NON HUMANOIDS HANDBOOK
March 1998
Mark Charke
RACES: 24/31
Welcome to the Non Humanoids Handbook. I began this book in October 1995 and it was like diving into a swimming pool. With many responses from Fido-Net I found myself busy with work editing and college and volunteer firefighting. When the bulletin boards died the book ended up sitting around in DOS format doing nothing. Mid 1997 I stumbled across an Internet site for netbooks and sent them the DOS formatted copy. I haven’t heard back since and the book does not appear on their site. It was a friend of mine who pointed out another large site; Olik’s and I began a windows conversion for the book as well as many other updates.
The book is not complete and never will be as long as people are interested and submit their ideas. (MCharke@Aol.com) My goal is 31 races, one more then the Humanoids Handbook.
For all the races in the book and all the races yet to be submitted there are two requests; to keep the race reasonable in terms of power and to allow the race to adventure with a normal party. All non-humanoid parties are going to be rare. If the races are to be used, they should be able to interact with a normal campaign.
The actual text, written by the original authors has not been edited. It is as it was originally written with only minor legibility changes. As a result, many of the races are not finished and too powerful. In the next version I will have started editing these races. Comments and suggestions are very welcome as are new races.
Why?
I started playing AD&D because I was tired of role playing humans. I wanted something different. My first character was a were-tiger. Since then I've played Goblins, an Alaghi, an Aarakocra, a Were-Shark, half dragons, drow, aquatic elves, Muls and I was gunning for an ooze but the DM wouldn't go for it.
I've got nothing against human characters, they still make up the greatest part of my campaign setting, and player parties, but PC's, adventurers, are a rare and special bunch bound to attract the unusual (by human standards). If non-humanoids appear in human society it is most likely in an adventuring party for who else will go out and meet the non-humanoids?
Mark Charke
Index
Introduction - Above
Submissions - Adding to the book
Senses - New Attributes
Narrator - A voice for the book
Antimunchkin - Limiting the races
Authors/Races - Who did what
Format - Submission sheet
Submissions
Have a look through this update. You don't have to fill in every detail. I can start with a rough sketch but the more complete the race the better. I suggest whatever changes/additions need to be made to submissions and send them back to their creator for changes. All submissions/changes to the book will go through me. (Mark Charke)
All entries will receive due credit and I will make sure everyone gets a copy of the completed book. Originally I planned on sending this book to TSR but I gave up on that and it will remain a net book. When WOTC bought TSR I was hopping TSR would adopt wizard’s policy of looking at player submissions. Unfortunately WOTC seems to have adopted TSR’s non-acceptance policy and I wonder who bought who?
Senses
I've been thinking about a sensory system for a long time and this is what I've come up with.
With the wide variety of races in this Handbook I think the sensory attributes could be very useful in describing the race. Most humanoids have similar sensory ability. Touch, taste and sight are most often the same among humanoids. Hearing and Smell are sometimes better.
My first thought was my own plant race, the Yoth, who would have a very low sense of touch, sight or taste and an undetermined sense of smell, either very good or not at all. Dolphins would probably have a poor sense of touch since their skin is constantly in contact with moving water, however their sense of smell might be superhuman.
These new attributes are meant to be role-playing notes. Perhaps with future revisions the senses will make a difference to combat.
I ask everyone to use these senses, try them out. If you don't like the system, tell me, but also suggest changes or a replacement. We can always cut them out of the book later.
SENSES (3D6)
21-25 Enhanced Senses X-ray, clairvoyance, feel light etc.
19-20 Super Human Dog's sense of smell, Hawk's vision.
17-18 Excellent 20/20 vision, perfect sense
13-16 Good Above average
10-12 Average Typical ability
7-9 Poor Glasses needed, slightly decreased ability
4-6 Terrible Can barely see things, can't read, limited
1-3 Sub Human Almost no sense at all
0 N/A Does not have this sense
Sight, Smell, Hearing, Taste, Touch are pretty obvious. Esp, a sixth sense, is not very clear as it varies from race to race but like any other sense, it is not flawless and can have a high or low rating. The DM can call checks against the five or six senses.
Attribute Skill Detect
SCORE Sense Percentage
21-25 +4 25%
19-20 +3 20%
17-18 +2 15%
13-16 +1 10%
10-12 +0 5%
7-9 -1 0%
4-6 -2 -5%
1-3 -3 -10%
0 -4 -15%
Skill Bonus: Senses are our only source of input. Our skills vary according to how good our related senses are. A wizard with poor sight has more trouble reading. A rogue with a delicate sense of touch can more easily find traps. Each proficiency has a related sense. The skill bonus level adjusts the chance of success in a Proficiency base on the related sense. This bonus is added to proficiency score.
Wizards may subtract their sight bonus from the total number of minutes it takes them to memorize a spell. Note that this sometimes increases the amount of time a wizard must study! (This bonus is the same for all levels of spells.)
Sight involves anything visual where the character must look at what he is doing to do it well. Since sight is involved in most proficiencies, replace sight with any other sight whenever applicable.
Smell is rarely used for proficiencies other then cooking or weather sense where odor is important. It is also important where toxic gases may be found.
Hearing is extremely valuable but only applies to a few skills, music, fighting in darkness. This bonus or penalty may be applied any time a character must perform a skill in darkness that isn't normally done in darkness.
Taste includes vocal skills as well as taste. These two areas include any vocal music skill, cooking and the detection of poisons or other liquid substances.
Touch involves anything where the skill of hands, sensitivity of touch, or endurance of pain is required. This includes many thief skills, endurance and slight of hand.
ESP is a special sense that not all races have. ESP differs from race to race it's presence provides all races with the possibility of being able to detect the presence of danger. This is not an accurate skill and only indicates that danger is very likely of being present.
Non-Weapon Proficiencies and Senses
GENERAL
Agriculture Animal Handling Touch
Animal Training Taste ** Artistic Ability Sight or Hearing
Blacksmithing Touch Brewing Taste and Smell
Carpentry Sight Cobbling Sight
Cooking Taste Dancing Touch
Direction Sense Esp Etiquette Taste **
Fire Building Touch and Smell Fishing Touch
Heraldry Sight Languages, Modern Sight
Leather Working Touch Mining Touch and Smell
Pottery Touch Riding,Airborne Touch and Sight*
Riding, Land Touch and Sight* Rope Use Sight
Seamanship Touch and Sight and Smell * Seamstress/Tailor Touch
Singing Taste ** Stonemasonry Sight
Swimming Sight Weather Sense Esp, Smell, Hearing*
Weaving Touch and Sight*
PRIEST
Ancient History Sight Astrology Sight
Engineering Sight Healing Touch
Herbalism Smell Languages, Ancient Sight
Local History Sight Musical Instrument Taste(wind) or Touch(string/key)
Navigation Sight Reading/Writing Sight/Touch
Religion Sight SpellCraft All Senses
ROGUE
Ancient History Sight Appraising Sight and Touch
Blind Fighting Hearing *** Disguise Touch and Sight
Forgery Touch and Sight Gaming Touch and Sight
Gem Cutting Touch and Sight Juggling Touch
Jumping Sight Local History Sight
Musical Instrument Taste(wind) or Touch(string/key)
Reading Lips Sight Set Snares Touch
Tightrope Walking Touch and Sight Tumbling Touch
Ventriloquism Taste**
WARRIOR
Animal Lore Sight Armorer Sight and Touch
Blind Fighting Hearing *** Bower/Fletcher Touch
Charioteering Taste and Sight ** Endurance Touch
Gaming Touch Hunting Sight
Mountaineering Touch and Sight **** Navigation Esp and Sight
Running Sight Set Snares Touch
Survival All Senses Tracking Sight and Smell
WeaponSmithing Sight and Touch
WIZARD
Ancient History Sight Astrology Sight
Engineering Sight Gem Cutting Touch and Sight
Herbalism Smell Languages, Ancient Sight
Navigation Esp and Sight Reading/Writing Sight/Touch
Religion Sight SpellCraft All Senses
* With two or more senses, add all bonuses and penalties and divide by number of senses used for total adjustment. (Round up)
EI +3 + +2 = 5 divided by 2 = 2.5 round up = +3
-1 + +4 = 3 divided by 2 = 1.5 round up = +2
** Taste includes all vocal skills
*** Bonus/Penalty added to penalty for fighting in darkness but may not raise penalty above -4 to hit or lower it below +0 to hit.
**** Skill percent added to Climbing ability
Detection Percentage - Some exceptional senses allow the detection of events and things that would otherwise go unnoticed. These are the percent chance of identifying these conditions if the character is looking for them.
Negative percentages indicate that the character may be unable to detect certain events even if he or she has been previously aware or told of them in detail. (IE, unable to find hidden door that he/she has just seen.) These also adjust thief skill percentages.
SIGHT - Detect Secret passage/door
- Read Languages bonus/penalty (add to read languages)
SMELL - Detect gaseous poison
HEARING - Detect Noise Bonus/penalty (add to detect noise)
TASTE - Detect Liquid Poison
TOUCH - Find Traps, Open Locks or Pick Pockets Bonus/Penalty
(choose only one and add bonus/penalty to that skill)
ESP - Detect Danger (does not reveal source)
Narrator
I am considering the addition of a narrator to give the book a more "real" feel. A feel that someone in the AD&D realms wrote this book and added comments along the way. This is commonly used in TSR manuals and I thought it would be an interesting addition.
Lady Ariel Krystalen
Half Elf Age 67
20th Level Hierophant Druid
Str 8
Dex 13
Con 9
Int 11
Wis 16
Chr 15
"It began with the half dragon, a beautiful new race, hunted to extinction. "
The AntiMunchkin Patrol
It is my worst fear, in creating this book, the people will pick it up and yell munchkin. I want these races to be practical, usable and different. NOT practical, powerful and invincible. I appreciate every entry so please bear with me when I request changes.
As of this March98 copy, many of the races need editing and are over powered but there rules are the guidelines I will apply to them when I find time to edit the book.
Guidelines
- Ability Score bonuses may not exceed +4 or -4 for one score
- The total adjustments to ability scores should add up to zero or less.
- Maximum ability scores may not exceed 20
- Armor class at level 1 may not be lower then AC 5
- Hit points at level 1 may not be above 20
- Multiple weapons will use the Multiple Weapon Penalty Chart <SEE BELOW>
- Level 1 characters should not be able to inflict more then 20 pts of dmg/rnd
- Races should not inflict more then 30 pts without magic or specialization
- Delay powers until higher levels
- Progress powers from weak to strong. IE Blink to D-Door to Teleport
- Do you REALLY need all those powers?
- Skill powers: add abilities as NWP and Thief Skills
- Not every race should get bonus Str, Con, Dex and penalties to Int, Wis, Char
Multiple Weapons
* Non-Warriors who specialize in a weapon may use the warrior table
if he wields only that weapon, at the DM's discretion.
* These rules about multiple weapons will apply to all races with 3+ limbs
capable of using weapons.
* The Fifth and additional weapons no longer receive a strength bonus.
Any strength penalty still applies.
* The Ninth and additional weapons start inflicting less damage.
* The character must be able to LIFT all the weapons within the strength
allowed limit or suffer an additional -2 penalty to all weapons for each weapon over
the limit.
Warriors Non-Warriors Damage Penalty**
First Weapon* -2 to hit -2 to hit Normal
Second -4 to hit -4 to hit Normal
Third -4 to hit -6 to hit Normal
Fourth -4 to hit -8 to hit Normal
Fifth -6 to hit -10 to hit No Strength Bonus (5th weapon)
Sixth -6 to hit -12 to hit No Strength Bonus (6th weapon)
Seventh -8 to hit -14 to hit No Strength Bonus (7th weapon)
Eight -8 to hit -16 to hit No Strength Bonus (8th weapon)
Ninth -10 to hit -18 to hit 1/2 damage (9th weapon)
Tenth -10 to hit -20 to hit 1/2 damage (10th weapon)
Eleventh -12 to hit -22 to hit 1/2 damage (11th weapon)
Twelfth -12 to hit -24 to hit 1/2 damage (12th weapon)
Thirteenth -14 to hit -26 to hit 1/4 damage (13th weapon)
Fourteenth -14 to hit -28 to hit 1/4 damage (14th weapon)
(-2 per +2 weapons) (-2 per weapon) (-1/2 again per four weapons)
* Only if 2 or more weapons.
** Damage penalties are cumulative so that at 7 weapons,
5,6 and 7 all lack the strength bonus.
- Total attacks per round: Normal attacks per round +1 per weapon above 1.
The weapon with the lowest penalty makes the multiple attacks.
IE. 2/1 attacks. The -2 penalty applies to these two attacks.
IE. 5/2 attacks. The -2 penalty applies to these three/two attacks.
Authors And Races
Where to find them -This information is hopelessly out of date and it is most likely that none of the old E-mail addresses are currently being used. I have lost touch with most of these people. If you are one of these people who contributed to the book, send me some mail, especially if you want to edit your race(s) and finish them.
Bragg, Adam tdavis@kean.ucs.mun.ca (Old address)
Brandt, Jason Unknown
Charke, Mark Mcharke@Aol.com
Darrow, Heather Unkown
Dylan, David nobeard@xs4all.nl (Old address)
Kuiper, Roger Unkown
Manning, Bob manning@Oswego.Oswego.EDU (Old Address)
Mccourt, Duff duff.mccourt@sot.to.org (Old Address)
Schieder-Wethy Kearsley Unknown
Tomlin, Keith A. Keith.Tomlin@Jamesbbs.com (Old Address)
Villanueva, Derrick Unkown
What they did
Bragg, Adam Giai Shon
Brandt, Jason Shimal
Charke, Mark Concept, Koroth, Styck, Yoth, Rock Weird, Choranid
Darrow, Heather Hrulga
Dylan, David Harbuk
Kuiper, Roger Blue Unicorn, Dolphin, Kwiel, Loxoth, Whale
Manning, Bob Anadjiin
Mccourt, Duff Drakki, Ferri-Ki, Roach, Xahn
Schieder-Wethy, Kearsley Naga
Tomlin, Keith A. Feleon
Villanueva, Derrick Spider Dragon
Format
This book’s format has changed since it’s DOS days. The text data is the same but the spacing is a little different. The exact format will be different depending on what format this version is in. The formats that are available are DOS, MsWorks4 and Word7.
I've established several MAIN HEADINGS; History, Biology, Sociology, Powers and General Information. These are all in upper case. Any other headings should be centered as well but in standard case for titles, Capitals And Lower Case. These main heading can have sub headings. EI Biology: Reproductive Habits.
I know submissions won’t exactly follow the format but try to make them as close as possible. This document was written in DOS then edited with MSworks4 and then converted to whatever format you are holding, so there have been changes.
This format is not fixed. If anyone has any suggestions please tell me
Notes on format of text
During my editing I've noticed the odd detail that I would like to make mention of. I don't mean to criticize but rather my goal is to set a standard format for all entries.
Basic Test - Text should be in the normal arrangement of Capitals. (Real simple.) I use one space after the period before a new sentence, not two.
Things to Avoid - I would like to avoid a great number of (Brackets) and "quotes". This tends to make the page look littered. There is a tendency to put comments in brackets (see what I mean?) that you could just say outside of brackets. See what I mean? The use of & should be replaced with 'and' in most cases.
TABLES - I've added tables that need to be filled, new ones and old ones, numbered them and tried to make them clearer. The new tables, age, weight, size, etc. need to be filled out for each race. Senses have also been added as a sub-table.
This book is not one file. That would be too large and inconvenient. Instead, each race has it's own file or files. In addition there is a main file with the introduction and explanations as well as the table of contents and a handful of miscellaneous files which have various purposes. Equipment, treasure and class files are planned.
NAME Of THE RACE
<Title Centered, Caps, Lincoln blue 16, perpetual grey 10>
< Standard case size >
Name of Race: < Name(s) of your race. >
Creator of Race: < Your Name >
E-mail: < Your e-mail address(es) >
Language of Race: < Language of your race. >
Languages: < Languages commonly spoken by your race >
Hit Dice: < By class or are the hit dice given differently? >
Alignment: < Lawful/Neutral/Chaotic + Good/Neutral/Evil >
Natural Armor Class: < With no armor on. >
Native Environment: < Where they come from/where they live >
Locations: < Where they can be found. EI Greyhawk, Dark Sun etc. >
Movement Rate: < Racial base movement rate. >
Size: < Tiny, Small, Man-sized, Large, Huge, Gargantuan>
< NEW: Microscopic and Super Planetoid>
* Microscopic: These creatures are too small to see.
* Super Planetoid: These creatures can up miles long or larger and normally do not travel to the surface of worlds.
TABLE 1 : Ability Score Adjustments
Strength - <- Adjustment or just left a dash. >
Dexterity -
Constitution - < Adjustments should very rarely exceed +2/-2. >
Intelligence - < Adjustments shouldn't exceed +4/-4 >
Wisdom -
Charisma -
TABLE 1B: Sense Score Adjustments
Sight -
Smell -
Hearing -
Taste -
Touch -
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength - -
Dexterity - -
Constitution - -
Intelligence - -
Wisdom - -
Charisma - -
TABLE 2B: Sense Score Range
Sight - -*
Smell - -
Hearing - -
Taste - -
Touch - -
Esp - -
*Possible visions include anything on the spectrum: Normal Color, Infrared, Ultraviolet, Gamma, Radio waves, vibration waves, sound waves, black & white/color vision etc.
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter -
Gladiator - (Dark Sun)
Ranger -
Paladin -
Knight - (Fighters handbook)
Kensai - (Oriental)
Barbarian - (Barbarians handbook)
Bushi (Oriental)
Samurai - (Oriental)
Wizard
Mage -
Specialist -
Elementalist - (Tome of Magic)
Wild - (Tome of Magic)
Wujen - (Oriental)
Priest * All races should be able to be priests of some kind.
Cleric -
Druid -
Shaman - (Humanoids Handbook)
Witch Doctor - (Humanoids Handbook)
Shukenja - (Oriental)
Sohei - (Oriental)
Monk - (Oriental)
Earth - (Dark Sun)
Air - (Dark Sun)
Fire - (Dark Sun)
Water - (Dark Sun)
Rogue
Thief -
Bard -
Bard Assassin - (DarkSun)
Ninja - (Oriental)
Ninja (Clan) - (Custom)
Ninja (Family) - (Custom)
Trader - (DarkSun revised)
Yakuza - (Oriental)
Psionicist
Clairsentient -
Psychokinetic -
Psychometabolist -
Psychoporter -
Telepath -
Multiclass Options:
Dual Class Options:
TABLE 4 : Size and shape
Base Height:
Modifier...:
Base Weight:
Modifier...:
TABLE 5 : AGE
Base Age: <Lowest starting age for PC>
Variable: <variable added to lowest age: 16+1D6 years>
Maximum Age Range (Base+Variable): <Oldest age + variable oldest.>
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1Int/Wis *
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +1 Wis *
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis *
* This table is for Humanoids. You may change it for your race if you wish.
TABLE 7 : AGE
Middle Age (1/2 Base Max): <1/2 Maximum age without variable>
Old Age (2/3 Base Max): <2/3 Maximum age without variable>
Venerable (Base Max): <Maximum Age without variable.>
Average Maximum Age: <Maximum possible age>
TABLE 8 : Thieving Skills
Pick Pockets: +00% or -00%
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
HISTORY OF THE <Race name in CAPITALS>
where did the race come from
how were they created
BIOLOGY OF THE <Race Name in CAPITALS>
where do they live
what do they eat
what is their active cycle
reproduction
environmental requirements
WHAT DO THEY LOOK LIKE?
SOCIOLOGY OF THE <Race name in CAPITALS>
Type of society and technology level
Dominant sex?
Mating habits
Role playing notes
personality
Alignment tendency
Recommended Proficiencies
POWERS OF THE <Race name in CAPITALS>
What powers does this race have beyond the normal abilities that humans have. List all powers here, how they work, where they come from.
Special Advantages
Special Disadvantages
GENERAL INFORMATION
Anything Else of note.
Working Copy
NAME Of THE RACE
Name of Race:
Creator of Race:
E-mail:
Language of Race:
Languages:
Hit Dice:
Alignment:
Natural Armor Class:
Native Environment:
Locations:
Movement Rate:
Size:
TABLE 1 : Ability Score Adjustments
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
TABLE 1B: Sense Score Adjustments
Sight
Smell
Hearing
Taste
Touch
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
TABLE 2B: Sense Score Range
Sight
Smell
Hearing
Taste
Touch
Esp
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter -
Gladiator -
Ranger -
Paladin -
Knight -
Kensai -
Barbarian -
Bushi
Samurai -
Wizard
Mage -
Specialist -
Elementalist -
Wild -
Wujen -
Priest
Cleric -
Druid -
Shaman -
Witch Doctor -
Shukenja -
Sohei -
Monk -
Earth -
Air -
Fire -
Water -
Rogue
Thief -
Bard -
Bard Assassin -
Ninja -
Ninja (Clan) -
Ninja (Family) -
Trader -
Yakuza -
Psionicist
Clairsentient -
Psychokinetic -
Psychometabolist -
Psychoporter -
Telepath -
Multiclass Options:
Dual Class Options:
TABLE 4 : Size and shape
Base Height:
Modifier...:
Base Weight:
Modifier...:
TABLE 5 : AGE
Base Age:
Variable:
Maximum Age Range (Base+Variable):
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1Int/Wis *
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +1 Wis *
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis *
* This table is for Humanoids. You may change it for your race if you wish.
TABLE 7 : AGE
Middle Age (1/2 Base Max): <1/2 Maximum age without variable>
Old Age (2/3 Base Max): <2/3 Maximum age without variable>
Venerable (Base Max): <Maximum Age without variable.>
Average Maximum Age: <Maximum possible age>
TABLE 8 : Thieving Skills
Pick Pockets: -
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
HISTORY OF THE
BIOLOGY OF THE
SOCIOLOGY OF THE
POWERS OF THE
GENERAL INFORMATION
Mark Charke
Non Humanoid Races
NHHB March 98: Character Race
ANADJIIN
Name of Race: Anadjiin
Creator of Race: Bob Manning
E-mail: manning@Oswego.Oswego.EDU (Old)
Editors: None
E-mail: None
Language of Race: Anadjiin
Languages: Thri-Keen, Common (with difficulty)
Hit Dice: By class, + 4 hit points at first level only.
Alignment: Lawful Neutral
Alignment: True Neutral or Lawful Neutral
Natural Armor Class: 2
Native Environment: See Below
Locations:
Movement Rate: 15
Size: Man sized
TABLE 1 : Ability Score Adjustments
Strength +1
Dexterity +2
Constitution -
Intelligence -
Wisdom -1
Charisma -4
TABLE 1B: Sence Score Adjustments
Sight -
Smell -
Hearing -
Taste -
Touch -
TABLE 2 : Ability Score Range
Attribute Minimum* Maximum*
Strength 5 (8) 19 (20)
Dexterity 8 (10) 20 (22)
Constitution 4 (8) 18 (20)
Intelligence 3 (7) 17 (19)
Wisdom 3 (5) 17 (19)
Charisma 3 (5) 13 (13)
TABLE 2B: Sence Score Range
Sight 3 18
Smell 3 18
Hearing 3 18
Taste 3 18
Touch 3 18
* Scores in parenthesis refer to Darksun characters.
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter 9
Gladiator -
Ranger 16
Palidin -
Knight -
Wizard
Mage -
Specialist -
Elementalist -
Wild -
Priest
Cleric -
Druid 12
Shaman -
Witch Doctor -
Rogue
Thief -
Bard -
Psionicist
Clairsentient -
Psychokinetic -
Psychometabolist -
Psychoporter -
Telepath -
Multiclass Options: None
Dual Class Options: None
TABLE 4 : Size and shape
Base Height: 16/110
Modifier...: 2D6
Base Weight: 360/320
Modifier...: 4D20
TABLE 5 : AGE
Base Age: 9
Variable: 1D4
Maximum Age Range (Base+Variable): 50+2D10
Average Maximum Age: 60
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1Int/Wis
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +1 Wis
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis
TABLE 7 : AGE
Middle Age (1/2 Base Max): 25 Years
Old Age (2/3 Base Max): 33 Years
Venerable (Base Max): 50 Years
Average Maximum Age: 60 Years
TABLE 8 : Thieving Skills
Pick Pockets: -
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
HISTORY OF THE ANADJIIN
<Unlisted>
BIOLOGY OF THE ANADJIIN
Special Advantages: Anadjiin move slightly faster than is the norm for humanoids at a rate of 15. Anadjiin have wicked natural weapons, including razor-sharp 6" claws, and a powerful jaw full of sharp teeth. The claws strike for 1d8 damage, and for each hit, the target takes 1 point of blood loss damage each round thereafter until the wounds are bound or healed. A successful bite attack causes 2d6 damage, and if the Anadjiin so wishes, he can hold on, causing automatic bite damage each round and giving it +3 to hit with its claws. This hold can only be broken by a successful bend bars roll. Anyone, including the victim, can attempt this once per round. Success causes an additional 3d4 points of damage as the teeth rip out. The jaws continue to clench even after death, and the jaws must be broken for easy removal.
Anadjiin have wide set insect like eyes, giving it almost 360 degree vision, making them virtually impossible to surprise. This, along with other highly developed senses, gives all Anadjiin a +2 on Hunting and Tracking checks. They have stout tails which they use to stabilize themselves if they should ever be pushed or lose their balance, giving them a +2 on a Dexterity check to avoid falling, if circumstances permit it.
Special Disadvantages: Anadjiin have little use for weapons, so at 1st level their initial proficiency slots are reduced to 1/3, rounded up. They may not spend their intelligence slots on weapon proficiencies. In addition, the interval for more weapon proficiency is tripled. Also, Anadjiin have trouble learning the ways of complex society, so any non-weapon proficiency that is not directly related to nature, excluding those that develop the body, cost 1 extra slot to acquire. This extra extends to those proficencies that use animals for a purpose other than food.
They also prefer traveling on foot as opposed to riding an animal unless absolutely necessary, because they see this as playing with their food. They have difficulty handling delicate items because they lack sensitive fingertips.
Anadjiin get a -4 to their comeliness, because they look like big ugly bugs. This causes great difficulty for others to accept them, unless they are Thri-Keen or experienced adventurers who have grown past racism. This only applies to those using the Comeliness score from Unearthed Arcana
Anadjiin prefer hot climates and are uncomfortable in temperate zones, though this does not affect them in game terms. However, exposure to freezing temperatures, below 0 celsius, causes a -5 penalty on Thac0 and attribute checks, including proficiency checks, and after 6 turns they become comatose, and if they are not warmed before another 6 turns passes, they die. This vulnerability to cold causes them to suffer an additional point per die of damage from cold based spells. All of these penalties can be avoided with the use of special magics, such as a ring of warmth.
SOCIOLOGY OF THE ANADJIIN
Anadjiin are fierce predators, and rarely associate with other races. All PC's are exceptions, but still act as loners for the most part, acting as Rangers or Druids to preserve nature. Their main problem is that other races have trouble accepting them because of their large size (10') and menacing appearance. They are seen as monsters, but are actually fairly intelligent. Anadjiin love nature and constantly work to preserve the balance. For more information, see the sections on Habitat/Society and Ecology on page 80 of "Realmspace" (SJR2). For more ideas, see "Thri-Keen of Athas". They share many similarities with Thri-Kreen, except that they shift priority from the clutch to the family, and so far there has been no known psionicaly empowered Anadjiin, but it might be possible that some have wild talents, given their highly developed brains. (SEE Wild Talents in the Psionic Handbook or The Will And The Way, Dark Sun, Psionic Suppliment.)
NHHB March98: Character Race
BLUE UNICORN
Name of Race: Blue Unicorn
Creator of Race: Roger Kuiper
NETMAIL Address: 1:2201/54.3 (old address)
E-mail: Unknown
Language of Race: Unicorn
Languages: Stone Elf, Drow, other Mountain languages
Hit Dice: 4HD+4 at 1st Level, by class at 6th Level
Alignment: Chaotic Good
Natural Armor Class: 2 (Paladins and Fighters may wear Barding)
Native Environment: Mountain slope Pine and Spruce forests
Locations: Any campaign world with Temperate Mt. slopes,
except Ravenloft (on Dark Sun one of the classes
must be Psionic)
Movement Rate:
Size: Large
TABLE 1: Ability Score Adjustments
Strength +1
Dexterity +2
Constitution +3
Intelligence -1
Wisdom -2
Charisma -1
TABLE 1b: Sence Score Adjustments
Sight +1
Smell -1
Hearing +1
Taste -1
Touch -1
Esp +3: Detect Enemy
TABLE 2: Ability Score Range
Ability Minimum Maximum
Strength 13 19
Dexterity 7 20
Constitution 9 20
Intelligence 6 17
Wisdom 6 16
Charisma 7 17
TABLE 2b: Sence Score Range
Sight 15 19 (*40' Infravision/Ultraviolet)
Smell 10 13
Hearing 15 19
Taste 10 13
Touch 10 13
Special 19 23 *detect enemy at 240 yards
* Normal Color, Infrared (heat), Ultraviolet (solar radiation).
TABLE 3: Class Restrictions
Class Maximum Level
Warrior
Fighter 18
Gladiator -
Ranger U
Palidin 16
Knight -
Wizard
Mage 16
Specialist 10
Elementalist 14
Wild 10
Priest
Cleric 18
Druid -
Shaman -
Witch Doctor -
Rogue
Thief -
Bard 14
Psionicist
Clairsentient 3
Psychokinetic 3
Psychometabolist 3
Psychoporter 10
Telepath U
Multiclass Options: Any two: Fighter, Mage, Psionicist, Cleric, Fighter/Mage/Cleric
TABLE 4: Size and shape
Base Height: 5'5" at withers
Modifier...: +1d4" or -1d4"
Base Weight: 650 lbs.
Modifier...: +1d20 lbs.
TABLE 5 : AGE
Base Age: 5
Variable: 1d100 x 1d12
Maximum Age Range (Base+Variable): 1,205
Average Maximum Age: 1,000
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1Int/Wis
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +1 Wis
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis
TABLE 7 : AGE
Middle Age (1/2 Base Max) : 1000.3 Years
Old Age (2/3 Base Max) : 1000.4 Years
Venerable (Base Max) : 1000.5 Years
Average Maximum Age : 1205.0 Years
TABLE 8 : Thieving Skills <None>
Pick Pockets: -
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
HISTORY OF THE BLUE UNICORN
Blue, or Pine Unicorns came from standard Sylvan Unicorn stock, adapted for the environment of the mountains over several generations. The bluish tint to the coat was just a byproduct of the breeding.
BIOLOGY OF THE BLUE UNICORN
Pine, or Blue Unicorns, live in the Pine and Spruce forests of Mountain slopes. Blue Unicorns eat pine cones and spruce needles as well as grasses and medicinal herbs. They are active during the day, and into the night if there is need to defend the forest from marauders. They will climb the mountain heights, entering caves leading to the Underdark, and search for different types of mushrooms and funguses in the passages to the Underdark to supplement their diet. Blue Unicorns resemble Sylvan Unicorns in every detail (cloven feet, males have beards, they have a two or three foot ivory-colored horn, and deep sea blue or fiery pink eyes), except for the slightly bluish tint to their coat. They are extremely sure-footed on mountain slopes, and their agility can be equated to that of Mountain goats, and their hoofprints are often mistaken for goats, even by highly trained trackers. The Blue Unicorn mates for life, and makes its home in a clearing of Spruce or Pine forest, etching its glyph in the bole of a large Pine or Spruce tree. This notifies all who trespass that the forest is protected by a Blue Unicorn.
SOCIOLOGY OF THE BLUE UNICORN
Blue Unicorns are family oriented, raising their colts until five years of age, during which time the mother plays the role of the educator and the father guards his family. It is not unusually to find two adults (a male and female) and one to four colts. The older colts are expected to help care for their younger siblings. At five years of age a Blue Unicorn is considered an adult, and is expected to wander out on its own in search of a forest to tend. Blue Unicorns are good creatures, and free spirits, so they tend to be considered chaotic. Blue Unicorns are fearless defenders against evil, detesting Green and Red Dragons, and will not hesitate to plan for their demise. Proficiencies are chosen by class. Blue Unicorns will occasionally befriend Stone Elf maidens and be their mounts as long as they both live. Stone Elves often equip such bound partners as elite warriors, forming cavalry units to defend the entire mountain region. The one disadvantage a unicorn has is that it has no hands with which to do fine work. This makes being a wizard with spell components, or being a Bard with a musical instrument a problem. Most unicorn wizards and bards use their voices for magic, just as clerics do. The horn of the unicorn is also capable of gestures such as writing in the air. A unicorn bard may picklocks by using its horn, but certain abilities that humanoid hands have in common are impossible for any unicorn, save the psychometabolist.
POWERS OF THE BLUE UNICORN
Blue Unicorns, like Sylvan Unicorns, are able to sense an enemy 240 yards away, and move so silently that they have a -6 versus an enemy's surprise roll. Like Sylvan Unicorns, they kick with their forehooves, and thrust with their horn each round. Due to the magical nature of the horn they have a +2 bonus to hit. They may charge into battle, using their horn as a lance, if they have 30 feet of space in which to run or sprint down a mountain slope. Opponents struck by this horn charge suffer 3-36 points of damage from impaling, and 5-44 if the Blue Unicorn is charging down a mountain slope. Once a day the Blue Unicorn can cast a teleport spell of limited range. This allows unicorn and rider to be transported any place within 360 yards of the unicorn's location. This is often an act of desperation to save the lives of unicorn or rider in the midst of battle. Blue Unicorns can never be Charmed or Held by magic. Death spells have no effect against them. They make all saving throws as an 11th level wizard. Blue Unicorns are immune to all poisons. Due to the magical effect of the unicorn horn, Blue Unicorns do not leave young adulthood physically until they are a thousand years old. While Sylvan unicorns grow to old age in a matter of weeks at this time, it takes the Blue Unicorn two months to reach a Venerable age.
GENERAL INFORMATION
The Blue Unicorn wanders away from home at the age of five. It is generally during this time, in which the unicorn is searching for a Spruce or Pine forest on a mountain slope to call its own, that they meet a Stone Elf maiden for a travelling companion. Occasionally, Blue Unicorns have been known to take up with good-aligned Drow maidens or Jungle Dwarf maidens that dwell on the surface world. They generally will travel with their companions until one or the other dies. Blue Unicorns, like Sylvan Unicorns, will sacrifice their own lives so that their companion may live.
Notes
Comments - This is a good Non-Humanoid race. I've found only a few problems
with the race but nothing serious. I wonder about the low wisdom,
Unicorns always being the ultimate "good" creature and that
associated with great wisdom but perhaps these are different.
- Naturally Chaotic creatures would make poor Palidins.
- The horn damage is far too high at early levels.
I recomend 1D4, +1 point per level.
- The teleport should be Dimensional Door, as per spell.
NHHB-March98: Character Race
C’ROACH
Name of Race: C'Roach
Creator of Race: Duff McCourt and Phillip Salgado
E-Mail: duff.mccourt@sot.to.org (old)
Language of Race: Roach
Languages: Thri-Keen, Common.
Hit Dice: See Special Benefits
Alignment: Any Lawful
Natural Armor Class: See Special Benefits
Native Environment: Dense Jungle or other warm moist area
Locations: Anywhere
Movement Rate: 9/18
Size: Man Sized
TABLE 1 : Ability Score Adjustments
Strength -
Dexterity -1
Constitution +2
Intelligence +1
Wisdom -1
Charisma -2
TABLE 1B: Sense Score Adjustments
Sight -1
Smell -1
Hearing +2
Taste -
Touch -
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength 3 18/00
Dexterity 2 14
Constitution 9 20
Intelligence 4 19
Wisdom 2 16
Charisma 1 14
TABLE 2B: Sence Score Adjustments
Sight 2 14
Smell 2 14
Hearing 8 20
Taste 3 18
Touch 3 18
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter U
Gladiator U
Ranger 9
Palidin -
Wizard
Mage 9
Specialist 9
Elementalist 12
Wild U
Priest
Cleric -
Druid 12
Shaman U
Witch Doctor 12
Rogue
Thief -
Bard -
Psionicist
Clairsentient U
Psychokinetic U
Psychometabolist U
Psychoporter U
Telepath U
Multiclass Options: None
Dual Class Options: None
TABLE 4 : Size and shape
Base Height: 66 inches(when Upright)
Modifier...: 2d8 inches
Base Weight: 200 lbs
Modifier...: 3d20 lbs
TABLE 5 : AGE
Base Age: 30 years
Variable: 2d10
Maximum Age Range (Base+Variable): 50 years
Average Maximum Age: 40 years
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Dex +1 Con, +1Int
Old Age (2/3 Base Max): -1 Str/Dex, +1 Con
Venerable (Base Max): -2 Str/Dex, +1 Con, +1 Int
TABLE 7 : AGE
Middle Age (1/2 Base Max)..:15
Old Age (2/3 Base Max).....:20
Venerable (Base Max).......:30
Average Maximum Age.......:40
TABLE 8 : Thieving Skills
Pick Pockets: -
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
HISTORY OF THE C'ROACH
The C'Roaches are Intelligent beings that evolved from their insect counterparts. It was only natural that the roaches would develop a sentient strain, as they are among the most naturally resilient creatures in existence.They first developed in the jungle, where they developed a tribal society similar to those of Jungle Dwelling Humans.
BIOLOGY OF THE C'ROACH
C'Roaches live in warm, damp places, such as in jungles. They build clay and wood huts, or dig elaborate burrows. C'roaches can get nourishment from any plant or animal matter, fresh or rotten. they can eat and digest wood and paper as well, but get very little nourishment from it. C'Roaches look like extremely large cockroaches, they walk upright, or crawl on all fours. They have hard shells ranging in color from yellow to black. They reproduce in vast numbers, the female deposits her Egg Sac after it has been fertilized and then she dies, 2d100 + 50 infant C'Roaches hatch, they reach adulthood in 1 year, and roughly one tenth of them will still be alive at that point. C'Roaches need very little sleep, roughly 2 hours a day, and they are active throughout the day and night.
In the winter season, if their is one, C'Roaches will go into Hibernation. During hibernation, their life processes nearly stop and they do not age.They will hibernate until the temperature raises above 15 degrees celsius.
They have two long flexible antennae extending from their head from which they get most of their sensory information.
SOCIOLOGY OF THE C'ROACH
The technology level is extremely low, they have crude weapons, such as clubs and bone daggers, they have a matriarchal society, where older females are revered and the spirits of the females from which the tribe sprung are worshipped as gods. When a female decides to give her life so that she may bear young, Usually around age 30, she chooses any male from the tribe to fertilize her eggs, this is usually the strongest or most intelligent, in hopes that these traits will be passed on to the next generation. Once her eggs have been fertilized, the female heads out in a random direction from the nest and continues traveling for one month at which point she deposits her eggs and dies. There is no mating for life, or pairing off. Friendship is felt by C'Roaches, but never Male-Female type love.
C'Roaches will always act on behalf of the nest first and themselves as an individual second. An adventuring group is often seen by a C'Roach as a type of nest. They thus are almost always lawful and tend away from evil. Lawful Good and Lawful Neutral are the most common alignments. There are exceptions, but no C'Roach is ever Chaotic.
POWERS OF THE C'ROACH
C'Roaches have three main body sections, Their head, abdomen and thorax. Their cognitive powers are spread throughout these three sections, with the large majority being in the central region. They get hit dice by class, with an additional 5 hit points at first level. If a C'Roach loses it's antenna, it loses all sensory abilities except for limited touch.
C'Roach can live without their head due to the arangments of their organs. The C'Roach can live for up to 14 days without it's head, at which point it starves to death.
The AC of the main body is 2 when the C'Roach is on all six legs. When the C'Roach is upright however, it's Ac is still 2 from behind but 10 from the front. The Ac of the Head is 4.
C'Roaches prefer not to walk upright because of how it leaves their underbelly exposed, however they need to if they want to hold anything in their hands. They can use up to 4 weapons when standing upright. They have mandibles which do 1d8+2 damage, these can be used when upright or horizontal. They can wear backpacks and belts.
The upright movement rate of a C'Roach is 9, the horizontal movement rate is 18. C'Roaches have weak wings which allow them to fly for up to 2 turns a day. The C'Roach can not fly with less than three quarters of their maximum hit points. When flying, they have movement rate of 12 and a maneuverability class of D. They can also Burrow at a rate of 4 through soft dirt. C'Roaches have a +4 to all saving throws. If Weapon Type vs Armor Type rules are used, treat the shell as full plate.
NOTES
NOTES - "And people will say, here come the Roach men."
This race makes me shudder. I noted the appropriate charisma adjustment. Now these little insects will be bearing sword and shield. What a thought. "Dear, what's that on our lawn? It's bigger then the dog."
Despite a few fairly powerful abilities I've made very few changes. The nature of this race will present a great enough handicap. I would like to do a variant on this race (in addition to this race), something not quite to cockroachish but retaining many features. A half cockroach. This would ward of some of the fear of the race and encourage their use.
How about a Thri-Roach. Obviously a Thri-Keen, Cock Roach cross. Looking like a Thri-keen, orange, wings, two long antenna. Lower the save bonus to +1 or +2 and limit some of the other abilities and toss in some stuff from the Thri-Keen. Could be an interesting race. :)
However the any such cross would be pointless without the original. The goal being to get people interesting the roach and let them progress into it slowly.
Shudder. This and the spider dragon.
Although, honestly, I don't have much trouble with insects. I had a preying mantis for a pet once while in the orient. I saw really healthy cock roaches, spiders as big as your palm and a wide selection of other insects. I don't want the NHHB to become a book of insects but they definetly belong here. These and the plant races.
NHHB-March98: Character Race
CELESTIAL WISPS
Name of Race: Celestial Wisps, Space fairies
Creator of Race: Mark Charke
E-MAIL Address: MCharke@AOL.COM
Language of Race: Celest
Languages: Spacefaring race languages, Gith, Common
Hit Dice: 1D4
Alignment: Any
Natural Armor Class: 12
Native Environment: Space
Locations: Realmspace
Movement Rate: Fly 48 in space, 6 in an atmosphere
Size: Small
TABLE 1 : Ability Score Adjustments
Strength 2
Dexterity +2
Constitution -4
Intelligence -
Wisdom +1
Charisma -
TABLE 1b: Sence Score Adjustments
Sight -
Smell -
Hearing -
Taste -
Touch -
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength 1 10
Dexterity 6 20
Constitution 1 10
Intelligence 3 18
Wisdom 3 18
Charisma 4 18
TABLE 2b: Sence Score Range
Sight 3 18
Smell 3 18
Hearing 3 18
Taste 3 18
Touch 3 18
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter -
Ranger -
Palidin -
Wizard
Mage 11
Specialist 11
Elementalist 11
Wild 11
Wujen 11
Priest
Cleric 11
Druid 11
Shaman 9
Witch Doctor 9
Rogue
Thief 11
Bard 11
Trader 11
Psionicist
Clairsentient 12
Psychokinetic 12
Psychometabolist 12
Psychoporter 20
Telepath 12
Multiclass Options: Pyschoporter/Any
Dual Class Options: None
TABLE 4 : Size and shape
Base Height: 6"
Modifier...: 1D4
Base Weight: 1LB
Modifier...: none
TABLE 5 : AGE
Base Age: 16
Variable: 16+1D6
Maximum Age Range (Base+Variable): 100+120
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1Int/Wis *
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +1 Wis *
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis *
TABLE 7 : AGE
Middle Age (1/2 Base Max)..: 50
Old Age (2/3 Base Max).....: 66
Venerable (Base Max).......: 100
Average Maximum Age........: 120
TABLE 8 : Thieving Skills
Pick Pockets: +10%
Open Locks: +10%
Find/Remove Traps: +5%
Move Silently: +5%
Hide in Shadows: -
Detect Noise: -
Climb Walls: N/A
Read Languages: -
HISTORY OF THE CELESTIAL WISPS
NA
BIOLOGY OF THE CELESTIAL WISPS
Celestial Wisps are delicate energy beings that live in space. Most become psychoporters to explore the vast regions of space. The rest live around pel. They have two forms, a lightly colored, yellow, red, green, blue cloud or sphere of glowing energy threads like a three dimensional snowflake. Their other form looks like a tiny fairy with wings.
The wisps come from collections of loose energies that float among the planes. They are created when these energy clouds encounter pockets of strong magical energies.
NHHB-March98 character Race
THE CHORANID
"Goodness in Psionics"
Name of Race: Choranid, Psionic Twins
Creator of Race: Mark Charke
E-MAIL Address: MCharke@AOL.Com
Language of Race: As per race*
Languages: As per race*
Hit Dice: Special
Alignment: Lawful/as per race*
Natural Armor Class: As per race*
Native Environment: Pel or as per race*
Locations: Prime planes or as per race*
Movement Rate: As per race*
Size: As per race*
* Choranid are a variant of other races. They isn't a choranid race, but
rather, other races have choranid members.
TABLE 1 : Ability Score Adjustments
Strength *
Dexterity *
Constitution *
Intelligence *
Wisdom +1
Charisma *
* As per race
TABLE 1b: Sence Score Adjustments
Sight *
Smell *
Hearing *
Taste *
Touch *
* As per race
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength * *
Dexterity * *
Constitution * *
Intelligence * *
Wisdom +1 +1
Charisma * *
* As per race
TABLE 2b:Sence Score Range
Sight * *
Smell * *
Hearing * *
Taste * *
Touch * *
* As per race
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter -
Gladiator -
Ranger -
Palidin *
Samurai *
Wizard
Mage 10 or as per race
Specialist *
Priest
Cleric 10 or as per race
Druid *
Rogue
Thief -
Bard *
Ninja *
Psionicist
Clairsentient U
Psychokinetic U
Psychometabolist U
Psychoporter U
Telepath U
Multiclass Options: Psi/Any other legal
Dual Class Options: Only if Human or Mul
* As per race
TABLE 4 : Size and shape
Base Height: As per race
Modifier...: As per race
Base Weight: As per race
Modifier...: As per race
TABLE 5 : AGE
Base Age: As per race
Variable: As per race
Maximum Age Range (Base+Variable): As per race
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): +1 wisdom bonus up to 19 *
Old Age (2/3 Base Max): +1 wisdom bonus up to 20 *
Venerable (Base Max): +1 wisdom bonus up to 21 *
* This is in addition to normal changes
TABLE 7 : AGE
Middle Age (1/2 Base Max)..: As per race
Old Age (2/3 Base Max).....: As per race
Venerable (Base Max).......: As per race
Average Maximum Age........: As per race
TABLE 8 : Thieving Skills <None>
Pick Pockets: -
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
CHORANID n. ( Ko-Ra-Nid ): Twins telepathically bonded in a rare means so that they posses the same mind with two (split) personalities. Such bonding is acheived with Psychic Surgery, Split Personality, contact, passive contact, Sight, Sound, Taste and mind Link, before birth.
HISTORY OF THE CHORANID
The best known Choranid population are the decendents of an order of Psionics who moved to Pel and live on an isolated island where psionic activity is strong. The decendents closely resemble their human ancestors and have evolved into natural psionicists. Although these are the best known Choranid population, it is certain that other races have Choranids.
Reference to Human's within this artical is for clarification. Such references could be replaced with any race.
BIOLOGY OF THE CHORANID
Most Choranid are born as identical twins. One percent are triplets and one percent are not twins and are normal humans with wild talents. Sage Psionicist among the island society believe their ancestors experimented in a permanent Split Personality. The twins are in fact one person with a permanent split personality living in two bodies. Each body is referred to as a Chorani, the whole being referred to as the Choranid.
Both Chorani personalities are virtually identical and communicate with each other, sharing memories, experiences and thoughts. Each Chorani personality is physically stored in one body but can experience (See,hear, smell,taste,touch) anything the other Chorani's body does and can even control the other body. Both Chorani have the same alignment.
Between the two Chorani are effects similar to permanent: Contact and Mindlink, Sight Link, Sound Link, Taste Link, Touch Link, and Control Body. These cost no psionic strength points, psp's, and only work between the Chorani. They can not use these powers for any other purpose. (Then can learn them as a psionicist and use them normally.)
Chorani with the same name are referred to with Left or Right before there name. This is because one of the Twins is left handed and the other is right handed 90% of the time. About 5% are both ambidextrous and 5% have the same handedness.
Chorani with different names simply use their names. Often these names are very similar or the reverse spelling or meaning of each other. IE Tretor and Rotert, Night and Day, Kelos and Delos. Similarialy Choranid do not refer to themselves as "a" Choranid, it is always the Choranid or Choranid. Choranid is plural. While a Chorani refers to himself as "I" or "me" he means both Chorani. Rarely does a Choranid refer to himself as a Chorani unless the other Chorani has been killed.
Choranid are still humans. They think, act, eat and sleep just like a normal human. Generally the Choranid perform the same general actions at the same time. Both halves will sleep and eat at the same time. However they don't have to. This is one of the powerful abilities of the Choranid. They can be in two places at once, performing two actions at once, equally as well.
Choranid mate in fours, two male, two female. In most cases each chooses his own mate and the union is more akin to 2 sets of mates. They often have four children and raise them together. Choranid live as long as normal humans.
Biology: Separation
Chorani prefer to be within a mile of each other. Their mental communication will extend indefinitely across a single plane but if the Chorani are on separate planes the connection is severed. If separated both must save vs Wisdom or begin frantically searching for a way to join their lost half. In any case long term separation is detrimental to them.
If separated for more then a week they begin to suffer from loss of sleep and paranoia. After a month they can not earn any more experience. After a year they slowly go insane losing 1 point of intelligence per month until it drops to 1. Reunion will solve these problems within a week.
Biology: Choranid and Psionic Abilities
All Choranid are psionics and naturally develop psionic abilities during their youth. By the time they are old enough to begin adventuring they have the abilities of a second level psionicist.
At an early age they are taught Contact, a defence mode and an attack form, if they don't develope these on their own. They learn one science; Mindlink, and five devotions. They have two disciplines, one of which must be Telepathy. A Choranid may choose his primary discipline from either of these.
Most Choranid are Telepaths and choose Psychometabolism as their second discipline. They are greatly concerned about their other half and often take Complete Healing, Lend Health and Photosynthesis. Because of their bonded nature powers that are normally restricted to personal use can effect either Chorani.
All Choranid are immune to Split Personality. Any mental defense applies to both Chorani but physical protections apply normally. Ie stoneskin only protects the Chorani it was cast on but mindblank defends both.
Biology: Damage to one half of the Choranid
If one Chorani is hurt, looses hit points, the other does not, but is well aware of his other half's status. If one falls below 0 hit points, the other must make a System Shock roll or pass out.
If one Chorani is killed, the other must make an immediate System Shock roll or die. Instant death spells, poison, flesh to stone and other similar spells only affect one Chorani albeit the death of one still affects the other.
If the other does survive he looses 2 points of intelligence and generally gains a dour complexion and becomes incredibly lonely. The Chorani will look for psionic conversation but few Choranid will want to talk with the half Choranid. The Chorani sometimes take a normal human partner and establishes a permanent contact and mindlink. The Chorani looses all class abilities from his other half as well as half his psp's.
These Chorani are prone to becoming Chaotic Evil, often becoming obsessed with some study that keeps them busy and away from thinking about their single nature. Ironically they may turn to Lichdom and other forms of undead and inadvertently prolong their tortured existence.
Biology: Restrictions
Choranid will not willingly separate further then a mile apart. Detect Psionics will identify Choranids if the user is familiar with them.
Cerebral parasites are particularially dangerous to the Choranid. While infested, the Choranid suffers loss of communication with his other half. (See Separation) Other creatures that drain psp's have the same effect on the Choranid. Additionally, such creatures can drain 1psp per turn from a Choranid, even if the Choranid is out of psps. This is the energy normally used to maintain the telepathic link. Ultrablast, and other psionic powers of a similar nature, disrupt the communication between the two Chorani until it is repaired by Psychic Surgery.
If one Chorani is level drained or aged, the other must save vs spell or suffer the same effect. Psychic Blade causes 75% more temporary damage which is applied to the other Chorani.
Psychic Surgery can be used to split the Chorani. This takes 24 hours. They suffer the effects of separation and both Chorani's Intelligence and Wisdom are cut in half. Each looses the other's class abilities.
Psychic Surgery can also clear the perminant Split Personality. This takes 12 hours and lasts 1 day per level of the psionicist who does this. The Choranid becomes greatly confused and can only control one body at a time for the duration. Otherwise there is no penalty and the one body can perform normally with all the class abilities of both Chorani. However a Choranid Psionicist can remove this with Psychic Surgery in 1 turn.
Fate Link is especially effective on Choranid. Both Chorani are linked and this only counts as one person towards the Fate Link. The same is true with triplets. In addition the other person may be a Choranid as well. All mental attacks then affect both Chorani equally.
SOCIOLOGY OF THE CHORANID
Both Chorani always have the same Thac0, total hit points, saving throws, proficiencies and attributes no matter how they choose to pursue their classes.
Sociology: Single Class
Choranid may take a single class exactly as a normal human. Both Chorani posses the skills of that class and earn experience collectively. In truth they earn xp separately but they share it and both always have the same amount. The player may either roll hit points for both and take an average (giving both the same hit points) or roll once and give both Chorani the same hit points.
A Choranid starts play as a second level psionic if they choose to be a psionicist. Choranid earn a base 1D10 psp's, or 14 with the old rules, per level as Psionicists. (Each Chorani gets 1D5 or 7 psp and they share this total.) Choranid can Dual class as humans.
Sociology: Multi Class
Each Chorani may take a single class each. These can be any combination of classes, except Rogue, unless the classes conflict. Choranid begin as lawful characters. This may change during a campaign but a Choranid may not start as a Rogue. Choranid with multi-classes may not Dual class.
Both Chorani must earn experience for their class separately. However, skills transfer. If one Chorani uses a skill from the other's class, that class gets the experience.
In the case of spell caster's, either may cast the spell, but if the Chorani who did not memorize the spell is going to cast it, then both Chorani must take the time to cast the spell. The non-spell caster Chorani can memorize spells if the other Chorani is a spell caster. Psionic Powers do not have this restriction and are immediately available to either Chorani.
Taking two of the same class is acceptable but only useful in the case of the psionicist. They each would get 1D6 psps, or 10 with the old system, per level and each have the option of taking different powers. Further, the prequisites may be possesed by either psionicist.
Both classes should always have the same amount of xp. If one has more, average them by giving some to the other half.
Chorani get Thac0, proficiencies and saving throws from their best class. Hit Points are rolled for both classes then the average is given to each Chorani.
POWERS OF THE CHORANID
Powers: Mental Assaults
Anyone using Contact, Mindlink, Sight Link, Sound Link, Taste Link, Touch Link or Control body against a Choranid suffer a -2 against their powerscore. Choranid are immune to Split Personality.
Although Choranid gain no bonus against charms, only one Chorani is charmed at a time. Dispel magic cast on either Chorani will remove such charms. Telepathic powers only work against one Chorani at a time unless both are Contacted. If one Chorani is under the influence of a telepathic power, the other Chorani can remove it by establishing contact with the first. The controlling psionic can erect a defense to stop this. Additionally the Chorani can remove any powers from it's other half in 1 turn with Psychic Surgery.
All Choranid defence modes protect both Chorani and must be broken down twice to contact both.
GENERAL INFORMATION
General: DARK SUN
Choranid have developed on Dark Sun. They are prime candidates for the Order. They may become elemental advanced beings but their dual nature prevents them from becoming dragons or Avanions.
General: Death
Choranid can feel the death of other choranid. Choranid will not harm other choranid. Even Chaotic Evil single Chorani will not harm other Choranid.
Mark Charke
CONCEPTS
Name of Race: Concept
Creator of Race: Mark Charke
E-Mail MCharke@Aol.Com
Language of Race: Common
Languages: Common
Hit Dice: 6 Hit Points per level
Alignment: Lawful Good or Chaotic Evil
Natural Armor Class: 10
Native Environment: Pel, Elemental Air
Locations: Prime Plane, Elemental Plane of Air
Movement Rate: Roll 4, Levitate 12(A)
TABLE 1 :
Ability Score Adjustments Strength -2 Dexterity +2 Constitution -1 Intelligence +1 Wisdom - Charisma -
TABLE 1b:
Sence Score Adjustments Sight +2
Smell N/A
Hearing +2
Taste N/A
Touch +2
SPECIAL -
ESP: Detect Psionic Use
TABLE 2 :
Ability Score Range
Ability Minimum Maximum
Strength 1 12
Dexterity 9 20
Constitution 2 17
Intelligence 6 18
Wisdom 6 18
Charisma 3 18
TABLE 2b:
Sence Score Range
Sight 8 20
Smell 0 0
Hearing 8 20
Taste 0 0
Touch 8 20
ESP 3 18
TABLE 3 :
Class Restrictions
Class Maximum Level
Warrior
Fighter -
Gladiator -
Ranger -
Palidin -
Knight -
Wizard Mage 10
Specialist 10
Elementalist 10
Wild 10
Priest Cleric 10
Druid 10
Shaman -
Witch Doctor -
Rogue Thief -
Bard -
Psionicist Clairsentient 10
Psychokinetic 10
Psychometabolist 10
Psychoporter 10
Telepath 10
Multiclass Options: None Dual Class Options: None
TABLE 4 :
Size and shape
Base Height: * Diameter 1 inch to 4 Feet
Modifier...: special
Base Weight: About 10 pounds per Foot radius
Modifier...: special
TABLE 5 :
AGE Base Age: 1
Variable: 1D4
Maximum Age Range (Base+Variable): 1+1D100
Average Maximum Age: 100
TABLE 6 :
Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1 Int/Wis * Note change
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +2 Wis * Note change Venerable (Base Max): -1 Str/Dex/Con; +2 Int/Wis * Note change
TABLE 7 :
AGE Middle Age (1/2 Base Max)..: 50
Old Age (2/3 Base Max).....: 75
Venerable (Base Max).......: 90
Average Maximum Age.......: 100
TABLE 8 :
Thieving Skills <None>
Pick Pockets: - Open Locks: - Find/Remove Traps: - Move Silently: - Hide in Shadows: - Detect Noise: - Climb Walls: - Read Languages: -
HISTORY OF CONCEPTS
Most sages agree that the race of concepts is a very old race, much older then most of the known races, and all known members of that race are thought to have come from a distant and unknown plane of existence. Concepts are a very evolved race. What they once were is unknown but today they are the most simplistic of life forms, each appears as a solid round colored ball ranging from a fraction of an inch to several feet in diameter.
Concepts have evolved through their age of technological development and no longer use technology. They have chosen a simple path of existence, seeking harmony.
Life is very simple for a concept. A thing is, or it isn't. There is no leeway, no room in between. Everything is very black and white for concepts. At one point this type of thinking led to a crisis were much of their life was ignored, however they decided that the universe was very complicated and altered their theories.
Concepts are extreme in this fashion. They are either alive, or dead at fist level. As they advance they tailor this theory to include certain levels of injury. At second level they are either alive, hurt or dead. At third and above they start adding various levels of hurt, one level for each experience level. Concepts, in their own society, lead lives of extremist, often arguing with others who's extreme ideas aren't the same as theirs. Each seeks ideal simplicity in the universe, often looking for a formula to explain everything. Everything is based on everything else so many items are lumped together and called a single thing.
THE CONCEPT: IS OR ISN'T
Concepts get 6 hit points per level regardless of class. Damage against a Concept is either six points or none at all. 1,2 and 3 points of damage do not affect a Concept, it doesn't exist. 4,5 and 6 inflict 6 points.Attacks above 6 points are broken into 6 point groups, the remainder treated as 1-3, nothing, or 4-6, 6 points.
Concepts inflict damage the same way, all or none. 1-3 points is none. 4-6 is six points. Damage above 6 points is broken into 6 point groups, the remainder treated as 1-3, none, or 4-6, 6 points.
Concepts' saving throws function in a similar fashion. They either fail their save and take full damage, or make their save and take no damage.
BIOLOGY OF CONCEPTS
Concepts can levitate at will, even during their sleep. They "feel" light and sound, giving them vision and hearing, and feed off of ultraviolet or similar radiations. They see as well as a normal human. To speak they vibrate. They can not smell or taste but they can the use of psionic powers within 30 feet. Psionicist Concepts can taste or smell link and gain these senses from another being if the Concept has these talents.
These natural abilities are almost psionic in nature. A psionicist looking for psionic activity will encounter a low level of psionic activity in the Concept. As a result, Concepts are naturally psionic and gain a +5% chance of possessing wild psionic talents and may check for wild talent development every three levels starting at 3rd level.
Concepts have flexible rubbery bodies and can create limbs to pick things up. These limbs are digitless and but can curl around things. The limbs can only be as long as the concept's diameter.
Concepts eat only to change their size or heal lost mass. They can absorb organic matter. Concepts can also absorb objects. They can store these items inside themselves, becoming a bubble around the object. By absorbing items they can carry them around and change their own size up to the maximum allowed radius. They can only carry up to their weight allowed this way.
SOCIALOLOGY OF CONCEPTS
Many Concepts become adventurers. They have evolved past the need or want for technology but they are highly interested in magic, psionics and deities. At lower levels they look for skills to bolster their limited physical abilities. Often a concept will pose as a wizard's creation or a simple magic item or even a simple ball. As they advance in levels they learn that they world is not really so black and white and begin to accept different mediums, however their initial damage and saving throw rules remain.
Concepts are not interested in technology. Their technological age has long since passed. They simply decided that technology was too complicated. Often when solving problems a Concept will immediately choose the simplest and most obvious answer because "that is the way of things."
In truth Concepts have completed a great cycle, learning about technology and finally giving it up, and are beginning another one as a young race just learning about itself and the universe again. Their once fantastic technology made the universe simple for them but now they must learn it all again with magic and psionics and at this point, it is very complicated for them, like a student just learning math for the first time, having mastered the art of walking and thinking it is simple.
Concepts are aware of this cycle and feel that is has an ultimate goal, or that it doesn't have a goal and is an endless cycle.
Concepts choose names that are concepts. Honor, Law, Justice, Truth, Nobility; any idea that you can't touch.
At the higher levels, 14-17, Concepts often adopt a Neutral alignment which signifies a great step away from their extremism. To low level Concepts these high level Concepts are insane.
At 20th level Concepts will begin trying to understand how this very complicated universe is really one thing again. This time, rather then lumping all things into one category they will try to understand how all things work together, millions of smaller things making a single larger thing. By 30th level Concepts reach spiritual harmony with the universe and can advance no further.
There is a problem that Concepts can not advance beyond 10th level. A concept can only advance beyond level 10 if the ability scores in all of his Prime Requisite are exceptionally high. For each point above the required level, the Concept can gain 1 additional level. Thus a wizard with an intelligence of 14 can reach 15th level. If a concept adopts a neutral alignment (NG, LN or NN) and reaches level 16, the Concept may continue to advance to 30th level. At 16th level the Concept switches over to the Druid experience table (current class remains the same, only xp tables change) and starts 17th level with no experience points.
There are no 30th level Concepts but such an individual would be a powerful figure in their society becoming a teacher and trying to advance the race to spiritual harmony through education.
POWERS OF CONCEPTS <SEE BIOLOGY>
GENERAL INFORMATION <THAT'S ALL FOLKS>
NHHB-March98: Character Race
DOLPHIN
Name of Race: Dolphin
Creator of Race: Roger Kuiper
NETMAIL Address: 1:2201/54.3
E-mail: Unknown
Language of Race: Porpine
Languages: Porpine (may understand Common with teaching, but unable to speak it without magical aid)
Hit Dice: per class (only young are 0 level)
Alignment: Chaotic Good
Natural Armor Class: 5
Native Environment: Oceans on most prime worlds.
Locations: Oceans on most prime worlds.
Movement Rate:
Size: Man Sized
TABLE 1 : Ability Score Adjustments
Strength -
Dexterity +4
Constitution +1
Intelligence +1
Wisdom +2
Charisma +1
TABLE 1B: Sence Score Adjustments
Sight -
Smell +1
Hearing -1
Taste -1
Touch -2
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength 3 18
Dexterity 7 20
Constitution 4 19
Intelligence 4 19
Wisdom 5 20
Charisma 4 19
TABLE 2B: Sence Score Range
Sight 3 18
Smell 3 19
Hearing 3 17
Taste 3 17
Touch 3 17
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter U
Gladiator -
Ranger (Sea Ranger) U
Palidin -
Knight -
Wizard
Mage 8
Specialist 8
Water Elementalist 17
Wild 12
Priest
Cleric U
Druid -
Shaman -
Witch Doctor -
Monk U
Rogue
Thief 8
Bard U
Psionicist
Clairsentient 8
Psychokinetic 12
Psychometabolist 6
Psychoporter 6
Telepath 12
TABLE 4 : Size and shape
Base Height: Length: 5 feet
Modifier...: 2D12 inches
Base Weight: 200 LBS
Modifier...: 2D100 LBS
(Anyone know Dolphin stats better?)
TABLE 5 : AGE
Base Age:
Variable:
Maximum Age Range (Base+Variable):
Average Maximum Age:
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1Int/Wis
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +1 Wis
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis
TABLE 7 : AGE
Middle Age (1/2 Base Max)..:
Old Age (2/3 Base Max).....:
Venerable (Base Max).......:
Average Maximum Age.......:
TABLE 8 : Thieving Skills (Mental note for revisions....dolphins can’t pick pockets or remove traps.)
Pick Pockets: -25%
Open Locks: -10%
Find/Remove Traps: -5%
Move Silently: +5%
Hide in Shadows: +5%
Detect Noise: +10%
Climb Walls: N/A
Read Languages: +10%
HISTORY OF THE DOLPHIN
Some druids would suggest that Dolphins were once a land species, but the Dolphins and Porpoises scoff at this. Dolphins, and there Porpoise kin have always lived in the vast oceans, since the foundation of the world.
BIOLOGY OF THE DOLPHIN
They are surface dwellers, but may submerge to a 1,000' below the surface with little trouble. Being air breathers they must surface every 15 minutes or so and generally do so in a playful leap. They eat fish and other small marine life dwelling on the continental shelf or near the surface of the ocean. They require little sleep, which they take at night, with one member or more of the pod always maintaining watch for the safety of the pod. Dolphins and porpoises are voluntary breathers, having to remember to surface and breathe, and newborns are helped by their mother to the surface for this reason. Unless outnumbered, Dolphins and porpoises will attack sharks on sight. They have an intense hatred of evil sea dwellers, and will use all of their cunning and intelligence to devise ways to defeat Sahuagin, Ixitxachitl, Kapoacinth, Sea Hags, Dragon Turtles, Water Weirds, Seawolves, Morkoth, Merrow, Giant Octopi, Kraken, Saltwater Trolls, evil Sirines, Vodyanoi, Kelpie, Sea Zombies. When possible they will eat Sahuagin eggs and deal out oceanic justice to the young of these evil species.
They don't attempt to kill Mermen, or Orca (Killer Whales), but will drive them off. They get along well with Sea Lions, as both species hate sharks. A pod will consist of between 15-20 adults, lead by the strongest fighter, a level 4, or greater, Sea Ranger.
Pods are very organized, almost lawful, and the pod will defend or attack (when necessary) with every able-bodied dolphin available. Dolphins and kin have two flippers, a strong finned tail, a rounded fin on their back, and a blowhole behind their brain.
All dolphins and porpoises are from 5'-6' long, and vary slightly in shape, and greatly in coloration. Common bottle-nosed dolphins are grey, with a slightly lighter underbelly. Other dolphins might be blue and grey-bellied. Dolphins lead a playful lifestyle, often racing ships and entertaining the sailors with their antics. They will play with objects they find that are man-made, as they have a distant interest in the welfare of humankind. They will go out of their way to rescue drowning sailors of good races, and especially humans. Evil land races they will allow to drown, and those that are especially evil they will help the waves take them from life butting them at high speed as they do sharks (2d4 damage + STR damage). Dolphins will try to warn human communities of pirates in the area whenever they learn of such things. Dolphins feel that humans are their descendants from thousands of millenia ago, and so feel a parental responsibility for mankind. 90% of all dolphin pods are nomadic, and travel to wherever the fishing is good. They will aid the more settled communities in times of distress, such as Sahuagin or shark threats. The settled communities have either 1d6 swordfish, or 1d4 narwhals guarding their community, with 1d4 other dolphin communities within 3 miles.
SOCIALIOLOGY OF THE DOLPHIN
Dolphins and porpoises are good-natured, helpful, playful, peaceful - unless attacked or evil lurks nearby, and free spirits in nature. They are very sociable, and few are the rogue adventurers among them, but they do exist, often following a human who frequents the same waters as the solitary dolphin. Some of these rogues are males or females who have lost mate and offspring - for dolphins mate for life, and greatly grieve the passing of a loved one, feeling something good has departed the world. Sea Rangers will sometimes gain such a dolphin comrade. Dolphin warriors may be considered monks, for they generally only use their bodies as weapons, or Undersea Rangers, gaining a human or demi-human follower at the appropriate level, or other dolphins, often of the same breed. Dolphin rangers do not build strongholds, but establish dolphin communities, generally within the area their human comrade frequents.
Dolphin adventurers often desire to rid the world of evil or to spend time with their human companion, whose death they would also mourn. If the dolphins mate is living, they might spend several months away, but would always seek out the one they love the most, bidding their human friend farewell.
Like Monks, Dolphins, use their bodies as a weapon, and any weapon proficiencies should go to butting, tail slapping, and ramming. Few will resort to becoming proficient biters. NonWeapon Proficicencies: Swimming, Acrobatics, Hunting, Survival -Oceans, singing, ancient history (ocean), Direction Sense, Weather Sense, Jumping, Gaming, Blind-fighting, Animal Lore, Endurance, Tracking, Religion, Throwing, Deep Diving, Underwater Orienteering, Navigation, Set Snares, Spellcraft, Local history. (Some of these skills would have to be interpreted loosely, or otherwise adjusted for a race without hands which dwells in water).
POWERS OF THE DOLPHIN
Generally rogue dolphin, theives and bards, start play at third level, because a dolphin must mature before leaving its pod. Dolphins and porpoises they swim at a movement rate of 30 and have a tough skin giving them a +1 bonus to physical attacks. EI Magic Missle, Injected Poisons, and other attacks that normally receive a save. They have Keen Eyesight, and Keen Hearing, using a form of sonar to target food or enemies more precisely, and can only be surprised 1 in 10. They may become proficient at butting (1D4), tail slapping (1d6), and biting (1d4) with their sharp teeth, though most dolphins disdain to use their teeth as a weapon, feeling that's more like the killer whales they despise. Of these natural attacks only one per round can be used or as per normal number of attacks per round.
Dolphins have no hands or feet. While they may use their tail to walk backwards on the water for several moments, this does not replace walking. They cannot use their mouths to do what hands can do with weapons, writing instruments, or spell components (although they need them). Than can grasp or grab or pinch with their mouths, and catch, but that's about the extent of their manual dexterity.
GENERAL INFORMATION
"Come ride with the kelpie; I'll steal your soul to the deep."
I was looking at the dolphin entry in the Monstrous Compendium and the Dragonlance Player's handbook. Yes, perhaps the scores are a bit high in some categories. I see no problem with your adjustments. I'm sure that some people would just love to play a dolphin as a character. I am planning on doing narwhals and killer whales as well for the handbook you're doing. I'm not typically in to ocean dwelling creatures per se, but With the campaign I'm running (and considereing trying to get into an actual campaign world) it just seemed that there might be a lot of underwater adventures on an
ocean world. :) Everyone loves a good dungeon, sure, but there are wilderness, underdark, planar, spelljammer, desert, and underwater adventures to consider as well. The limitations that dolphins have as characters may be one of the reasons the stats were +'s all the way across the board. Sure the plus 1s could be left at nominal or -1s. Course, we are dealing with non-humanoids here, and not all of them can have arms and legs. That's a hunanoid feature. :)
Notes
Comments - I really like how this race is layed out. It required minimal editing and I think it is a good approximation of a Dolphin in a TSR setting. My only complaint is that the race is overly powerful. I did talk to you before about it but I've lost those notes and made new ones here.
Abilitiy Score Changes
ARMOR CLASS 5 - I think this should be dropped to 7 or 6, or perhaps improved
7 at level 1, 6 at level 5, 5 at level 9. Hide as tough as
chainmail seems too tough at level 1.
Elementalist (Water only) - I recommend any but fire.
DEX + 4 - I recommend +2 only. Dolphins are very fast swimmers but they aren't
nessesarially very dexterous. IE How fast can a Dolphin wag it's
fins?
STATS I WOULD USE: (Remember these are VS human stats as +0 )
STR +1 Dolphins appear to have more muscle mass then humans.
DEX +2 Dolphins are faster and more agile the humans in the water.
CON +1 Dolphins, being larger, are tougher.
INT +0 Dolphins are not nessesarially smarter then humans.
WIS +1 Everyone likes to think Dolphins have the wisdom of the sea.
CHA +1 Dolphins have nice personalities.
* The only reason I would give so MANY bonuses is because they have the severe
handicap of not being able to walk or use hands.
Ability Minimum Maximum
Strength 3 18 = 18
Dexterity 7 22 -> 20
Constitution 4 19 = 19
Intelligence 4 19 = 18
Wisdom 5 20 -> 19
Charisma 4 19 -> 18
CASTING with materials - I don't see any reason to give dolphins the ability to cast without components. They have the resources to make do. Let the player figure out that telekinesis would be REALLY useful. Cantrip can also do a similar job.
Magic is very oriented around materials. It gives the DM some control on wizards. I don't like to throw it away. If the DM-PC decide not to use it then that's fine, but otherwise I'm trying to really limit the bonuses on races.
Powers
No sonic stun please! Even if Dolphins have such a weapon, that I am unaware of, it should be limited to small fish, not a deadly weapon.
<Section Cut out>
", attacking with a sonic stun (Save vs. paralysis, lasts 2d6 rounds)"
"Proficiency with their sonic stun is something every
dolphin may improve (it does help them to eat after all)."
Starting as 3rd level thieves - It's a nice idea but remember that maturing
doesn't mean going up in levels. There are MANY low level adventurers
who are dying of old age!
Save as 4th level fighter - This is too strong an ability. Characters that
start at 1st level should have 1st level abilities.
<Section Cut out> "save as 4th level fighters (including other
classes) when the game begins"
I have replaced with a +1 bonus to saves against physical attacks.
March98: Character Race
DRAKKU
Name of Race: Drakku (Plural: Drakki)
Creator of Race: Duff Mccourt
E-mail: Duff.mccourt@sot.to.org
Language of Race: Drakk
Languages: Common, Ogre Mage, Oriental Languages
Hit Dice: By class +2 hp at level 1
Alignment: Lawful Neutral
Natural Armor Class: 10
Native Environment:
Locations:
Movement Rate:
Size: Man Sized
TABLE 1: Ability Score Adjustments
Strength +1
Dexterity -1
Constitution +1
Intelligence -
Wisdom -
Charisma -
TABLE 1B: Sence Score Adjustments
Sight -
Smell -
Hearing -
Taste -
Touch -
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength 8 19
Dexterity 4 17
Constitution 5 18
Intelligence 9 18
Wisdom 4 18
Charisma 3 17
TABLE 2B: Sence Score Range
Sight 3 18
Smell 3 18
Hearing 3 18
Taste 3 18
Touch 3 18
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter 10
Gladiator 10
Ranger -
Palidin -
Knight -
Wizard
Mage 10
Specialist -
Elementalist -
Wild -
Priest
Cleric -
Druid 10
Shaman 10
Witch Doctor -
Rogue
Thief -
Bard -
Psionicist
Clairsentient -
Psychokinetic -
Psychometabolist -
Psychoporter -
Telepath -
Multiclass Options: None
Dual Class Options: None
TABLE 4 : Size and shape
Base Height:
Modifier...:
Base Weight:
Modifier...:
TABLE 5 : AGE
Base Age:
Variable:
Maximum Age Range (Base+Variable):
Average Maximum Age:
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1Int/Wis *
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +1 Wis *
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis *
TABLE 7 : AGE
Middle Age (1/2 Base Max)..:
Old Age (2/3 Base Max).....:
Venerable (Base Max).......:
Average Maximum Age.......:
TABLE 8 : Thieving Skills
Pick Pockets: -
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
HISTORY OF THE DRAKKU
Drakki are semi-humanoid shapechangers. In their natural form, they stand 5 to 6 feet at the shoulders. They have no group of sensory organs (head). They have a basically human torso and legs, they have four arms, an upper pair protruding from the shoulders, and a lower pair protruding from just above the waist. There is a single fairly large eye in the center of the chest and a mouth in the stomach area, the teeth are those of an omnivore. Their skin ranges from deep blue to black. They have a pair of Bat wings protruding from their back.
BIOLOGY OF THE DRAKKU
Four Arms
The upper two arms in the drakku's natural form are strong, the equivelant of a humans right hand, for right handed people, and the lower arms are weaker, the equivelant of our left hands. When weilding 2 or more weapons Warriors suffer a -2 penalty with the first and -4 with the rest of the arms. Any other class suffers -2 for the first, -4 for the second, -6 for the third
and -8 for the fourth.
Wizards and Priests can cast spells with the lower hands while doing something else with the upper pair, using a quarter staff, holding onto a rope, as long as they only parry and do not fight. They receive an additional -2 penalty to their upper arm actions and an additional 10% chance of spell failure. The Armor Class for Parrying is penalized by +2 but always offers at least a -1 bonus to AC.
The Drakku can only use healing potions, healing spells, etc. in it's natural form, if it attempts to use any of these in a different form, the magic will fizzle and be wasted, however other types of magic that have nothing to do with healing can still affect the drakku. Also, the drakku can only heal naturally in it's original form. Drakku believe that their natural form is the epitome of perfection, and therefore they will not spend extended periods of time in different forms unless they believe or can be persuaded that it is necessary, they are always slightly uncomfortable in their shape changed form.
When changing from one form to another, any damage taken is translated as percentage, therefore a drakku in human form who has 3 of 5 hit points, will have 60% percent of it's maximum hitpoints in any other form it chooses until it heals. Any applicable weapon or non-weapon proficienceies carry over to all forms. Any form that can use the level system gains one hit die every time the Drakku goes up a level, and the drakku can gain Xp in any form.
SOCIOLOGY OF THE DRAKKU
Weapon Proficiencies: Drakku PCs must choose their starting weapon proficiencies from the following: Daikyu, Katana, Wakizashi, Two Handed Sword, Dagger, Sling, Quarterstaff, Club, Morning Star, Spear.
POWERS OF THE DRAKKU
The Drakki's wings are not strong enough for flight, a Drakku can glide from any height at a movement rate of 18 and a descent rate of 1 foot down for every 3 feet lateral, they can descend in a spiral.
They have the ability to take on other forms. They have to expend shapechange points which they gain through travelling and experience. They receive one shapechange point at first level, after that, they receive two more points for every level they gain until tenth level after which they receive 3 points per level. To gain a form, they must expend different amounts of points depending on difference in size, for changing size and mass if difficult to master.
Cost of ShapeChanging
It costs one point to learn a shape of the same size category, medium, four points to learn a form differing by one size category, small or large, ten for a form two different, tiny or huge, and twenty for a shape differing by three categories, gargantuan. To learn a form, the drakku must have observed a living, waking member of the species for at least one minute at some point in their life. It takes one week of constant practice of the form after which the drakku makes a learn spell roll. if the roll is failed, it means that the drakku can not learn that form at this level, however he may try again after he has went up a level, he can still spend those point(s) on a different form. At first level a drakku gets bonus shapechange points equivelant to the number of bonus hit points that he is entitled to due to his constitution.
Legal Forms
Drakku can learn any non-magical living form that is not a plant. Forms must have equal or fewer Hit Dice then the Drakku. Magical forms include creatures with iniate magical abilities, dragons, drow, any creatures from the upper or lower planes. Thus a griffon could be taken as a form, but a Ki-rin couldn't. Physical abilities of a non-magical nature are gained.
DM's may choose to allow or disallow races at their discretion if they are concerned about the innate abilities being magical. A from with psionic abilities can be chosen, however the psionic abilities of the form are not gained by the drakku. If a form is chosen to which ability scores apply then the drakku rerolls the three physical scores, Strength, Dexterity, Constitution, and Charisma for that form, gaining a +1 to each of the three. Any racial adjustments to Strength, Dexterity, Constitution and Charisma are also added.
Hit points of the new form are the same as those listed in the Monstrous Manual. The DM may allow the Drakku to retain his original hit points if the DM wishes.
Changing
It takes one round to change to a form of the same size category, five rounds for a form differing by one and an additional five rounds for each additional category of size difference. This is calculated from the current form, thus a drakku in squirrel form can change to sparrow form in only one round. The Drakku can only heal in it's natural form, it also needs to be in it's natural form to sleep. If knocked unconscious or killed, the drakku's body reverts to it's natural state, in twice as long as it would usually take. A drakku who can cast spells can do so in any form that has hands and can speak. Also a drakku retains all weapon and non-weapon proficiencies in any form capable of utilizing them. A drakku is extremely vulnerable while changing form, if he takes a total of damage equal to current level at AC 10, no dexterity bonuses apply, while changing, he dies.
NOTES
NEEDED: Ages, sizes, native environment <SEE Below>
CLASSES - You didn't list the maximum level for the classes of the Drakku so I
set it to Level 10. You can change this if you want.
ABILITY SCORES - I suggest removing the initial +1 Strength.
SHAPECHANGING - This ability is too powerful and exceeds the ability of
Changeself, Polymorph and Shapechange, a 9th level spell. Currently,
a Drakku could change into a Lich at first level, a Dragon at 3rd
level and a Tarrasque at 5th level. I have encorporated the following
restrictions which you may edit.
1. The Drakku can not assume a form with more Hit Dice then himself.
2. A Drakku can change for up to 1 Turn per Day for every level of
experience. 10 minutes at 1st level, 60 minutes at 6th level.
A Drakku can extend this by overexcerting himself and add 1 Turn
per at the temporary lost of 1 point of constitution which
returns at 1 point per hour.
3. The numerous bonuses to ability scores has been reduced to
+1 STR,CON,DEX,CHA + racial bonuses.
4 ARMS - Warriors suffer a -2 for the first weapon and a -4 for each
additional weapon. Other classes suffer -2,-4,-6,-8 etc.
NHHB-March98: Character Race
Feleon
*Race Incomplete*
Name of Race: Feleon
Creator of Race: Keith A. Tomlin
E-mail: Keith.Tomlin@Jamesbbs.com
Language of Race: Felin
Languages: Felin, Selian (Common)
Hit Dice: By class
Alignment: Chaotic Nuetral
Natural Armor Class: 10
Native Environment: Woods/Forest
Locations: Tharson (Unique world)
Movement Rate:
Size:
TABLE 1 : Ability Score Adjustments
Strength -1
Dexterity +2
Constitution -
Intelligence -
Wisdom -1
Charisma -
TABLE 1B: Sence Score Adjustments
Sight -
Smell -
Hearing +2
Taste -2
Touch -
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength 3 17
Dexterity 6 20
Constitution 6 8
Intelligence 6 18
Wisdom 3 17
Charisma 6 18
TABLE 2B: Sence Score Range
Sight 8 18 Infravision
Smell 6 18
Hearing 10 20
Taste 3 16
Touch 6 18
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter 10
Gladiator 10
Ranger -
Palidin -
Knight -
Wizard
Mage -
Specialist -
Elementalist -
Wild -
This is all that was every received concerning this race. It is my hope that the ace’s creator will get a copy of the book and finish this race, otherwise I will elete it from the book.
NHHB-March98: Character Race
Ferr Ki
Name of Race: Ferr-Ki (Fair-Kie)
Creator of Race: Duff McCourt
E-mail: duff.mccourt@sot.to.org
Language of Race: Ferric
Languages: Common, Orcish, Kobold, Drow
Hit Dice: By Class * Ferr-Ki are large creatures.
Alignment: Neutral
Natural Armor Class: Body 5, Tentacle 10
Native Environment: Damp Underground, Surface
Locations:
Movement Rate:
Size: Large
TABLE 1 : Ability Score Adjustments
Strength +1
Dexterity -2
Constitution -
Intelligence +1
Wisdom +1
Charisma -3 (Due to Monstrous Appearance)
TABLE 2B: Sence Score Adjustments
Sight -2
Smell n/a
Hearing +2
Taste -
Touch +2
Esp - Bat like sonar.
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength 10 18/00
Dexterity 3 14
Constitution 5 18
Intelligence 8 19
Wisdom 8 19
Charisma 1 14
TABLE 2B: Sence Score Range
Sight 1 14
Smell 0 0
Hearing 8 19
Taste 3 18
Touch 8 19
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter U
Gladiator U
Ranger U
Palidin -
Knight -
Wizard
Mage U
Specialist U
Elementalist 9
Wild -
Priest
Cleric U
Druid -
Shaman 9
Witch Doctor 9
Rogue
Thief -
Bard 8
Psionicist
Clairsentient U
Psychokinetic U
Psychometabolist U
Psychoporter U
Telepath U
Multiclass Options: Fighter/Priest, Bard/Priest
Dual Class Options: Same as Human
TABLE 4 : Size and shape
Base Height: 72 inches
Modifier...: 2d12 inches
Base Weight: 800 lbs
Modifier...: 5d20 lbs
TABLE 5 : AGE
Base Max Age: 200
Variable:3d20
Maximum Age Range (Base+Variable):3d20+200
Average Maximum Age:230
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Dex/Con; +1 Wis
Old Age (2/3 Base Max): -1 Str/Dex/Con; +1 Int
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis
TABLE 7 : AGE
Middle Age (1/2 Base Max)..:100
Old Age (2/3 Base Max).....:140
Venerable (Base Max).......:200
Average Maximum Age.......:230
TABLE 8 : Thieving Skills <none>
Pick Pockets: -
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
HISTORY OF THE FERR-KI
The Ferr-Ki have a religion which states that The Great One created the Ferr-Ki in the underground to grow and flourish slightly after the lesser gods created the inferior surface races. It was profecied that the Ferr-Ki would rise up and claim the surface world as their own. The Ferr-Ki, however, have generally accepted the fact that they evolved from squids. There are some fanatic Ferr-Ki who wish to lead a holy war on the entire surface world. Surprisingly, although the Ferr-Ki are carnivorous, they have a peaceful history compared to humans. They occasionally associate with Dark Elves because they are the only people that the Ferr-Ki feel they can accept as intellectual equals. However the Ferr-Ki do not like to spend too much time around the Drow as they believe them to be much to warlike.
BIOLOGY OF THE FERR-KI
Ferr-Ki look basically like a giant squid that has left the water. They keep their main body above the ground by a very powerful jet of air that produces a hovercraft like effect. This mean that they can traverse relatively calm waters with as much ease as they would land. They move by way of expelling small lateral jets of air. They have 6 tentacles which they use for pretty much any purpose, Each tentacle is roughly 4 feet long and has somewhat less than the strength of a human arm and however they still receive a strength bonus as the combined strength of the tentacles is superior. The tentacles have small fleshy cups which provide suction to aid in grip, however the construction of the tentacles makes bows and thrown weapons impossible to use by the Ferr-Ki, though they can still use other missile weapons such as the sling and crossbow. Their mouth is located underneath the eyes on what could be tentatively called a face. It is not a human type mouth but rather a Birdlike beak. It is shaped like that of a bird of prey, built for tearing flesh, not cracking nuts. They have two small eyes that face in the same direction, however the Ferr-Ki use a batlike sonar in all directions, so they can effectively see all around them as they rely on the sonar more than they do their eyes. Their eyes have never had any reason to develop further than they did as the Ferr-Ki live primarily in the underworld.
Ferr-Ki live in the underworld where they filled the role of predator. The hunted many of the small mammals of the caves as well as blind cave fish. They have all the basic requirements that a human does, they eat, they drink water and they breath. However they absorb water and air through their skin, poisons are not necessarily a simple way to do away with Ferr-Ki as they can choose to absorb liquids and gases or not, however they have less tolerance for lack of oxygen than a human does, the average Ferr-Ki can not hold his breath for more than 20-30 seconds.
SOCIOLOGY OF THE FER-KI
The Ferr-Ki have a complex heirarchial society they are ruled by a council, there is not even a figurehead head of state. There is very rarely arguments among the council members, and the members are usually those Ferr-Ki who have Psionic Talent. Nowhere near all psionic Ferr-Ki are council members, but it is extremely rare to find a member without the talent. There is no dominant sex, males and females share equally in all aspects of work and community life. There never was a women's movement, as equality is perfectly natural to Ferr-Ki society. The concept of currency is totally foreign to all Ferr-Ki. They live in a basically communist society, and it actually seems to work for them.
When one Ferr-Ki needs help with something he simply asks his neighbors for help and they all gladly help him. Any Ferr-Ki will help any other Ferr-Ki without expecting immediate payment, this works for them because laziness is a totally unknown concept to them. This tends to make them fairly easy marks for humans who want to take advantage of their generosity. Most Ferr-Ki who wander to the surface world quickly discover that the share and share alike philosophy is not completely popular throughout the world. Ferr-Ki do not mate for life. After the child is conceived, the father is done his part. The mother turns the child over to the council for raising and education at birth. The child is not likely to ever know it's mother's name, it wouldn't even think to ask, that isn't important to it, they have no families, they are relatively solitary creatures. Ferr-Ki are about at the average as far as technology goes. They have discovered the uses of oil etc. They also now how to use gears and pulleys. The theoretical sciences are extremely well developed in Ferr-Ki culture however.
Most Ferr-Ki adventuring on the surface world will be priests, wizards or psionicists who are basically scholars in search of new information. Ferr-Ki have a much higher number of psionicists in comparison to their total population than any other race. They do not have Wild Talents, however, all those with the talent are trained from birth and highly disciplined. (If the DM chooses not to include psionics in his campaign, he can ignore all references to such in this description.)
All Ferr-Ki have the Blind Fighting proficiency, and the following are highly recommended proficiencies: Hunting, Direction Sense.
POWERS OF THE FERR-KI
One of the obvious advantages of the Ferr-Ki is the fact that they have six "arms". They can hold a small weapon in each tentacle, a Medium weapon in two tentacles and three tentacles are required for a large weapon. This is because the tentacles are weaker than the average human arm.
Warrior Ferr-Ki suffer a -2 to hit penalty for there first weapon and -4 for every other weapon, if they have two or more weapons. Non-Warrior Ferr-Ki suffer a -2 with the first weapon, -4 with the second, -6 with the third, -8 with the fourth, -10 with the fifth and -12 with the sixth. This penalty is modified normally for high dexterity.
Another power is the ability to sense with equal ease, anything in any direction because of their sonar. Ferr-Ki can breathe fresh water just as easily as they can air. The hovercraft effect is useful because they can traverse terrains and areas that bipeds can't, also this allows them to travel with ease underwater. The air jet's are NOT strong enough to elevate a Ferr-Ki more than six feet in the air, and even expelling that much air requires concentrated effort on the part of the Ferr-Ki, they cannot hold this height for more than 8 rounds without collapsing from exhaustion. The movement rate of a Ferr-Ki is 9.
All Ferr-Ki get a +1 to hit with Polearms and a +6 to save against poisons designed for the humanoid system. One of the major hindrances of the Ferr-Ki is that they cannot change position quickly, they can propel themselves forwards at a decent rate but have difficulty adjusting their body position because of their great bulk, thus the minus to dexterity.
Ferr-Ki have difficulty with humanoid languages and stand a chance of being misunderstood as their vocal chords are not meant to make most human sounds, they can, if they wish, learn to speak a humanoid language fluently, but they must expend two proficiency slots instead of one. The Ferr-Ki can expel, three times per day, a jet of a powerful black liquid. They can shoot this liquid up to 15 feet, it takes a TO HIT roll with a +1 bonus to hit, no proficiency to use. The liquid, on a successful shot will blind the victim for 1d8 rounds(no save), and if a save vs. Poison roll is failed, it will also paralyze for 1d4+4 rounds. The paralyzation will only work against creatures of medium size or less with fewer hit dice then the Ferr-Ki, it is completely non-toxic to all Ferr-Ki, but will cause an additional 20 damage if ingested by any other creature, save for half.
GENERAL INFORMATION
Nope, that about covers it.
Notes
NOTES - This is a good race. I like many of the social ideas, the sense of a
close community. It explains the hostile attitute outside of the race
and why they don't fight each other. Ability scores balance nicely and
most of the powers are quite reasonable. I have a list of ideas and
recommendations but no major changes.
Unlimited - You should probably change all the unlimited classes to a high
level, 15-20, and keep one or two special classes as unlimited.
The limited levels is one of the big issues about non-humans.
The DM's can always throw those rules away later.
HEARING - I recommend Exceptional Hearing ability. Bats, I assume, have
exceptional hearing. Note that is should be disrupted by loud noise.
Dual vs Multi - Races should be either/or, not both. Either dual or Multi.
Or, like MULs, given the choice when the character is created.
Levitation - I had lots of bad things to say about this until I read the
biology section where you limited this to 8 rounds on land at
6 feet.
+1 Strength bonus - This is said to be because the Ferr Ki have many limbs and
thus their combined strength gives this bonus. You should make
some kind of rule enforcing this, otherwise a Ferr-Ki with STR 17
will get a +1 bonus PER LIMB. I suggest the following rule:
"Ferr-Ki only get a strength bonus when two or more limbs are used
for a single weapon. Ferr-Ki can hold one handed weapons with
two tentacles."
Peaceful VS Violent - There is a contradiction here. I would suggest the
following changed to make it more understood.
"Ferr-Ki rarely, if ever, fight their own kind. Ferr-Ki work
together as a race and share a racial unity unlike most races.
They treat races, other then their own, no better or worse then
any other race does."
I'd change the bit about the drow from "too warlike" to
"too self destructive".
Following this theme I might change the alignment to Lawful
Neutral. (Neutral, Neutral to other races)
Blind Fighting - The Ferr-Ki don't need this training, they can already see in
the dark with Sonar. I would say it differently:
"Ferr-Ki suffer to penalties to combat in darkness. If is
very noisy, their sonar can not work, and they suffer the
same penalty as darkness. Ferr-Ki can learn Blind Fighting
tailored to counter noise volume rather then darkness."
Good Grief - " The Ferr-Ki are likely to be taken as monsters by most humanoid
cultures, they may try to kill the Ferr-Ki upon sight. "
You REALLY REALLY don't need this part. DM's don't need any
encouragement to dislike Non-Humanoids. Look at the resistance
to the Half Dragons.
NHHB March98: Character Race
Flune
Name of Race: The Flune or Flune Spores
Creator of Race: Mark Charke
E-mail: MCharke@AOL.COM
Language of Race: Special
Languages: Special
Hit Dice: 1 hp per level
Alignment: Any
Natural Armor Class: 10
Native Environment: Pel
Locations: Most inhabited worlds, very rare.
Movement Rate: 12 flying C
Size: Microscopic Clouds of Spores
TABLE 1 : Ability Score Adjustments
Strength n/a
Dexterity -
Constitution -
Intelligence +1
Wisdom +1
Charisma +1
TABLE 2B: Sence Score Adjustments
Sight -3
Smell -
Hearing +1
Taste -
Touch +1
Esp n/a
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength 0 0
Dexterity 3 18
Constitution 1 1*
Intelligence 4 19
Wisdom 4 19
Charisma 4 19
*Flune Spores get 1 hp per level irregardless of their con.
TABLE 2B: Sense Score Range
Sight 0 15
Smell 3 18
Hearing 4 19
Taste 3 18
Touch 4 19
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter -
Ranger -
Palidin -
Wizard
Mage 10
Specialist 10
Elementalist 10
Wild 10
Wujen 10
Priest
Cleric -
Druid 15
Rogue
Thief 10
Bard 10
Psionicist
Clairsentient 15
Psychokinetic 15
Psychometabolist 15
Psychoporter 15
Telepath 15
Multiclass Options: Druid/Mage, Druid/Psionicist, Druid/Theif
TABLE 4 : Size and shape
Base Height: Cloud 1 ft square
Modifier...: NA
Base Weight: Less then 1 LB
Modifier...: NA
TABLE 5 : AGE
Base Age: 5yrs
Variable: 5yrs +1D6
Maximum Age Range (Base+Variable): 500+4D100
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): +1 int/Wis
Old Age (2/3 Base Max): +1 Wis
Venerable (Base Max): +1 Int or +1 Wis
TABLE 7 : AGE
Middle Age (1/2 Base Max)..: 250
Old Age (2/3 Base Max).....: 333
Venerable (Base Max).......: 500
Average Maximum Age........: 900
TABLE 8 : Thieving Skills
Pick Pockets: -
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: +15
HISTORY OF THE FLUNE
Flune comes from Pel. They have two forms, the adult Flune Bush form and the immature Flune Spore form. Flune Spores refers to a single being made of a cloud of spores. Spores have evolved on Pel for millions of years and have a long history which most races would find dull as these plants are not mobile.
BIOLOGY OF THE FLUNE
They begin their life as a cloud of green spores ejected from their plant parent after polination. In fourty to fifty years, the spores mature and plant themselves in the ground to grow into a Flune bush, a short plant with large green leaves and many large white flowers in the summer months. When the clouds mature they generally try to return to Pel. Otherwise they will seek out their kind as groups of Flune Bushes have the psionic strength to defend themselves and form a community. Single Flune Bushes are rare. The Flune are distant relatives of the Koroth and developed on Pel.
While Flune Spores take only fifty years to mature, once they grow into their adult bush form, they can live for hundreds of years. Flune Spores are intelligent and can absorb nutrients from the air. They require air but can survive underwater for up to five minutes.
Flune Spores have a constitution of 1 and have no strength score. Flune Bushes gain 1D4 Strength and +1D4 con but their Dexterity becomes zero.
Flune Spores can inhabit most sentient beings which do not have a poisonous or acidic chemestry such as molds. Flune Spores usually inhabit a host being while they are maturing. This helps ensure their survival. Within a host, the Flune Spores have several inate psionic abilities usuable only between themselves and their host. They may telepathically contact the host and communicate with it. They can psionically control their host as per Control Body unless the host makes a save vs spell or has psionic defences.
Flune Spores normally choose a single host with a similar alignment and stay with that host until the spores are mature. Both host and spores will feel a distinct and uncomfortable sensation as the spores enter the host but the spores gives their host several bonuses. The host gains the symbiant spore's hit points. They are the spores actual hit points and if reduced to zero both are dead. The host heals one extra hit point each day. Flunes Spore can leave a host in roughly a minute, removing these bonuses. The Flune Spores take nutrients from their host but this has no adverse affects because they are so small. No host can have more then one Flune Spore cloud.
Although Flune Spores choose a single host, they may not find one right away. They are careful about choosing their hosts and may inhabit several before finding a host they wish to stay with. This is a prime motivator for the adventuring Flune Spore.
SOCIOLOGY OF THE FLUNE
The Flune have no technology but they do have a complicated social structure. Flune Spores all eventually learn psionics to comunicate with each other. While Spore clouds may have any alignment, their mature plant form generally takes on a Lawful Nuetral or Lawful Good alignment.
Spore Clouds are young and curious. This drives them to explore and become adventurers. Generally adult Flune frown on the study of magic or theivery as Flune require a host for these activities and can not continue their practice as a Flune Bush.
POWERS OF THE FLUNE
Flune can telepathically comunicate with their host and can take over that host if he, she or it fails a save vs spell or does not have psionic defences. Flune can fly as a loose spore cloud but are relatively vulnerable in that form. They are too small to take physical damage from non-magical cutting weapons but dispersing the cloud will cause them to require a save vs death to reassemble. Fire,lightening, drowing, crushing are all danagers to the cloud.
GENERAL INFORMATION
Flune Spores have been a topic of study for Necromancers since they were discovered. Flune Spores can be animated from the dead, even within a host. This has strange results. Undead Flune Spores do not mature. They are unwelcome around living Flune. Living Flune Spores must inhabit a living host and undead Flune Spores must inhabit and undead host. If their host is mindless, the Flune Spores can assume complete control and this gives them the ability to pursue the Fighter/Gladiator classes up to 5th level. Flune Spore dislike a mindless host however and such a union is unheard of.
Mark Charke
NHHB-March98: Character Race
Giai Shon
Name of Race: Giai-Shon, sometimes called, by other races, Scholars, or "Slug-Heads". These are nicknames and insults and not other proper names. I think Giai-Shon means, "deep thinkers" or "shining thoughts". It's hard to know for sure, because they don't actually talk, so no one's ever heard a
Giai-Shon say "Giai-Shon".
Creator of Race: Adam Bragg
E-mail: Tdavis@ahab.ucs.mun.ca
Language of Race: Special
Languages: May learn any number of languages
Hit Dice: By Class + 10 hit point bonus at 1st level.
Aligment: Any Good (Must be good)
Natural Armor Class: 10 special defense SEE Powers
Native Environment: Elemental plane of ponderance
Locations: Elemental plane of ponderance
Movement Rate:
Size:
TABLE 1 : Ability Score Adjustments
Strength -2
Dexterity +1
Constitution -2
Intelligence +3
Wisdom +1
Charisma -1
TABLE 1B: Sence Score Adjustments
Sight -
Smell -
Hearing -
Taste -
Touch -1
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength 2 10
Dexterity 9 17
Constitution 6 10
Intelligence 10 15
Wisdom 9 14
Charisma 2 9
TABLE 2B: Sence Score Range
Sight 3 18
Smell 3 18
Hearing 3 18
Taste 3 18
Touch 2 16
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter 5
Gladiator -
Ranger 5
Palidin 5
Knight -
Wizard
Mage U
Specialist U
Elementalist U
Wild -
Priest
Cleric -
Druid 10
Shaman -
Rogue
Thief 10 *
Bard 10 (Whistling bard) **
Psionicist
Clairsentient 8
Psychokinetic U
Psychometabolist 8
Psychoporter - (May take Psychoportation as minor disc.)
Telepath U
* A Thief Giai-Shon passes away at old age.
** Giai-Shon can not use instruments and whistle instead. This has the same
functions for a bard as if the Giai-Shon had an instrument.
TABLE 4 : Size and shape
Base Height:
Modifier...:
Base Weight:
Modifier...:
TABLE 5 : AGE
Base Age: 300 years
Variable: 350 years
Maximum Age Range (Base+Variable): 40 0years +1D8x25 years
Average Maximum Age: 500 Years
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1Int/Wis *
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +1 Wis *
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis *
* This table is for Humanoids. You may change it for your race if
you wish.
TABLE 7 : AGE
Middle Age (1/2 Base Max)..:
Old Age (2/3 Base Max).....:
Venerable (Base Max).......:
Average Maximum Age.......:
TABLE 8 : Thieving Skills
Pick Pockets: -
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: +15
HISTORY OF THE GIAI_SHON
It isn't known where the Giai-Shon came from, some speculate in jest that they probably came from some elemental plane of ponderance. They are definitely a new race for most are older ones. Few races have seen them, since they aren't the type to migrate much. They are well-known and numerous in the areas that they do inhabit though, often spending centuries in the larger cities; circulating amongst the highest levels of society. They prefer to live in highly-populated cities within enlightened, non-conformist, free-thinking societies.
BIOLOGY OF THE GIAI SHON
Giai-Shon avoid cold or wet climates, preferring hot or temperate, dry climates instead. They are vegetarians and aren't capable of digesting any kind of animal flesh, although they can eat cheese and drink milk. Their sleep cycle is very short, in that they sleep for short periods of time approximately 8 times per 24 hours. Or in other words, they cat-nap.
The appearance of a Giai-Shon is hard to describe in just a few words. They have two long muscular legs with two joints. The first bends back like a human knee, while the second bends forward like a human elbow. The third leg bone is very long compared to the upper two and ends in a two-toed hoof.
The body is little more than a big pelvis with a sloping ribcage in front, giving the appearance of a misshapen fist with the fingers fused together. There are no arms or a tail, but there are two large knobs projecting out from the front of the body. These knobs are special organs used for Psychokinetic and telepathic thoughts.
Hanging, pendulum-like, underneath this assemblage is a long, thick neck shaped vaguely like a cow's tongue. At the end of this is a smooth, pointed head that resembles the head of a slug with a frog's mouth. The eyes are at the end of retractible antennas.
The skin is dry and pebbly, usually a dark brown or a light, mottled tan in color. The eyes are black with moss green or pale blue pupils. The tongue and hooves are black.
SOCIOLOGY OF THE GIAI SHON
Giai-Shon are extremely introspection and spiritual (not religious spiritual). Tending to focus on an individual's mind rather than their physical exterior, which they deem as being a trivial aspect of one's existence. Very philosophical by nature, they will readily engage in long discussions about deep meaningful issues. They love to read, especially philosophical treaties; Plato's Republic, Zen and Tao books, history; texts, books of science; biology, chemistry, magistry - the scientific study of magic, physics, astronomy, spirology - the scientific study of the spirit world, and mathematics.
Typical character classes are Magician, Psionicist, Philosopher, Scholar, Sage, Druid, Bard, Poet, Historian, or any kind of public speaker. (SEE TABLE 3 : Class Restrictions) Very unlikely character classes, although not entirely impossible, include: Priest and Fighter. Generally, they tend towards sedentary, cerebral lifestyles rather than active, violent or aggressive behavior.
Giai-Shon usually turn to adventuring in order to fulfill some intellectual goal. They may be traveling to some far off land to learn from a noted individual or to see some particular sight, event, etc. They may be on the run from a society that has begun to persecute Giai-Shon. They may searching for new knowledge, or a rare object, plant, animal, etc. They may be studying the migration patterns of the lesser Katarian Slime Dog. Think of something that an intelligent, long-lived creature would be interested in learning or studying and make that the reason to adventure.
The Giai-Shon don't use weapons. If they were to train in the use of a weapon they would probably choose the throwing knife or offensive magical spells and only only a sick and depraved individual, destined for suicide, would think of learning the use of a weapon or killing spell. Such a person would be out of harmony and pass away at old age. Giai-Shon do not get weapon proficiencies.
In matters of defense, they prefer to first deflect attacks Telekinetically. If that doesn't work, they will Telekinetically immobilize their attackers. If they still can't escape violence, they will defend themselves as best they can.
Giai-Shon can forcibly rearrange their attackers internal organs causing 1D4 points of damage per round. This is a very traumatic experience for a Giai-Shon, not to mention the victim , and their spiritual alignment will be disrupted for 1D6 days. SEE Spiritual Disruption.
Giai-Shon live a long time and have many interests, thus they will acquire hundreds of skills over a lifetime. Giai-Shon receive receive twice the normal amount of Now Weapon Proficiency slots. Giai-Shon can not learn skills related to violence such as Wild fighting, Blind fighting, Weapon Smithing or Set Snares.
Many Giai-Shon have a love of plants, and become hobby gardeners or even part-time farmers, so Non Weapon Proficiencies in areas of horticulture aren't unlikely. Some individuals have an interest in the writing systems of other races/cultures, it isn't unusual for one to know 8 or more written languages, some of which are even ancient dead languages.
Also, every Giai-Shon must spend at least two Non Weapon Proficiency slots in Giai-Shon Teleokenisis, even more if they decide to become magicians (3 min), psionicists (3 min), or anything else requiring more than routine physical manipulation.
POWERS OF THE GIAI SHON
Having no arms or hands, they can't physically manipulate objects. Instead they use a limited form of Telekinesis, based upon their intelligence score and a Giai-Shon Telekinesis non weapon proficiency, to lift or carry things. Complicated maneuvers, such as untying a knot or throwing a lasso, require a Dex check with bonuses for high Telekinesis non weapon skill, to perform the action quickly or accurately.
Giai-Shon Telekinesis, although an inborn ability, must still be taught to develop any useful control hence the Non Weapon Proficiency slot. Training starts at a very early age. Family Elders intrust the youngsters in the basics of menial, day-to-day Telekinesis, while the young adult are taught the more complex skills of their chosen profession by the appropriate Elderly Master. These skills vary from class to class.
They have the natural ability to Speak With Animals (60%), Speak With Dead (20%), and Speak With Elementals (40%). In the case of birds or other animals it is easier and faster to use "speak with animals" via whistles and similar sounds. Communication with undead and elementals is done telepathically.
Only one check can ever be made with any single undead or elemental but the Giai-Shon can attempt to speak with the same animal once each day. The creature must be willing to communicate and can not be mindless, further the communication is on the intelligence level of the creature communicated. A squirrel will not be able to debate politics but might know where the largest tree in the forest is.
Giai-Shon are not very tough physically, but have a powerful Telekinetic Defense. They can mentally deflect attacks imposing a -4 penalty to hit them, however the Giai-Shon must be aware of the attack. This is treated as parry and the Giai-Shon can not attack or cast spells while using this defense. However the Giai-Shon may engage in psionic combat and use the shield.
Very old Giai-Shon develop the ability to "See Long". This isn't a learned ability, although when it develops it can be focused through practice. Seeing Long is when an extremely elderly Giai-Shon slips into a dream-like meditation trance, thus opening a special set of neural pathways that allow them to manipulate their alignment with the universe. The end result is that they can sometimes see other dimensions, alternate realities, or even past or future events.
This can be a very useful ability, but it's value is somewhat decreased by the very nature of Seeing Long; it is a dream-state of thinking, developed at a very old age, and such isn't strong on specifics.
This requires 1D6 hours meditation and what the Giai-Shon sees is primarially left up to the DM, they have little control over it. Giai-Shon develop the See Long ability when they reach Old Age.
Sometimes, an elderly Giai-Shon will See Long so deeply that they will missalign physically as well as mentally. When this happens, they vanish from this universe and are thought to be in a permanent See Long, they aren't ever seen again. There is a base 1% chance +1% per hour spent meditating.
The source of energy for Giai-Shon magic isn't the same as normal magic. Their spiritual alignment with the universe allows them to tap a different, more holy source of energy, the spiritual energy of life. They tap the power of the spirit and the soul. The other requirements are the same, spell components are needed and a spellbook is memorized from. The resulting spells penalize the target's save by -1 if they relate to the spirit or the soul.
DISADVANTAGEOUS POWERS OF THE GIAI-SHON
There are no Giai-Shon priests or clerics because they do not believe in the existence of Gods. To them, everything is simply a chance manipulation of nature, not divine intervention. Even the spirit world is considered merely another aspect of nature.
Spiritual Disruption
Giai-Shon are not militant people. Violence is "Varash Jedo" meaning "poisoned thinking" for a Giai-Shon. They will only defend themselves, loved ones, or a close friend. Giai-Shon who engage in violence such as the slaying of another living animal, loose their spiritual alignment and with it, all their telepathic, psionic and magical powers until they have had a chance to meditate for 1D6 hours and find a harmony once more.
Giai-Shon are not thieves. Theft is a lesser form of "Varash Jedo". Although, given their natural psionic abilities, they'd be master thieves. Rogue Giai-Shon can exist but their twisted nature cause then to pass on when they reach old age.
Giai-Shon telekinesis is a skill that is constantly learned and improved upon throughout their lifetime. There are certain penalties on level progression. For the first four levels of any class, other than bard, Giai-Shon require half again the stated amount of experience points to progress to the next level. For example: if one ordinarily requires 5000xp a Giai-Shon requires 7500xp to reach the next level of experience.
Giai-Shon take damage as large creatures.
GENERAL INFORMATION
Giai-Shon have no concept of schooling in the human sense, rather it's an inevitable result of their upbringing. The young are cared for, not by their parents, but by their grandparents & other elders. This fact, combined with the Giai-Shon tendency to be philosophical, instructive, and near constant writer/readers, means that the young can't help but become highly educated, through mental osmosis, if nothing else! Family Elders are usually grandparents or great aunts/uncles who are high level scholars, philosophers, sages, or historians.
Their writing system is unlike any other race's, it is three-dimensional. They take clay, and shape it into miniature sculptures (Telekinetically, of course) which convey their message through the subtle interaction of shape and density. The hardened clay is "read" in three dimensions as well, the whole shape is the message, not just the surface - the shape, density, reflection, and material all contribute to the meaning of Giai-Shon writing. It is seldom, if ever, learned by other races.
Recorded spells take the form of the most intricate and beautiful statues created by Giai-Shon. Abstract in the extreme they are studied, observed and looked at to become memorized in the mind of the Giai-Shon.
Giai-Shon Language 1 Non Weapon Slot INT
Read Giai-Shon 1 Non Weapon Slot INT-5 * Must have Language
Write Giai-Shon 1 Non Weapon Slot INT-10 * Must have read
The Giai-Shon find the flat writing of the other races to be both amusing and simplistic. They find it bewildering that an intelligent race would be able to manage with such a contextually dead system of writing. They are used to being able to convey masses of emotional and connotational information within the structure of even the shortest of messages. Thus, Giai-Shon find it constraining to their communication skills, to say the least, when using the flat writing systems of the other races. Still, most Giai-Shon know how to read and write common and two or three other flat languages. For convenience and amusement's sake, if for no other reason.
A popular game is to try to convey the same amount of contextual information of a very short Giai-Shon message in another race's flat writing. The enormous volumes that result from such competions are jokingly donated to libraries of the chosen race. The race in question is quite often very grateful for these gifts, since they are still works of immense scholarly value, despite their original reason for being written.
A few words on communication; Giai-Shon have no vocal cords, and can only make non-verbal sounds such as a click, pop, cough or whistle. Although they are superb whistlers with, their natural ability to mimic any whistle or birdsong, they do not possess a whistle language.
Their main means of communication, outside of writing, is telepathy. This is a natural ability, and unlike their telekinetic ability, requires no more training than does a human to learn to speak it's mother tongue.
When talking to other races, they use thought projections that are simplified and structured in such a way that they are received at a rate the other race can interpret the information. When speaking to another Giai-Shon they use a much faster and information-dense method whereby packets of raw thought patterns are transmitted back and forth simultaneously. This is called Yuttai Himar "high/pure talk", whereas the cross-race telepathy is called Bituem Himar "slow/simple/baby talk".
For the Giai-Shon, there is no distinction between communication and art. To them, what humans would call an artist is an eloquent person who communicates well. The two concepts are one in their minds; all art is a message, and all messages are art, to varying degrees. This is not to say that Giai-Shon speak with flowery language, but that they believe that all communication contains within it an expression of that person's character. The degree of expression is what humans and others would classify as art.
Giai-Shon vision, hearing, smell, and taste are in the same range as a human's. Their feelings are somewhat deeper, but this may be due to their thoughtful nature rather than an actual difference in their capability to feel emotion.
The Giai-Shon sense of touch is of two kinds; the direct-object-on-skin kind, and the TeleKinetically-based kind. The skin-based sense of touch is comparable to that of a human with the following differences: they are more resistant to wind-burn, less resistant to cold damage, burns, and skalds, and the skin becomes sore if exposed to a damp climate (ie: swamp, rain forest) for longer than 3 months.
The psychokinetic-based sense of touch is a side effect of the nature of their ability to psychokinetically manipulate objects. It extends beyond the surface of "held" objects to a depth of one inch to several feet, depending upon how hard they "grip" something. If touched by a Giai-Shon in this way, the sensation tingles like a light subsurface vibration.
The lifespan of a typical Giai-Shon is from 475 to 600 years. They reproduce sexually. There are three different sexes. Each of the three genders contribute to the formation of the embryo and all three become pregnant, giving birth 10 months later to a brood of 4-6 infants that are of the same sex as the birthing parent. Since Giai-Shon sleep for short intervals throughout the whole day, their active cycle is almost continuous.
Editing Notes and Changes
This is the first entry I've edited. I've many some changes but I've
tried to keep them minimal. Most have been rewording or changing powers
around.
- Good aligned characters can not become assassins.
- Languages: ALL -> within the text the Giai Shon are described to learn
languages this ability does not fit. I have changed this to the ability to
learn any number of languages.
- Option for thief, Defiler and Assassin have been edited out of the Sociology
section as these tend against the Good alignment and nature of the Giai Shon.
- Slight rewording of proficiency bonuses for intelligence.
- Psychokinesis changed to Telekinesis. (Psychokinesis is the discipline
of moving matter with the mind and includes some 50 different powers.)
- Speak with animals/undead/elementals revised.
- Natural AC six altered. Their natural AC is 10. Their mental powers provide
protection but their original AC is still 10. I've written is as a penalty
to hit of -4.
- "See Long" reworded for clarity and a 1D6 hour meditation period is required.
Power is gained at Old Age.
- Spiritual disruption introduced. After a violent action the Giai-Shon is
spiritually disrupted and requires meditation to realign himself spiritually.
- Note about communication. The ability to communicate to any race was
inadvertently given to the race through it's ability to translate "to the
mother tongue" of any race spoken to. This was reworded so that this ability
was not implied.
Data required
TABLE 4 : Size and shape
TABLE 5 : AGE * From your text I have entered age categories
TABLE 6 : Aging Effects
TABLE 7 : AGE
TABLE 8 : Thieving Skills (Bard/Ranger skills)
- Have a look at the new optional classes list (Ninja, Samurai, Barbarian etc)
- Multi Class Options OR Dual Class Options ?
NHHB-March98: Character Race
GOSKEY
Editor’s Gripe and warning: This race remains exceedlingly too powerful with bizarre and contradictory abilities. This represents the classic excuse that a race with a short lifespan can have munchkin abilites. (See Araakocra in the Humanoids Handbook for a good race with a short lifespan without special powers.)
Name of Race: Goskey
Creator of Race: Balin Fleming (Kwisatx/Ivpikkis)
E-mail: Fleming@mortimer.com (old)
Web Site: www.mortimer.users.fleming.com (old)
Language of Race: Water movement/signal/song
Languages: All
Hit Dice: Class Dice +1 size. (D4-> D6 -> D8 -> D10 ->D12 ->D20)
Alignment: Must be all
Natural Armor Class: 7
Native Environment: Large magenta-coloured lakes of gloppy stuff
Locations: Anywhere they happen to stumble themselves onto
Movement Rate:
Size:
* Goskey, though some weird innate magical ability, can project their thoughts into the language of the other person (telepathy); however, they cannot understand any languages except theirs, all sign codes, Common, and the languages of all humanoids.
TABLE 1 : Ability Score Adjustments
Strength -
Dexterity -1
Constitution +2
Intelligence +2
Wisdom -1
Charisma -2
TABLE 1B: Sence Score Adjustments
Sight +1
Smell +1
Hearing -
Taste -
Touch -1
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength 3 19
Dexterity 1 16
Constitution 4 -
Intelligence 4 -
Wisdom 1 14
Charisma 1 14
TABLE 2B: Sence Score Adjustments
Sight 2 -* Radio vision
Smell 2 -
Hearing - 16
Taste - -
Touch 1 17
Esp - -
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter -
Ranger 18
Palidin -
Knight 18
Wizard
Mage 21
Specialist U
Elementalist U
Wild 14
Priest
Cleric -
Druid 14
Rogue
Thief -
Bard 18
Psionicist
Clairsentient 30
Psychokinetic 30
Psychometabolist 30
Psychoporter 28
Telepath min 2, 30
Multiclass Options: See Below
Dual Class Options: See Below
TABLE 4: Size and shape
Base Height: 1 metre (pi feet, I *THINK*)
Modifier...: 1d10dm (decimetres)
Base Weight: 90kg (190lbs approx.)
Modifier...: 1d12kg
TABLE 5: AGE
Base Age: 150
Variable: 1d100
Maximum Age Range (Base+Variable): 800 + 10d100
Average Maximum Age: 1600
TABLE 6: Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1 Int
Old Age (2/3 Base Max): -1 Str/Dex; +2 Int
Vnerable (Base Max): -2 Dex/Str; +1 Int/Con
TABLE 7: AGE
Middle Age (1/2 Base Max)..: 800
Old Age (2/3 Base Max).....: 1050
Venerable (Base Max).......: 1800
Average Maxiumum Age.......: 1600
TABLE 8: Theiving Skills
Goskey may not use theiving skills.
HISTORY OF THE GOSKEY
The Goskey (which, on their tablets, is spelt goofy-style 'g', capital 'o', venomous 's' and the same pattern for 'key') evolved independantly on a planet far from any other. They were totally alone as far as other people go; however, they certainly had their share of gods. These gods were totally eliminated in the greatest Goskey acheivement ever, in the War of Immortality.
The War of Immortality was started on just that point: immortality. The gods, already fearful that in very short order the Goskey would collectively be able to defeat them, worked hard to stop the magic from falling into Goskey hands. In the first confrontation of the War, a large group of the Goskey's most powerful warrior-mages fell under ambush by a triad of gods, three of the three hundred in the Goskey panthenon. After a long battle, the three gods were obliterated, Goskey casualties minimal. From this point on, the War went generally well for the Goskey. The War ended shortly after the Goskey found and utilized the Spell of Immortality, when Goskey warriors quickly dispatched the remaining decad of gods.
Since that time, millenium ago, the Goskey had had unparralleled development in magical and mind fields. All Goskey have limited powers in telepathy; as well as other powers. Recently, the Goskey created an interdimensional portal that allowed them to visit quickly, and cheaply. Unfortunately, Goskey magic does dot work in these other dimensions, though in the recent centuries advancements have been made in these new worlds that bring the able Goskey much closer to their origonal power.
Some Goskey believe that the gods created Goskey; most believe that the weakling gods were too smart to create such a dangerous race. To this day, the tales of Goskey creation are limited, and usually contain references to the lack of interstellar matter around their territory (ie, earliest Goskey were created by splintering planets/stars etc. suddenly coming alive.This theory in particular, though, is not widely accepted).
BIOLOGY OF THE GOSKEY
Goskey have a body that is in many ways similar and different to your normal humanoid. They are primarily made of three heads in an arrangement almost identical to a bow tie: big, small, big. Facing the Goskey, the first head on the left is a head that would be classified as Chaotic Good. It is totally wacked-out crazy. Its function is to carry the feet of the Goskey. Small circles are attached to the bottom of thick string-like "legs". The CG head has a wide mouth with an arrangement of teeth that is generally found somewhat comical. Frequently, the tongue is found hanging out. The CG head has something of a mess of hair; fibres sticking out everywhere. Its eyes are wide, and its irises are much different sizes. Because the CG's pupil is always the same size, it has trouble seeing in bright and dark lights.
The middle, small head has a temperment equal to True Neutral. Often sporting a serious fasion, the TN head leans toward "regulation" cuts; not too long and well-kept. Its small and calculating eyes, often looking embarrassed at the CG head (at least Head 3 doesn't make a fool of itself!), are somewhat of a match for the oddly-placed pikes of teeth that stick out from the TN's lower jaw. They are sensible, not malicous. Hanging from these are almost always found Arm Holders, cylindrical resting pockets on a wire with a loop to attach to the teeth. The TN's arms and hands, the Goskey's only, are seen resting in here. Trapped between the two large heads, the TN soemtimes gets visions of being hauled down a long corrider with bright lights.
Lastly, there is the Lawful Evil head, which carries sets of wings. pairs of long and pointy wings stick out from the back sides of the head. Another set of fluffy fings dominate the lower back. The LE head's hair is almost always in a style that is more appropriate to a feather-decorated helm from Earth. The eyebrows of the LE seem to be in a perpetual cross, giving the evil head the angry look - which is true. The mouth that droops around the edges looks somewhat like a cookie with a large bite out of it. Most LEs have moustaches that look very fake; they are simple cords of hair that span across the lengh of the mouth then up to almost meet in the middle.
Of all the theories of Goskey creation, the most popular include references to the Goskey's habitat/regeneration center, oceans of a magenta-coloured substance that, translated to Common, is unpronouncable and totally unspellable.
MagentaPool territory is staked out by magical wave vibrations, which in their language translates to the name of the Goskey who owns it. The Goskey are generally extremely polite amongst themselves, and while this generally also extends to other persons, some individuals have been staked out as persons every Goskey makes it a point to be rude to.
Goskey never eat. Instead, the pores in their skin soak in the molecules of the MagentaPool, which gives them their extraordinary energy and magical ability. (several attempts have been made to try and discover the secret of the MagentaPools. At least a dozen attempts have been made, in increasing force. Only on the last count, when a rather embarrassing number of local militia invaded a Goskey's house were they able to capture some of the substance. The results - no effect on all specimens - certainly did not constitute the sacrifice: almost a thousand square kilometres and hundreds of persons had been lost to Goskey traps and magic).
In addition, Goskey do not sleep, or rest, according to the human definition. When the Goskey absorb the MagentaPool, they usually cast a spell of unconciousness (<-- spelt wrong, probablly ;)) on themselves, as it takes about the spell's duration to soak enough in. Occasionally, Goskey perform mundane tasks while "soaking", including reading the paper. (This caused quite the dilema, but eventually the Goskey managed to write the paper and then stone skin it before distributing in the MagentaPool.
Prehaps one of the most difficult parts of Goskey life is reproduction. Due to the difficulty of the event even occuring, Goskey almost never come together for pleasure. The first requirement is for two Goskey who (all three of the heads, that is) are fertile. At this point, they engage in a series of exchanges (including saliva, blood, stunk MagentaPool, vitrus body, teeth, etc) that are meant to stimulate the Goskey's reproductive center (because this stimulation is all they need, the number of accidental pregnancies is unfortuntately high). After a month, the Goskey goes into "labour" - that is, they start uncontrollably ingesting and throwing up MagentaPool. After several minutes, the newborn Goskey is vomited as well,
SOCIOLOGY OF THE GOSKEY
Of all creatures, the Goskey have a tendancy to try to use their magic to create technological items. For instance, their gates are all perminant items - not required any magical effort to maintain.
Since the Goskey are androgynus, there is no dominant sex. However, they frequently mate, since this way they can grow to like another Goskey and are generally more amenable to going through the complex reproductive actions with this person. In addition, the mates can together reasearch spells and hone their abilities twice as fast. The Goskey believe that learning is for everyone - there is no secret magic anywhere. Naturally, this means that anyone could steal magic, but the triad of alignments that every Goskey is born with combats that. No foreigners have ever been on the Goskey's world.
The Goskey, being inately magical creatures, have great proficiency at magic. However, in order to tell a really on-top-of-it-Goskey, all one would have to do is ask if that person was a warrior-mage. Those who have attained a high spell level often leave their magical pursuits where they are in search of knightly values. Once a Goskey has started his knightly training, he will not stop until he has attained the highest level possible, and then go back to his magic. Unlike many knights, Goskey do not shun combining the sword with the staff, and a Goskey warrior-mage, being a high level mage to start with, often has powerful enchantments on its weapon. On worlds not their own, these highly regarded Goskey frequently have blades enchanted with spells such as "Transmute Metal to Wood" and "Mass Suggestion". On their own world, however, they are reputed to love blades that summon masses of Balors, or a Crystalbrittle blade. Such rumors have never been comfirmed, but they certainly agree with the Goskey's powerful magical ability.
POWERS OF THE GOSKEY
From the depths of their magical bodies, the Goskey naturally radiate certain spells. These are Detect Magic, Detect Evil/Good, and Purify Food and Drink (the last has never been comfirmed; however, there has been more than one attempt using a poison on them). With these magical powers, however, comes a strong drawback.
As a Goskey on a different world slowly grows more powerful, the unbalanced nature that has been caused by their arrival catches up with them. As soon as they learn their first 6th level spell, they are affected by a serious mental illness, one for each head. The effects grow more powerful as the Goskey's power increases.
The CG head is afflicted with a strong case of forgetfullness. While this does not directly affect its spells, the CG forgets everything - where it is, who its friends are, what its name is, and if the gods were really banished. Each of these has its own problem ("Agh! You, small head beside me, are a traitor! <magical words>") but the latest, and last developed, is very serious for the Goskey. As it doubts the non-existance of gods, it finds itself with a problem - those gods must be angry, and the head comits suicide.
The TN head comes afflicted with a strong belief that it is actually a TNT head, and its job is to go around casting immensely destructive spells. These spells are of a level one lower than the Goskey's highest ability. Eventually, like the CG head, it comits suicide in a dazzling explosion akin to that of an exploding continent.
The LE head starts thinking that everything else is just stupid, and it could do a lot better job ruling the world. It plots against everyone and everything, including its fellow heads. When its plans are thwarted by its companions commiting suicide, the LE head unleashes all of its power. These often include legions of dead creatures, summoned creatures, and if the head has the right psionic power, all persons near it.
In order to combat the disasterous effects, most Goskey commit suicide rather than go insane, around the 7th spell level. Sometimes, they are murdered by their companions (who usually learn a good lesson in the effects of Goskey magic) or they return to their own world.
Even now, though, Goskey magicians work to find a way to heal the other worlds to let the Goskey live there until the end of their long lives.
GENERAL IMFORMATION
Multiclassing
One of the unique features about the Goskey are their strange rules for multiclassing.
Usually, a Goskey picks a class to start with (say psionicist). When they acheive the 10th level in that class, they have the option to multiclass. If they choose to do so, then they can either go both levels as if they only had one class, or become twice as proficient per xp as normally possible. Natually, this causes the Goskey to develop much faster. This, however, has its drawbacks. Since the Goskey start going insane as soon as they CAN get a 6th level spell (not when they DO), then this causes them to reach that end point faster. In addition, a multiclassed Goskey can only go to 2/3 the normal maximum for that class.
A frequent trick for Goskeys is to go to level 10 as a psionicist, then multitask as a knight, and when all of those levels have been accomplished, they finally turn to mage skills and their inevitable doom. Since the Goskey have so few classes to choose from, many would see this as a falling out - more of a "I'm going to die so I'm going to die in style" thing. Sometimes this attitude spreads to certain Goskey; these can be hired as doomsday weapons.
A third class does not change the maximum level; only attaining the second one does.
NHHB-March98: Character Race
HARBUK
Name of Race: Harbuk
Creator of Race: D.Dylan of Sun'n'Steel
E-mail: Nobeard@xs4all.nl (old)
Language of Race: Harbukkian (growling and gesturing language, no vocal chords)
Languages: None
Hit Dice: By Class
Alignment: Any Chaotic or Any Neutral
Natural Armor Class: 11 (exceptionally poor)
Native Environment:
Locations:
Movement Rate:
Size:
TABLE 1 : Ability Score Adjustments
Strength +2
Dexterity +2
Constitution +2
Intelligence -2
Wisdom -
Charisma -5
TABLE 1B: Sence Score Adjustments
Sight -
Smell -4
Hearing -
Taste -2
Touch -
TABLE 2: Ability Score Range
Ability Minimum Maximum
Strength 5 18
Dexterity 5 18
Constitution 5 18
Intelligence 1 11
Wisdom 3 18
Charisma 1 10
TABLE 2B: Sence Score Range
Sight 3 18
Smell 1 12
Hearing 3 18
Taste 1 16
Touch 3 18
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter 5
Gladiator 5
Ranger 5
Palidin 5
Knight 5
Wizard
Mage -
Specialist -
Priest
Cleric -
Druid -
Rogue
Thief -
Bard -
Psionicist
Clairsentient -
Psychokinetic -
Psychometabolist -
Psychoporter -
Telepath -
Multiclass Options: None
Dual Class Options: None
TABLE 4 : Size and shape
Base Height:
Modifier...:
Base Weight:
Modifier...:
TABLE 5 : AGE
Base Age:
Variable:
Maximum Age Range (Base+Variable):
Average Maximum Age:
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1Int/Wis *
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +1 Wis *
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis *
TABLE 7 : AGE
Middle Age (1/2 Base Max)..: 90
Old Age (2/3 Base Max).....: 120
Venerable (Base Max).......: 180
Average Maximum Age.......: 200
TABLE 8 : Thieving Skills
Pick Pockets: -
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
HISTORY OF THE HARBUK
BIOLOGY OF THE HARBUK
Harbuks are rancid creatures, quite stupid, but strong. Their skin looks like brown rotting flesh, and smells roughly the same, except for the face, which looks like a uran utan. Their primary weapons are their catlike retractable claws. They can hold objects in their hands, but not big ones like two handed swords because they lack strength in their fingers, and their thumbs are not much stronger than their other fingers. They live in holes underground, like bears. They hate most underground races, but Dwarves the most. PC Harbuks must make an intelligence check to avoid hostility towards dwarves upon first encounter.
Harbuk have 120 Foot infravision. Their stench can cause nausea in anyone spending more then two rounds within 5 feet of them. This causes an -1 penalty To Hit, cumulative per two rounds to a maximum of -4 To Hit. Harbuk aren't very intelligent and are highly susceptible to trickery or deception by the two legged humanoids they so highly admire. Their terrible smell is reflected in their low charisma score and resulting encounter penalties. In addition Harbuk strongly dislike bright light and suffer a -1 penalty to actions performed in sunlight.
Most Harbuk live about twice as long as humans. They spend a great deal of time in hibernation. This is attributed to extent their lifespans.
SOCIOLOGY OF THE HARBUK
Harbuk are peaceful, almost puppy-like, unless provoked, in which case, they can become violent. They are much like wolves, or lions, or bears in this manor. They admire the races that walk on two legs, considering them to be both more intelligent and more advanced. They can walk on two legs as well but can only do so when they are carrying objects. Movement on two legs slows their movement rate to half but gives them one extra attack, claw/bite/claw, otherwise they have a claw/bite attack.
They often try to act like their two-legged companions and will follow a humanoid around, admiring and studying them, and generally trying to become more like them, accepting them as their master. They can become attached to any two-legged being, good or evil, and try to copy them. Their repugnant stench causes them a lot of trouble in this area.
Harbuk hunt much like bears. Fishing and Hunting are recommended non-weapon proficiencies.
POWERS OF THE HARBUK
GENERAL INFORMATION
Comments
Comments - I think you have a very interesting, disgusting race here. It has
kind of a rough feel and there are many little details about the
race that could be filled in.
-Why do they hate dwarves?
-Why do they stink?
-Why do they look ugly?
Could you post a little history on this race and a description of
the race? I don't know what they look like.
Ability scores MAX/MIN - Your scores were not clear so I entered my own based
on your ability score adjustments. Edit this as you see fit.
Classes - Your class level limits are not clear. The limit is the maximum
level the race can reach in that class. A Dash "-" means that can
not pursue that class at all. U means unlimited. It is rare for non-
humans to have any "U", unlimited, classes. (Humans have all
unlimited classes.)
ReWrite - Some of the material was a little rough and I reworded it for
clarity.
Age - This race seems like a very unsanitary one. I wonder why they live so
long? If anything I would think they would have shorter life spans.
NOTES
Background - Some notes on your race. Where did they come from?
Are they a new race or a variation of an older race? Where do
they live, what kind of environment? What do they eat? When do
they sleep?
WHAT DO THEY LOOK LIKE? What kind of lifestyle do they
lead, ie Barbarians or Civilized wizards.
Harbuks are rancid creatures, quite stupid, but strong.
Their skin looks like brown rotting flesh, exept for the face, wich
looks like a uran utan. Their primary weapons are their catlike
retractable claws. They can hold objects in their hands, but not big
ones like two handed swords because they lack strength in their
fingers, and their thumbs are not much stronger than their other
fingers. They live in holes underground, like bears. They hate
most underground races, but Dwarves the most. (intelligence check each
time they meet one!)
Role Playing Suggestions - Here is where you tell us how your
race acts. Are they violent? Peaceful? What kind of goals might
one of them have that would get them adventuring?
They are peacefull, act like cuddly puppies, unless provoced when they
become very violent. They admire most races that walk on two legs
They can walk on two legs but only do so when they are carieing
objects. (it gets them -5 penalties on speed, and endurance, but gives
them one extra atack (claw bite claw, otherwise just claw bite.)
Their goals are usualy to become like a twolegger they admire,
they often follow one and admire it, trying to become like it and
accepting it as their master. (this can be ANY two legged creature)
THey are not animals though, and certainly have a culture, and in fact,
are quite gentle. (but can be EVIL too!)
Their one big disadvantage is their repugnant stench.
Special Advantages - Tell us all about what special abilities the
race has. Infravision, Ultravision, Toughness, Magic Resistance
etc. New abilities being better then old ones reused.
120 Ft infravision, their stench can cause nausea to enemies, and an
enemy (friends gradualy smell nothing anymore) must make a check to see
if it lasts longer than two rounds within 5 ft of the Harbuk without
fainting or having to retreat. Magic resistance comparable to dwarves.
Special Disadvantages - No race is perfect. Each race should have
some kind of handicap.
Stupid, smelly, very ugly, can't stand bright sunlight.
Weapon Proficiencies: Weapons most commonly used by your race.
NonWeapon Proficicencies: Skills most commonly known to your race.
Claws, fishing (like bears) hunting (also like bears)
GENERAL IMFORMATION
Anything else you want to say about your race? I like to
make a new race really different. Things like writing and
communication could be very different from banging rocks together
to complicated chimes. Spell books are great fun to change.
New weapons and Equipment are fun to create as well.
Vision, Hearing, Smell, Taste and feeling. Do they have
these? Are they different? What about emotions? Lifespan,
reproduction, active cycle etc.
They live twice as long as humans. The rest is really very common.
Sometimes they hibernate. Sometimes they use a sword with a handle like
a steel glove, to keep their claw free. this gives them no advantages
other than the ones of a normal shortsword.
NHHB-March98: Character Race
HRULGA
Note: This race was originally posted in MM format and has not been converted to NHHB format yet. (See below.)
Name of Race: Hrulga
Creator of Race: Heather Darrow
E-mail:
Language of Race:
Languages:
Hit Dice: As per class
Alignment:
Natural Armor Class:
Native Environment:
Locations:
Movement Rate:
Size:
TABLE 1 : Ability Score Adjustments
Strength -
Dexterity -
Constitution -
Intelligence -
Wisdom -
Charisma -
TABLE 1B: Sence Score Adjustments
Sight -
Smell -
Hearing -
Taste -
Touch -
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength - -
Dexterity - -
Constitution - -
Intelligence - -
Wisdom - -
Charisma - -
TABLE 2B: Sence Score Adjustments
Sight - -*
Smell - -
Hearing - -
Taste - -
Touch - -
Esp - -
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter -
Gladiator - (Dark Sun)
Ranger -
Palidin -
Knight - (Fighters handbook)
Kensai - (Oriental)
Barbarian - (Barbarians handbook)
Bushi - (Oriental)
Samurai - (Oriental)
Wizard
Mage -
Specialist -
Elementalist - (Tome of Magic)
Wild - (Tome of Magic)
Wujen - (Oriental)
Priest * All races should be able to be priests of some kind.
Cleric -
Druid -
Shaman - (Humanoids Handbook)
Witch Doctor - (Humanoids Handbook)
Shukenja - (Oriental)
Sohei - (Oriental)
Monk - (Oriental)
Earth - (Dark Sun)
Air - (Dark Sun)
Fire - (Dark Sun)
Water - (Dark Sun)
Rogue
Thief -
Bard -
Bard Assassin - (DarkSun)
Ninja - (Oriental)
Ninja (Clan) - (Custom)
Ninja (Family) - (Custom)
Trader - (DarkSun revised)
Yakuza - (Oriental)
Psionicist
Clairsentient -
Psychokinetic -
Psychometabolist -
Psychoporter -
Telepath -
Multiclass Options:
Dual Class Options:
TABLE 4 : Size and shape
Base Height:
Modifier...:
Base Weight:
Modifier...:
TABLE 5 : AGE
Base Age: <Lowest starting age for PC>
Variable: <variable added to lowest age: 16+1D6 years>
Maximum Age Range (Base+Variable): <Oldest age + variable oldest.>
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1Int/Wis *
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +1 Wis *
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis *
* This table is for Humanoids. You may change it for your race if you wish.
TABLE 7 : AGE
Middle Age (1/2 Base Max)..: <1/2 Maximum age without variable>
Old Age (2/3 Base Max).....: <2/3 Maximum age without variable>
Venerable (Base Max).......: <Maximum Age without variable.>
Average Maximum Age........: <Maximum possible age>
TABLE 8 : Thieving Skills
Pick Pockets: -
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
HISTORY OF THE HRULGA
where did the race come from
how were they created
BIOLOGY OF THE HRULGA
where do they live
what do they eat
what is their active cycle
reproduction
environmental requirements
WHAT DO THEY LOOK LIKE?
SOCIOLOGY OF THE HRULGA
Type of society and technology level
Dominant sex?
Mating habits
Role playing notes
personality
Alignment tendency
Recommended Proficiencies
POWERS OF THE HRULGA
What powers does this race have beyond the normal abilities that humans have. List all powers here, how they work, where they come from.
Special Advantages
Special Disadvantages
GENERAL INFORMATION
Anything Else of note.
The elusive hrulga has long boggled the minds of experienced horsemen all over the Realms. They are virtually untameable, due to their intelligence, though it is possible to befriend them. In every hrulga herd, there are at least three mares, 3 young, and two stallions: the cheiftan and his eldest son, if he has one.
Most hrulga are born with the ability to assume two shapes: their natural form, and the form of what they would look like if they were elvish. The females in their elvish form are always slender and move with a deadly grace, as beautiful as wildflowers, yet as deadly as the snakes that live on the plains that are a home to them. The males in this form are substantially larger, and well muscled, but move with the incredible grace of a trained swordsmen. They are fiercely protective of their sisters, mothers, and wives, staying very close to them.
An average hrulga appears at first glance to be a normal horse. Closer inspection reveals tremendous differences: They have padded, velveted feet, like a great cat, with retractable claws. They have dagger-like fings instead of normal teeth. Their intelligence gives them the ability to speak the languages of: the cats, horses, Common, Elvish, Orc, Ogre, and the language of the dragons, as per the hrulga's alignment.
Combat: Due to their intelligence, the hrulga can plan exquisite stratagies. Their cheiftan, or lead stallion, is usually a 10th level magic-user, though his crede will be questionable.
Otherwise, the hrulga will fight to protect their young and their friends, though few. They have a particularly vicious bite, going for up to six points of damage to small opponents, eight to medium opponents (1st level mages BEWARE!!), and twelve to larger opponents. They will not attack a dragon unless they number 50 head or more. Then they do a wolloping 1d20 points of damage for their bite. However, they usually lose a few teeth in this meneuver.
That doesn't even count the claw attacks, which though fewer in number are still very dangerous. Look at their above statistics for the exact figures.
Hrulga are particularly vicious in the spring, their mating season. Hormones, and all that.
Habitat/Society: Hrulgin mate for life, simply stated. Once they have gained a friend, they will keep that friend forever more. In the herd, they are a closely knit family, all of them at least distant relatives.
Ecology: They mate as horses do, and each birth is a momentious occasion worthy of celebration, and they invite all their humanoid friends to share the event, perhaps even aid the laboring female.
Hrulga hair and skins make excellant armor, while their teeth and claws and bones make good, if temporary, weapons. Their hair can also be used in the first level Mount spell as though to call in a war horse.
***
Forgive me if it's not in the format you requested.
Hrulga
CLIMATE/TERRAIN: Temperate
FREQUENCY: Very rare
ORGANIZATION: Herd
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Average to Genius (8-18)
TREASURE: Nil
ALIGNMENT: Chaotic
NO. APPEARING: 8-100
ARMOR CLASS: 5
MOVEMENT: 12 walk, 15 trot, 18 canter, 24 gallop
HIT DICE: 5
THAC0: 8
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1d6/fang 1d2/claw S, 1d8/fang 1d4/claw M, 1d12/fang 1d6/claw L
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 80%
SIZE: L
MORALE: 20 (Champion)
XP. VALUE: 1,000
KLOR
Name of Race: Klor, Yellow Men, "The Hydrogen Breathers", The Boom Race
Creator of Race: Mark Charke
E-mail: MCharke@AOL.COM
Language of Race: Klor
Languages: Klor, Common
Hit Dice: 2 HD
Alignment: Lawful Good or Lawful Nuetral
Natural Armor Class: 9
Native Environment: Home planet of Inerwa
Locations:
Movement Rate: 12
Size: Large
TABLE 1 : Ability Score Adjustments
Strength +1
Dexterity -1
Constitution -
Intelligence -
Wisdom -
Charisma -
TABLE 1B: Sense Score Adjustments
Sight -
Smell +2
Hearing -
Taste -
Touch -
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength 4 19
Dexterity 4 17
Constitution 7 18
Intelligence 3 18
Wisdom 3 18
Charisma 3 18
TABLE 2B: Sense Score Range
Sight 3 18
Smell 9 20
Hearing 3 18
Taste 3 18
Touch 3 18
Esp 3 18
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter 13
Gladiator 12
Ranger 12
Paladin 13
Knight 12
Kensai 12
Barbarian 12
Bushi 12
Samurai 12
Wizard
Mage -
Specialist (Illusionist) 6
Elementalist (Air) 9
Priest
Cleric 13
Druid 6
Earth 9
Air 13
Fire -
Water 6
Rogue
Thief -
Bard -
Psionicist
Clairsentient 9
Psychokinetic -
Psychometabolist 9
Psychoporter 9
Telepath 9
Multiclass Options: Fighter/Cleric, Fighter/Psionicist
Dual Class Options: None
TABLE 4 : Size and shape
Base Height:
Modifier...:
Base Weight:
Modifier...:
TABLE 5 : AGE
Base Age:
Variable:
Maximum Age Range (Base+Variable):
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1Int/Wis *
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +1 Wis *
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis *
* This table is for Humanoids. You may change it for your race if you wish.
TABLE 7 : AGE
Middle Age (1/2 Base Max): <1/2 Maximum age without variable>
Old Age (2/3 Base Max): <2/3 Maximum age without variable>
Venerable (Base Max): <Maximum Age without variable.>
Average Maximum Age: <Maximum possible age>
TABLE 8 : Thieving Skills
Pick Pockets: -
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
HISTORY OF THE KLOR
The Klor come from Inerwa, a planet with puffy yellow clouds and a green-blue sky. It is not so important that the world’s coloring is slightly different but rather that it’s environment is different. Inerwa’s atmosphere contains a large percentage of Hydrogen, a very explosive gas. The native plants break down water into hydrogen and oxygen as part of their metabolism.
Inerwa is in constant peril.
NHHB-March98: Character Race
KOROTH
Name of Race: The Koroth
Creator of Race: Mark Charke
E-mail: MCharke@Aol.Com
Language of Race: Empathic
Languages: Common, Elvin
Hit Dice: As per class
Aligment: Lawful Good - Lawful Neutral
Natural Armor Class: 11
Native Environment: Pel, aquatic or wet environments.
Locations: All prime worlds.
Movement Rate: Varies
Size: Microscopic
TABLE 1 : Ability Score Adjustments
Strength -
Dexterity -
Constitution -
Intelligence -
Wisdom -
Charisma -
TABLE 1B: Sense Score Adjustments
Sight -
Smell -
Hearing -
Taste -
Touch +1
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength 3 18
Dexterity 3 18
Constitution 3 18
Intelligence 9 18
Wisdom 3 18
Charisma 3 18
TABLE 2B: Sence Score Range
Sight 3 18
Smell 3 18
Hearing 3 18
Taste 3 18
Touch 4 19
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter 9
Gladiator 9
Ranger 9
Palidin -
Knight -
Wizard
Mage -
Specialist -
Priest
Cleric 9
Druid 9
Rogue
Thief -
Bard -
Psionicist
Clairsentient 9
Psychokinetic 9
Psychometabolist 9
Psychoporter 9
Telepath 9
Multiclass Options: None
Dual Class Options: None
TABLE 4 : Size and shape
Base Height: Varies
Modifier...: Varies
Base Weight: 100 LBS
Modifier...: +1D100 LBS
TABLE 5 : AGE
Base Age: 1 year
Variable: none
Maximum Age Range (Base+Variable): 1 year
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): None
Old Age (2/3 Base Max): None
Venerable (Base Max): None
TABLE 7: AGE
Middle Age (1/2 Base Max)..: 25 years
Old Age (2/3 Base Max).....: 40 years
Venerable (Base Max).......: 45 years
Average Maximum Age.......: 50 years
TABLE 8 : Thieving Skills
Pick Pockets: -
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
HISTORY OF THE KOROTH
The Koroth are a microscopic race of beings made of silicon, sand. Most Koroth look like a round ball with six arms a head and a tail. Brain Koroth look like a tiny round bit of brain tissue with the same limbs. Warrior Koroth have pincers instead of the lower two arms. Koroth are about one one hundredth the size of the average human cell.
Koroth require Oxygen and Silicon on a regular basis. Normally they live in an aquatic environment near the bottem of the water. They use their tails to swim in liquid like very tiny tadpoles.
At one point Koroth were similar to the earliest forms of life on earth, billions of tiny organisms living together. On earth these organisms eventually became one living being, made of billions of cells, developing into life as it is today. The Koroth developed as separate entities instead of a single organism.
Each Koroth is relatively simple. There are numerous different types of Koroth but generally most are capable of movement, have many arms and can repair damaged to themselves with oxygen and silicon. Individual Koroth are nothing very special, however Koroth can combine their limited abilities, by joining together.
Combined, Koroth are called a Koroth Being such as a Koroth Human or a Koroth rabbit.
BIOLOGY OF THE KOROTH
BIOLOGY: FORMS
Koroth have learned how to connect themselves and form a larger being. They use their arms to grab each other. Normally only two or four of the six arms are devoted to this task while the remaining arms are available to grab oxygen, silicon and perform repairs and general maintence. The two or four arms lock together, then a tiny neural thread attaches itself from one Koroth to the next Koroth and the two are linked.
It takes literally billions of Koroth to create anything of significant size. The Brain Koroth are responsible for the assembly of Koroth. Collectively, they study the form they wish to assume. They will duplicate it's structure down to a cellular level. Once study is complete the Brain Koroth will set about instructing the billions of other Koroth on where to go and what tasks they will perform in the new structure.
Separated Koroth communicate with empathy, when linked they share thoughts. Using both methods of communication each Koroth is assigned a task. Koroth can alter themselves to better perform their task and as a creature is "built" with Koroth, they will specialize to perform various tasks within the system. It is a very complicated process but the Koroth have become very good at it. The math and biology skills they posses in this manor are astounding compared to modern day science.
Koroth learn forms by entering them and studying them closely. Koroth are small enough to enter most living beings and are somewhat resistant to other bodies defense mechanisms. It takes years to learn a new form and can take weeks to assemble it the first time. After the form has been used many times it takes 1D6 turns to create it or shift to it from another form.
BIOLOGY: SPLITTING UP
There are two ways the Koroth can split up. A very quick and risky method known as Waterfall Separation or a very slow method, with less risk,known as March Separation. In both cases the Koroth Being will try to reach water before doing so. Individual Koroth can only survive for about ten minutes on dry land but can survive indefinetly in the water. When the Koroth assume the form of a living being, they need food and water, like any other being, to sustain all the billions of Koroth.
With Waterfall Separation method the Koroth split up, in 1D4 rounds, into the billions of separate Koroth. The Koroth Being appears to turn to liquid and flow in all directions. The separet Koroth lack the intelligence of the whole and generally end up scattering, each doing it's own thing. Some will decide to group together and others will go on their own.
The Brain Koroth can empathically call to the rest of the "hive" within ten feet and expect to reassemble those but normally, there are Koroth outside of that range and it takes 1D6 turns to recover them and reassemble the complete hive and 1D6 turns to reform into a creature.
If Waterfall separation is performed on dry land after the first turn, ten minutes, millions of Koroth will be dead and the size of the hive will have diminished. In this case the Koroth either reforms into a smaller form, or a smaller version of the previous form. The Koroth takes 1D6 points of damage per turn after the first turn.
March Separation is far more organized but takes longer. Before the separation a simple action can be decided upon which all Koroth will perform. Koroth can separate and move though walls, wood or anything cellular but not stone or metal. This separation takes 1D6 turns and 2D6 rounds to reassemble into the same creature afterwards. Each Koroth takes a food supply for this period of time so that it does not starve and die.
Split up Koroth take only 1 point of damage per die damage and can only be harmed by +1 or better weapons, fire, acid, cold or electricity. Separated they are very hard to kill.
BIOLOGY: KOROTH REGENERATION
Koroth can regenerate up to 6 hit points per round but can only regenerate half of any damage inflicted. The remaining damage must be healed by creating new Koroth. A special division of Koroth is normally assigned to doing this. They can heal about 1 hit point per day by creating new Koroth to replace the dead ones. For example, a Koroth which takes 10 points of damage will regenerate 5 points the next round. The other 5 points will regenerate at the rate of 1 hit point per day. A Koroth which received 20 points of damage in one round would regenerate 6 points the next round and 4 points the round after that. 10 points of the 20 would not be regenerated and heal normally at
the rate of 1 point per day.
Koroth Creatures are always fairly soft in nature giving them a natural armor class of 11 no mater what form they are in. Koroth forms gain natural attacks but no mental abilities, or special powers.
BIOLOGY: INDIVIDUAL KOROTH FUNCTIONS
Brain Koroth : These are the head of the Koroth Being and manage all major group functions just like a normal brain. About 10% of Koroth are Brain Koroth. Nine tenths of these are centralized and the rest are scattered about the form.
Warrior Koroth: These are slightly tougher and manage immunity, labor - carrying food stuffs and water around. About 10% of Koroth are Warrior Koroth. They are mostly found in the blood streams.
Hard Tissue Koroth: These make up bone, cartlidge and other hard tissues. About 25% of Koroth are Hard Tissue Koroth.
Soft Tissue Koroth: These make up the softer tissues and organs. About 40% of Koroth are soft tissue. This group is further broken down into divisions for each organ and other functions. Soft Tissue Koroth can be found anywhere in the form.
Pink Koroth: These Koroth serve no purpose but to divide and reproduce. All the other Koroth have a very limited ability to reproduce as well but these make up the bulk of regeneration. About 15% of Koroth are Pink Koroth. They can be found anywhere in the form. Pink Koroth travel to areas requiring regeneration then divide into two new Koroth; a Pink Koroth and another Koroth of the type found in that area or another Pink Koroth.
Mutant/Misc Koroth: Sometimes when learning a new form, the Hive will make a new type of Koroth to serve a function that the standard Koroth can not do. This occurs when Koroth learn a very non-humanoid form. Plant forms require a fundamental change in cellular structure. DM’s may impose penalties upon all forms if the hive becomes to diverse. Each new type of Koroth should decrease con by 1 perminantly.
Occasionally Mutant Koroth appear. This occurs in most Koroth but in about 2% of the cases it gives them a special ability, either a wild psionic talent, a spell power useable 1/day or some other ability at the DM’s discretion and lowers con by 1 perminantly.
BIOLOGY: "HUMAN" KOROTH
Koroth who adventure most often assume the form of humans, however they have a habit of spicing up the form with new colors not normally found in the human race. Sometimes they change the number of digits or even limbs but they try not to make these changes too noticeable if it endangers them.
Koroth can use equipment just like any real human, they learn and think much like humans. However they can focus on several different tasks at the same time with ease. (This does not give them extra attacks or spell casting ability though.)
BIOLOGY: DEATH AND REPRODUCTION OF KOROTH
Koroth love adventuring because it is very hard for them to be "killed". A Koroth slain, in terms of hit points being reduced to 0 or -10, will eventually regenerate unless the hive has been completely destroyed. This would required containing the Koroth or using an area effect weapon.
When Koroth are reduced to Zero Hit Points, they loose experience through the death of Brain Koroth which hold memory. 1D20 x 10% of all experience is lost from all classes. Any roll over 10 indicates complete loss resulting in a level 1 character. The best case is a 1 with only 10% experience loss. (A succesful raise dead can reverse this effect by reviving the dead Brain Koroth.)
Koroth take +1 points or damage per die damage from acid, fire (heat), poison, cold and electricity. Koroth must heal damage from these sources at the rate of 1 hit point per day and do not regenerate it. If slain with these methods, the entire hive is slain and the Koroth does not regenerate. If in water the Koroth can release enough Brain Koroth to ensure survival but the experience loss roll has a penalty of +5. If the water is destroyed the Koroth is slain.
If all the Brain Koroth of one hive are slain the hive will die. There are brain Koroth throughout the system so this is very unlikely even if the central brain mass is destroyed.
A Koroth hive lives about fifty years. At this point it breaks down and creates several smaller hives. These separate and grow in water until they reach previous total's of Koroth when they will begin learning forms again. An individual Koroth will live about 200 years so new hives contain many of the older Koroth, and their memory. At the age of fifty, the Koroth with divide into 1D10+1 new Hives. Previous experience is divided among the new hives.
Sometimes one of the new hives will assume the role of the old one but more often, each hive tries to assert it's individuality, trying to be different from it's brother and sister hives. Koroth have no sex, but will assume a Male or Female sex and retain it.
Koroth start knowing 1 form. They gain 1 new form each level. They can only learn intelligent beings once every 4 levels because they are more complicated. When Koroth divide each fifty years the knowledge of the forms is evenly divided among the new hives. Experience is also divided equally among the new hives.
Most Koroth live on Pel where they peacefully spend their time learning new forms. Some Koroth have learned to assume plant forms. Older Koroth can transform into fantastically complicated forms of beauty.
Koroth can not reproduce with non-Koroth.
POWERS OF THE KOROTH
Koroth are never surprised and never need to sleep. Parts of the Koroth can rest independently of the whole but they can sleep collectively if they wish. Koroth eat a lot of silicon and drink a lot of water but are quite capable of eating normal foods that their form eats.
Koroth who are damaged can resort to a smaller form. This does not reduce the damage but the Koroth can reform lost limbs or organs, albeit smaller.
When being healed magically, Koroth subtract 6 points from any healing spell, any additional healing applies normally. Regeneration does not work on Koroth, nor does Healing or Herbalism proficiencies.
KOROTH BEINGS REGENERATING KOROTH BEINGS
Koroth Beings can regenerate other Koroth Beings easily, by transferring Koroth to the injured Koroth Being. Using this method Koroth can transfer hit points back and forth. Hit points may not exceed the total when uninjured however and both Koroth must be willing.
Koroth can also fight on a cellular level. By touching they can inflict 1D6 points of damage to each other per round. Additionally, suicidal Koroth can attack another Koroth Being. For each hit point sacrificed, 1 point of damage is inflicted. This requires contact as well and the maximum damage is 1D6 per round.
KOROTH REGENERATION & SYMBIOTIC KOROTH
Koroth can learn a special skill. It requires 2 proficiency slots and a study of the target previous to injury. They can enter another creature and perform repairs. This heals 1 point per injury sustained within the last 1D10 rounds and provides regeneration at the rate of 1 hit point per hour. The main Koroth must remain in contact with the target throughout this time. Up to 2 beings can be aided in this fashion by one Koroth.
Koroth can also alter themselves to form a symbiotic relationship with a host. However only a very small hive, a new one, can do this. A full hive is simply too large and a hive would never willingly kill off members to shrink it's size. The merge requires fundamental changes and after a year the Koroth Hive will be dependant on the host. They can never leave and if the host dies, they die. The loose the ability to form a hive which can assume a form. Koroth symbiants are extremely rare and only occur far from Koroth civilizations.
The host will live to it's maximum possible age and gain regeneration at the rate of 1 point per hour, in addition to any other healing or regeneration.
SOCIOLOGY OF THE KOROTH
ADVENTURING KOROTH
Koroth go adventuring for the same reason anyone else does. They see the hive as a single being capable of collecting possessions and interacting with a larger world.
Their age span limits how far they may advance in any class. The DM may allow a Koroth to start out with experience in a class from his last form. A Koroth may advance nine more levels in that one class. By using this limit a Koroth may reach 15th level but no higher.
ROLEPLAYING KOROTH
Koroth like to be around water, some kind of water. Forests with a lot of vegetation will do as will as snow. Dripping water in a dungeon is enough. Lakes, oceans and rivers are preferred. All else failing Koroth will carry water with them. It is their insurance against death.
Most Koroth are Lawful Good or Lawful Neutral. They can be of any alignment though and this alignment is shared by all the component Koroth. Koroth are normally Lawful because of their structure. Neutral Koroth suffer a -1 hp per level penalty and Chaotic Koroth suffer a -2 hp per level penalty.
Koroth and cerebral parisites don't get along well. Koroth will attack and slay cerebral parasites easily but the parasites disrupt the empathic communications causing the area infested to begin splitting up. This doesn't cause any damage but cripples the Koroth for 1D10 rounds as it removes the parisites and reforms.
Mark Charke
NHHB-March98: Character Race
KWIEL
Name of Race: Kwiel
Creator of Race Roger Kuiper
E-mail:
Language of Race: Kwiel
Languages: Undercommon, Deep Gnome, Drow, Kobold, Duergar
Hit Dice: 3+3 at 1st Level, by class thereafter
Alignment: Any Good
Natural Armor Class: 2 (Can not wear armor)
Native Environment: Temp. to Tropical/Subterranean
Locations: Any campaign world Underdark
Movement Rate:
Size: Man Sized
TABLE 1 : Ability Score Adjustments
Strength +2
Dexterity +1
Constitution +3
Intelligence -3
Wisdom -1
Charisma -2
TABLE 1B: Sence Score Adjustments
Sight +2
Smell -
Hearing +1
Taste -
Touch -
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength 13 20
Dexterity 7 19
Constitution 9 20
Intelligence 3 15
Wisdom 4 17
Charisma 3 16
TABLE 2B: Sence Score Range
Sight 15 19 *120' Infravision
Smell 10 13
Hearing 15 19
Taste 10 13
Touch 10 13
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter 16
Ranger 16
Paladin 12
Wizard
Mage 8
Specialist 6
Elementalist 10
Wild 8
Priest
Cleric 12
Druid -
Rogue
Thief 14
Bard 14
Psionicist
Clairsentient 6
Psychokinetic 7
Psychometabolist 8
Psychoporter 9
Telepath 10
Multiclass Options:
Any two: Fighter, Mage, Cleric, Thief, Bard, Psionicist
Fighter/Mage/Thief
Fighter/Mage/Cleric
TABLE 4 : Size and shape
Base Height: 7'6"
Modifier...: +3d6" or -3d6"
Base Weight: 650 lbs.
Modifier...: +5d20 lbs.
TABLE 5 : AGE
Base Age: 16
Variable: 1d100
Maximum Age Range (Base+Variable): 120
Average Maximum Age: 100
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1Int/Wis
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +1 Wis
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis
TABLE 7 : AGE
Middle Age (1/2 Base Max)..: 60
Old Age (2/3 Base Max).....: 90
Venerable (Base Max).......: 116
Average Maximum Age.......: 100
HISTORY OF THE KWIEL
Kwiel are vaguely humanoid porcupine folk, dwelling peacefully beneath the surface world as often as the can. They were created by the Greater Power Roer'Shelo'K'Was'Into, from giant porcupine stock. Made in Roer's image, they took to the Underdark voluntarily, following their deity to war on the evil-doers of the Underdark (when necessary).
BIOLOGY OF THE KWIEL
Kwiel are intelligent giant porcupines. They have 1' to 2' quills growing from head to toe, with five especially sharp quill-like claws on each hand. These quills will do 1d4 points of damage normally, and more if the reluctantly violent Kwiel puts his strength behind it. A Kwiel may claw twice in a round. Claws do not receive a strength bonus. If he is successful with both attacks he may attempt to hug the opponent, which will inflict and additional 2d4 damage plus the Kwiel's strength bonus.
If a Kwiel should elect to, he may charge an opponent instead of his weapon attacks or claw/claw/hug attacks. This charge, if successful, inflicts 3D4 damage upon the Kwiel's opponent. The charge suffers a -2 penalty To Hit. Kwiel Fighter types may take proficiencies in the use of their own natural weapons gaining a +1 to hit when proficient, and normal bonuses for specialization or mastery.
At 9th Level all Kwiel gain a +1 to hit with any of their natural weapons and Warrior Kwiel inflict an additional 1D4 points with all of their natural weapons.
Instead of these three attacks, a Kwiel may opt to use a weapon against his opponents. This replaces his natural attacks and is subject to class restriction concerning number of attacks per round.
If attacked by anyone with close range weapons (size Small; knives, daggers, short swords), that individual will take damage from the Kwiel quills. Attackers that hit take 1 point of damage from the quills. Attackers that miss take 1D4, or 2D4 if they roll a natural 1. This self-defense mechanism is automatic and always non-critical, will not reduce hit points below 1. Medium and Large weapons can be used against Kwiel without suffering this damage.
If the Kwiel is surprised, it will involuntarily let loose a musky scent that will cause non-Kwiel with a total number of hit dice equal to the Kwiel, out to 10 yards to be unable to attack for 1d4 rounds if they fail a save vs poison. Closest persons are affected first. Persons who save still suffer a -2 penalty To Hit for 1 round. This is the Kwiel's primitive fear response. Kwiel, though hard to surprise, are startled severely, being a paranoid people.
SOCIAL LIFE OF KWIEL
Kwiel live in subterranean communities of 40 to 400 adults. They are peaceful when left alone, but know well the dangers of the Underdark in which they live, and how violent their neighbors can be. The Kwiel, therefore, tend to be paranoid, and somewhat depressive characters, knowing that someone is always there to twist the knife a little deeper. For that reason alone, they maintain a strong military presence. They hate Drow elves of the Underdark, and will attack them if the Drow provoke a confrontation, even if the odds are two to one in the Drow's favor.
The Kwiel hate evil, and are willing vigilantes, believing that if the community won't back vengeance against evil-doers, the family should send a war party to seek it for themselves. These independent actions against evil races are not normally condoned but if the family can prove that their target was guilty of some crime or evil doing, no punishment is assigned to them.
Kwiel mate for life and are extremely faithful to their partners. Upon reaching 6th level as Fighter/Cleric or Fighter/Mage, a Kwiel may lead a war party of 12 to 34 adults, either against offenders of the law, or on patrol against Drow, Aboleth, Illithids, or other evil races that may appear near their communities.
This leader will have two 4th level Fighter bodyguards from among the 12 to 34 adults. In a community of a thousand, there are 10 to 20 such war parties. The Kwiel Chief is usually a 9th level Fighter/Mage or Fighter/Cleric with 2-20 bodyguards of from 3rd to 5th level, normally Fighters or Clerics.
Kwiel also maintain guard animals to supplement their own defenders. 2-7 Large Bats or 1-4 Cave Bears will be found in any Kwiel community. In a large Kwiel community, 1000+ population, there may be 2-12 Hook Horrors trained to defend the community.
Kwiel thieves seldom steal from other Kwiel. Proficiencies common among Kwiel are spelunking, mountaineering for the many of open spaces for great distances up or down in the Underdark, Rope use, blind-fighting, mining, hunting, hand crossbow, axe, pick axe, bastard sword, riding land-based (Hook horrors). Kwiel never ride any animal with an armor class less than 3 due to the possibility of damage from their quills.
POWERS OF THE KWIEL
Kwiel have no innate powers, other than 120' infravision, burrowing at a movement rate of 4, climbing at a movement rate of 4 on any slightly slopped surface their claws can dig into, and a movement rate of 15.
Kwiel have a natural affinity for the earth and Kwiel Mages and Clerics can summon Earth Elementals and similar creatures in relative safety, both automatically getting all these spells when level permits. Kweil Clerics and Mages may be either Elemental Earth or Fire.
NOTES
Comments - I like this race and I find it very organized. The tables are all
finished and I don't need to ask for the data. I did a fair amount
of rewording, some powers were toned down in terms of damage and I
gave a community population.
My biggest concern with this race, is that these are
Humanoids. I'm not quite sure what to do with this race. You could
make them less humanoid or I could do something different.
I have couple other races, Rock Weirds and Half Dragons and a
horde of other data I could throw together and hope to turn into a
mini-net book but I don't think that would result in a good
product.
You could have 2 versions of this race, the humanoid version
and the Non-Humanoid version. It's tough to get away from the human
appearance isn't it?
* I've done a little rewording but tried to keep the original meanings the
same.
Classes: Rangers, Palidins and Wizard specialists can not multiclass.
I've made some adjustments to Multiclass options. (SEE BELOW)
Needle Damages - I feel that some of these are too high for a first level
character but could be appropriate for higher levels.
I have adjusted the damage to the following:
Claw: 1D4 (same)
Hug: 2D4 + Strength Bonus
Charge: 3D4
Fire Needles: 1D4, range as dagger
At 9th level Kwiel receive a +1 to hit
and all damages increase by 1D4.
Automatic damage for small weapons
- Changed to 1 point if the weapon hits and 1D4 if the weapon
misses and 2D4 if a natural 1 is rolled.
Musk - Can only affect a number of hit dice equal to the Kwiel's.
Range moved to 10 yards.
War Parties - a little editing, normally the high level character will not
have equal leveled assistants, who could be leading their own
parties.
CHIEF - A little too powerful, too many classes.
I've tonned down to 9th level Fighter/Mage or Fighter/Cleric
BTW - There are Elemental Clerics as well as Elemental Mages. See DarkSun.
I just added a note to that section.
NHHB-March98: Character Race
LOXOTH
Name of Race: Loxoth
Creator of Race: Roger Kuiper
E-Mail:
Language of Race: Loxoth
Languages: Common
Hit Dice: 2HD + 2 at 1st level, by class above 1st level.
Alignment: Neutral
Natural Armor Class: 6
Native Environment: < Where they come from/where they live >
Locations: < Where they can be found. EI Greyhawk, Dark Sun etc. >
Movement Rate:
Size: Large
TABLE 1 : Ability Score Adjustments
Strength +2
Dexterity -1
Constitution +2
Intelligence +1
Wisdom -2
Charisma -2
TABLE 1B: Sence Score Adjustments
Sight -1
Smell -
Hearing +1
Taste -
Touch -2
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength 13 20
Dexterity 7 17
Constitution 9 20
Intelligence 4 19
Wisdom 3 16
Charisma 3 16
TABLE 2B: Sence Score Range
Sight 2 15
Smell 3 18
Hearing 3 18
Taste 3 18
Touch 1 15
TABLE 3 : Class Restrictions
Class Restrictions
Class Maximum Level
Warrior
Fighter 7
Gladiator -
Ranger 6
Paladin -
Wizard (Tunnuck) - Females only
Mage 20
Specialist 16
Priest
Cleric 16
Druid -
Rogue
Thief 8 (Male Rogues only)
Bard 18
Psionicist
Clairsentient 3
Psychokinetic 7
Psychometabolist 5
Psychoporter 6
Telepath 7
TABLE 4 : Size and shape
Base Height:
Modifier...:
Base Weight:
Modifier...:
TABLE 5 : AGE
Base Age:
Variable:
Maximum Age Range (Base+Variable):
Average Maximum Age:
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1Int/Wis *
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +1 Wis *
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis *
TABLE 7 : AGE
Middle Age (1/2 Base Max)..: 100
Old Age (2/3 Base Max).....: 190
Venerable (Base Max).......: 200
Average Maximum Age.......:
TABLE 8 : Thieving Skills
Pick Pockets: +00% or -00%
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
HISTORY OF THE LOXOTH
Loxoth are descendants of spelljammers who were grounded on a planet with a ruined helm. All Loxoth are descendants of the female spelljamming wizard, the Tunnuck, and spread out into several herds.
BIOLOGY OF THE LOXOTH
Loxoth resemble elephants. They have two trunks, each 2 feet long which end in three finger-like digits, similar to an elephant's trunk. Their skin is bluish-gray and wrinkled, with rough hair sparsely covering it. They have thick, round limbs and flat feet with short, think, stubby fingers that can curl and hold simple tools. Large ears grace the sides of their head, and tusks protrude from their jaw.
Loxoth prefer to eat a great amount of grass and plant material, as much as 100 pounds per day. They spend their time working to preserve their grazing lands, and travel to different areas, occasionally planting fruit trees and grains in all the areas they frequent.
Loxo (short for Loxoth) are artisans who work with wood, metal, and ivory from the tusks of their dead. Loxoth make their own weapons, using their strong, clumsy hands to form blunt weapons. For finer work they use their weaker, more dextrous trunks. Ivory is always carved into religious figurines and kept as family heirlooms, while wood is shaped into various decorations.
Loxoth use their trunks to shape and sharpen shuriken and to make jewelry. In any task requiring great strength, such as weapon smithing, the Loxoth rarely produce any better then crude workman ship, however they can produce fine delicate workmanship in softer materials that the trunk has the strength to work.
SOCIOLOGY OF THE LOXOTH
Loxos wear simple, rustic clothing, favoring cloth with patterns, such as circles and diamonds. Loxoth are normally peaceful, but males defend their territory and families with great tenacity. Melee combat is preferred over long range missile fire, though throwing clubs and shurikens are used in the initial stages of combat.
Shurikens are thrown with their trunks in the same round as using melee weapons. Iron maces are preferred 60% of the time, and half of those carrying maces use shurikens. 20% carry a heavy iron-bound club, and two throwing clubs. 10% use dirk and shuriken, while the last 10% use iron-shod clubs and a footman's mace or tetsubo.
When threatened, half the male Loxoth remain to defend the females and young, while the other half counter-attack. When charging man-sized or smaller opponents, Loxoth can choose to trample their foe for 2d8 points of damage.
If something a Loxoth values more dearly then his life is endangered, such as his family, there is a 10% chance, per combat round, that a male will enter a berserk rage. This chance is non cumulatively. The rage gives him a +2 bonus to his attack rolls, and 10 extra hit points. This lasts until the danger us ended.
Afterwards the Loxoth must rest for the same amount of time he was in the rage, plus ten minutes, otherwise all actions are penalized by -2 or 10%. The rage can be used once a day per level but can not be entered into again until the Loxoth has rested. Each time the rage is used, during 1 day, the penalties double and the length of time needed to rest doubles.
There will be a 5th level fighter among every 10 Loxoth encountered, called a Fithik (Lieutenant). Each herd is ruled by one Lox-Fithik (Chief), who is a 7th level fighter. Half of all herds have a Tunnuck (wizard). Female tunnuck become archmages. Losoth may live to be 200 years of age, reaching middle age at 100, and old age at 190 years.
A Loxo is very distrustful of strangers, peaceful but defensive. Loxoth can become enraged at the family members or close friends. This isn't an often occurance and normally only occurs in cases of the death of women or children. It doesn't occur in male hunting parties. Such is their grief that a male who witnesses such a death may go "Rogue", attacking any non-Loxo and threatening any Loxo in sight, remaining enraged and berserk for the remainder of his short life, losing 1d6 points of Constitution a day until he dies of exhaustion. The main effort of the attack is, of course, towards the person(s) who committed the slayings.
There is a 90% chance of this "death rage" occurring. Males fear it because it means their lives, but the rage is even more greatly feared by non-Loxoth. During the rage the Loxoth has all the benefits of a normal rage, but also gain a strength of 18/00 and may function normally until -10 hit points. Cure Disease followed by Remove Fear will end the rage but the Loxoth immediately looses 1 point of constitution and all lost points of constitution during the rage, including this one, become perminantly lost.
Males have as many mates as they can hold against competitors. Adventuring Loxo often start out as traders who have performed works of fine jewelry or spellcasting for Dwarves in the region. Loxoth males who do not go "Rogue" when they see their families killed, often leave to become adventurers, either to track down the killers, or to escape the reminders of the
past life they lived with their families.
Loxoth are restricted to the use of Clubs, shurikens, tetsubo, maces, and dirks. Recommended NonWeapon Proficicencies include: Artistic Ability, Agriculture, Carpentry, Singing, Religion, Spellcraft, Weaponsmithing, Endurance, Blind-fighting, Running, Gem Cutting, Reading/Writing and Ancient History.
POWERS OF THE LOXOTH
Loxoth warriors can hurl two shurikens from their trunks as well as melee in one round, however penalties for multiple weapons still applies. <See Main section.> Males gain the +2 to hit and +10 hit points when they become enraged. They may trample for 2d8 points of damage anyone smaller than themselves.
Loxoth hands are not very dextrous, and so the use of swords is forbidden and their construction impossible. Males have a 90% chance to suffer from the Rogue state if they see their family killed.
NOTES
I haven't got much to complain about with this race. Your ability scores are nicely balanced, the powers are simple realistic powers, nothing magical or outrageous. Elephants are very close to humanoids but there is enough distance that I think I can call them Non-Humanoid.
I have one concern that the race might have already been used by TSR. They have a psionic elephant race in addition to other elephant races. I don't want to use copied races in the book. However this doesn't appear to be a copy, I can't find reference to this race anywhere.
Besides a few details about size, weight and age, everything looks great. Umm yeah, speaking of great...
GREAT - It has come to my attention that most of these races are all "great" at some basic skill. The race need not be great. In any race some will be good and some will be bad. I think it enough to simply mention that they perform the task. If it is worth mention in this relatively short
description, people will get the idea that the race does it well, or at least does it often.
- Could I get a little more history?
- Age, Weight, height stats need to be filled out.
NHHB-March98: Character Race
NOTES - Credit must be given to TSR for actually creating the race, but it is certainly non-humanoid enough to make the book. And this race is, by no stretch of the imagination, complete.
NAGA
Name of Race: NAGA
Creator of Race: TSR (Kearsley Schieder-Wethy)
E-mail:
Language of Race:
Languages:
Hit Dice:
Alignment:
Natural Armor Class:
Native Environment:
Locations:
Movement Rate:
Size: Man Sized
Name of Race:
Creator of Race:
E-mail:
Language of Race:
Languages:
Hit Dice:
Alignment:
Natural Armor Class:
Native Environment:
Locations:
Movement Rate:
Size:
TABLE 1 : Ability Score Adjustments
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
TABLE 1B: Sence Score Adjustments
Sight
Smell
Hearing
Taste
Touch
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
TABLE 2B: Sence Score Range
Sight
Smell
Hearing
Taste
Touch
Esp
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter -
Gladiator -
Ranger -
Palidin -
Knight -
Kensai -
Barbarian -
Bushi
Samurai -
Wizard
Mage -
Specialist -
Elementalist -
Wild -
Wujen -
Priest
Cleric -
Druid -
Shaman -
Witch Doctor -
Shukenja -
Sohei -
Monk -
Earth -
Air -
Fire -
Water -
Rogue
Thief -
Bard -
Bard Assassin -
Ninja -
Ninja (Clan) -
Ninja (Family) -
Trader -
Yakuza -
Psionicist
Clairsentient -
Psychokinetic -
Psychometabolist -
Psychoporter -
Telepath -
Multiclass Options:
Dual Class Options:
TABLE 4 : Size and shape
Base Height:
Modifier...:
Base Weight:
Modifier...:
TABLE 5 : AGE
Base Age:
Variable:
Maximum Age Range (Base+Variable):
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1Int/Wis *
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +1 Wis *
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis *
* This table is for Humanoids. You may change it for your race if you wish.
TABLE 7 : AGE
Middle Age (1/2 Base Max): <1/2 Maximum age without variable>
Old Age (2/3 Base Max): <2/3 Maximum age without variable>
Venerable (Base Max): <Maximum Age without variable.>
Average Maximum Age: <Maximum possible age>
TABLE 8 : Thieving Skills
Pick Pockets: -
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
HISTORY OF THE
BIOLOGY OF THE
SOCIOLOGY OF THE
POWERS OF THE
GENERAL INFORMATION
Mark Charke
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter 9
Gladiator -
Ranger -
Palidin -
Knight -
Wizard
Mage 15
Specialist 15
Elementalist 15
Wild 15
Priest
Cleric 13
Druid -
Shaman 13
Witch Doctor -
Rogue
Thief -
Bard -
Psionicist *
Clairsentient 11
Psychokinetic 11
Psychometabolist 11
Psychoporter 11
Telepath 11
Multiclass Options:
Dual Class Options:
HISTORY <CAPITALS>
- where did the race come from
- how were they created
BIOLOGY <CAPITALS>
- where do they live
- what do they eat
- what is their active cycle
- reproduction
- environmental requirements
- WHAT DO THEY LOOK LIKE?
SOCIOLOGY
- Type of society and technology level
- Dominant sex?
- Mating
- habits
- Role playing notes
- personality
- Alignment tendency
- Recommended Proficiencies
POWERS
- What powers does this race have beyond the
normal abilities that humans have. List all
powers here, how they work, where they come
from.
- Special Advantages
- Special Disadvantategs
GENERAL INFORMATION
- Anything Else of note.
NAGA:
Languages spoken include common, any tongues near where the nest lives,
and Silississ(see below).
HD are equal to 1d4+length(in snake form)+con. bonus
Alignment is always lawful, good, neutral or evil
Natural AC is 10 in naga form, 10-length in snake form
Length is equal to 1/3 of the strength score
Weight is equal to 3d4
Starting age is 20+1d6
Score adjustments(in serpent form):
Str:-2(+1)
Dex:+1(-2)
Con:-1(+1)
Int:+1(-2)
Cha:-1(-1)
Score Range:
Str:3/16
Dex:7/19
Con:4/17
Int:10/19
Wis:3/18
Cha:3/17
Class Restrictions:
Fighter: 9
Any Wizard: 15
Cleric/Shaman: 13
Psionicist: 11
Background(according to the naga):
We were an attempt by Lisansi, goddess of serpents, at intelligent
serpentine life. She succeeded magnificently, with the pure ones. Other less
intelligent lizards and snakes were created before the one pure race.
The fleshy ones feared the shining light of the pure ones, and drove us
underground out of fear. Since then, we have learned the arts of power,
and will soon rise up and overthrow the fleshy ones, the humans.
The naga look like small snakes with a pallid human face. Their hair
and eyes are always white or any very pale color. They speak in a
sibilant voice, but with other naga, they speak Silississ, a language
done by clicking scales together.
The greatest motivation for a naga is to get spells. They are obsessive
wizards, and spend as much time as they can learning them. They cannot
carry their books, so will often times hire servants to carry all their
baggage (books, components, etc.) Their society is very structured by
age, with the oldest naga controlling the nest, and every naga in total
obeisance to their elders. They are generally very scholarly, but will
sometimes lash out in a genocidal war, then have several huge broods to
replenish their numbers.
SA: They have no advantages in naga form, except that they can turn
into a full serpent. In serpent form, they have infravision to 30' as
that of a pit viper, and their bite is poisonous and causes 1d4 damage.
As they grow older, the bite gets more powerful.
Age Damage Special effects
0-25 1d4 none
25-50 1d4+1 1d4 poison damage for 3 rounds, save for 1/2 damage
50-75 1d4+2 1d6 " " " 4 " " " " "
75-100 2d6 Paralysis, save to negate.
100-150 2d8 Death, save to negate
Feel free to revise, I'll send more races later
NHHB-MARCH98: Character Race
ROCK WEIRD
Name of Race: Rock Weird
Creator of Race: Mark Charke
E-mail: MCharke@AOL.Com
Language of Race: Rock Weird
Languages: Hook Horror, common, dwarf
Hit Dice: 10+1D12 at 1st level, 1D12 to 9th level, +4 above 9th
Alignment: Lawful Good
Natural Armor Class: 0
Native Environment: Earth
Locations: Elemental Plane of Earth, Prime Planes, Pel
Movement Rate: 4
Size: Small to Man Sized
TABLE 1 : Ability Score Adjustments
Strength +2
Dexterity -5
Constitution +2
Intelligence +1
Wisdom -
Charisma -
TABLE 2B: Sense Score Adjustments
Sight -
Smell -
Hearing +1
Taste -
Touch -
Rock Vision +1
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength 9 20
Dexterity 1 9
Constitution 9 20
Intelligence 3 19
Wisdom 2 17
Charisma 3 18
TABLE 2B: Sense Score Range
Sight 3 18 * Rock vision
Smell 3 18
Hearing 6 18
Taste 3 18
Touch 3 18
Rock Vision 6 18
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter -
Ranger -
Palidin 10
Wizard
Mage 5
Specialist 9 Earth Elementalist Only
Priest
Cleric 20
Druid 18
Rogue
Thief -
Bard -
Psionicist
Clairsentient 10
Psychokinetic 10
Psychometabolist 20
Psychoporter 15
Telepath 10
Multiclass Options: Cleric/Psionicist, Druid/Psionicist, Ranger/Psionicist
Dual Class Options: None
TABLE 4 : Size and shape
Base Height: 1 foot
Modifier...: 1D6 feet
Base Weight: Height x 100 IBS
Modifier...: N/A
TABLE 5 : AGE
Base Age: 50
Variable: 1D10
Maximum Age Range (Base+Variable): 1000+1D10x10
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1 Int/Wis
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +1 Wis
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis
TABLE 7 : AGE
Middle Age (1/2 Base Max)..: 300
Old Age (2/3 Base Max).....: 600
Venerable (Base Max).......: 1000
Average Maximum Age........: 1100
TABLE 8 : Thieving Skills
Pick Pockets: -
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
HISTORY OF THE ROCK WEIRD
This race originates from Pel where they rose from the rock of the land as a new race.
BIOLOGY OF THE ROCK WEIRD
There are several types of Rock Weirds. The most common kind is a brown or black humanoids variety which is primarially spoken of within this artical. There is a rarer Mantis Rock Weird which looks much like a giant praying mantis. Changes include hands on the four arms, and thicker legs then it's insectoid look alike.
Humanoid Rock Weirds are an ancient race made almost entirely of rock. They appear much like humans but their size varies from squat square forms as short as three feet to rarer tall, slim forms up to six feet tall. Generally five feet is average height and indicates the greatest constitution with the shorter folk being just slightly less and the taller folk being the weakest inconstitution.
Their faces are complicated with sharp, chiseled features. They have no hair. The males normally speak slowly with deep granite voices. The females speak slightly faster with a crystalline quality to their voices. There is a significant gender difference in the vocal chord design.
Most Rock Weirds are Lawful Good and lead peaceful lives. Like dwarves, Rock Weirds enjoy toil and achievement and they are particularialy fond of creating intricate gardens and rock structures. They have focuses like dwarves, however their focus is almost never violent in nature. Rock Weirds have a moment rate of 4, being one of the slowest races.
They live a very long time and reproduce rarely so their numbers are very low. They live far from human societies for fear of persecution.
Rock Weirds have a very slow metabolism and only eat, about once a week, a meal the size of an average human meal. W hen performing extended actions they will eat twice that. Their diet is primarily rock, minerals, gems, metals and similar materials. Waste is barely noticeable sandy materials. They drink several the equivilant of 4 cup of water, once a month but can go six months without water. Even then they only require the 4 cups to recover. Beyond that, they will loose 1 pt of constitution a week until. Desert heat will double this amount needed to water every three months. If they get plenty of water, they will form noticeable sweat in desert heat, otherwise they don't sweat.
Rock Weirds enjoy cool water at times and other times enjoy the baking sun. They will form a "tan" where their skin turns a slightly darker shade. They can endure extreme temperatures that would harm most other races, however heat that will melt stone will harm them and super cooled temperatures will also harm them. (SEE heat and cold resistance)
Rock Weirds are organic is nature despite their appearance. Their composition is primarially rock, about 90% with about 5% carbon and 5% liquid. They have tiny veins and arteries with a thin oily substance for blood. They do not bleed very much, a severed limb might ooze a little bit. Their "blood" clots in a similar fashion to normal blood but hardens into a rock like material. Old cut's have a sharp crystalized or flat appearance depending on how the blood dried but all old injuries can be clearly seen on a Rock Weird.
Biology: Senses
Rock Weirds have average sight, excellent hearing (better then human), average sense of smell and taste, average sense of feel but a very powerful feel for vibrations. They also have a special sense. They can "see" through 30 feet of rock. This sense is a combination of feeling vibrations and an actual limited ability to see through rock. They can see form and shape, even texture close up, but no colors.
While underground, Rock Weirds can use this power to "see" where they are. Moving Silently will render someone invisible to a Rock Weird in this setting. On the surface their sensitivity to earth helps them detect the slope of the land and vibrations (creatures moving) within 30 feet of them. Rock Weirds can easily learn the tapping language of the Hook Horrors and communicate with them.
Detect movement on stone 1-5 on 1D6
Detect sliding/shifting walls or rooms 1-4 on 1D6
Detect stonework traps, pits, and deadfalls 1-3 on 1D6
Rock Weirds have no resistance to poison but they take longer to effect them. Poisons that are instantaneous will make a Rock Weird sick but will not kill them for 12 hours. All other poisons, increase minutes to hours and hours to days for onset time. Symptoms of poisoning will begin to show up within half the onset time.
Biology: Healing
Rock Weirds do not heal. They are born with a fixed number of hit points. About every hundred years they loose 1 or 2 hit points due to erosion and natural wear and tear. Older Rock Weirds are chipped and cracked in many places. Once their hit points drop to zero they pass away. Rock Weirds start with 10 hit points plus 1D12. They gain 1D12 hit points per level regardless of class. They do not get regeneration for high constitution.
This is not to say they are not tough. Rock Weirds are extremely tough both mentally and physically. As a result all Rock Weirds have the trait similar to fast healing <SEE PHB: Skills and Powers>. Their blood clots into a rock hard material that heals most normal injuries. They regain 1 hit point within 1D6 turns of any injury. (This healing does include damage due to aging.) Rock Weirds can not take Fast Healing or any other type of self-healing ability.
Once a level a Rock Weird can be healed to full health. The healing must be done all at once and heal him completely or it has no effect at all. After that one healing, curing spells, Renegeration, Elemental Bonding, Heal and other spells do nothing for Rock Weirds. Wish can heal a Rock Weird once a month.
The Philosopher's stone with heal 8 hit points if a Rock Weird is coated by the quicksilver inside the stone. If mixed with a potion of extra healing, it will heal 2D8 Hit Points. Also any item that rejuevinates a humanoid instead heals 1 hit point per year of rejuevination it normally provides.
The reason behind the lack of healing has to do with the strong association the Rock Weirds have with stone. Stone does not heal. A rock it is created and then erodeds away. It is a cycle for the Rock Weirds that is important to them. Rock Weirds resist healing, just as dwarves resist magic.
Biology: REPRODUCTION
Reproduction involves a long, difficult process. The Rock Weird must find a special rock. This is difficult to do and Rock Weirds are always looking for a special rock. When they find the rock they know it instinctively. What makes a rock special is unknown but once found a Rock Weird will protect the rock with his life and even undergo a Greater Focus to protect/recover the rock.
Once the Rock Weird finds his or her special rock, they will seek out a mate. They only mate once and for life. The rock must be carved. The couple will carve the rock together, each taking turns and carving their uniqueness into the stone. The carving takes many years of careful work and although the stone may appear finished it may not be, fine details needing to be added yet to the sculpture. Average carving time is 2 years plus 2D4 years.
When finished the carving resembles a miniature Rock Weird with attributes of the parents. In a private and sacred ceremony the parents bring life to the stone and it becomes a young Rock Weird. Afterwords both parents make a save vs death or loose a point of constitution and 1 hit point each.
The young Rock Weird is "born" with limited skills and will mature in about two hundred years. On rare occasions both parents have found a rock and they have twins. After mating the parents may have more offspring in a similar fashion.
SOCIOLOGY OF THE ROCK WEIRD
Sociology: ROCK WEIRD CLERICS
Rock Weirds follow the greater powers from the Elemental Plane of Earth. Any deities who associate themselves with this plane may end up with Rock Weird followers. The system is very complicated but they follow no single great power or deity, praying instead to various powers.
Individual priests often choose a single great power as his or her favorite. As a result Clerics have widely varied granted powers and sometimes spells. Normal spheres include Elemental Earth, ALL, Combat, Protection, and sometimes Plant. Although healing spells do not benefit Rock Weirds they may use these powers on other races.
Their rock form has made this race very slow but incredibly tough and for their long lifespan they slowly gain great wisdom. Older Rock Weirds are powerful clerics.
They do no fear death because they have accepted that when they die they will pass on to the elemental plane of Earth where they become Earth Elementals.
Rock Weirds can not create undead, but may turn them.
Sociology: ROCK WEIRD PSIONICISTS
Many Rock Weird's have psionic powers of some sort. There is a base 25% chance they will have a wild talent (NPC's, not PCs). 50% of wild talents are psychometabolic powers (for the rest roll normally). The slow thinking nature of Rock Weirds has given them a great wisdom. They often sit and think about things. One day, long, long ago they one of their kind discovered psionics. Meditation was easy to learn for this race and they will meditate for days. (PC Rock Weirds have a base 10% chance of a Wild Talent.)
Psionics powers will not heal Rock Weirds. They can take Complete Healing which will cure poisons and similar ailments but not hit points Rock Weirds who Lend Health will gradually regain that health at the rate of 1 hp per hour while the recipient looses that health at the same rate. By spending 1 psp/hour the Rock Weird can prevent this transfer back.
Sociology: ROCK WEIRD RANGERS
This class often spends a great deal of it's time creating vast intricate gardens. Of course, these may be gardens of trees, tended for decades. Because of their non-violent nature, Ranger Rock Weirds use the Clerical Thac0 tables and do not gain Dual Weapons automatically.
Ranger Rock Weirds have been responsible for some of the most delicate stone carvings, rock gardens, sand gardens and other structures which they spend years working on slowly and carefully.
Not all their time is spent on rocks and plants though. Animals do not naturally fear Rock Weirds. Their chemical nature and scent is quite different from a normal humanoid, which animals instintively fear, and they move so slowly that flightly creatures will often not run from them.
Sociology: ROCK WEIRD WIZARDS
Rock Weirds are not poor wizards. In fact they are brilliant wizards. They just spend so very long studying and perfecting their techniques that none have ever become arch-mages. This class has high requirements. Rock Weird Wizards must have an intelligence of at least 16 and dexterity of at least 9 leaving many rock weirds simply too slow to perform the art.
Rock Weirds can not create undead. Rock Weirds can not be made into any form of undead and regular humanoids are too different. As a result there can not be Rock Weird Necromancers. As for the other classes or specialist, the few Rock Weird wizards haven't finished with earth elemental spells yet so no specialists in the other fields exist.
Rock Weird's exacting research and study increases their chances of learning any spell by 5% and decreases their chance of spell failure by 5%.
Rock Weirds store their spells in rock. This is one of the reasons they haven't advanced as quickly as other races in magic. The technique of storing spells within rock is so intricate it takes decades to learn and a lifetime to master.
The wizards crack rocks by carefully applying force on them for hours. These cracks, within the rock, is the foundation of written language among the Rock Weirds. Rock Weirds who take Reading and Writing have the basic skills of cracking rocks, or Fracture Writing. Wizards have to be masters of this. If a Rock Weird wizards looses any fingers (10 as per human) he can no longer write spells.
To date few wizards outside of the Rock Weird race have interpreted their Fracture Writing. It requires a comprehend languages, Clairvoyance and a means of seeing through solid rock and a Read Magic.
The interest in their magic is centered around it's effectiveness. All Rock Weird spells with non-instantaneous durations, last an additional 1 round per caster level. This is a result of careful study and understanding of the spell.
Sociology: ROCK WEIRD ROGUES
At the moment there are none. They are too slow to be any good at most thief skills and too big and bulky for the rest. While their hands can skillfully apply pressure to create their Fracture Writing, their fingers are thick and strong and slow.
Sociology: GENERAL CLASSES
Rock Weirds may become Earthen Clerics, druids, Rangers or Psionicists. They might make excellent fighters but the training would probably cost them half their starting hit points. They are too slow to become rogues. If they have an intelligence of 16 or greater and someone to teach them, they can become wizards.
Cleric-Psionicists who reach 20th level in both classes may begin the transformation into an Elemental. If they choose to become and Earth elemental then they gain an additional 10% experience between level 21 and 30.
POWERS OF THE ROCK WEIRD
Powers: GREATER FOCUS
Rock Weirds can form a Greater Focus. This is similar to a Focus, a goal is sought, however this goal is far more important then a simple focus, it is something the Rock Weird is prepared to give his life to achieve. Examples include rescuing a loved one or family member, ensuring the survival of a large town or the race in general and stopping an major threat of an evil nature such as a high level villain.
During the Greater Focus the Rock Weird will perform no actions that are not related to achieving the goal of his focus. There is some lee-way in terms of survival, the Rock Weird will stop to eat and rest but only what is nessesary. The Rock Weird can not be talked into leaving his focus until it is complete and charms and illusions less then 4th level will not deter him from his goal (he becomes immune to them).
Once initiated, only Death or Success will end the Greater Focus. If there is any chance of completing the focus, no matter how remote, the Rock Weird will explore this possibility before the goal is considered unreachable. If at any time the goal of the Focus becomes unreachable for the Rock Weird, he will die, turning to true stone. At that point he will become a banshee, trying to complete his focus in this form.
If the goal of the focus was achieved by someone else, ei rescue someone, stop a threat etc, the Rock Weird will make efforts to confirm that the action has been completed and this will satisfy the focus.
During a Greater Focus, Rock Weirds gain a +4 to all saving throws and ability checks, +2 to hit and damage, +2 bonus to proficiency checks, +2 bonus to psionic power rolls and -20% chance of spell failure. Also a Rock Weird can ignore the element of Earth for 5 rounds per level each day during his Greater Focus. This includes ignoring gravity, all weapons made of materials from the ground, including wood and bone, but not living creatures and their natural attacks.
Rock Weirds are very cautious about talking on a Greater Focus for it can mean death as easily as success. If there is a reasonable chance that a goal can be achieved normally, perhaps with help, or with a regular Focus, the Rock Weird will explore these avenues first.
Using a Greater Focus is considered a Neutral action by Rock Weirds. However achieving a Greater Focus earns respect. Only one Greater Focus can be held at a time and only per year can be initiated. The maximum number of Greater Focuses a Rock Weird may have during his life is equal to his initial constitution score.
Powers: Toughness
Rock Weirds have a natural armor class of 0. They take 1 point of damage per die of damage from all normal attacks and are likely to regenerate this damage within the next hour. As a result they fear weapons that inflict 2 dice damage or greater, such as broadswords.
Damage from strength bonuses are half, rounding up, but Magical bonuses are added normally. Rock Weirds are protected from heat and cold and electrical attacks and take only 1 point of damage per die from these attacks. Magical attacks of spell level 3 or less inflict only 1 point per die but higher level spells inflict 1D2 pts per die.
Adventuring Rock Weirds are often thought to be crazy or suicidal because of the likelihood of injury. Even with their tough nature they avoid combat because even one point of damage shortens their lifespan by up to a hundred years and they value life greatly.
GENERAL INFORMATION
General: Flesh and Stone
While Rock Weirds are not immune to Flesh to Stone spells, they have a +5 bonus to save. If petrified, Rock Weirds become true stone and like any other victim of this effect, stand motionless for a very long time (Until released). This same bonus also applies to Stone to Flesh, which when cast against a normal Rock Weird, reduces his hit points to zero. (Flesh to Stone will reverse the damage if the Rock Weird survives. IE Cast within 10 rounds.)
Medusa are instinctively afraid of Rock Weirds. They will flee the presence of any Rock Weird with more Hit Dice then they posses. Gazers and Basilisks also have some fear of Rock Weirds but do not run from them.
Rock Weirds often try to befriend these races in order to teach them good alignments. Those that have succeeded eventually build a resistance to that particular creature's paralyzing vision. Working together with this race, Rock Weirds have created rock gardens of unparalled beauty. Rock Weirds use rock goggles while building resistance to a paralyzing gaze. Although this limits vision to 30 feet with no color, it renders the petrifying gazes harmless to them. Eventually they wear thinner and thinner goggles.
COMMENTS
***************
Carlos Garcia
***************
Sound pretty cool to me. Here is my(dreaded) opinion. Not being able to
heal is a bad flaw. In many campaigns they would never reach 2nd level. Damage
taken is also a bit two low. I know it all balances out but I'm thinking it's a
bit too extreme. how about this: They can be "healed" by a mason, as in stone
mason. Not much healing, maybe 1 hp per fight or wound. And increase the damage
taken to 2 per die. Just my thoughts. It Is a very cool and innovative Idea,
kudos to you for inventing your own race.
- Changes include the Healing 1 hp per wound. The result is that Rock Weirds
take no Damage unless damaged by 2 Dice weapons, Magical Weapons or persons
with exceptional strength. I decided 2pts/die would counter the healing of 1 hp
per wound.
*************
Jason Mckay
*************
I think your new race shouldn't be able to be a psionic due to its
Intelligence adjustment.
- Now there is a thought. Okay I dropped the int penalty and made them even
slower.
*****************
Dave P.a. Smith
*****************
What is their reproduction technique? I'd do a ceremony where several rock
wierds could get together and "infect" a proper type of stone with their
"DNA". The "infection" would spread to the area and shape of a wierd
eventually bursting forth as a full grown adult (or perhaps as an immature
version who cannot reproduce for some time). The type of stone and intrusions
could affect the new wierd as much as the genetics of the "parents" who
participated in the ceremony.
-Ideas much appreciated and incorporated into the race. I left some of the
messy details out and kept the idea of children and two parents.
MC>Flesh to Stone will heal a Rock Weird to complete health
MC>but this can only be done once per level of experience of the
Flesh to stone I don't know about. It seems to me that it would either
paralyze the rock wierd or have no effect. Perhaps the hit point loss
due to aging would be from the max hit point number and, say 1/10th of
inflicted damage do the same. (the fact that they eat means they must
grow or regenerate to an extent.)
-I have edited this so that they can be healed once a level by
any healing spell and Flesh to Stone has no effect on them.
And to address the healing, they now heal a limited amount after
receiving an injury.
Rock wierd clerics might develop spells to heal them or a certain type
of (rare) mineral might heal some damage. The clerics would not heal
damage done to wierds by unnecessary combat (let them learn caution).
- I have introduced the Philosopher stone as a curative agent.
Other ideas for healing agents are welcome.
MC>Their "blood" clots in a similar fashion to normal blood.
I imagine it would make good cement if y there were more of it.
-Here is the source of my idea for the healing of 1hp per wound.
Maybe they could save as Rock Hard from the item saving throws. If they
fail the save they take as much damage as they failed the roll by (a
normally weak attack could be a lucky one that shatters a bit or causes
a crack that spreads right into the creature).
- I decided not to go with this one and did the healing bit above.
Rangers might fight as clerics to avoid the problems inherent in
learning the fighter profession.
-Rangers now have Clerical Thac0.
MC>or Psionicists. They might make excellent fighters but the
Phsychometabolism would only be good for the powers that affect others
unless they developed their own version designed for their body type.
- The DM will have to adjust certain powers, I've addressed
problems with some powers already.
I'd give them a move of 6". Walking on ordinary ground might be like a
human walking on a soft sand beach due to their great weight.
- Actually I've decided they are even slower and given them a MR 4.
OVERVIEW: Good and Bad Points
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Good Points
Lawful Good
Lifespan of Hundreds of Years
Focus/Greater Focus
Eat 1/week, Drink 1/month (Very Slow Metabolism)
-Poisons take much longer to take effect
ROCK VISION 30 feet
-Detect movement on stone 1-5 on 1D6
-Detect sliding/shifting walls or rooms 1-4 on 1D6
-Detect stonework traps, pits, and deadfalls 1-3 on 1D6
Take less damage from weapons
1D12 hit points regardless of class
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Not so good points
Low Birth Rate
Do Not Heal
Movement Rate 4
Rangers Take Clerical Thac0
No Rogues
Low Level limit for many classes
Mark Charke
NHHB-March98: Character Race
SHIMAL
Name of Race: Shimallrial
Creator of Race: Jason Brandt
E-MAIL: Jason.Brandt@haven.ship.net (old)
Language of Race: Shrimallrial
Languages: Elvin
Hit Dice: By class
Alignment: Tends towards True Nuetral
Natural Armor Class: -1
Native Environment:
Locations:
Movement: 48
Size: Man Sized
TABLE 1 : Ability Score Adjustments
Strength -4
Dexterity +1
Constitution -2
Intelligence +4
Wisdom -
Charisma -
TABLE 1B: Sence Score Adjustments
Sight -
Smell -
Hearing -
Taste -
Touch -
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength 3 8
Dexterity 3 19
Constitution 3 13
Intelligence 10 20
Wisdom 3 18
Charisma 3 18
TABLE 2B: Sence Score Range
Sight 3 18
Smell 3 18
Hearing 3 18
Taste 3 18
Touch 3 18
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter -
Gladiator -
Ranger -
Palidin -
Wizard
Mage U
Specialist U
Elementalist U
Wild U
Priest
Cleric 10
Druid 20
Shaman 10
Witch Doctor 10
Rogue
Thief 8
Bard 15
Psionicist
Clairsentient 13
Psychokinetic 13
Psychometabolist 13
Psychoporter 13
Telepath 13
Multiclass Options:
Dual Class Options: None
TABLE 4 : Size and shape
Base Height:
Modifier...:
Base Weight:
Modifier...:
TABLE 5 : AGE
Base Age:
Variable:
Maximum Age Range (Base+Variable):
Average Maximum Age:
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1Int/Wis *
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +1 Wis *
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis *
TABLE 7 : AGE
Middle Age (1/2 Base Max)..:
Old Age (2/3 Base Max).....:
Venerable (Base Max).......:
Average Maximum Age.......:
TABLE 8 : Thieving Skills
Pick Pockets: -
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
HISTORY OF THE SHIMALLRIAL
The Shimallrial are said to come from the elvish homelands, the place where old elves go. They are rumor, legend, but have basis in fact. Kin to both spirits and the world of men, many say that they are the elder elves new form. As to the truth, who knows for sure?
BIOLOGY OF THE SHIMALLRIAL
The Shimallrial have almost no corporeal body, this is what results in their extremely low natural Armor Class. Of course, this makes it hard to hold weapons or spell components. They appear to be misty, transparent, elflike shapes most commonly, although they can shape themselves into anything they wish of the same general area. Although they cannot pick locks in the traditional manner, Shimallrial Thieves can flow into a lock and move the tumblers from inside by compacting their mass into a small area. This gives them just enough tangebility for the task. They can fly, and suffer few ill effects from the wind to their intangebility. However, impacting with solid objects can be unpleasant, as they are tangible enough to feel discomforts from the merging.
SOCIOLOGY OF THE SHIMALLRIAL
The Shimallrial, or Shimal's are a quiet, thoughtful race. They discuss all subjects from war to philosophy whenever one meets another. They believe that you can never make a concrete argument until you have seen all facts first hand for yourself. So the mere wavering of a discussion towards how a specific place or person relates to the conversation at hand is enough for any Shimal who has not seen the place/thing to excuse themselves immediately to see for themselves.
The Shimal have developed their own system of spellcasting that for the most part negates the material component. However, the only place to learn new spells is the elven homelands, or from another travelling Shimal. Shimal may learn any demi-human spell with no material component as they translate directly over. At higher levels, Shimal wizards may research demi-human material components to attempt to remove the need for the material.
Shimal communication sounds like the slightest rustling of tree branches and leaves by the wind. With effort, and knowledge, the Shimal can concentrate enough to form ghostly words in common or other languages. Elvish, however, is a different matter. The sing-song like quality of the language vibrates the entire Shimal body, and the Shimal can create the language by using its entire body as a choral instrument.
Weapon Proficiencies: None
NonWeapon Proficicencies: Philosophy (W/0), Reading(I/+1)
POWERS OF THE SHIMALLRIAL
Incorporeal: Effective natural AC of -1, but they can never wear physical armor of any type. Can travel through solid substances at 3/4 normal speed.
Flight: Maneuverability class A, Top speed 50km/hr
Incorporeal: Cannot hold physical items of any kind heavier that a blade of grass or leaf.
GENERAL INFORMATION
NOTES
The ideas in this race are really interesting. I think the non-
corporeal issue need some more details. Perhaps you could delve into their
history. Like everyone else I want to know where this race comes from.
I could put this material in as hidden materials that could be later
discovered.
I don't like the idea of dropping spell components. DM's can always do
that latter in their own games if they want. I prefer to leave these details
in. They not only restrict mages but give them another element to role play.
Armor class suggestions.
Base AC: 5 (Level 1)
Level 3: 4
Level 5: 3
Level 7: 2
Level 9: 1
Level 11: 0
Level 13: -1 (Best AC)
AB> the prime plane (earth). I recommend these be lawful good elvin
AB> spirits who have earned the right to return to the real world and
AB> interact one last time, adventure again from first level.
Ok, but I don't like the idea of existing on two planes. Perhaps they
are in fact LG elvin spirits who have earned the right as you said, and have
to exist as Shimal to complete the final cycle in their evolution.
Lo> The Shimal have developed their own system of spellcasting
Lo> that for the most part negates the material component.
AB>
AB> Everyone seems very big on loosing the material components.
AB> I see MC's as the DM's way of controlling certain spells to make sure
AB> they aren't abused. It is the handicap on spells. Dropping this
AB> handicap makes wizards far more powerful, especially if they get those
AB> spells with expensive material components such as stone skin.
True enough, but intangible as they are, spell components are
difficult to handle, that's why I said that they can only learn humanoid
spells with no spell components, and Shimal spells only when they start or
from other Shimal. Perhaps every 5 levels or so they are allowed access back
to their homelands in a spell quest.
Another option is that they must use the natural elements of the
world to cast their spells. ie, they must be within 'touching' distance of
the proper substance.
Or they need all the spell components, so require a
retainer/apprentice to carry/prepare the components.
As for their changing shape, they must have physically passed through
the object/person they wish to emulate. And the o/p must have the same
surface area as their natural form.
Ä Area: ERSII.RPG.1 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Msg#: 1 Date: 02 Sep 95 11:11:15
From: Amethyst Blade
To: Lothar
Subj: Re: Non-Humanoids Handbook
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Well this is my first entry so I've got lots of comments. I don't want
to tear the race apart because you've put a lot of work in on it. Of course
I've probably done a good job of that. My apologies in advance.
I'm really looking for originality in this book. This is the most
important thing, so I'd prefer your ideas rather then mine. I've commented
where I thought the race was too similar to another or too powerful or weak.
I like many of the ideas in this race. There are a few ideas that I
think need to be tacked down better. I don't think this race should be able to
take any form they want. This is make them much like any other ghost or spirit,
just a little more solid. The race needs something to stand it apart from a
ghost.
I have noticed that in the creation of new ideas for games people
often use extreme changes or adjustments to make their idea stand out as being
different.
ABILITY SCORES
No race in any tsr publication has had more then a +4 adjustment. This
is considered a huge adjustment. An adjustment of 7 or 10 is simply unheard
of. I think there is a better way of dealing with this.
You obviously want a very low strength and Constitution. How about a
-4 strength and -2 Constitution. This says to anyone that these are poor
qualities of this race. Your racial maximum of 8 for strength and thirteen for
Constitution will keep these score down. Otherwise players will have to
sacrifice their lucky role of 18 to get a strength score of 8!!!
With the lesser adjustments players will probably use their 5-10 scores to get
a strength of 1-6 which is very low.
AB> Ability Score Adjustments
AB> Strength -10
AB> Dexterity +1
AB> Constitution -5
AB> Intelligence +7
AB> Wisdom 0
AB> Charisma 0
I Recommend:
Strength -4 Very Low
Dexterity +1 High
Constitution -2 Low
Intelligence +4 Very high
Wisdom -
Charisma -
An intelligence of 20 or greater quickly approaches godlike.
I think the intelligence limit may be a little high. I don't recall any race
with such scores....except perhaps the 1/2 giant from Dark Sun with a maximum
score of 24 str. With my suggested adjustments the max int drops to 22.
(Otherwise the ranges look reasonable.)
AB> Ability Score Range
AB> Ability Minimum Maximum
AB> Strength 3 8
AB> Dexterity 3 19
AB> Constitution 3 13
AB> Intelligence 10 23
AB> Wisdom 3 18
AB> Charisma 3 18
A very low natural armor class. Perhaps this could be tailored to be lower
with immunities to certain attacks? Or perhaps the AC could start fairly high
and work it's way down?
Base AC: 5 (Level 1)
Level 3: 4
Level 5: 3
Level 7: 2
Level 9: 1
Level 11: 0
Level 13: -1 (Best AC)
AB> Natural Armor Class: -1
The AD&D system places a great deal of importance of class limits.
Only humans enjoy unlimited levels in all classes. No other classes is
unlimited in more then one area.(Drow are unlimited wizards. Halflings are
unlimited bards etc.) I suggest you pick one area Mages or Psionicists
and allow this race unlimited in that class only.
Elves aren't natural psionics but they are big on magic. I would
suggest that they gain unlimited in wizard classes but limit the psionic
classes.
AB> Class Restrictions
AB> Class Maximum Level
AB> Mage Unlimited
AB> Specialist Unlimited
AB> Elementalist Unlimited
AB> Wild Unlimited
AB> Priest
AB> Cleric 10
AB> Druid 20
AB> Shaman 10
AB> Witch Doctor Unlimited
AB> Rogue
AB> Thief 8
AB> Bard 15
AB> Psionicist
AB> Clairsentient Unlimited
AB> Psychokinetic Unlimited
AB> Psychometabolist Unlimited
AB> Psychoporter Unlimited
AB> Telepath Unlimited
AB>
AB> Background - The Shimallrial are said to come from the elvish homelands,
Lo> the place where old elves go. They are rumor, legend, but have basis
Lo> in fact. Kin to both spirits and the world of men, many say that they
Lo> are the elder elves new form. As to the truth, who knows for sure?
I'll offer the idea of Elvin spirits "visiting" the prime material
plane from some positive plane. In a similar manor that undead exist both on
the negative plane and the prime plane, these shimallrial could exist both on
another plane (positive plane?) and the prime plane (earth).
I recommend these be lawful good elvin spirits who have earned the
right to return to the real world and interact one last time, adventure again
from first level.
Lo> Incorporeal: Effective natural AC of -1, but they can never
Lo> wear physical armor of any type. Can travel
Lo> through solid substances at 3/4 normal speed.
Lo> Flight: Maneuverability class A, Top speed 50km/hr
The speed is far too high. 50kmh is a movement rate in the hundreds.
I recommend a movement rate of 48 which is far far slower but faster then a
horse, more like a horse charging.
Lo> The Shimal have developed their own system of spellcasting
Lo> that for the most part negates the material component.
Everyone seems very big on loosing the material components.
I see MC's as the DM's way of controlling certain spells to make sure they
aren't abused. It is the handicap on spells. Dropping this handicap makes
wizards far more powerful, especially if they get those spells with expensive
material components such as stone skin.
Mark Charke
Ä Area: RPG #1: England Of The Crusades ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Msg#: 746 Rec'd Local Date: 12 Sep 95 23:37:58
From: Lothar Read: Yes Replied: No
To: Amethyst Blade Mark:
Subj: Re: Non-Humanoids Handbook
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
-=> Amethyst Blade was shouting at Lothar about<=-
AB> ABILITY SCORES
AB>
AB> No race in any tsr publication has had more then a +4
AB> adjustment. This is considered a huge adjustment. An adjustment of 7
AB> or 10 is simply unheard of. I think there is a better way of dealing
AB> with this. You obviously want a very low strength and
AB> Constitution. How about a -4 strength and -2 Constitution. This says to
AB> anyone that these are poor qualities of this race. Your racial maximum
AB> of 8 for strength and thirteen for Constitution will keep these score
AB> down. Otherwise players will have to sacrifice their lucky role of 18
AB> to get a strength score of 8!!! With the lesser adjustments players
AB> will probably use their 5-10 scores to get a strength of 1-6 which is
AB> very low.
AB> I Recommend:
AB> Strength -4 Very Low
AB> Dexterity +1 High
AB> Constitution -2 Low
AB> Intelligence +4 Very high
AB> Wisdom -
AB> Charisma -
This looks good. I didn't work out the math very carefully, so I
agree with your calculations. THis indeed works better.
AB>
AB> An intelligence of 20 or greater quickly approaches godlike.
AB> I think the intelligence limit may be a little high. I don't recall
AB> any race with such scores....except perhaps the 1/2 giant from Dark
AB> Sun with a maximum score of 24 str. With my suggested adjustments the
AB> max int drops to 22. (Otherwise the ranges look reasonable.)
AB> A very low natural armor class. Perhaps this could be tailored to be
AB> lower with immunities to certain attacks? Or perhaps the AC could
AB> start fairly high and work it's way down?
AB>
AB> Base AC: 5 (Level 1)
AB> Level 3: 4
AB> Level 5: 3
AB> Level 7: 2
AB> Level 9: 1
AB> Level 11: 0
AB> Level 13: -1 (Best AC)
Works very well. I hadn't thought of doing it that way.
AB> Natural Armor Class: -1
AB>
AB> The AD&D system places a great deal of importance of class limits.
AB> Only humans enjoy unlimited levels in all classes. No other classes is
AB> unlimited in more then one area.(Drow are unlimited wizards. Halflings
AB> are unlimited bards etc.) I suggest you pick one area Mages or
AB> Psionicists and allow this race unlimited in that class only.
AB> Elves aren't natural psionics but they are big on magic. I
AB> would suggest that they gain unlimited in wizard classes but limit the
AB> psionic classes.
Ok, I choose wizard as they are based on elves.
AB> Background - The Shimallrial are said to come from the elvish homelands,
Lo> the place where old elves go. They are rumor, legend, but have basis
Lo> in fact. Kin to both spirits and the world of men, many say that they
Lo> are the elder elves new form. As to the truth, who knows for sure?
AB>
AB> the prime plane (earth). I recommend these be lawful good elvin
AB> spirits who have earned the right to return to the real world and
AB> interact one last time, adventure again from first level.
Ok, but I don't like the idea of existing on two planes. Perhaps they
are in fact LG elvin spirits who have earned the right as you said, and have
to exist as Shimal to complete the final cycle in their evolution.
Lo> Incorporeal: Effective natural AC of -1, but they can never
Lo> wear physical armor of any type. Can travel
Lo> through solid substances at 3/4 normal speed.
Lo> Flight: Maneuverability class A, Top speed 50km/hr
AB>
AB> The speed is far too high. 50kmh is a movement rate in the hundreds.
AB> I recommend a movement rate of 48 which is far far slower but faster
AB> then a horse, more like a horse charging.
Good. I didn't know exactly what the conversions were. Charging horse
speed was more what I had in mind.
Lo> The Shimal have developed their own system of spellcasting
Lo> that for the most part negates the material component.
AB>
AB> Everyone seems very big on loosing the material components.
AB> I see MC's as the DM's way of controlling certain spells to make sure
AB> they aren't abused. It is the handicap on spells. Dropping this
AB> handicap makes wizards far more powerful, especially if they get those
AB> spells with expensive material components such as stone skin.
True enough, but intangible as they are, spell components are
difficult to handle, that's why I said that they can only learn humanoid
spells with no spell components, and Shimal spells only when they start or
from other Shimal. Perhaps every 5 levels or so they are allowed access back
to their homelands in a spell quest.
Another option is that they must use the natural elements of the
world to cast their spells. ie, they must be within 'touching' distance of
the proper substance.
Or they need all the spell components, so require a
retainer/apprentice to carry/prepare the components.
As for their changing shape, they must have physically passed through
the object/person they wish to emulate. And the o/p must have the same
surface area as their natural form.
So?
NHHB-March98: Character Race
SPIDER DRAGON
*Race incomplete*
Name of Race: Spider Dragon
Creator of Race: Derrick Villanueva
E-mail: Unknown
Language of Race:
Languages:
Hit Dice:
Alignment:
Natural Armor Class:
Native Environment:
Locations:
Movement Rate:
Size:
TABLE 1 : Ability Score Adjustments
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
TABLE 1B: Sence Score Adjustments
Sight
Smell
Hearing
Taste
Touch
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
TABLE 2B: Sence Score Range
Sight
Smell
Hearing
Taste
Touch
Esp
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter -
Gladiator -
Ranger -
Palidin -
Knight -
Kensai -
Barbarian -
Bushi -
Samurai -
Wizard
Mage -
Specialist -
Elementalist -
Wild -
Wujen -
Priest
Cleric -
Druid -
Shaman -
Witch Doctor -
Shukenja -
Sohei -
Monk -
Earth -
Air -
Fire -
Water -
Rogue
Thief -
Bard -
Bard Assassin -
Ninja -
Ninja (Clan) -
Ninja (Family) -
Trader -
Yakuza -
Psionicist
Clairsentient -
Psychokinetic -
Psychometabolist -
Psychoporter -
Telepath -
Multiclass Options:
Dual Class Options:
TABLE 4 : Size and shape
Base Height:
Modifier...:
Base Weight:
Modifier...:
TABLE 5 : AGE
Base Age:
Variable:
Maximum Age Range (Base+Variable):
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1Int/Wis *
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +1 Wis *
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis *
* This table is for Humanoids. You may change it for your race if you wish.
TABLE 7 : AGE
Middle Age (1/2 Base Max): <1/2 Maximum age without variable>
Old Age (2/3 Base Max): <2/3 Maximum age without variable>
Venerable (Base Max): <Maximum Age without variable.>
Average Maximum Age: <Maximum possible age>
TABLE 8 : Thieving Skills
Pick Pockets: -
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
HISTORY OF THE SPIDER DRAGON
BIOLOGY OF THE SPIDER DRAGON
SOCIOLOGY OF THE SPIDER DRAGON
POWERS OF THE SPIDER DRAGON
GENERAL INFORMATION
NOTES
NOTES - I declare this, at first sight, to be THE munchkin race of the book.
So I'm going to make it a special race and hope to turn it into one of
the best races in the book.
I need a ton of more details and imformation on this race. It's a lot
to ask, I don't want to just create a monster for a monstrous manual, this has
to be a race with enough detail that someone knows how to play it.
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
--- ORIGINAL POST ---
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Area: RPG General Discussion
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Msg#: 78 Rec'd Local Date: 29 Oct 95 08:59:04
From: Derrick Villanueva Read: Yes Replied: No
To: Mark Charke Mark:
Subj: Humanoid
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Here's a non-humanoid I have thought up
The Spider-Dragon hybrid (Glass-Red)
Activity Cycle: Any
Diet: Any
Intelligence: 15
Treasure: Special
Alignment: true Neutral
No. Appearing: 3
AC: 0 to -5
Mvmnt:10, Fly 30 (c), Swim 6
HD: 13 Base
THAC0: 5
Number of attacks: 3
Damage/ Attack: Spider bite 2d8/ DragonClaw 1d8/ Tail Whip 1d8
Special Attacks: Poison, Firebreathing
Special Defenses: See below
Magic Resistance : 70%
Size: 45' and above
Morale: 16
XP Value: variable
Breath Weapon: Fire
5d6 +5
Special Attack: Poison Bite
Must save vs. Poison at -2 or take triple damage, if saved, take the damage
rolled
Treasure:H
XP Value:15,000
Powers: Immune to Fire, Immune to Mind Weapons like Fear
Immune to Lightning or electricity, will reflect to caster if hit
Languages:4
1 Communicate with SPiders
2 Communicate with Humans
3Communicate with Dragons
4 Speak Elven
Wizard Spells:
Stinking Cloud (5/ day)
Slow (3/day)
Detect Magic (6/day)
Fear (3/day)
Well, that's it, tell me if it's ok, I have the wickedest drawing!!!! for it
NHHB-March98: Character Race
STYCK
Name of Race: Styck (Pronounced: Stike)
Creator of Race: Mark Charke
E-mail: MCharke@AOL.Com
Language of Race: Stycit
Languages: Common, elven
Hit Dice: 1 hit point per level
Alignment: Any
Natural Armor Class: 11
Native Environment: Dense Forest
Locations: Pel
Size: Small to Medium (varies)
TABLE 1 : Ability Score Adjustments
Strength -4
Dexterity +2
Constitution -4
Intelligence -
Wisdom -
Charisma -
TABLE 1B: Sence Score Adjustments
Sight -
Smell -
Hearing -
Taste -
Touch -1
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength 1 7
Dexterity 16 20
Constitution 1 14
Intelligence 3 18
Wisdom 3 18
Charisma 3 18
TABLE 2B: Sence Score Adjustments
Sight 3 18
Smell 3 18
Hearing 3 18
Taste 3 18
Touch 3 16
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter -
Ranger -
Palidin -
Wizard
Mage 12
Specialist 11
Elementalist 10
Wild 9
Priest
Cleric 14
Druid 14
Shaman 9
Witch Doctor 9
Rogue
Thief 14
Bard 14
Psionicist
Clairsentient 14
Psychokinetic 14
Psychometabolist 14
Psychoporter 14
Telepath 14
Multiclass Options: Psionicist/Mage, Psionicist/Thief, Psionicist/Cleric
Mage/Cleric, Mage/Psionicist/Thief
Dual Class Options: None
TABLE 4 : Size and shape
Base Height: 4 feet
Modifier...: 2D12 inches
Base Weight: 10 lbs
Modifier...: 2D10 lbs
TABLE 5 : AGE
Base Age: 1
Variable: 1D4
Maximum Age Range (Base+Variable): 16+1D4
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1 Int/Wis *
Old Age (2/3 Base Max): -2 Str/Con, +1 Int/Wis *
Venerable (Base Max): -1 Str/Con; +1 Int/Wis *
TABLE 7 : AGE
Middle Age (1/2 Base Max)..: 8
Old Age (2/3 Base Max).....: 12
Venerable (Base Max).......: 16
Average Maximum Age........: 20
TABLE 8 : Thieving Skills
Pick Pockets: +10%
Open Locks: +10%
Find/Remove Traps: +10%
Move Silently: +10%
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
HISTORY OF THE STYCK
The Styck, like many other non-humanoid races, come from Pel. They are a plant and insect race. On Pel there are several other races that do not fit into the standard animal classes and the Styck are not particularially unique on Pel, there are other similar races that share plant and insect qualities. Stick can be found anywhere on Pel and have a long history.
BIOLOGY OF THE STYCK
The Pel look like stick men. They stand from four to six feet tall with very thin limbs and torso that rarely exceed a diameter of one inch. Their heads are shaped like a water drop, swept back at the end, with two eyes, two holes for a nose and a mouth. Styck are covered in a hard chitonous skin covering, like an insect, but it is a clear milky white color, sometimes with shades of green, blue or orange. Under the clear surface complex cords of pink muscle can be seen.
Styck have no heart or lungs. They absorb oxygen directly through their skin into the blood. The thin muscles contract and force blood to move about the body. As a result Styck do not breath, but they have a distinct pulse. Styck have internal cartlidge but no bone, the cartlidge and hard outer shell make up the skeletal structures.
The head has the hardest and thickest shell and protects the brain. Styck have normal vision as well as ultravision that is effective to 30 feet. They can see by the ultraviolet radiations which come from the sun, even at night. This makes this vision only effective on the surface with sky visible. Dense forest and indoors will limit ultravision.
Styck eat very little, mostly drinking water. What food they eat is stored in a cavity in their head below the brain. The rest of their nourishment comes from solar energies. They perform Photosynthesis like a plant, storing solar energies in the form of sugar. Styck are lathargic at night and normally sleep shortly after it gets dark but they can operate in the dark fairly well. Styck must spend one day per month in true sunlight or they will starve.
Styck are physically very weak but they are extremely agile. As a result they only receive 1 Hit Point per level no matter what class they choose and can not have exceptional strength or gain a constitution bonus to hit points (neither of these scores goes high enough to grant it).
Reproduction is achieved through division. When a Styck reaches his maximum age, he breaks up into "sticks" which each mature into Styck. Infant mortality rate is 75%, and of 5 potential offspring, only 1 or 2 normally survive. The young can not tolerate any sort of damage until they mature in about 1 week. The mortality rate drops to about 60% if the Styck breaks up in water.
The young Styck retain very little from their parent. Obviously Styck never meet their parents. Other Styck adopt and take care of young in a family like structure.
Recently a mutation has created a new breed of Styck which mate and produce a single offspring, without the division of the parents. This evolution scares the Styck as they see death as rebirth. These new Styck do not break up when they reach their maximum age. The new Styck are all red or pink and are called Red Styck. There are many other types of Styck but these two are most common.
Styck can only properly use weapons that weigh 5 pounds or less and they can not use large or bigger weapons. Styck inflict half damage with weapons that weight 6 to 10 pounds and rarely use them. Styck can not use weapons that weigh more then 10 pounds. In addition Styck can not use any normal bows or crossbows because the pounds pull is too great. They use a special bow (SEE Styck Bow in Sociology).
SOCIOLOGY OF THE STYCK
Styck are quite sophisticated. They do a lot of writing and art and their culture has a lot of literature. They prize magical and psionic pursuits as adventures. Rogues receive no better treatment in their society then any other. Clerics are respected for their wisdom and powers but religion is not considered an art, but rather, a dedication. Styck do not become warriors.
Styck may use their initial weapon proficiencies as non-weapon proficiencies if they wish. Styck are not especially pacifist, they are realistic. They are best far from combat. When Styck do learn weapons they prefer projectile weapons that will keep them far from combat.
They think nothing of using poison, gas weapons or barbed weapons against opponents. Styck look upon the other races as huge and hulking. This does not mean they resent the other races but they recognize the huge combat advantage of other races. In combat they take every advantage. This leaves them with a poor reputation but most humanoid fighters who see a Styck realize where their reputation comes from.
The Styck Bow is well known on Pel. It is made of a special plant that contracts when exposed to a special herb. When the Styck ready and arrow, they hold the herb in their bow hand and touch it too the bow just as they fire the arrow. This causes the bow to snap straight and projects the arrow with greater force then when the Styck could normally use. Styck bows and crossbows function the same as any other bow except they have half the speed factor and require special arrows and bolts.
POWERS OF THE STYCK
Styck can absorb oxygen from water. It isn't as effective as when above the water and they must surface for 1 hour per day underwater. In addition they still require sunlight and normally only travel as deep as the sunlight penetrates the water.
Styck can phase through solid matter. This is the result of their peculiar cellular structure and psionic skills. They can phase through 1 foot per level of any substance. It takes 1 round per foot. Once the Styck has passed through this limit they can not use the power again until they have had 1 turn of rest per foot or round of use.
If Styck get stuck inside solid matter, they can not move but are not harmed. Another Styck can free them by using this ability. If they are not removed starvation will eventually be a problem. A Styck can move up to his weight allowed with him. As a result, sometimes when a Styck gets stuck, it takes several others to drag the individual out because of their low strength.
Styck can phase through organic matter like a tree or a person. If a Styck gets stuck within a person no damage is inflicted to either unless they make major movements beyond standing still. In this case, 1 point of damage is inflicted for each second of movement.
Styck can use this ability to allow weapons to pass through them. This automatically foils any single attack that would normally have hit and counts as having passed through 1 foot of matter. Thus a Styck can avoid 1 attack per day per level of experience. Any further attacks inflict damage normally.
GENERAL INFORMATION
It is an ongoing joke that Styck are afraid of dogs. They are.
Mark Charke
NHHB-March98: Character Race
TELEBU
Name of Race: Telebu, Tube worms, the snake people
Creator of Race: Mark Charke
E-mail: MCharke@Aol.Com
Language of Race: Tel
Languages: Common
Hit Dice: By class, D8 is the largest possible die.
Alignment: Any Good, tend toward Lawful Good
Natural Armor Class: 10
Native Environment: Pel
Locations: Any prime planes
Movement Rate: 12
Size: Man Sized
TABLE 1 : Ability Score Adjustments
Strength -1
Dexterity +1
Constitution -1
Intelligence -
Wisdom +1
Charisma +3
TABLE 1B: Sence Score Adjustments
Sight -
Smell -
Hearing -
Taste -
Touch +1
ESP +1 Vibration Sense
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength 2 17
Dexterity 9 18
Constitution 2 17
Intelligence 3 18
Wisdom 9 18
Charisma 12 20
TABLE 2B: Sence Score Range
Sight 3 18 * Infravision 10 feet
Smell 3 18
Hearing 3 18
Taste 3 18
Touch 4 19
ESP 4 19 * DirtVision 30 feet
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter 20
Gladiator 20
Ranger 20
Palidin U
Knight 20
Kensai 20
Barbarian 20
Bushi 20
Samurai U
Wizard
Mage -
Specialist -
Priest
Cleric 9
Druid 9
Rogue
Thief 9
Bard -
Ninja 9 (Oriental)
Psionicist
Clairsentient 5
Psychokinetic 5
Psychometabolist 5
Psychoporter 5
Telepath 5
Multiclass Options: Fighter/Cleric, Fighter/Thief, Fighter/Psychometabolist
Dual Class Options: None
TABLE 4 : Size and shape
Base Height: * Length 400 feet
Modifier...: * 1D100
Base Weight: 130 Lbs
Modifier...: 2D20 LBs
TABLE 5 : AGE
Base Age: 17
Variable: 1D4
Maximum Age Range (Base+Variable): 100+1D20
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1Int/Wis *
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +1 Wis *
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis *
TABLE 7 : AGE
Middle Age (1/2 Base Max)..: 50
Old Age (2/3 Base Max).....: 66
Venerable (Base Max).......: 100
Average Maximum Age........: 120
TABLE 8 : Thieving Skills
Pick Pockets: +15%
Open Locks: +5%
Find/Remove Traps: +5%
Move Silently: -10%
Hide in Shadows: -10%
Detect Noise: -
Climb Walls: +15%
Read Languages: -
HISTORY OF THE TELEBU
The Telebu are a fantastic earthworm race that developed on Pel. Before they developed intelligence they used to live deep under the surface. Eventually they did find their way to the surface and developed the ability to feel light which gave them sight and a reason to remain on the surface. Since then they have spread all over Pel becoming a rare race in most areas.
BIOLOGY OF THE TELEBU
Telebu look and act like "Earthworm Jim". However their main body is composed of hundreds of feet of their thin tube-like form. They have an eternal smile on their face and a gleam in their eye that never goes away.
Telebu grow to extreme lengths reaching five to six hundred feet in length with a half inch diameter. Their colors range from spotted brown to green to deep blue and even red.
All Telebu developed from the early earthworm variety that eventually made it's way to the surface where it developed high intelligence ages ago. Telebu learned to mimic other creatures but knotting themselves up into similar shapes. At first this was crude and pointless but eventually their forms adapted and they became better at this form of shape shifting.
Any form a Telebu takes will look roughly like intended creature but made of thousands of small tubes meshed and organized in such a complex manor as to put wonder into the heart of a master of origami. Telebu can move about in the same fashion as the creature they are mimicking but beyond that, they gain nothing of that creature's form.
The study of humans has been the Telebu's greatest accomplishment. They can mimic a human face expertly, although the different Telebu branches do this in different ways.
There are seven varieties of the Telebu today. Earthworm, Cobra, Hydra, Python, Flying, Hydro and Pyro. Each is very similar and their cultures are closely associated although each has distinct characteristics. The stats are for Earthworm Telebu.
Earthworm Telebu's are the longest and the thinnest. Like a worm, they have no discernible head. Their central nervous system is spread about their entire form. When assuming a human form they have no real eyes or ears or nose, but close look alike structures. Delicate air manipulation, however, allows them to speak with a dry rasping tone.
Their facial structure is so tight and flat and expertly made that is appears like an odd colored human face with faint lines that mark the divisions between the separate sections. Telebu achieved this by actually fattening out their body and changing the texture to more closely approximate the human face.
Hydra Telebu's simply have many heads. They are a mutant offspring of the Earthworm Telebu and live with that society.
Cobra Telebu's are fairly thick, an inch in diameter near the head thinning down to less then half an inch near the tail. With their Cobra Cowl fanned out, they have a face as large as any human but often they will build up their head mass with extra "tubes" when assuming a human form. Although their facial structure remains distinctly snake like they have real eyes and mouth and can speak with a hissing tone.
Python Telebu are the shortest and the thickest, normally about two inches to five inches in diameter and ten to forty feet long. They can not form humanoid shapes but sometimes collectively attempt large shapes such as giants or whales.
Flying Telebu are thin like the Earthworm but have a flap of skin trailing down each side of their form, extending out about an inch on each side. They use these to creature humanoid and large birdlike forms that can fly. They can, all stretched out, glide but can not lift off.
Hydro Telebu are Earthworm Telebu that can breath water. The do not have infravision but otherwise are identical to Earthworm Telebu. They can not survive outside of an aquatic environment for more then several hours. These Telebu have associations with the elemental plane of water and take clerical classes associated with water. These Telebu can reach 9th level as Water Elementalist wizards.
Pyro Telebu have some association with the elemental plane of fire and are immune to the terrible heat of volcanic lava flows. They can reach 9th level as Fire Elementalist wizards. Their clerics serve fire. Their form burns with fire that does not harm them. They have a temperature that is hot enough to harm others through contact, 1 pt per round. Water causes 1 pt of damage per round when they are exposed to it.
Pel has near constant rain in some areas and Pyro Telebu rarely come to the surface. They live underground where they have learned to assume human shape.
They have a natural armor class of 5 and immunity to fire. They take double damage from cold and can not survive in snowy whether. Their heat melts all but metal items, which eventually warp under the constant heat. They can only use some magical and stone items, otherwise they are almost incapable of using any equipment.
All Telebu mate and then lay eggs which hatch into young Telebu about the size of a normal earthworm. These live underground for the first several years of their life. Most Telebu absorb nutrients directly from the ground, including moisture. Pyro Telebu feed off of heat and rock. They all sleep about a third of the time in varies cycles.
When moving underground, they can detect what is within 30ft of them in all directions through soft materials, or 15 feet through hard materials. Move Silently will elude this sense as it is a combination of hearing and feeling. They have 10 foot infravision.
Telebu, when stretched out, take minimum falling damage.
SOCIOLOGY OF THE TELEBU
The Telebu are a Palidin society. They are all extremely good. They are also terminally brave and cheerful. They have a smile that never goes away and a bravery that sometimes gets them killed by the scores when evil appears.
Their zeal and bold nature knows no bounds. They race into battle with a cry to their lord of Pel, a sword held high, and whatever bits of armor they can scrape up. They are as fearless as Kender. They have no fear of heights or falling and are known for their almost insanely dangerous acrobatic acts. They can easily stretch out their limbs and do things few other races can do.
Almost a tenth of their society is made up of Palidin's. Since there is very little evil on Pel, they leave whenever they can, to battle evil elsewhere.
Telebu are known as hopeless romantics. They mate for life. Palidin Telebu are notorious for falling in love with other races. However they hate undead. They can not stand their presence and will not tolerate being near them, good or evil.
Chaotic Telebu normally become thieves, and Neutral Telebu normally become druids if they become adventurers.
Telebu do not learn magic. Their culture is suspicious of magic and view it as neutral or evil. Powers granted from a deity are acceptable and powers from their mind are also good too but magic is seen as drawn from evil spirits.
Telebu believe that all people are born good and only through the acts of their life become evil. They are forever trying to "save" people and return them to goodness.
POWERS OF THE TELEBU
This race has the powerful ability to shapeshift by shaping themselves into different forms. They can accurately mimic vines, in fact, all their forms look like a collection of vines. These can support up to their weight allowed.
Telebu have a base 5% chance of learning one of the Psionic Powers on the following table. Each level this chance increases by 1%, which a check every level, until the Telebu develops a power. After that no further checks are made.
TABLE: Roll 1D20
1 Complete Healing
2 Metamorphosis
3 Adrenaline Control
4 Body Weaponry
5 Body Equilibrium
6 Catfall
7 Chameleon Power
8 Expansion
9 Flesh Armor
10 Graft Weapon
11 Heightened Senses
12 Immovability
13 Lend Health
14 Mind Over Body
15 Share Strength
16 Suspended Animation
17 Roll for wild talents
18 Roll for wild talents
19 Choose any one power
20 Roll again twice
GENERAL INFORMATION
Mark Charke
NHHB-March98: Character Race
WHALE, KILLER
Name of Race: Killer Whale
Creator of Race: Roger Kuiper
E-mail:
Language of Race: Orcane
Languages: Orcane, Whale
Hit Dice: Double class hit dice
Alignment: Lawful Neutral (Good) (LG toward sea creatures)
Natural Armor Class: AC4
Native Environment:
Locations:
Movement Rate:
Size: Gargantuan
TABLE 1: Ability Score Adjustments
Strength +1
Dexterity -
Constitution +1
Intelligence -
Wisdom -1
Charisma -1
TABLE 1B: Sence Score Adjustments
Sight -1
Smell -
Hearing -
Taste -
Touch -1
TABLE 2: Ability Score Range
Ability Minimum Maximum
Strength 4 19
Dexterity 3 18
Constitution 4 19
Intelligence 3 18
Wisdom 2 17
Charisma 2 17
TABLE 2B: Sence Score Adjustments
Sight 2 15
Smell 3 18
Hearing 3 18
Taste 3 18
Touch 2 15
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter 18
Ranger -
Palidin 12
Wizard
Mage -
Elementalist 8
Priest
Cleric 8
Druid -
Rogue
Thief -
Bard 8
Psionicist
Clairsentient 12
Psychokinetic 12
Psychometabolist -
Psychoporter -
Telepath 8
Multiclass Options: Fighter/Cleric
Dual Class Options: None
TABLE 4 : Size and shape
Base Height:
Modifier...:
Base Weight:
Modifier...:
TABLE 5 : AGE
Base Age:
Variable:
Maximum Age Range (Base+Variable):
Average Maximum Age:
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1Int/Wis *
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +1 Wis *
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis *
TABLE 7 : AGE
Middle Age (1/2 Base Max)..:
Old Age (2/3 Base Max).....:
Venerable (Base Max).......:
Average Maximum Age.......:
TABLE 8 : Thieving Skills
Pick Pockets: -
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
HISTORY OF THE KILLER WHALE
Orca (Killer Whales) come from the colder waters of the oceans in which they breed and live out their lives.
BIOLOGY OF THE KILLER WHALE
Orca are meat eaters, and predators of voracious appetite, harvesting the ocean of evil creatures such as sharks, and weeding out the other whale species of weak or sickly creatures. All Orca are hunters, and are active during any period. Orca are from 15 to 30 feet long, with white underbellies marking an otherwise glistening black frame. They are nomadic hunter/fighters. They travel in pods of 5-40 adults, and 25% of the time may be travelling with 1d8 calves.
While neutral toward humanoids, the Orca will tend toward good if communication is attempted, or will otherwise attack if hungry (20% chance), or threatened. Orca range from Arctic to sub-tropical waters on their nomadic journeys. It takes five years for an Orca calf to reach 6 Hit Dice proportions and leave the pod.
They are crafty hunters which recognize the shadows and sounds made by animals atop the ice floes, and ram smaller ice floes with their full strength to shatter them and force prey into the water. Orca elementalists may use other methods if the fighters are not successful in this attempt. Every creature on the ice must save vs. paralyzation or slip into the water and be attacked on the next round. When a hunter makes a successful hit, it will hold its prey in its jaws where it can automatically bite each round. In icy waters victims suffer the loss of 1 Strength and 1 Dex per round and risk drowning in two to four rounds if they do not manage to escape the jaws of the Orca and the waters surrounding them. When either Dex or Str reaches 0 in the icy waters, death results.
Their culture is based on complex songs which can be heard for many miles in all directions below the surface of the oceans. Orca Bards are typically the songleaders of their respective pods.
Orca cows generally birth a single calf after ten months gestation, and the calf will remain with its mother for five years until it reaches 6 HD (1st level) and searches for other solitary Orca to form a new pod. Calves swim at 15, while Adult Orca swim at 30.
SOCIOLOGY OF THE KILLER WHALE
As nomadic hunter/fighters of the oceans Orca feel it their duty to attack weak, sickly members of other whale species to weed out future diseases in the whale population, and will attack sea creatures with evil tendencies en masse. They are pack hunters and will never attack singly except in vengeance for the loss of a loved one.
Orca do not have the same fascination for humanity that dolphins have, preferring a neutral attitude toward land-dwellers, unless communication or attacks cause them to rethink their attitude toward individual humanoids. Orca are normally peaceful, unless attacking evil or hungry. Alliances with Aquatic Elves, or the need to revenge the death of a mate will cause an individual Orca to leave the pod and pursue a course of action other than that of the group.
Orca also leave their birth pod at 6HD to search for other Orca with which to form a new pod. This search (at 1st level) is finished by the time the Orca reaches 8HD (3rd level). Solitary Orca are very rare, though those that are solitary tend to be adventurers.
While Orca feed on other species of whale, they have almost a Paladin's sense of goodness where whales are concerned, attacking other creatures who prey on cetaceans, especially those with evil tendencies. Their love for whales in general makes them Paladins of the sea. Orcas do not lie, and are generally curious about other sentient creatures.
Orca prefer to specialize in their natural weaponry, preferring to bite first, ram second, strike with their tail third, and lastly use a flipper to strike at an opponent. A ramming attack generally does twice their strength damage, while a flipper attack does only half damage, except on a roll of 18-20.
POWERS
The sheer size of the adult Orca is an advantage few other races can claim. Adult orca range from huge to gargantuan size, depending on age, class and hit dice. Orca have elite morale, fearing few things, but being intelligent enough to know when to flee and rethink tactics. Because of the thick layer of blubber in their skin, Orca have an AC of 4 naturally, and eschew the wearing of armor, though wizards are known to use armor spells on themselves and other Orca in their pods.
Orca have Keen eyesight, surfacing in pack ice to visually identify their prey while hunting. The strength of the Orca is felt in their bite, their weapon of preference. Orca of 2-5 HD do 2d4 damage with their bite, while Orca of 6-8HD do 3d6 damage, 9-10HD inflict 4d6 damage, and Orca of 11 or 12 HD do 6d4 damage.
Orca have no hands or feet, and are limited in this manner, being unable to use their flippers to propel their great bulks onto land. They would die of dehydration if exposed to a non-water environment for more than their Hit Dice x 3 hours.
GENERAL INFORMATION
NOTES
"2-5HD calves, 6-8 HD young adults 1st-3rd level,
9HD 4th-8th level, 10HD 9th-12th level, 11HD 13th
level, 12HD 14th+ levels."
This looks more like a Monstrous Manual entry. All PC races get Hit
Points by level, and this may be adjusted. I recommend double the normal hit
dice at each level.
Because of this change I've rewording the section concerning age and
hit die values.
The Bite/Tail Slap/Flipper attack is nicely done with damage
increasing per age/hit die values.
- Size, weight and age stats need to be filled out.
NHHB-March98: Character Race
Name of Race: Xahn
Creator of Race: Duff McCourt
E-mail: duff.mccourt@sot.to.org (old)
Language of Race: none
Languages: Common
Hit Dice: See Powers
Alignment: Any non-chaotic
Natural Armor Class: 5
Native Environment: Positive Material Plane
Locations: Anywhere.
Movement Rate:
Size: Small
TABLE 1 : Ability Score Adjustments
Strength -2
Dexterity -1
Constitution -
Intelligence +2
Wisdom +1
Charisma -
TABLE 1B: Sence Score Adjustment
Sight -
Smell -
Hearing -
Taste N/A
Touch -
ESP - Sense presence of all creatures of Int 5+ in a 60 foot globe.
TABLE 2: Ability Score Range
Ability Minimum Maximum
Strength 2 14
Dexterity 3 17
Constitution 3 18
Intelligence 10 20
Wisdom 9 19
Charisma 3 18
TABLE 2B: Sence Score Range
Sight 3 18
Smell 3 18
Hearing 3 18
Taste - -
Touch 3 18
Esp 3 18
TABLE 3: Class Restrictions
Class Maximum Level
Warrior
Fighter 7
Gladiator 7
Ranger -
Paladin -
Wizard
Mage U
Specialist U
Elementalist U
Wild U
Priest
Cleric U
Druid U
Rogue
Thief -
Bard -
Psionicist U
TABLE 4: Size and shape
Base Height: 24 inches across
Modifier: 1d12 inches
Base Weight: N/a
Modifier: N/a
TABLE 5: AGE
Xahn do not die of old age, at least none have yet, and the
oldest claims to be 123,517 years old.
They can start at any age.
TABLE 8 : Thieving Skills
Pick Pockets: -
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
HISTORY OF THE XAHN
The Xahn are on of the few races that are native to the positive material plane. Due to their unusual diet, there are no Xahn cities away from the positive material plane. They are often found individually accompanying a sentient carbon-based life form. There is a single Xahn nation in the positive material plane. They have no idea when they were created. They view themselves as being constant, their race always has been and always will be.
BIOLOGY OF THE XAHN
The Xahn are beings of pure thought and energy contained within a crystal energy sphere. They appear as a floating globe of glass, semi-transparent. The crystal contains an energy which is the mind of the Xahn, it very delicate. When Xahn are healthy the sphere is pure energy and immune to normal attacks, but near death and after death the sphere becomes solid. It can only be damaged once the Xahn has reached zero hit points.
Xahn also have shards of glass touching the surface of the globe which circling the Xahn in erratic orbits and protect the crystal sphere. These shards are actually crystallized thought. They keep the energy portion of the Xahn organized. Without them, the Xahn are more vulnerable and loose much of their ability to move or perform other actions and their sphere becomes more solid.
The Xahn exist in a symbiotic relationship with an intelligent being.The Xahn feed off of residual brain waves given off by intelligent minds. This has no detrimental effect on the owner of the mind as these energies are residual. These energies are required to maintain the crystals.
More intelligent minds give off more nourishing and "tasty" brain waves. In return, the Xahn protects the individual as best as they can. There is a special bond between a Xahn and it's host. This includes but also goes far beyond, friendship. Xahn can also feed off of the energy of the positive material planes.
Xahn are not he or she as such, they have two sexes which can reproduce with the opposite sex, but not with those of the same sex. The sexes of the Xahn are indistinguishable by physical, mental or social means except by the Xahn themselves.
Hit Points
Xahn have 12 hit points at first level and they gain 1d6 hit points per level up to and including level 9, after which they gain 1 hp per level, regardless of what class they take. A Xahn's hit points are represented by the orbital shards that run along it's body. Each hit point is represented by 8 shards.
Healing spells do not work on a Xahn. A light spell, either priestly or wizardry, cast on a Xahn will heal 1d4 hit points while darkness inflicts 1d4 points of damage. A Continual Light spell cast on Xahn will heal 2d6+1 hit points and Continual Darkness does 2d6+1 points of damage.
Xahn regain lost hit points at a varied rate, depending on their host. If the host has the proper sleep and rest needed to regain a hit point or more then the Xahn regains that number of hit points. As a last resort, a Xahn can cannibalize it's own or it's host's intelligence to heal itself at the rate of 1 point of intelligence per 30 hit points restored. This intelligence loss is perminant.
Since Xahn's hit points are pure thought, they can sacrifice hit points to replenish a psionicist's psionic strength points at the rate of 1 hit point per 1 psp. The Xahn may use these points himself if they are are psionicist or wild talent, or give them to a another psionicist who has Contacted them. The psionicist can not gain more then his maximum number of PSPs in this way.
Upon reaching 0 Hit Points or less, a Xahn's armor class becomes 9 as it's crystal sphere becomes more solid. Xahn do not continue to loose hit points after reaching zero hit points and they do not die until reaching -10 hit points. After dropping below 0 hit points, a Xahn is limited in his actions for a number of days equal to the number of hit points lost below zero. During this time, the Xahn regains one hit point per day and all other healing methods do not work. While recovering the Xahn can do nothing but propel itself and communicate with "verbal only" telepathically, it cannot even summon the energy to speak verbally, nor can it use psionics or magic.
Xahn can "carry" a maximum of 10 pounds with them by keeping it levitated directly underneath them, this requires no more conscious thought than wearing a backpack, they cannot separate it mentally unless they use psionic powers, but they can form an arm and use it to select an item. This equipment may be packaged, such as in a bag or chest, or it may be loose, it doesn't matter. The Xahn lose this carrying ability during times of recovery from severe damage, below zero hit points.
Telepathy
Xahn communicate to each other through telepathy, this telepathy is very powerful and is not limited to words. It may include sounds and pictures and works faster than normal speech in proportion to the lower intelligence involved in the telepathy. The value of the lowest intelligence score involved in the telepathy is the number of times faster, than normal speech, the telepathy is achieving. For example; If the lower intelligence score is 9, then the telepathy is 9 times faster than normal speech. A Xahn also has this form of telepathy with it's host who becomes accustom to the high information flow.
Xahn may communicate with other races who's intelligence is above 9 but because of the difference in thought, the other race's intelligence score only counts as one quarter of it's normal value for calculating speed of communication because the Xahn must slow down.
Xahn may only communicate with one person at a time using this high speed telepathy, but they may communicate with 1 person per level with a "Verbal" form of telepathy. Xahn may not communicate with closed minds, as per Psionics Rules.
SOCIOLOGY OF THE XAHN
The social structure of the Xahn nation is extremely loose. The Xahn do not have any real technology of their own. The prime interest is for the welfare of their host. Xahn are very careful in choosing who they bond with. They will bond only with those who have the same alignment and the same general principles. It is therefore extremely likely that the host will also have the welfare of the Xahn in mind at all times. Some few Xahn live in large cities without a bonded host, feeding off the tremendous residual brain waves of the population. These rogue Xahn are viewed with disgust by the all other Xahn. Some will actually hunt down and kill these rogues.
POWERS OF THE XAHN
A Xahn can sacrifice 4 hit points and do 1d4 points of damage to a single creature by propelling shards at it, save vs spell for half damage. A Xahn can also sacrifice 20 hit points to do 1d4 points of damage to all creatures in a 10 foot radius with maximum of 10 creatures, save vs spell for half damage.
If a Xahn has 10 hp, it can form an artificial arm of the approximate length of a human arm, it has full control and tactile sense. The shards are arranged as such during the formation of an arm that there are no cutting edges aimed out. The Xahn can instead form this "arm" into a morning star, the star does standard damage of a morning star. Unless the Xahn has proficiency in morning star they suffer the non-proficient penalty. If the Xahn has 20 hp, it can form two arms at the same time.
Upon reaching 7th level, if the Xahn has 30 hp or more it can form up to three arms. Under no circumstances can a Xahn form more than three arms. It takes one full round, during which the Xahn can take no other action, except psionic, to form the arm. More than one arm can be formed in the same round.
Xahn mage do not need Spell books, they actually inscribe their spells in very tiny writing on the surface of it's globe. They are still required to memorize these spells and use spell components normally however. A mage with a magnifying glass can use the Xahn's body to study spells. The dead body of a Xahn is extremely easy to enchant, they make excellent crystal balls, although rather large, and have uses in many other types of divination magic as well.
Xahn have 5% magic resistance per level. Bludgeoning weapons gain a +2 to their damage rolls against Xahn. Xahn have an innate ability to levitate and they may levitate from 1 to 6 feet above the ground. This is a continuous ability.
GENERAL INFORMATION
Xahn are distantly related to the Concepts. It is believed that at one point in their history, a long time ago, they were a single race. The Xahn moved to the Prime Material Plane to live while the Concepts remained on their prime plane home world.
The union of a concept and an Xahn produce an X-Concept, a new race. X-concepts have the solid body of the Concept and the crystal shards of the Xahn. They can levitate at will, are healed both normally and in the same fashion as the Xahn, they have telepathy as per the psionic power, with no cost or check to use, gain hit points by class and gain 1% magical resistance per level.
They can use the crystals in the same fashion as the Xahn but note that they only have half their hit points in the crystals, they require no host, feeding instead on solar energies like a concept, they have no ability score adjustments and takes classes as a human, unlimited in any class with the ability to dual class but not multiclass.
X-concepts are extremely rare and considered the next generation of in the Concept/Xahn race. As such both branches of the race revere this new member.
NOTES
I'm concerned about the high number of Unlimited classes. This would probably
be better as limited high levels instead. If players later want to change
these to unlimited then they can do so themselves.
sexes: You have described pretty closely a split in the race, when interpreted
by humans it is most likely that one will be labeled male and the other
female. You should better explain why there are no male and female.
I made a few additions to the crystals, an explanation for their presence.
You've described the dead Xahn as being solid glass while the living one
appears to be energy, I've changed this around a little bit to be clearer. If
you don't like the modification, just change it.
The Xahn are very similar to the concepts, a race I wrote. As a result I
decided to make them a distantly related race. The concepts are also a very
old race, levitate and are spherical but solid. If you don't like the idea
give me a yell. <SEE Concepts and Pel>
elligence +2
Wisdom +1
Charisma -
TABLE 1B: Sence Score
NHHB-March98: Character Race
YOTH
Name of Race: The Yoth
Creator of Race: Mark Charke
E-Mail: MCharke@Aol.Com
Language of Race: Yoth (Telepathic)
Languages: Common, Elvin
Hit Dice: 30 hit points + Special
Aligment: Lawful Good - Lawful Nuetral
Natural Armor Class: 7
Native Environment: Forest, swamp, planes.
Locations: Pel
Movement Rate: 0 and 12
Size: Small
TABLE 1 : Ability Score Adjustments
Strength -4 (Down to a minimum of 1)
Dexterity -5 (Down to a minimum of 1)
Constitution +2
Intelligence +2
Wisdom +2
Charisma -2 (Down to a minimum of 1)
TABLE 1B: Sence Score Adjustments
Sight -
Smell +1
Hearing -
Taste -
Touch -
TABLE 2 : Ability Score Range
Ability Minimum Maximum
Strength 1 9
Dexterity 1 9
Constitution 5 20
Intelligence 5 20
Wisdom 5 20
Charisma 1 16
TABLE 2B: Sence Score Adjustments
Sight 3 18
Smell 9 18
Hearing 3 18
Taste 3 18
Touch 3 18
TABLE 3 : Class Restrictions
Class Maximum Level
Warrior
Fighter -
Ranger -
Palidin -
Wizard
Mage -
Specialist -
Preist
Cleric 10
Druid 20
Rogue
Theif -
Bard -
Psionicist
Clairsentient 20
Psychokinetic 20
Psychometabolist 20
Psychoporter 20
Telepath U
Dual Class Options: None
Multiclass Options: Psionic/Cleric, Psionic/Druid
TABLE 4 : Size and shape
Base Height: 3 feet
Modifier...: 4D6 inches
Base Weight: 30 LBS
Modifier...: 2D10 LBS
TABLE 5 : AGE
Base Age: 16
Variable: 2D10
Maximum Age Range (Base+Variable): 36
Average Maximum Age: 200 + 1D20
TABLE 6 : Aging Effects
Middle Age (1/2 Base Max): -1 Str/Con, +1Int/Wis
Old Age (2/3 Base Max): -2 Str/Dex, -1 Con; +1 Wis
Venerable (Base Max): -1 Str/Dex/Con; +1 Int/Wis
TABLE 7 : AGE
Middle Age (1/2 Base Max)..: 100
Old Age (2/3 Base Max).....: 132
Venerable (Base Max).......: 200
Average Maxiumum Age.......: 220
TABLE 8 : Thieving Skills
Pick Pockets: -
Open Locks: -
Find/Remove Traps: -
Move Silently: -
Hide in Shadows: -
Detect Noise: -
Climb Walls: -
Read Languages: -
HISTORY OF THE YOTH
The first Druids called to Pel did not initially understand that the Yoth were not only sentient, but powerful psionicists. The Druids thought them a curious local plant. They are.
The Yoth are an established race. They have no cities, no structures of any kind they have built but they have an advanced and complicated civilization. They posses no lybraries of history but have a long an ancient history. They have no starships but they explore the universe.
The history of the planet Pel starts with the Yoth. They were the first sentient race. There are no known Yoth anywhere but in Pel where they can be found almost anywhere on the surface.
BIOLOGY OF THE YOTH
The Yoth are a plant race. They look much like a collection of tightly packed bamboo sticks standing upright in the ground. The sticks share a collective root system and represent a single being. Yoth grow to about 3 feet in height and may have up to 20 different stems in a 1 yard radius. They have tiny bright green leaves all year round which are replaced periodically but
never all at once.
A simple beautiful race, the Yoth live together, inhabiting large areas of open land. In the summer months they flower into endless feilds of colors and scents. They reproduce by seedlings in a similar fashion as plants today.
Yoth are fairly resistant to cold as plants go. They can grow underwater as well but require plenty of sunlight where ever they are. Their tough bark provides an AC of 7.
All Yoth live on the same planet, Pel, a peaceful druidic world. The world is the home only to peaceful races and a select group of the oldest and wisest druids. (Any Druid who reaches 20th level may petition to travel to the world of the Yoth.)
Yoth are completely imobile. Those with dexterities of 8 or 9 can waver slightly but nothing more. Their strength score is simply a representation of how much weight they can support before becoming crushed.
There are no evil or Chaotic Yoth. Most are Lawful good or Lawful Nuetral psionicists. Even the Yoth which are not Psionicists have powerful psionic abilities. All Yoth can comunicate telepathically and generally Yoth in any given area will have the same alignment.
Yoth can tell the mood of other Yoth either telepathically or by scent. This only applies to other Yoth on their homeworld.
Yoth have no visual organs but can see telepathically. They hear by feeling vibrations in the air against their bark. Yoth clones (See below: Psionic Clone) don't have either of these abilities and must assume a form with organs to see and hear. Yoth live about 200 years.
Yoth are very poor fighters and are severly limited to how much they can carry. Anti-psionic feilds will stop the Yoth's Clone and the clone is constantly in danger of being discovered.
Yoth get very little satisfaction out of the accumulation of material items. They can't use them, only the clone. Some items such as those that extend life, increase attributes or heal could be used by the Yoth if they could find a way to get the item to their home world, otherwise they are of little use, except for healing devices which even then, are only good for the clone.
POWERS OF THE YOTH
Telepathy, Wild Talents, Yoth Psychic Clone
Yoth have studied Psionics for countless centuries. All Yoth have wild talents and can comunicate telepathically with any other Yoth on their world at no psp cost. In addition all Yoth can use a special variant of Psychic Clone. It takes 1D4 rounds to form a clone and 1D4 rounds to end a clone's existance.
Psychic Clone, as used by the Loth, is very different from the standard Psychic Clone. It has an unlimited range, the Yoth can project his clone to any distance, including to other worlds. Yoth Psychic Clone costs 1psp per day to maintain. Normally the clone is solid and can be touched but if the Yoth spends 5psps that day, the clone can pass through solid matter, however this does not prevent damage. Yoth are not required to make a power check to use Psychic Clone.
Yoth Psychic Clones can touch and pick up items, up to weight allowed, using a special form of telekinesis at no cost. By spending 1 psp per hour the clone can support an additional pound of weight. This limits the equipement, armor and weapons a Yoth may use.
The first psychic clone any Yoth learns to create appears as itself, albeit transparent like a ghost. Later Yoth learn to change the appearance of the Clone. This is nessesary as the clone's movement rate depends on it's form. Yoth can create any form that fits within a 5' cube but most choose a single appearance for their clone. It costs 10 psps to change the clone's form.
Careful inspection of any clone will reveal that it is slightly transparent.
The clone can pick up weapons and make attacks using the Yoth's Thac0 but is limited to a maximum of 1 attack per round or 2 with two weapons. The clone can parry as per normal rules.
HIT POINTS
Yoth and Yoth Psychic Clone
Yoth begin play with 30 hit points. Younger Yoth will have fewer hit points. They heal 1D4 hit points each day in the sunlight and loose 1 hit point per day without sunlight, however on their home world there is sunlight 15 hours of each 30 day.
However it is the Yoth's clone that is of importance. It is the clone, and not the Yoth, that goes adventuring. The Yoth's Psychic Clone gains hit points as per the Yoth's class. (A first level Psioncist Yoth's Clone would have 1D6 + con bonus for Hit Points.)
A Yoth's Clone can be damaged normally by weapons and spells, however any damage incured from psionic attacks only affects the clone because the Yoth is probably millions of miles away, and out of range. The clone regains 2 hit points each day it is in the sunlight or a Continual Light spell and 1 hit point each day without sunlight. Spells and powers that heal can heal the Yoth clone normally. (IE. Cure Light Wounds.) A Yoth's clone dies at 0 hit points.
Each time a Yoth's Clone dies the Yoth cumulatively looses 1 point of constitution. The second time the clone dies, the Yoth will loose 2 hit points, then 3 etc. It takes the Yoth 1D4 weeks to reform the clone.
SOCIOLOGY OF THE YOTH
Yoth are a very curious race which is why they often send their Psychic Clones to other worlds to adventure with bands of heroes. They desire to learn and understand their world and others.
A rather passive race they will avoid combat but they are capable of strong freindships and will fight for their freinds. Generally treasure is of little interest unless they can learn something from it. However books and ancient artifacts will be of incredible value to them. Yoth are not disgusted by other races and are very open minded.
Weapon Proficiencies: Staff
NonWeapon Proficicencies: Healing, Herbalism, Ancient History,
Reading/Writing, Lore of any kind, Spellcraft, Religeon.
Mark Charke
Non Humanoid Handbook
MONSTER MANNUAL
1.HydraCat
2.SharkDog
HYDRA CAT Regular Black
Climate/Terrain: Warm Warm
Frequency: Very Rare Very Rare
Active Cycle: Any Any
Diet: Carnivore Carnivore
Intelligence: 1-2 4-9
Treasure: nil A
Alignment: Neutral Chaotic Neutral
_____________________________________________
No Appearing: 1(1-10 cats) 1 (1-10 cats)
Armor Class: 4 2
Movement: 12, fly 24 (b) 12,fly 24(b)
Hit Dice: 1+9 2+18
Thac0: 18 17
No. of Attacks: 4 3
Damage/attacks: 1-2/1-2/1-4/1-4 1-2,1-2,1-4
(Claw/Claw/Bite/Bite) (Claw/Claw/Bite)
Special attacks: Breath(1D8/head) Breath(1D10, 2xday)
Special Defenses: 9 lives 18 Lives
Magic Resistance: Nil 10%
Size: S(1-2) S(1-2)
Morale: 10+Lives 20
XP value: 975 2000
HydraCats were certainly not named for their love of water but rather their similarity with a hydra. These cats would rather die then go into water.
Created in England by the late Druid Distal in a mutated accident they have leathery bat wings, two heads and a fire breath attack which each head may make once per day for 1D8 pts of damage. Two heads gives them a greater then animal intelligence and they can be trained to do complicated tasks.
COMBAT: HydraCats can concentrate on two different things at the same time allowing four unpenalized attacks, two claw attacks and two bites. Also once a day they can each use their breath weapon.
Stubborn and finicky they posses all the traits of a normal domestic cat as well as a very high constitution. As well Hydracats have 9 lives, one for each point of constitution, and they raise from the dead 1D6 turns after dead. They loose 1 constitution point and bonus hit point each time they are raised.
HydraCats are considered dangerous. In large packs they can do huge amounts of damage. They never attack normal cats, preferring to "take over" territories. Hydracats make good familiars.
Rare in the extreme, one in a hundred hydracats which mates with a black cat will produce a black hydracat which is always born on a full moon. These single headed black cats make a darkfire breath attack twice a day for 1D10 points of damage. They have 120ft infravision and can cast darkness 3/day and curse 1/year.
Black hydra cats can be taught to use telepathy and first level spells using only Verbal or somatic components unless the cat is capable of using the material component. In this case the cat's intelligence will rise to 9 during training. Done only once with the only known black hydracat it is uncertain if they could cast clerical spells.
At night Black Hydra Cats can Hide in shadows 95%. They can Move silently 75% and all Hyrdra Cats can automatically climb walls because they can fly.
HABITAT/SOCIETY: HydraCats in the wild will run with packs of cats.
ECOLOGY: HydraCats fill the same role as a cat. A created race they have no natural place except as a cat.
SHARK DOG (Regular) (Psionic)
Climate/Terrain: Ocean, Ocean Shore Ocean, Ocean Shore
Frequency: Very Rare Very Rare
Number appearing: 1,1D6+1 * 1 *
Activity Cycle: Any Any
Diet: Carnivore Carnivore
Intelligence: 1-2 (Low) 7 (low)
Treasure: Nil Nil
Alignment: Any Neutral Lawful Neutral
_______________________________________________________________
Armor Class: 7 7
Movement: 12, 24sw 12, 24sw
Hit Dice: 3+3 4+4
Thac0: 17 16
No. of Attacks: 1 1
Damage/attacks: 1D6+2 1D6+2
Special attacks: none psionics
Special Defenses: none psionics
Magic Resistance: Nil Nil
Size: S(2-3 feet) S(2-3 feet)
Morale: 15(high) 16(high)
XP value: 120xp 420
* Plus 1D6 normal dogs if in the wild.
Shark Dogs are the common name for a breed of Canine that is literally half shark. These were created by wizard breeders through polymorph spells. The variety of dog used determines the lawful-neutral-chaotic side of the animal's alignment but Lawful is most common. Generally chaotic have intelligence of 1, neutral 2, lawful 3. Lawful Shark Dogs make excellent companions and guard dogs.
Shark Dogs have grey sharkskin, sometimes with a mane or a full coat of hair. They all have a short shark fin and stubby tail. They can breath water or air equally well and are excellent swimmers.
COMBAT: Shark Dogs attack with their jaws possessing a double row of terrible teeth. They can bit and hang on automatically inflicting 1D6 points per round. Once a quarter of the target's hit points are lost, so is any limb and the dog lets go.
One in two hundred Shark Dogs posses a very high intelligence and develops psionic powers. This requires training and they display ability only in the field of Psychometabolism. Even with the best training their skill in the use of their psionics is quite low but they have a large psp base to back them up.
Psionics Summary (Psionic Shark Dog only)
Level 2 DIS/SCI/DEV Attack/Defense Score Psps
2 1 5 PsC/Tw 7 50
PsychoMetabolism: (SCI): Complete Healing, Metamophosis, Shadow-Form
Regenerate
(Dev): Adrenalin Control, Body Weaponry, Cat Fall, Chameleon Power, Displacement, Enhanced Strength, Fighting Trance, Flesh Armor, Heightened Senses, Spider Touch, Suspended Animation
HABITAT/SOCIETY: Shark Dogs are solitary, but like sharks, will converse on a bleeding prey. They can smell blood from great distances in or out of the water and prefer meat to any other food. They mate and remain together for a short time until the offspring are born.
Shark dogs get along well with other dogs, normally dominating them. They will accept dominance from a Blink Dog or Death Dog if it beats them. Shark Dogs hate all kinds of cats and will kill them on sight. This can be trained out of them, but must be done from birth and maintained.
Shark Dogs will attack both Lions and Displacer Beasts if there is a pack of dogs supporting them. They will hunt Hyrda Cats endlessly. Psionic Shark Dogs also hunt brain moles and will flee the presence of Cerebral Parasites with a 50% chance of avoiding infection.
Sharks aren't known to attack Shark Dogs, recognizing them as smaller or young sharks. Normal dogs and sharks will not attack psionic shark dogs unless pressed.
ECOLOGY: As a created race Shark Dogs don't have a natural place serving primarially as an all terrain watch dog.
Climate/Terrain:
Frequency:
Activity Cycle:
Diet:
Intelligence:
Treasure:
Alignment:
___________________________________
Number appearing:
Armor Class:
Movement:
Hit Dice:
Thac0:
No. of Attacks:
Damage/attacks:
Special attacks:
Special Defenses:
Magic Resistance:
Size:
Morale:
XP value:
COMBAT:
HABITAT/SOCIETY:
ECOLOGY:
MCDM
/17
Int:10/19
Wis:3/18
Cha:3/17
Class Restrictions:
Fighter: 9
Any Wizard: 1
THE NON HUMANOIDS HANDBOOK
CLASSES AND KITS
Ninja w Character Points
Ninja w Profiencies
Biological Mage
This section was written a while ago, as was the whole book, back when Mortal Kombat came out. As a Mortal Kombat fan this is the medium I've based these kits on. I was never happy with the Ninja Kits that exist and decided to write my own.
Any comments, ideas and especially additions are welcome. If you're going to flame it, first take a real good thought about my sources of information. :)
Mark Charke
NINJA
"Darkness knows no shadow that can not conceal. Stealth knows no sound that can not hide. Walls know no lock that can not open. Death knows no life that can not vanish. Mystery knows no Ninja it does not shroud."
Ninja do not exist, at least, that is said. They are the warriors of mystery who strike, quickly and fatally, and then fade away into the shadows never to be seen at all. Ninja are masters of martial arts, weapons, stealth and other skills known to no one else but they.
In this article I write about two types of Ninja.Certainly there are others....
The powers of the following two ninja's are very similar. One however requires a primary class. The other is a pure ninja and requires no other class.
Family Ninja
Ability Requirements: Dexterity 13
Intelligence 14
Charisma 13
Prime Requisite: None
Races Allowed: Human
This Ninja belongs to a noble family. His master is the head of the family. This is not an independent class and must be taken with another class. Many of the Ninja's abilities are then
based upon his primary class.
Hit Points: The Ninja takes only half the normal hit points from his primary class and he does not receive a hit point bonus for high constitution. The rest of his hit points come from
his Ninja class.
Combat: Thac0 from Primary Class
Attacks: As per Primary Class
Saving Throw: As per Thief unless primary class has better save.
Proficiencies: Ninja's gain proficiency slots as per a
Multi class Thief/other class.
Experience: As thief
Alignment: Any
Clan Ninja
Ability Requirements: Dexterity 14
Intelligence 15
Charisma 14
Prime Requisite: None
Races Allowed: Human
This Ninja is far rarer and generally more dangerous having devoted his whole life to the pursuit of the Ninja. These ninja belong to secretive clans. They have no other class and lead no other life then the ninja. Where they live and who they are is an utter mystery.
On the rare occasion they appear in society, they will appear as a level 0 commoner and they will maintain this role, to the death. However most of their lives are spent with their clan
or on Ninja assignments. Each ninja clan is different and have their own agendas.
Clan Ninja's gain an additional 20 Character points when they are created.
Hit Points: 1D8 (or 1D10 for 5 Character Points)
Combat: Thac0 as fighter. Saves as Fighter
Attacks: As Fighter
Saving Throw: As Fighter
Proficiencies: As Fighter
Experience: Palidin
Alignment: Any
Family Ninja Character Points: 100
Clan Ninja Character Points..: 120
* Any item with a star is only available to the Clan Ninja
HIT POINTS (Choose 1)
0pts : HD 1D2
5pts : HD 1D3
10pts : HD 1D4
20pts : HD 1D6
0pts : HD 1D8*
5pts : HD 1D10*
THIEF SKILLS (Choose at least 4)
Backstab (10)
Climb Walls (5)
Defense Bonus (10) +2 AC bonus when unarmored and unencumbered
Detect Illusion (10)
Detect Magic (10)*
Escape Bonds (10)
Find/Remove Traps (10)
Hide in Shadows (5)
Move Silently (5)
Open Locks (10)
Pick Pockets (10)
Thieves Cant (5)
TightRope Walk (5) (As Climb Walls%)
Pole Vault (5) (Level 1: 8 feet, Level 2: 9 feet. +0.5 feet/level)
Fall (10) (Level 1-2: 0 feet, Level 3: 10 feet, +5 feet/level)
- A ninja can fall this distance and suffer no damage.
(Ninja's may wear armor but this impares their thieving skills
in the same manor as a thief.)
OTHER CLASS POWERS (No minimum requirement)
Armored Ninja (15) - Ninja suffers no penalties in
armor of his choice.*
Weapon Specialization (5) - may specialize in 1 ninja weapon.
Multiple Specialization (10) - May specialize in any number of weapons.*
Magic Resistance (15) - 2% MR per level
Pass without trace (10) - Once a day. As per spell
Poison Resistance (5) - +1 to all poison saves
Poison Resistance (10) - +2 to all poison saves
Turn Undead (10) - As per Cleric 3 levels lower
Special Powers
For a moment, nothing. Eyes locks the two warriors stare, locked in a psychic duel. Sweat is the only movement. Their weapons are ready. Then the heat seems to increase, just for a moment. Now one warrior lies dead in the dust.
One of the greatest fears of the ninja is their mysterious powers. What secrets have these stealthy warriors discovered in their years of training? Beyond wizards and their magic. Beyond clerics and their spells. Beyond psionics and their mental powers. Some Ninjas have learned things beyond all known powers.
The special powers of the Ninja fall into several broad categories. Powers that are similar to Wizard Spells, Clerical Spells and Psionic Powers and those powers that belong uniquely to the Ninja. Ninja's purchase these special powers with their character points.
KI
KI - The spiritual strength of a ninja. Ki is represented with Psp's which are very similar. Ninja's gain psp's exactly as psionics do: 1D6 per level + bonuses for high wisdom, intelligence and constitution.
Ability PSP
Score BONUS
15 +0
16 +1
17 +2
18 +3
19 +4
20 +5
21 +6
22 +7
23 +8
24 +9
25 +10
WIZARD/CLERICAL SPELL POWERS (1+)
1 Character Point/Spell Level - A Ninja can wield a power similar to a spell. The cost of use is 10 psps/spell level and the spell functions as if cast by a wizard/cleric of the same level.
The psp cost may be reduced by 1 psp total (NOT 1 psp/spell level) by purchasing this power again, down to a minimum of 1 psp. Note that the full cost of 1 cp per spell level must be paid each time. The ninja must wait until he reaches the level required for a wizard/cleric to cast the spell before he can use it.
Ninja's can learn new spells as they progress by spending character points earned. Only one new spell can be learned every two levels, starting at level two. The learning process requires the Ninja to choose his power and then Meditate for 1 week per spell level.
PSIONIC POWERS (5/10)
Science: (10) Devotion: (5)
These powers function the same as if a psionicist welded them and prerequisites must be met. Those with level restrictions may be purchased but are not available until the level requirement is met. There is no restriction to which disciplines a Ninja may choose from.
The Ninja gains access to these powers at the rate of 1 every two levels, starting at 2nd level. All the devotions are learned first and then the sciences.
Ninja's can learn new psionics as they progress by spending character points earned. New Devotions can only be learned every two levels, starting at level two. New Sciences can only be learned every three levels starting at level 3.
NINJA POWERS
Focus Ki: Breathing (5) Hold Breath 1 round/level 5,1psp/round
Focus Ki: Waterwalk (5) 5 feet/level 30 feet per round 5,1psp/5 feet
Focus Ki: Phase (5) 3 rounds preparation without disturbance.
Walk through solid objects. 5,5psps/round
Scorpions Spear (15) Range 100 feet. 1D10 damage (optional).
Can put up to weight allowed.
AC 5 HP 2/level
1 Psp/round use
SubZero's Freeze (15) 5 psps: Save Vs Spell or paralysis 1rnd/level
10 psps: 1D6 cold damage + paralysis
+10 psps: +1D6 dmg up to 10D6
Range: 10 yards + 1 yard/level
/Here is where I ran out of ideas.
I am looking for ideas for new skills for Ninjas./
Ninja Weapons and Equipment
Kawanga - 1.0lbs, 1D3/1D2 Hook, line, weight
Kumade - 1.5lbs, 1D6/1D3 Oriental spear
Kursari-gama (2H) 3.0lbs, 1D6/1D4 Scythe and chain
Kyoketsu-Shogi 6.0lbs, 1D4/1D4 Hook, line, ring
Needle 0.1lbs, 1/1 Needle
Nekode 0.5lbs, 1D3/1D3 Palm spikes
Ninja-to 5.0lbs, 1D8/1D6 Straight blade
Shaken 0.5lbs, 1D4/1D4 like a Caltroop
Shuriken Large 0.2lbs, 1D6/1D4 Big throwing star
Shuriken Small 0.1lbs, 1D4/1D4 Little throwing star
Tetsu Bushi 0.3lbs, 1D4/1D4 Like a Caltroop
MISC DETAILS
Honor is extremely important to a Ninja as it is a measure of their reliability. The ninja has two special considerations of honor he must observe, secrecy and the completion of his mission. Should the true identity of a ninja character ever become discovered the ninja suffers a great loss of honor. The failure to complete a mission brings a similar dishonor. A Ninja who refuses to complete his mission looses all his honor and is considered to have defied his family/clkenin and requires twice the normal experience.
Ninja's receive their orders directly or indirectly from the head of their family/clan. This leaves the DM much in charge of a Ninja's actions.
Mark Charke
"I am the evil that lurks in the night" - DarkWing Duck
Paris of Borg: "Let's assimilate the twins in stellar cartography."
With the purchase of the Ninja's handbook I felt a need to update my ninja version. Here it is. I've tried to minimize changes. Changes include the removal of the character point
system and limiting of powers for the ninja.
ÄÄÄÄÄÄÄ
NINJA
ÄÄÄÄÄÄÄ
Darkness knows no shadow that can not conceal. Stealth
knows no sound that can not hide. Walls know no lock that can not
open. Death knows no life that can not vanish. Mystery knows no
Ninja it does not shroud.
Ninja do not exist, at least, that is said. They are the
warriors of mystery who strike, quickly and fatally, and then fade
away into the shadows never to be seen at all. Ninja are masters
of martial arts, weapons, stealth and other skills known to no
one else but they.
In this article I write about two types of Ninja.
Certainly there are others....
The powers of the following two ninja's are very
similar. One however requires a primary class. The other is a
pure ninja and requires no other class.
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Family Ninja
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Ability Requirements: Dexterity 13
Intelligence 10
Prime Requisite: Dexterity
Races Allowed: Human, Dwarf, Elf
This Ninja belongs to a noble family. His master is the
head of the family. This is not an independent class and must be
taken with another class. Many of the Ninja's abilities are then
based upon his primary class.
Hit Points: The Ninja takes only half the normal hit
points from his primary class and he does not receive a hit point
bonus for high constitution. The rest of his hit points come from
his Ninja class.
Hit Points: 1D2 (Treat as multiclass character)
Combat: Thac0 from Primary Class
Attacks: As per Primary Class
Saving Throw: As per Thief unless primary class has better save.
Proficiencies: Ninja's gain proficiency slots as per a
Multi class Thief/other class.
Experience: As thief
Alignment: Any
Proficiencies: As per primary class.
Bonus: 2 weapon slots for ninja weapons only.
ÄÄÄÄÄÄÄÄÄÄÄÄ
Clan Ninja
ÄÄÄÄÄÄÄÄÄÄÄÄ
Ability Requirements: Dexterity 14
Intelligence 15
Prime Requisite: Dexterity
Races Allowed: Human, Dwarf, Elf
This Ninja is far rarer and generally more dangerous
having devoted his whole life to the pursuit of the Ninja. These
ninja belong to secretive clans. They have no other class and
lead no other life then the ninja. Where they live and who they
are is an utter mystery.
On the rare occasion they appear in society, they will
appear as a level 0 commoner and they will maintain this role, to
the death. However most of their lives are spent with their clan
or on Ninja assignments. Each ninja clan is different and have
their own agendas.
Hit Points: 1D8
Combat: Thac0 as fighter. Saves as Fighter
Attacks: As Fighter
Saving Throw: As Fighter
Proficiencies: As Fighter
Experience: Palidin
Alignment: Any
Proficiencies: As Rogue
* Any item with a star is only available to the Clan Ninja
THIEF SKILLS
Family Ninja: Choose 8
Clan Ninja: Choose 10
Backstab
Climb Walls
Defense Bonus
Detect Illusion
Detect Magic*
Escape Bonds
Find/Remove Traps
Hide in Shadows
Move Silently
Open Locks
Pick Pockets
Thieves Cant
TightRope Walk
Pole Vault (Level 1: 8 feet, Level 2: 9 feet. +0.5 feet/level)
Fall (Level 1-2: 0 feet, Level 3: 10 feet, +5 feet/level)
- A ninja can fall this distance and suffer no damage.
(Ninja's may wear armor but this impares their thieving skills
in the same manor as a thief.)
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Special Powers
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
For a moment, nothing. Eyes locks the two warriors stare,
locked in a psychic duel. Sweat is the only movement. Their
weapons are ready. Then the heat seems to increase, just for a
moment. Now one warrior lies dead in the dust.
One of the greatest fears of the ninja is their
mysterious powers. What secrets have these stealthy warriors
discovered in their years of training? Beyond wizards and their
magic. Beyond clerics and their spells. Beyond psionics and their
mental powers. Some Ninjas have learned things beyond all known
powers.
The special powers of the Ninja fall into several broad
categories. Powers that are similar to Wizard Spells, Clerical
Spells and Psionic Powers and those powers that belong uniquely
to the Ninja.
The Ninja starts with
KI
KI - The spiritual strength of a ninja. Ki is represented
with Psp's which are very similar.
Family Ninja: 1D6+ bonuses for high wisdom, intelligence
and constitution.
Clan Ninja: 1D8 + bonuses for high wisdom, intelligence
and constitution.
Ability PSP
Score BONUS
15 +0
16 +1
17 +2
18 +3
19 +4
20 +5
21 +6
22 +7
23 +8
24 +9
25 +10
WIZARD/CLERICAL SPELL POWERS (1+)
A Ninja can wield a power similar to a spell. The cost of use is
10 psps/spell level and the spell functions as if cast by a
wizard/cleric of the same level.
The psp cost may be reduced by 1 psp total (NOT 1 psp/spell
level) by purchasing this power again, down to a minimum of 1
psp. Note that the full cost of 1 cp per spell level must be paid
each time. The ninja must wait until he reaches the level
required for a wizard/cleric to cast the spell before he can use
it.
Ninja's can learn new spells as they progress by spending
character points earned. Only one new spell can be learned every
two levels, starting at level two. The learning process requires
the Ninja to choose his power and then Meditate for 1 week per
spell level.
PSIONIC POWERS
These powers function the same as if a psionicist wielded
them and prerequisites must be met. Those with level restrictions
may be purchased but are not available until the level
requirement is met. There is no restriction to which disciplines
a Ninja may choose from.
The Ninja gains access to these powers at the rate of 1
every two levels, starting at 2nd level. All the devotions are
learned first and then the sciences.
Ninja's can learn new psionics as they progress by
spending character points earned. New Devotions can only be
learned every two levels, starting at level two. New Sciences
can only be learned every three levels starting at level 3.
NINJA POWERS
Focus Ki: Breathing (5) Hold Breath 1 round/level 5,1psp/round
Focus Ki: Waterwalk (5) 5 feet/level 30 feet per round 5,1psp/5 feet
Focus Ki: Phase (10) 3 rounds preparation without disturbance.
Walk through solid objects. 5,5psps/round
Scorpions Spear (15) Range 100 feet. 1D10 damage (optional).
Can put up to weight allowed.
AC 5 HP 2/level
1 Psp/round use
SubZero's Freeze (15) 5 psps: Save Vs Spell or paralysis 1rnd/level
10 psps: 1D6 cold damage + paralysis
+10 psps: +1D6 dmg up to 10D6
Range: 10 yards + 1 yard/level
/Here is where I ran out of ideas.
I am looking for ideas for new skills for Ninjas./
Ninja Weapons and Equipment
Kawanga - 1.0lbs, 1D3/1D2 Hook, line, weight
Kumade - 1.5lbs, 1D6/1D3 Oriental spear
Kursari-gama (2H) 3.0lbs, 1D6/1D4 Scythe and chain
Kyoketsu-Shogi 6.0lbs, 1D4/1D4 Hook, line, ring
Needle 0.1lbs, 1/1 Needle
Nekode 0.5lbs, 1D3/1D3 Palm spikes
Ninja-to 5.0lbs, 1D8/1D6 Straight blade
Shaken 0.5lbs, 1D4/1D4 like a Caltroop
Shuriken Large 0.2lbs, 1D6/1D4 Big throwing star
Shuriken Small 0.1lbs, 1D4/1D4 Little throwing star
Tetsu Bushi 0.3lbs, 1D4/1D4 Like a Caltroop
) /
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Kyoketsu-Shogi
MISC DETAILS
Honor is extremely important to a Ninja as it is a
measure of their reliability. The ninja has two special
considerations of honor he must observe, secrecy and the
completion of his mission. Should the true identity of a ninja
character ever become discovered the ninja suffers a great loss
of honor. The failure to complete a mission brings a similar
dishonor. A Ninja who refuses to complete his mission looses all
his honor and is considered to have defied his family/clan.
(Special circumstances may be an exception.)
A Nukenin, or rogue ninja, one who has failed to obey the
head of his family or clan. This ninja will suffer never ending
attacks from his family/clan until the ninja is dead or slays the
head of the clan and takes his place.
A ninja must maintain his honor above his family/clan's
honor. Failure to do so is an offense against the family/clan and
carries the same punishment as disobedience: death. If the ninja
survives his is considered a Nukenin and requires twice the
normal experience.
Ninja's receive their orders directly or indirectly from
the head of their family/clan. This leaves the DM much in charge
of a Ninja's actions.
Mark Charke
Family Ninja Character Points: 100
Clan Ninja Character Points..: 120
* Any item with a star is only available to the Clan Ninja
HIT POINTS (Choose 1)
0pts : HD 1D2
5pts : HD 1D3
10pts : HD 1D4
20pts : HD 1D6
0pts : HD 1D8*
5pts : HD 1D10*
THIEF SKILLS (Choose at least 4)
Backstab (10)
Climb Walls (5)
Defense Bonus (10) +2 AC when unarmored and unencumbered
Detect Illusion (10)
Detect Magic (10)*
Escape Bonds (10)
Find/Remove Traps (10)
Hide in Shadows (5)
Move Silently (5)
Open Locks (10)
Pick Pockets (10)
Thieves Cant (5)
TightRope Walk (5) (As Climb Walls%)
Pole Vault (5) (Level 1: 8 feet, Level 2: 9 feet. +0.5 feet/level)
Fall (10) (Level 1-2: 0 feet, Level 3: 10 feet, +5 feet/level)
- A ninja can fall this distance and suffer no damage.
(Ninja's may wear armor but this impares their thieving skills
in the same manor as a thief.)
OTHER CLASS POWERS (No minimum requirement)
Armored Ninja (15) - Ninja suffers no penalties in
armor of his choice.*
Weapon Specialization (5) - may specialize in 1 ninja weapon.
Multiple Specialization (10) - May specialize in any number of weapons.*
Magic Resistance (15) - 2% MR per level
Pass without trace (10) - Once a day. As per spell
Poison Resistance (5) - +1 to all poison saves
Poison Resistance (10) - +2 to all poison saves
Turn Undead (10) - As per Cleric 3 levels lower
Ä Area: AD&D ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Msg#: 3 Date: 30 Dec 95 14:19:16
From: Mark Charke
To: All
Subj: BIO MAGE (Was: Sex Mage)
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
BIOLOGICAL MAGE
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Ability RequireMent: Int 9, Wis 9
Prime Requisite: Intelligence, Wisdom
Races Allowed: Human, "Elves, Elves, Gnomes (Any that may be wizards)
Alignment: Any but Chaotic or Evil
After the discovery and study of the magic on Athas a new form of
magic was created by wizards living on other planes. Breathing, eating,
running, talking and every other action uses energy and gives off wasted
energy. Rather then *blindly* drain energies from living creatures, biomages
have learned to carefully select only the wasted energies from biological
functions and convert this energy into mana for spells.
This technique has since been learned by druids, clerics and bards
allowing for Biodruids, Bioclerics and Biobards.
Biomages require living organisms to cast their spells. As they cast
their spells they reach out and grab up the energies they need. They can not
store this energy and must use it immediately to cast their spells. Since
creatures have different levels of activity, Biomages gain different amounts
of energy from them. There are six levels of activity: None, minimal, Low,
average, strenuous, exhausting. (SEE Table 1.)
When selecting a group to drain energy from, round them off to the
nearest ten within range and decide on and average level of activity. At night,
most people will be resting. During the day on a walk, activity will be
average. If there is a fight going on, it is easy to expect and exhuasting
level of activity. (SEE Table 1 and activity levels below) Different sized
creatures will produce different energy as well. Decide on the average size
within the group. This will most often be human sized but if not, consult
table 2.
Biomages can draw energy from creatures up to 100 meters or 300 feet
away within a sphere around them. The mage can reach further but for each 50
meters or 150 feet the mage but add +2 to their casting time. The table below
indicates the energies gained with within the normal range per average sized
humanoid.
TABLE 1: Biological Mage energy tables (Man-sized)
None......: 0 Mana
Minimal...: 1 per 10 persons
Low.......: 2 per 10 persons
Average...: 3 per 10 persons
Strenuous.: 4 per 10 persons
Exhausting: 5 per 10 persons
TABLE 2: Different sizes
Tiny -2 per 10 persons
Small -1 per 10 persons
Man/Med No change
Large +1 per 10 persons
Huge +2 per 10 persons
Gargantuan +3 per 10 persons
Most wasted energy is heat. When this heat is drained for use in
spells it leaves the target slightly colder. Each spell level cast by a
BioMage leaves the target 1 degree colder. This is not normally a harmful side
effect but can be quite uncomfortable.
Ten sleeping persons would provide a BioMage with enough energy to
cast 1st level spells. However a BioMage would need to be near eighteen
sprinters to summon up a 9th level spell! These spells must be saved for times
when there are a lot of people around.
The cold produced by the BioMage's draining encourages the subject to
lower his activity level because they are getting cold! Targets can and will
often try to remain warm by moving around, actually increasing their activity,
but only to a limit. Targets can only be "drained" twice a turn, otherwise not
enough wasted energy builds up to be usable. (In areas with very high numbers
of people, a battleground or crouded court, enough people should circulate
in and out of the mage's range that this limit shouldn't be imposed.)
No activity: dead creatures, creatures feigning death and creatures
that can stop their biological functions.
Minimal activity: paralyzed and sleeping creatures, creatures are rest
or completely exhausted creatures.
Average activity: everything from walking, eating, and riding a horse
to light jogging, easy labor and talking. Strenuous activities include
jogging, light labor, and easy swimming.
Exhausting activities: such things as running, fighting, climbing,
swimming, riding, casting spells, using psionics, and sports. Generally
anything working up a good sweat quickly.
Some activities are special cases and produce high energies even when
it might appear otherwise. Concentrated thinking or meditation, especially by
a psionicist, can be treated as strenuous or even exhausting. Intamite
activities are exhausting, most of the time.
Many persons in very good shape can maintain an exhausting level of
activity for long periods of time. However a Constitution check is needed each
turn the target is drained of excess energies. Eventually the cold will force
the target to lower his state of activity.
Persons with very high constitutions give a biomage more energy. Once
per turn a biomage can summon a number of extra points equal to 1/10th their
hit point bonus, if they are performing exhausting activities.
In desperation BioMages can burn their constitution up to create
energy, loosing 1 point per mana. This returns at the rate of 1 point per
hour.
Specialists
BioMages are specialists. They gain 1 extra spell per spell level
they can cast, just like other specialists. The must be Good or Neutral and
Lawful or Nuetral they gain a +15% chance to learn Biological spells (SEE
List below), +10% chance to learn abjurations but suffer a -5% in all other
schools. They can not use Necromantic spells, except those that restore life
or health. They can not use any spells that drain life force, reverse of
healing spells or death spells. Undead can not become BioMages. Undead
BioMages are Defilers as they draw their energies without concern.
All BioSpellCasters can turn undead as clerics. In addition they can
detect life within 100 meters or 300 feet of them. This is a very general
knowledge, roughly the number of beings rounded up to the nearest 10.
As mentioned above Biomages can not store mana, unlike Power Mages but
quite like defilers and presevers. However, Biomages can store Mana in a staff,
through the use of the Biotransfer spell. As a result most Biomages select the
staff proficiency at first level.
Biomages can select a "Staff of Choice", a special staff they learn
how to use gaining a +1 to hit for every four levels with only that staff.
The staff must be special, found during an adventure in a special place,
carved from the branch of a magical tree, or have some other unique history. A
druid must bless the staff, thus bonding it with the earth. A Biomage can
select a new staff once every four levels if the only old is lost or destroyed.
TABLE 3: Summary of BioMage abilities
- Turn undead as clerics of same level.
- Detect Life within 100 meters (300 feet) continuously to nearest 10.
- +15% chance to learn Biological Spells
- +10% chance to learn Abjurations
- -5% chance to learn other spells
- Gain 1 biological spell per new spell level (SEE specialist rules in PHB)
EVIL and CHAOTIC BioMages
There is a dark and evil version of the BioMage; The Dark Biological
Necromancer. This is only for Chaotic Evil characters and it is considered a
vile act in most societies. In addition to normal draining, these BioMages can
drain energy from the decomposition of the dead. This accelerates the process
and can only be used on creatures that have died within the last 24 hours.
The first round of draining counts as Strenuous, the second as
Average, the third as Low and the fourth as minimal. On the fifth round the
body turns to ash. DBN's are very rare but arrive with plagues and appear in
areas where war has waged for years.
Chaotic BioMages often become defilers. They learn to drain life force
from living things and from then on cast as Defilers. It their alignment
remains good they can become preservers, otherwise they usually become defilers.
Once a character starts defiling he can never again use his previous bio-mage
abilities, they are lost forever. A preserver can try to redeem himself
through a quest for life where he does not use magic.
BIOTRANSFER (Minor Divination)
Wizard level: Cantrip
Clerical Level: 1st
Range: 0
Components: V,S,M
Duration: special
Casting time: 1
Area of effect: 1 item
Saving Throw: None
Creator: Unknown at this time
Reference: Andy Weber/Mark Charke
With this spell the Biomage may transfer Mana that was absorbed from
others to or from his or her "Staff of Choice". This is a specially selected
staff that the Mage carries with him throughout his adventuring carreer.
(SEE staff of choice above)
Staves may hold the casters level in Mana. Magical items are not
acceptable as their magic comes from a different source, unless they were made
by a Biomage. Even then, an item with charges may not be used. (Note that
Biomages can not drain charges from magical items, except this staff, to power
their spells.)
There is no danger of overloading the staff with charges. Once full it
will simply accept no more charges. After that point it will loose 1 mana per
turn until it is drained.
The material component includes the "staff of choice" and a leaf from
a holy bush. The caster must hold the staff and recite a short chant in
addition to specifying how much mana to absorb.
TABLE 4: Biological Spell Listing
1st Level
Detect Undead
Find Familiar
Mount
Spider Climb
Wall of Fog
2nd Level
Fog Cloud
Summon Swarm
Web
Wispering Wind
Water Breathing
3rd Level
Gust of Wind
Hold Undead
Lightening Bolt
Monster Summoning I
Water Breathing
Wind Wall
4st Level 5nd Level 6rd Level
Charm Monster Airy Water Chain Lightening
Dig Animal Growth Conjure Animals
Ice Storm Hold Monster Control Weather
M-Summoning II M-Summoning III Lower Water
Plant Growth Stone Shape M-Summoning IV
Shadow Monsters Wall of Stone Move Earth
Solid Fog Part Water
Wall of Ice
7st Level
8nd Level
9rd Level
ÚÄÄÄ´Tabel 1: Biological Spell ListingÃÄÄÄÒÄÄ´Table 2: Wizard AdvancementÃÄÄ¿
³Chill Touch (1st) Lightning Bolt(3rd)º Level Experience HD(d4) Ability ³
³Detect Magic (1st) WaterBreathing(3rd)º 1 0 1 A ³
³Identify (1st) Fear (4th)º 2 2,000 2 B ³
³Jump (1st) Fumble (4th)º 3 3,750 3 C ³
³Light (1st) Plant Growth (4th)º 4 7,500 4 - ³
³Shocking Grasp(1st) Animal Growth (5th)º 5 15,500 5 D ³
³Sleep (1st) Cone Of Cold (5th)º 6 31,000 6 E ³
³Blindness (2nd) Domination (5th)º 7 60,000 7 F ³
³Deafness (2nd) Hold Monster (5th)º 8 95,000 8 G ³
³Detect Invisib(2nd) Telekinesis (5th)º 9 125,000 9 - ³
³Irritation (2nd) Reincarnation (6th)º 10 225,000 10 H,I ³
³Strength (2nd) Stone To Flesh(6th)º 11 350,000 10+1 J ³
³Blink (3rd) Spell Turning (7th)º 12 750,000 10+2 - ³
³Fireball (3rd) Binding (8th)º 13 1,225,000 10+3 K ³
³Haste (3rd) TimeStop (9th)º 14 2,000,000 10+4 L,M ³
³Infravision (3rd) TransferPower (Can)º + 750,000 exp per level after ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÐÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
ÚÄÄÄÄÄÄ´Table 3: Gained AbilitiesÃÄÄÄÄÄÄÄÄÒÄÄÄÄÄ´Table 4: Mana AquiranceÃÄÄÄÄ¿
³A: Cure Light Wounds Once Per Week º Activity Mana Examples ³
³B: Detect Living within 50' at will ºNone......: 0 Feigning Death ³
³C: Turn Undead as Cleric (-3 Levels) ºMinimal...: 1 Paralyzed/Sleeping³
³D: Cure Light Wounds Once Per Day ºLow.......: 2 Resting ³
³E: Detect Living within 150' at will ºAverage...: 3 Walking/Riding ³
³F: TransferPower (Cantrip) once per day ºStrenuous.: 4 Jogging ³
³G: 1st-3rd lvl Spells cost R divided by 2ºExhausting: 5 Sports/Fighting ³
³H: Energy Drain (Level 2) º ³
³I: Summon Chosen Staff at will ÇÄÄÄÄÄÄ´Table 5: Spell CostsÃÄÄÄÄÄÄ´
³J: Cure Light Wounds Thrice Per Day º C = 1 1 = 3 2 = 6 3 = 9³
³K: Detect Living within 300' at wil º 4 = 12 5 = 15 6 = 18 7 = 21³
³L: TransferPower (Catrip) at will º 8 = 24 9 = 27 Base Spell Costs³
³M: All base spell costs devided by 2 º (Spl Lvl = Cost)³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÐÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Thanks to Carlos Garcia for noting the problems with range for the Biomage.
Thanks to Andy Weber for a revision of the Biomage.
Mark Charke
MAGICAL ITEMS
Styck Whispering Bow
The bow or crossbow weighs about one pound. It is sized for a human but it much thinner and more delicate then a standard bow. The bow is organic and alive. If not placed in water at night, or in a moist environment, the bow will die and become hard and brittle within a month.
This bow can be drawn back, no matter how little strength the user has. Strength bonuses are never applied to this weapon. The bow requires special thin and light arrows which normally inflict half damage. These arrows are not especially difficult to make.
The whispering willow vine, which is used to make the bow reacts violently to the Orus root. The vine contracts suddenly. In an Orus root is touched to a Whispering Bow it will contract. These bows are carefully designed so that the direction of the contraction puts the string taunt. If an Orus root is used, the arrows are fired much faster and inflict normal damage. A proficiency slot is required to learn to use the Whispering Bow in this
manor.
Only the older Styck rangers and druids have mastered the art of creating these valuable bows. It requires 4 Proficiency Slots in bowing and fletching and takes years to learn.
On rare occasion Styck have made these bows for other races, making a much heavier and more powerful bow. These Giant Whispering Bows inflict double damage and gain a +2 to hit. Each of these is designed for a specific strength and can only be used by persons with equal or greater strength. The strength bonus is only given for the set strength, even if the user is stronger. The strength value is 14+1D6.
If the strength setting was 17, then only persons with Strength 17 or greater can use the bow. Persons with strength 18 or greater would only ever get the +1 damage bonus for Strength 17 (in addition to the double damage and +2 to hit.)
Whispering Bows last about a year. Cared for carefully by a Druid or Ranger with proficiency in Whispering Bows, the bow can last up to five years.
Telebu Holy Avenger
These weapons are rarer then their normal counterpart as they are made exclusively for the worm-like race of Telebu. The exact appearance of these weapons varries. Some are swords, some are axes but they are all edged and made of a blue tinted steel. They are incredibly tough and resistant to damage.
These weapons function as a +2. In the hands of a Telebu Paladin they grant the weilder a +3 bonus, +5 vs evil and raise the weilder's strength and dexterity by 1 point. If planted in the ground this weapon will turn into a bush or small tree of the same type that is found locally. These weapons have a very simple intelligence and need to feed off the soil once a month or they will turn brown and rust away into dust after two months.
Telebu Holy Avengers are blessed by the unknown godess of nature that protects Pel. These weapons can not be made anywhere but on Pel.