Updated notes

Updated notes.
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Jaysyn904 2025-02-07 20:39:33 -05:00
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8 changed files with 132 additions and 17 deletions

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_notes_/Races/J'hol.txt Normal file
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Hulking insect-men standing as tall as 7 feet at the shoulder, tohr-kreen & thri-kreen are the least "human" of the player character races. Their survivability in the wilderness, combined with their cunning and intellect, have made the mantis warriors (as they are known to some races) the undisputed masters across large tracts of the Athasian wastes.
J'hol feet are narrow, and lack the membranes that give Jeral and J'hol better purchase on sand. J'hol are built for the stony barrens and rocky badlands of their nation. J'hol build elaborate cities and make fine clothing and tools. They are the only kreen who routinely work metal. J'hol seldom have venomous bites, because they use their venom to make dasl, which they trade for necessities. J'hol are seldom good in alignment. J'hol are often chakak or warriors (but rarely gladiators). However J'hol enjoy combat and like watching gladiatorial contests; their arenas are some of the most famous in the north.
J'hol Ability Adjustments: +2 Str, +4 Dex, +2 Wis, -4 Cha, -2 Int.
Favored Class (Psion): A multi-class J'hol's psion class does not count when determining whether they suffer an XP penalty for multiclassing.
Special Abilities:
- J'hol base land speed is 40 feet.
- Monstrous Humanoid: J'hol are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
- Medium: As Medium creatures, J'hol have no special bonuses or penalties due to their size.
- Darkvision: J'hol can see in total darkness.
- Leap (Ex): J'hol are natural jumpers, gaining a +30 racial bonus to all Jump checks.
- Natural Armor: J'hol have a +2 natural armor bonus to AC due to their naturally tough and resistant chitin.
- Natural Weapons: J'hol have two claws attacks for 1d4 damage & a bite attack for 1d4 damage.
- Sleep Immunity: J'hol do not sleep, and are mmune to sleep spells and similar effects. Natural fatigue does not effect J'hol. J'hol spellcasters and manifesters still require 8 hours of rest before preparing spells.
- Water Efficient: J'hol only require half the water consumption of other races.
- Deflect Arrows: J'hol gain the benefit of the Deflect Arrows feat
- Racial Weapon Familiarity: To J'hol, the chatkcha and gythka are treated as martial rather than exotic weapons. (This is implemented as free weapon proficencies.)
- J'hol have a +4 racial bonus on Hide checks in sandy or arid areas.
- Racial Hit Dice: A J'hol begins with 2 levels of monstrous humanoid.
Automatic Languages: Kreen.
Bonus Languages: Common, Dwarven, Elven, Jozhal, Scrab, Tari, Tohr-kreen.
Level Adjustment: +2

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_notes_/Races/T'keech.txt Normal file
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Hulking insect-men standing as tall as 7 feet at the shoulder, tohr-kreen & thri-kreen are the least "human" of the player character races. Their survivability in the wilderness, combined with their cunning and intellect, have made the mantis warriors (as they are known to some races) the undisputed masters across large tracts of the Athasian wastes.
T'keech are uncommon; their green chitin indicates they once lived in verdant areas. While adapted to deserts as well as other kreen, T'keech are immune to chitin-rot and respiratory infections that affect other kreen in humid regions. T'keech tend to be neutral in regards to law and chaos. Preferred professions include priest, druid, and warrior. Most, hoever serve as laborers in the nations of Jeral, T'keech and J'ez. Small clutches of T'keech are found in each nation. They are rarely nomadic but some clutches have small, independant settlements near oases. T'keech prefer to live in scrub plains and near oases.
T'keech Ability Adjustments: +2 Str, +4 Dex, +2 Wis, -4 Cha, -2 Int.
Favored Class (Psion): A multi-class T'keech's psion class does not count when determining whether they suffer an XP penalty for multiclassing.
Special Abilities:
- T'keech base land speed is 40 feet.
- Monstrous Humanoid: T'keech are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
- Medium: As Medium creatures, T'keech have no special bonuses or penalties due to their size.
- Darkvision: T'keech can see in total darkness.
- Leap (Ex): T'keech are natural jumpers, gaining a +30 racial bonus to all Jump checks.
- Natural Armor: T'keech have a +2 natural armor bonus to AC due to their naturally tough and resistant chitin.
- Natural Weapons: T'keech have two claws attacks for 1d4 damage & a bite attack for 1d4 damage.
- Sleep Immunity: T'keech do not sleep, and are mmune to sleep spells and similar effects. Natural fatigue does not effect T'keech. T'keech spellcasters and manifesters still require 8 hours of rest before preparing spells.
- Water Efficient: T'keech only require half the water consumption of other races.
- Deflect Arrows: T'keech gain the benefit of the Deflect Arrows feat
- Racial Weapon Familiarity: To T'keech, the chatkcha and gythka are treated as martial rather than exotic weapons. (This is implemented as free weapon proficencies.)
- T'keech have a +4 racial bonus on Hide checks in sandy or arid areas.
- Racial Hit Dice: A T'keech begins with 2 levels of monstrous humanoid.
Automatic Languages: Kreen.
Bonus Languages: Common, Dwarven, Elven, Jozhal, Scrab, Tari, Tohr-kreen.
Level Adjustment: +2

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_notes_/Races/To'ksa.txt Normal file
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Hulking insect-men standing as tall as 7 feet at the shoulder, tohr-kreen & thri-kreen are the least "human" of the player character races. Their survivability in the wilderness, combined with their cunning and intellect, have made the mantis warriors (as they are known to some races) the undisputed masters across large tracts of the Athasian wastes.
The To'ksa of the North are aggressive and tend to be more primitive than other kreen; most are nomads, ranging sandy wastes, scrub plains, and stony barrens. Some northern To'ksa clutches live in settlements, particularly among the tolerant Jeral, though some small clutches are found in the nation of J'ez; To'ksa are are very rare in J'hol. Northern To'ksa are barbaric hunters, and are often found in the arenas. To'ksa tend to be chaotic, and are often fighters and gladiators, seldom priests and chakak, and almost never druids. To'ksa are considered the scum of the northern kreen; they are often subjects for the experiments of the Zik'chil.
To'ksa Ability Adjustments: +2 Str, +4 Dex, +2 Wis, -4 Cha, -2 Int.
Favored Class (Barbarian): A multi-class To'ksa barbarian class does not count when determining whether they suffer an XP penalty for multiclassing.
Special Abilities:
- To'ksa base land speed is 40 feet.
- Monstrous Humanoid: To'ksa are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
- Medium: As Medium creatures, To'ksa have no special bonuses or penalties due to their size.
- Darkvision: To'ksa can see in total darkness.
- Leap (Ex): To'ksa are natural jumpers, gaining a +30 racial bonus to all Jump checks.
- Natural Armor: To'ksa have a +2 natural armor bonus to AC due to their naturally tough and resistant chitin.
- Natural Weapons: To'ksa have two claws attacks for 1d4 damage & a bite attack for 1d4 damage.
- Sleep Immunity: To'ksa do not sleep, and are mmune to sleep spells and similar effects. Natural fatigue does not effect To'ksa. To'ksa spellcasters and manifesters still require 8 hours of rest before preparing spells.
- Water Efficient: To'ksa only require half the water consumption of other races.
- Deflect Arrows: To'ksa gain the benefit of the Deflect Arrows feat
- Racial Weapon Familiarity: To To'ksa, the chatkcha and gythka are treated as martial rather than exotic weapons. (This is implemented as free weapon proficencies.)
- To'ksa have a +4 racial bonus on Hide checks in sandy or arid areas.
- Racial Hit Dice: A To'ksa begins with 2 levels of monstrous humanoid.
Automatic Languages: Kreen.
Bonus Languages: Common, Dwarven, Elven, Jozhal, Scrab, Tari, Tohr-kreen.
Level Adjustment: +2

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When still, a Tondi looks like a giant Ohi Flower, or an outcropping of rock crystal. Tondi often lay eggs near Ohi Flowers, found in Northern Scrub Plains. Adults often live in gardens of Ohi Flowers, or in rocky badlands of the North, where there are outcroppings of rock crystal. All Tondi are female, and they reproduce by parthenogenesis, laying eggs that hatch into more females. Tondi tend to be neutral with regards to good and evil. Most love nature and are skilled herbalists, almost every Tondi who follows a profession becomes a druid. Rare in the North, Tondi are completely unknown in the tablelands; still, it is rumored that Durwadala, the kreen druid of the Lost Oasis, is a Tondi.
Tondi Ability Adjustments: +2 Dex, +2 Wis, -2 Cha, -2 Int.
Tondi Ability Adjustments: +2 Str, +4 Dex, +2 Wis, -4 Cha, -2 Int.
Favored Class (Druid): A multi-class Tondi's druid class does not count when determining whether they suffer an XP penalty for multiclassing.
Special Abilities:
- Tondi base land speed is 40 feet.
- Monstrous Humanoid: Tondi are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
- Medium: As Medium creatures, Tondi have no special bonuses or penalties due to their size.
- Darkvision: Tondi can see in total darkness.
- Leap (Ex): Tondi are natural jumpers, gaining a +30 racial bonus to all Jump checks.
- Natural Armor: Tondi have a +2 natural armor bonus to AC due to their naturally tough and resistant chitin.
- Natural Weapons: Tondi have two claws attacks for 1d4 damage & a bite attack for 1d4 damage.
- Sleep Immunity: Tondi do not sleep, and are immune to sleep spells and similar effects. Tondi spellcasters and manifesters still require 8 hours of rest before preparing spells.
- Sleep Immunity: Tondi do not sleep, and are mmune to sleep spells and similar effects. Natural fatigue does not effect tondi. Tondi spellcasters and manifesters still require 8 hours of rest before preparing spells.
- Water Efficient: Tondi only require half the water consumption of other races.
- Deflect Arrows: Tondi gain the benefit of the Deflect Arrows feat
- Racial Weapon Familiarity: To Tondi, the chatkcha and gythka are treated as martial rather than exotic weapons. (This is implemented as free weapon proficencies.)
- Tondi have a +4 racial bonus on Hide checks in sandy or arid areas.
- Racial Hit Dice: A Tondi begins with 2 levels of monstrous humanoid.
Automatic Languages: Kreen.
Bonus Languages: Common, Dwarven, Elven, Saurian, and Terran.
Bonus Languages: Common, Dwarven, Elven, Jozhal, Scrab, Tari, Tohr-kreen.
Level Adjustment: +2

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The J'ez are a black-colored subrace of the tohr-kreen, probably closely related to the To'ksa, as they share the leathery skin over their chitin as well as long antennae. Aside from their color, their most unique feature is their mouth; a circular orifice ringed with inward-pointing fangs and with mobile mouth-parts used to assist with eating. They are an aggressive species, culturally fond of combat, but also highly intelligent; they make up a large part of the tohr-kreen philosophers and military leaders, and highly prize reading.
J'ez Ability Adjustments: +2 Dex, +2 Wis, -2 Cha, -2 Int.
J'ez Ability Adjustments: +2 Str, +4 Dex, +2 Wis, -4 Cha, -2 Int.
Favored Class (Psion): A multi-class J'ez's psion class does not count when determining whether they suffer an XP penalty for multiclassing.
Favored Class (Ranger): A multi-class J'ez's ranger class does not count when determining whether they suffer an XP penalty for multiclassing.
Special Abilities:
- A j'ez's base land speed is 40 feet.
- Monstrous Humanoid: J'ez are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
- Medium: As Medium creatures, j'ez have no special bonuses or penalties due to their size.
- Darkvision: J'ez can see in total darkness.
- Leap (Ex): J'ez are natural jumpers, gaining a +30 racial bonus to all Jump checks.
- Natural Armor: J'ez have a +2 natural armor bonus to AC due to their naturally tough and resistant chitin.
- Natural Weapons: J'ez have two claws attacks for 1d4 damage & a bite attack for 1d4 damage.
- Sleep Immunity: J'ez do not sleep, and are mmune to sleep spells and similar effects. J'ez spellcasters and manifesters still require 8 hours of rest before preparing spells.
- Sleep Immunity: J'ez do not sleep, and are mmune to sleep spells and similar effects. Natural fatigue does not effect j'ez. J'ez spellcasters and manifesters still require 8 hours of rest before preparing spells.
- Water Efficient: J'ez only require half the water consumption of other races.
- Deflect Arrows: J'ez gain the benefit of the Deflect Arrows feat
- Racial Weapon Familiarity: To j'ez, the chatkcha and gythka are treated as martial rather than exotic weapons. (This is implemented as free weapon proficencies.)
- J'ez have a +4 racial bonus on Hide checks in sandy or arid areas.
- Racial Hit Dice: A J'ez begins with 2 levels of monstrous humanoid
Automatic Languages: Kreen.
Bonus Languages: Common, Dwarven, Elven, Saurian, and Terran.
Bonus Languages: Common, Dwarven, Elven, Jozhal, Scrab, Tari, Tohr-kreen.
Level Adjustment: +2

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_notes_/Races/jeral.txt Normal file
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Hulking insect-men standing as tall as 7 feet at the shoulder, tohr-kreen & thri-kreen are the least "human" of the player character races. Their survivability in the wilderness, combined with their cunning and intellect, have made the mantis warriors (as they are known to some races) the undisputed masters across large tracts of the Athasian wastes.
The most common kind of Kreen in the Tablelands, the Jeral are also found in the great northern Tohr-Kreen nation of the same name. Jeral are more "civilized" and peaceful than other kreen & are almost never evil.
Jeral Ability Adjustments: +2 Str, +4 Dex, +2 Wis, -4 Cha, -2 Int.
Favored Class (Psychic Warrior): A multi-class Jeral's psychic warrior class does not count when determining whether they suffer an XP penalty for multiclassing.
Special Abilities:
- Jeral base land speed is 40 feet.
- Monstrous Humanoid: Jeral are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
- Medium: As Medium creatures, Jeral have no special bonuses or penalties due to their size.
- Darkvision: Jeral can see in total darkness.
- Leap (Ex): Jeral are natural jumpers, gaining a +30 racial bonus to all Jump checks.
- Natural Armor: Jeral have a +2 natural armor bonus to AC due to their naturally tough and resistant chitin.
- Natural Weapons: Jeral have two claws attacks for 1d4 damage & a bite attack for 1d4 damage.
- Sleep Immunity: Jeral do not sleep, and are mmune to sleep spells and similar effects. Natural fatigue does not effect Jeral. Jeral spellcasters and manifesters still require 8 hours of rest before preparing spells.
- Water Efficient: Jeral only require half the water consumption of other races.
- Deflect Arrows: Jeral gain the benefit of the Deflect Arrows feat
- Racial Weapon Familiarity: To Jeral, the chatkcha and gythka are treated as martial rather than exotic weapons. (This is implemented as free weapon proficencies.)
- Jeral have a +4 racial bonus on Hide checks in sandy or arid areas.
- Racial Hit Dice: A Jeral begins with 2 levels of monstrous humanoid.
Automatic Languages: Kreen.
Bonus Languages: Common, Dwarven, Elven, Jozhal, Scrab, Tari, Tohr-kreen.
Level Adjustment: +2

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Tareks are muscle-bound brutes that are known for their great constitution and will to live. They look dull-witted, with their squared heads with sloping foreheads, and are about as smart as the average half-giant. Their features lend them a fearsome presence that has earned them a well-deserved reputation as dangerous foes. Tareks have a distinct musky odor that can be detected from as far away as 30 ft.
Tareks are muscle-bound brutes that are known for their great constitution and will to live. They look dull-witted, with their squared heads with sloping foreheads, and are about as smart as the average half giant. Their features
lend them a fearsome presence that has earned them a well-deserved reputation as dangerous foes. Tareks have a distinct musky odor that can be detected from as far away as 30 ft. Xenophobic, hateful and hostile, tareks frequently find themselves in conflict with the other races of the Tablelands. A tarek is so fierce in its love of life that it can continue to fight when lesser races would have succumbed to their wounds.
Tarek Ability Adjustments: Str +4, Con +4, Int -2, Wis -4, Cha -2.
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- Darkvision: Tareks can see in the dark up to 30 feet.
- Ferocity: A tarek is such a tenacious combatant that it continues to fight without penalty when disabled or dying. (Implemented via the Remain Concious feat for now.)
- +4 racial bonus on all Intimidate checks.
- Tarek's recieve a 2 penalty on Persuade and Perform checks and a 4 penalty on Hide checks, due to the tareks musky odor.
- Racial Weapon Familiarity: All tareks treat the heartpick (heavy pick) as martial weapons. (This is implemented as a free heavy pick proficency.)
- Bonus Feat: Tareks receive the Teamwork feat for free. (Implemented as a free feat @ 1st level.)
Automatic Languages: Common, Tarek.
Bonus languages: None
Level Adjustment: +2.
- 2 penalty on Diplomacy, Disguise, Gather Information and Perform and a 4 penalty on Hide checks, due to the tareks musk odor.
- Natural Weapons: Slam (1d4)
- Favored Class: Fighter.
- Automatic Languages: Common, Tarek. Bonus Languages: none.
- Level Adjustment: +2

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