RolePlay onLine RPoL Logo

, welcome to Sundering (ADnD3.5)

10:08, 24th April 2024 (GMT+0)

Playable Kinds.

Posted by Game MasterFor group archive public
Game Master
GM, 1 post
Storyteller/Arbiter
Reward Distributor
Fri 11 Jul 2008
at 21:17
  • msg #1

Playable Kinds

Anthros - Anthros are massive (most adults stand over 8 feet), furred humanoids with wide pointed ears running along the sides of their heads.  Fur covers all but the palms, and soles of their feet and ranges through the gamut of earth tones.  Each face is faintly simian in nature, and they do have small upper and lower fangs.  Long, wiry fingers end in short claws useful for climbing trees, at which they excel.  The Anthros prefer the wild deep jungles of the world and few venture into cultivated lands.  Anthros have a pheromone they can release at will to calm most normal animals within a few seconds so long as the animal is not threatened.  Though many humans consider them savages (and often mistake them for Unbular Ogres), their eyes betray their gentle nature.  Most are kind and peaceful preferring druid, ranger, or healing cleric classes, though a few barbarian warriors exist.  Magic is alien to them as is advanced technology.  Though they fear neither, they prefer the beauty and peace of living things.  Humans are a lesser species of creature with limited life-spans, intelligence, and awareness so the Anthros treat them as they would cubs, an attitude that makes most humans feel looked down on. The Anthros god is Addiyr, the Tender.

Invar - Slender humanoids of a size with humans though much more lithe and graceful.  Invar are physically frail.  All elegant angles and slanted eyes, their most notable feature are their long, long pointed ears sweeping out away from their heads.  Invar are masters of magical lore and refuse the use of any weapon but staff or utility knife.  They build great cities within the cooler forests of the world, structuring the wild through gentle guidance.  It is their only concession to structure preferring the beauty of seeking one's own path whichever direction it may lead.  Practically immortal, Invar can be killed and can catch magical diseases, but age and regular diseases do not touch them.  They look down on the other races as inferior, which in many ways they are, and dirty.  Only to the Anthros and Kradok do they feel any kinship, the former for their love of nature and the latter for their architectural leanings.   Unbular are disgusting brutes and humans are witless vermin who care nothing for their environments except as a resource, their lands are a scar across the world.  As a rule, Invar are selfish, though not cruel.  They simply prefer to do what they want and if others happen to be doing it, too, they will follow along.  Their goddess is Niaaca, the Wildhearted.

Kradok - Of a height with humans but twice as wide with three times the muscle, these engineers and architects care nothing for nothing else.  Their thick pointed ears are shaped to listen to every nuance of sound emanating from earth, metal, and crystal.  They prefer coal and lava to forge so have no quarrel with the Invar or Anthros, and admire the tenacity and strength of the Unbular.  Humans frustrate them however as the short-lived creatures have no patience for true craftsmanship, no internal fortitude, and no understanding of complex machinery.  The Kradok god is Taphal, the Artisan.

Unbular - In the southern wastes, swamplands and volcanic regions live the Unbular, a race of variable physical stature ranging from the diminutive goblins,   through cunning orcs, hobgoblins that seem almost human, to the towering ogres.  Many confuse the various races to be completely different species altogether, but this is not true and each race can interbreed, though such an event is rare.  These creatures were hunters and warlords, fighting for centuries amongst themselves…until they discovered the other races.  Yet rather than attempting to conquer these civilizations, new to them, they became fascinated with them and were instead civilized by them, learning basic technology from the Kradok, simple magical spells from the Invar, and honor from the Anthros.  Unbular are all physically hardy and most are very strong.  They are not ugly, by human standards, but they tend to be hairier and more coarse on average.  Most have tusks else they would nearly blend seamlessly into human society by looks.  They alone accept the humans and get along with them reasonably well.  Their goddess is Qin’ah.

Echtinik - Echtinik are a race of spider-like people.  They have many of the properties of spiders though they are humanoid in appearance.  They have antennae instead of hair that begin at the forehead and frame the face down to the chin.  Young have only two antennae stubs on the forehead.  As an echtinik grows older these grow longer and then a second pair appears next to these until they become very old and the antennae actually sprout from the chin.  Echtinik are highly sensitive to vibrations and smell.  They also have the ability to cling to flat slightly porous surfaces and shoot webbing from their mouths.  Echtinik have no lips so their speech sounds funny when they speak Unbular or other more normal languages.  None know where the Echtinik came from as they are assumed to be a non-prolific race and keep to themselves.  They are not considered a “good” race but neither are they evil.  They have an affinity for magic like the Invar but they are more geared towards raw power where the Invar work towards versatility and subtlety.  Echtinik have no god currently and worship none of the others.

Humans - Humans are humans. Fast breeders, easy to kill and quick to die.  They hold little respect as a race from the other races on Loartec though a few humans have distinguished themselves individually.  They lack the patience and skill to build the complex buildings and machines of the Kradok and have no connection whatever to the arcane, especially since few humans can read and none can read the flowing, precise script wizard magic must be written in.  Humans scar the land, clearing forest and jungle alike to plant crops to feed their voracious metabolisms, the key to their unprecedented reproduction rates and short life spans.  Their god is Halai.
This message was last edited by the GM at 04:36, Wed 13 July 2011.
Game Master
GM, 6 posts
Storyteller/Arbiter
Reward Distributor
Mon 14 Jul 2008
at 23:17
  • msg #2

Playable Species Statistics

Anthros:
  • +3 STR, +2 CON, +2 DEX, +4 WIS
  • Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • An anthros’ base land speed is 40 feet.  In dense jungle, swinging from trees its 50'.
  • +4 to climb (trees and tree-like surfaces)
  • Darkvision out to 60 feet. Infravision out to 60 feet.
  • Weapon and Armor Proficiency: Simple weapons, martial weapons, light and medium armor, and shields.
  •  +2 natural armor bonus.
  • Automatic Languages: Brachus. Bonus Languages: Kradok, Unbular.
  • Favored Class: Druid, Ranger.  When determining whether a multiclass anthros takes an experience point penalty, druid or ranger class, whichever is higher, does not count.

Kradok:
  • +4 STR, +4 CON, +2 WIS, +2 INT
  • -2 Initiative.
  • Medium: As Medium creatures, kradok have no special bonuses or penalties due to their size.
  • Kradok base land speed is 30 feet. However, kradok can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision: Kradok can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and kradok can function just fine with no light at all.
  • Stonecunning: This ability grants a kradok a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A kradok who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a kradok can use the Search skill to find stonework traps as a rogue can. A kradok can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Kradok may treat kradok waraxes and kradok urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A kradok gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • +2 racial bonus on Lore checks that are related to complex mechanical artifacts (technology).
  • Automatic Languages: Kradok. Bonus Languages: Brachus, and Unbular.
  • Favored Class: Fighter, Artificer. A multiclass kradok ’s fighter, or artificer class, whichever is highest does not count when determining whether he takes an experience point penalty for multiclassing.

Invar:
  • -1 CON, +2 DEX, +6 INT, +3 CHA
  • + 1 Initiative.
  • Medium: As Medium creatures, invar have no special bonuses or penalties due to their size.
  • Invar base land speed is 30 feet.
  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Low-Light Vision: An invar can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Weapon Proficiency: Invar receive the Simple Weapon Proficiency.
  • +2 racial bonus on Listen, Search, and Spot checks. An invar who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if they were actively looking for it.
  • Detect Magic: Invar can detect magic at will as per the spell.
  • Automatic Languages: Invaris. Bonus Languages: Brachus.
  •Spells known:  Invar are very versatile magically.  They may cast an additional spell per day for each level they have access to.  (e.g. spells per day of a 5th level Invar Wizard would be 5/4/3/2 instead of 4/3/2/1).
• Favored Class: Wizard. A multiclass invar ’s wizard class does not count when determining whether they take an experience point penalty for multiclassing.

Human:
  • as PHB

Echtinik:
  • +1 STR, +2 CON, +2 DEX, +2 INT, +1 WIS, -2 CHA
  • Medium: As Medium creatures, invar have no special bonuses or penalties due to their size.
  • An echtinik’s base land speed is 20 feet.  In dense trees (forest or jungle) its 30.  Underground its 50' but noisy (30' completely silent).
  • Spiderclimb effect like the spell, but constant (physical ability).
  • Darkvision out to 60 feet. Infravision out to 60 feet.
  • Weapon and Armor Proficiency: Simple weapons, light armor.
  • Racial: +1 natural armor bonus. +4 racial bonus on Listen, Search, Spot, Stealth checks undeground; +2 in dense forest or jungle.
  • Automatic Languages: Echonae. Bonus Languages: None.
  • Favored Class: Bard, Druid, Rogue.  When determining whether a multiclass echtinik takes an experience point penalty, bard, druid or rogue class, whichever is higher, does not count.

Unbular:

Goblin:
  • +1 DEX, +1 CON, -1 CHA
  • Small: As Small creatures, goblins have +1 size bonus to AC and attack, and +4 to Stealth, but their weapons are smaller and they can only carry 75% of what medium creatures carry.
  • Goblin base land speed is 30 feet.
  • +2 racial bonus to Survival Skill.
  • 1 additional Combat Feat at 1st level.
  • Automatic Language: Unbular - goblin dialect.
  • Favored Class: Rogue. When determining whether a multiclass goblins take an experience point penalty, their Rogue class does not count.

Orc:
  • +2 STR, +3 CON, +1 WIS, -1 CHA
  • Medium: As Medium creatures, orcs have no special bonuses or penalties due to their size.
  • Orc base land speed is 30 feet.
  • +2 racial bonus to Survival Skill, Intimidate.
  • 1 additional Combat Feat at 1st level.
  • Automatic Language: Unbular - orc dialect.
  • Favored Class: Barbarian. When determining whether a multiclass unbular takes an experience point penalty, their Barbarian class does not count.

Hobgoblin:
  • +1 STR, +1 CON, +1 WIS, +1 INT, +1 CHA
  • Medium: As Medium creatures, hobgoblins have no special bonuses or penalties due to their size.
  • Hobgoblin base land speed is 30 feet.
  • +1 racial bonus to Survival Skill, Spellcraft, 1 Craft Skill, and Diplomacy.
  • Automatic Language: Unbular - Hobgoblin dialect.  Bonus language (1): Invar, Kradok, Echonae or Brachus.
  • Favored Class: Cleric, Wizard. When determining whether a multiclass hobgoblin takes an experience point penalty, their Cleric or Wizard class does not count.

Bugbear:
  • +3 STR, +2 CON, +2 WIS
  • Medium: As Medium creatures, bugbears have no special bonuses or penalties due to their size.
  • Bugbear base land speed is 30 feet.
  • +2 racial bonus to Survival Skill, Intimidate, Ride.
  • 1 additional Combat Feat at 1st level.
  • Automatic Language: Unbular - Bugbear dialect.  Bonus language: Kradok.
  • Favored Class: Cleric, Wizard. When determining whether a multiclass hobgoblin takes an experience point penalty, their Cleric or Wizard class does not count.

Ogre:
  • +6 STR, +4 CON, +1 WIS
  • Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Unbular base land speed is 30 feet.
  • +2 ability points to distribute between Strength, Dexterity, or Constitution as a starting racial bonus.
  • +2 racial bonus to Survival Skill.
  • 2 additional Combat Feats at 1st level.
  • Automatic Language: Unbular.
  • Favored Class: Fighter. When determining whether a multiclass unbular takes an experience point penalty, their Fighter class does not count.  See Elemancer for specific multiclassing for any Elemental based class.
This message was last edited by the GM at 14:35, Thu 02 Oct 2008.
Sign In