Sun Jun 30, 2013 9:50 am

Radorgan

Radorgan Racial Traits
+4 Constitution, +2 Strength, -2 Dexterity, -2 Wisdom; Radorgans are hardy and strong, but aren't as adroit as other humanoids and tend to stick their noses where they don't belong.
Medium: Radorgans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Radorgans have a base speed of 30 feet.
Low-Light Vision: Radorgans can see twice as far as humans in conditions of dim light.
Fervent Fervor: Radorgans use Strength as the key ability for the Acrobatics and Escape Artist skills instead of Dexterity. In addition they receive a +2 racial bonus on all checks made with these skills.
Mighty Stamina: Radorgans receive a +1 racial bonus on all Fortitude saves.
Run: Radorgans gain Run as a racial bonus feat.
Tenacious Hunter: Radrogans treat Survival as a skill for all classes and receive a +3 racial bonus on all checks made with it. In addition, radorgans use Constitution as the key ability for Survival instead of Wisdom.
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Re: [Player's Compendium] Races!

Postby Angel Tarragon » Sun Jun 30, 2013 10:07 am

Ralvogu

Ralvogu [RAL-VO-GOO] are a race of wolf-folk that inhabit the world and are somewhat seen as the distant cousins of Radorgans. They are very similar to wolves in their mentality and abilities, but are a bit more rough and gruff. They are very much pack oriented and a lone Ralvogu is very rare, however in the company of radorgans a ralvogu is most often the lone wolf of a tribe and most often is the leader of it.

Ralvogu are creatures that exemplify the idea of survival of the fittest; they are cunning, hardy, quick and strong. Although they are difficult to get along with due to their lack of smarts and social grace, they are intensely familial creatures. They are able to get along in the wild due to their physical superiority and mental wiles even though they do not have the innate skill ability to do so. Ralvogu that call the civilized lands their home most often take up jobs that allow them to use their talents to the best of their ability, most often taking up jobs in construction, law enforcement, organized fighting and martial arts among other similarly typed ones. Ralvogu criminals and tribal outcasts are exceedingly rare, as they have a strong innate and animalistic approach to life that favors chaos and no strong desires one way or the other over good and evil.

Physical Description: Ralvogu are one of the most bestial of the humanoid races. Their body is slightly untypical of humanoid anatomy. To support their larger craniums, ralvogu have bigger heads which are very much canine in appearance and unlike most other humanoid animal races they have actually kept their long snout. Their chest is slightly narrower, but not enough to be cause to have to have clothes and non-metal armor custom fitted. Their legs are a bit more stocky, very much barrel-like and a little longer. The feet of the ralvogu are large paws that are wider than most humanoids feet, lending to them better stability. Ralvogu foot-paws have evolved to put more emphasis on having larger and wider hind paws thusly reversing the progression of forepaw dominance.

Covering it's body is a layer of thick fur, but not enough so to grant it any significant protection to their skin; the color of it is most often gray though with variations of pure white, red, or brown to black occurring. Ralvogu sport a tail, which extends from above their anus and as far down as to their hocks (what would be the knee if it were more humanoid than animal); the musculature and skeletal structure of the ralvogu legs are atypical in dimensions and breadth as normal for the hind legs of a wolf, though accommodating for its humanoid form.

During winter months ralvogu fur becomes long, thick and bushy granting it better protection from the elements. As a ralvogu ages, the color of its fur may lighten, this is very common for those that are dark furred.

Society: Ralvogu social behaviors is where the race is vastly divergent in their humanoid evolution. Even though they are still very much animalistic in their abilities and mindset, the social structure of Ralvogu has deviated away from the tight family unit of a mated pair with their adult offspring and the occasional large three familial combined unit. Ralvogu are mentally developed enough to be world wise, alert and adept at keeping their 'clan' safe. A ralvogu clan is most often the parents, siblings and their families and the families of aunts and uncles. Considering that a litter of ralvogu can yield up to seventeen pups (which is extremely rare and more than likely resulting in the death of the mother), a 'clan' can potentially be very large and encompassing enough of a population to consist of one reaching hamlet or village proportions. The latter is more likely especially if a clan than is more than just bi generational. Generally, the larger the clan the further pups should travel to seek a mate with a slim to no chance of it being related.

The Unified Canoran Republic is made up several clans each with their own territorial borders. The UCR is a classical republic in which the individuals of a clan elect one that shows promise through intellect, wisdom and force of personality; although ralvogu are less evolutionary inclined towards intelligence and being personable, they value these aspects in those they elect to lead them, for these leaders are less inclined to let their baser natures to rule them and be more in favor of changes that are for the betterment of their clan.

Relations: The pack mentality of Ralvogu is detrimental to their integration into civilized lands, where their control by brute strength and force and their lack of smarts and personality puts them at odds with races that are more evolutionarily inclined towards being socially adroit.

It is a long and tedious road to winning the friendship of a ralvogu, but once it is earned ralvogu place a person into what their idea of their familial unit is. It isn't easy to maintain a friendship with ralvogu and most that are are known to tread lightly so as to not trip up with real or what might be perceived as slights against their ralvogu friend. Ralvogu will most often come to the aid of those in their [perceived] clan or familial unit when others threaten them. A fight for the honor of their clan or familial unit is most often results in bloodshed.

When it comes to a ralvogu fighting for breeding rights for a female of their species, two or more of their kind will fight for the female and the winner is the one still alive at the end of the fight.

Alignment: Ralvogu are the embodiment of nature made mortal. They have strong preference towards chaos over law. When it comes to good and evil, they have no predisposition towards one or the other. Most ralvogu are Chaotic Neutral. There are plenty of nurturing ralvogu and the females might be more inclined towards good, but mostly after giving birth to a litter.

As usual, ralvogu can easily span the gamut of alignments depending on how they are raised and being on the end of an abusive family where the ralvogu is more of a runt in terms of physical capability, this is most often the case. In cases where a ralvogu has embraced evil and is doing acts and deeds that hurt its own kind, they will be challenged to a fight and will either be killed or in the case of a stalemate will be banished. Ralvogu that are completely rotten will worm their way into gnoll society and will fight and kill to become top dog.

Ralvogu do not see killing as an evil act. They see death as a fact of life that is unavoidable. Often ralvogu will fight for fun, breeding rights or whatever other reason they need to. They try to not kill if they can help it, but do not obsess over it being morally ambiguous. If a ralvogu is killed in a fight where the death should have been avoided or was purely an accident, a ceremony for the deceased is given and tithings to the spirit of the departed are given. Murder is beyond ambiguous to ralvogu and see it as a cowards act. Murderous ralvogu are expelled from their clan.

Religion: Ralvogu are not religious creatures. Most of them do not worship a deity and it is exceedingly rare for one that hasn't settled among the civilized lands to offer up themselves to a higher power. The ralvogu that live among their own kind that are spiritual most often are drawn to paganism. The spiritually religious among them tend to worship nature deities that are chaotic neutral or neutral good.

Within the UCR, there is only one temple that has been erected and it is neutral ground for worshipers from all walks of faith, it is a place of peace and harmony where fighting is considered a crime and is punishable by being de-furred and exposed.

Adventurers: Adventuring ralvogu are not as uncommon as one might think. There are plenty of cubs that have a burning desire to see the world and what it has to offer, most often cubs from the same litter form one adventuring party, so a familial unit of ralvogu adventurers isn't unheard of. Those of their kind that are raised from the civilized lands (as extremely rare as it is) that are curious or have fallen on hard times seek to plumb the riches of the fallen Nagendra empire. Other ralvogu that are religious and heed the call of a deity work to spread the word of their god and the love that fuels their passion for doing what is right to make their mark in history.

Ralvogu Racial Traits
+4 Str, +2 Dex, +2 Con, +4 Wis, -4 Int, -4 Cha; Ralvogu are extremely strong, are fast and hardy and are keen observers, but lack the capacity for great knowledge and their pack mentality grates on the more civilized races. Ralvogu do not suffer Charisma penalties to skill checks when interacting with their own kind unless the modifier is less than typical for the ability score (worse than -2).
Medium: Ralvogu are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Ralvogu have a base speed of 30 feet.
Low-Light Vision: Ralvogu can see three as far as humans in conditions of dim light.
Bone Crunching Bite: Ralvogu have a natural bite attack. They gain a +1 racial bonus to their attack rolls with it. A foe bitten by a ralvogu takes 2D4 damage.
Improved Aid: Ralvogu helping others with Aid Another grant an additional +1 on the check (for a total of +3).
Prime Coat: With the shifting of temperatures from Autumn/Fall to colder extremes of Winter, ralvogu experience the growth of an undercoat of fur that is fine or downy; this grants them protection from environments that fall under the Cold temperature range. When Spring approaches this undercoat of fur is lost.
Run: Ralvogu gain Run as a bonus feat.
Scent: Ralvogu can detect approaching enemies, sniff out hidden foes, and track by sense of smell. See the ability of the same name in the Pathfinder Core Rulebook on page 564.
Sprinter: Ralvogu gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
Stability: Ralvogu receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Level Adjustment: If you are using ralvogu in a D&D 3E game, they are treated as having an LA of +1.
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Re: [Player's Compendium] Races!

Postby Angel Tarragon » Sun Jun 30, 2013 10:14 am

Saelvhik

fluff forthcoming

Saelvhik Racial Traits
+4 Strength, +2 Constitution, +2 Wisdom, -2 Dexterity, -2 Intelligence, -2 Charisma; Saelvhik have great strength and healthy bodies and are ponderous creatures, but their massive bodies make them ungainly and their content to live simplistic lives in the wilderness makes them gruff.
Medium: Saelvhik are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Saelvhik have a base speed of 30 feet.
Low-Light Vision: Saelvhik can see twice as far as humans in conditions of dim light.
Gaia's Blessing: Saelvhik treat Knowledge (Nature) and Survival as a skill for all classes and receive a +1 racial bonus on all skill checks with them. In addition the saelvhik may move through any sort of undergrowth at their normal speed without taking damage or suffering any other impairment. However, magically manipulated undergrowth that impedes motion still affects them. If the saelvhik gains the Woodland Stride class feature, the saelvhik may even ignore magically manipulated undergrowth that would ordinarily impede movement.
Improved Unarmed Strike: Saelvhik receive Improved Unarmed Strike as a racial bonus feat. Due to their Massive racial trait, they are treated as Large creatures when calculating their unarmed damage.
Massive: Even though saelvhik are medium size creatures, they function as though they are large in size; when determining CMB/CMD they take the most advantageous size modifiers and may wield weapons sized for either medium or large creatures without penalty. In addition, when occupying a space you completely fill it up as if you actually are one size category larger (and thus determines what spaces you can fit into). Though the saelvhik is treated as being large size they do not gain any reach bonuses, nor does their carrying capacity improve.
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Re: [Player's Compendium] Races!

Postby Angel Tarragon » Sun Jul 07, 2013 10:54 pm

Solarites
Solarites, like humans, are not natives to Sarûnia, but are not outsiders to the world. The hail from Sarûnia's sister world-moon, ?. When they arrived on Sarûnia through the moon gate eons ago they brought with them their concepts. The young races of Sarûnia took a long time to master the foreign concepts of the solarites, but their ways and ideas have trickled down the river of time and have settled in among the rural and urban races.

Physical Description: Solarites resemble humans, but have three distinct features that sets them apart; their skin is a dark red hue, their pupils have a reddish tint and they are slightly taller. They are rarely more than scantily clad as the result of operating at a higher body temperature than other humanoids.

Society: As solarites are capable of surviving in climates where other humanoids would have difficulty, they tend to build communities in these types of environs. Like elves, they are mentally superior than most other races and have no qualms about sharing their knowledge and insight. However, their villages relative distance from the rest of the civilized world, their lack of desire to connect them through a network of gates, and their general outlook on interracial relations makes it exceedingly difficult for their knowledge to fall into the hands of others.

Relations: Solarites as a race are a reclusive bunch and have an innate distrust of other species. They know that it is hard for other species to move away from having a duplicitous nature or to even make the choice to go against the grain and act as a paragon of virtue, trust and honor despite conditions that might dictate personality otherwise. It is exceedingly difficult for them to be patient or lenient with other species and thus it is a rarity for them to even have friends outside of their own race.

Alignment: Solarites place value in tranquility of the spirit, and strive for perfection of the mind and perfection of the body. This outlook is pretty standard for most members of their species and so most of them tend toward neutrality of some sort. Some of their kind place value of nature and chaos it embodies (which extremely common among the young) and others value structure and discipline, favoring law.

This dichotomous split between one race is unusual, but they make it work for them. Within the walls of their villages, law is enforced and respected. Outside these walls a person cannot be held responsible for their actions and thus is immune to the process of law; only when the law is broken in places where it is enforced does one face the consequences of it. Solarite laws are harsh and punishment is often painful, humiliating and/or lethal.

Religion: Solarites are not very pious creatures and most instead turn within to seek sublime fulfillment. Most of them seek to give their life meaning and value, which is usually done in one of three ways; through pride in their work, providing for their family (this is usually combined with taking pride in their work) or by caring for those less fortunate.

Adventurers: Many young solarites have an innate desire to seek treasure, plunder ruins and make names for themselves. It is not uncommon for most solarites to take up class levels in the anchorite and unrestrained classes, as these two hold the most promise for solarites of all ages.

Solarite Racial Traits
+4 Wisdom, +2 Constitution, -2 Strength, -2 Charisma; Solarites are healthy in body as well as mind, but they are not strong and lack social panache in dealing with others not of their own kind.
Medium: Solarites are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Solarite base speed is 30 feet.
Light Blindness: Abrupt exposure to bright light blinds solarites for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Low-Light Vision: Solarites can see twice as far as a race with normal vision in conditions of dim light.
Cerebral Sustenance: Solarites are able to replenish their energy through food, drink and sleep like normal humanoids however they are also able to leech energy from those who are well rested.
- By inflicting non-lethal damage on other willing humanoids the solarite can mitigate the need for sleep or remove the fatigued or exhausted condition from itself. In the case of mitigating the need for sleep, a willing humanoid must take non-lethal damage equal to it's maximum amount of hit points; if the drainee is not at peak health beforehand (at maximum hit points) the attempt fails. Solarites that inflict non-lethal damage equal to their character level x3 on a willing humanoid can remove the fatigued condition from themselves, by increasing the amount of non-lethal damage to x6 per character level the solarite can remove the exhausted condition from themselves.
- Only an amount of hit points equal to the solarites Wisdom modifier (minimum 1) can be drained from a humanoid in one round, so most often draining another takes a while to do. The solarite can drain, that is inflict non-lethal damage on, a willing humanoid just by making eye contact with it.
- The solarite can feed off of non-willing humanoids but must inflict twice the amount of non-lethal damage to fulfill it's needs (except for the mitigating the need for sleep). Using this racial feature on a non-willing humanoid is considered an evil act and physical contact between the solarite and the humanoid drained must be maintained, usually by placing ones hands on the temples of the drainee from behind them. If a solarite attempts to drain a non-willing humanoid that can't take the full amount of non-lethal damage necessary to fulfill the solarites' needs, the attempt fails on the first round and provokes an attack of opportunity.
Hot Blooded: Due to the internal body temperature of Solarites being higher than normal for most humanoids, they are able to potentially burn off the affects of toxins and are better able resist being assailed mentally; they gain a +3 racial bonus against fear and mind-affecting effects as well as against poison.
- In addition Solarites can exist comfortably in cold, moderate, hot and very hot conditions (0 to 110 degrees Fahrenheit) and do not suffer any of the normal effects of such environments, they treat extreme heat as normal hot condition and severe cold and extreme cold as normal cold and very cold conditions, respectively.
Phrenic Power: Solarites gain Latent Psychic as a bonus feat if they do not not take their first class level in the Psychic class, but they determine their TKR differently, add 8 to the solarites' Intelligence and Wisdom modifiers. Solarites that take their first class level in the psychic class gain a +4 bonus to their TKR score.
- In addition solarites without levels in the psychic class choose one talent and gain the base granted powers of the chosen talent.
See in Darkness: Solarites can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
Languages: Solarites begin play speaking Common and Solaran.
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Re: [Player's Compendium] Races!

Postby Angel Tarragon » Sun Jul 07, 2013 11:17 pm

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Re: [Player's Compendium] Races!

Postby Angel Tarragon » Fri Jun 06, 2014 1:31 am

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Re: [Player's Compendium] Races!

Postby Angel Tarragon » Fri Jun 06, 2014 1:31 am

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