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Organized notes.
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@ -21,6 +21,4 @@ Special Abilities:
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Automatic Languages: Common, Dwarven.
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Bonus languages: Elven, Giant, Gith, Kreen, Saurian.
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Level Adjustment: +0.
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Bonus languages: Elven, Giant, Gith, Kreen, Saurian
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nwnds_notes/Races/elf.txt
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nwnds_notes/Races/elf.txt
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The dunes and steppes of Athas are home to thousands of tribes of nomadic elves. While each tribe is very different culturally, the elves within
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them remain a race of long-limbed sprinters given to theft, raiding, and warfare.
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An Athasian elf stands between 6 1/2 and 7 1/2 feet tall. They are slender, lean, and generally in terrific physical condition. Their features are deeply etched into their weather-toughened faces, and their skin made rugged by the windblown sands and baking sun of the wilderness. Elves typically dress to survive in the desert environment. Even when at an oases or in the cities, elves tend to prefer their native garb, designed to wrap the wearer against the brutality of the elements.
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Elves are all brethren within their own tribe, but regard all outsiders as potential enemies. There is no racial unity among the elves-an elf from outside the tribe is just as much a foe as a human, halfling, or thri-kreen. Acceptance of an outsider by an individual elf can be achieved, but trust will only develop over time. Acceptance of an outsider by an entire tribe is also possible, but rare. It is usually only awarded after some great sacrifice has been made on behalf of the tribe-many outsiders have been accepted posthumously into elven desert tribes.
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Individually, tribal elves are swift, sure, and self-reliant in the extreme. An elf is conditioned to run quickly over sandy and rocky terrain, sometimes for days at a time -an elf warrior can cross better than 50 miles per day. An elven war party on the move is a deadly force of endurance and maneuverability. Elves use no beasts of burden for personal transportation, though they do sometimes engage kanks and similar creatures for baggage or raw materials transport. It is dishonorable among elves to ride on an animal unless wounded and near death-even pregnant women and old elves are expected to keep up with the tribe or be left behind.
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While most elven tribes make their living through herding, some have turned to commerce and others to raiding. Elven traders are rightly considered the most capable on Athas. Not only can they barter and deal with a variety of races, they can move and protect their goods across the vast wilderness.
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Elven culture, while savage, is also very rich and diverse. A player character elf can be from a wild, tribal background or from a city state upbringing-there are many elves that have settled in the cities as bazaar vendors, and still many more that have been dragged there in chains.
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Elven Ability Adjustments: +2 Dex, -2 Con.
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Favored Class (Rogue): A multiclass elf's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
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Racial Traits:
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- Elven base land speed is 40 feet.
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- Medium: As Medium creatures, elves have no special bonuses of penalties due to size.
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- Low-Light Vision: Allows them to see better than normal in the dark.
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- Sleeplessness: Immune to spells and effects of the 'Sleep' subtype.
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- Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells.
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- Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow)
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- Skill Affinity (Listen): +2 racial bonus to Listen checks.
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- Skill Affinity (Search): +2 racial bonus to Search checks.
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- Skill Affinity (Spot): +2 racial bonus to Spot checks.
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- Skill Affinity (Perform): +2 racial bonus to Perform checks.
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- Elemental Resiliance: Elves have a natural resistance to extreme temperatures and aren’t adversely affected by the heat of the day or the chill of the night.
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- Keen Senses: Elves make active Search checks automatically and with no movement penalties.
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- Elf Run: After a minute of warm–up and a Concentration check (DC 10), elves can induce an elf run state. This state allows elves to hustle for long distances as easily as a human can move normally, and run for long distances as easily as a human can hustle.
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Automatic Languages: Common and Elven
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Bonus Languages: Dwarven, Entomic, Kreen, Gith, Saurian, and Terran
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nwnds_notes/Races/half-giant.txt
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nwnds_notes/Races/half-giant.txt
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Giants dominate many of the islands and coastal areas of the Silt Sea, wading across it to plunder the communities of smaller races where they find them. In some lost millennium, as a bizarre experiment or perhaps as some sort of curse, giants were magically crossbred with humans. Half-giants are now fairly common, especially to human controlled lands at the edge of the sea of dust.
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A half-giant is an enormous individual, standing between 10 and 12 feet tall, and weighing in the neighborhood of 1,600 pounds. Their features are human, but exaggerated.
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Simply put, a half-giant gains terrific size from his giant heritage, but also inherits that race's dull wits. His human background, however, provides him with an interest in communication and cooperation, not to mention more reserved traits such as curiosity, a willingness to learn, and a general tendency toward kindness. At any rate, half-giants are capable of far more kindness than their often tyrannical, bloodthirsty giant kin.
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Though no one knows for certain, half-giants seem to be a fairly young race, perhaps only a few tens of centuries old. There is no half-giant culture common to all of their kind. On the contrary, having insufficient history and overall intelligence to have their own culture, half-giants tend to readily adopt the cultures of other creatures they admire or associate with. Half-giants are very imitative creatures, eager to fit into new situations as they present themselves.
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Half-giants sometimes collect into communities of their own, though they most often adopt the culture and customs of those creatures that are nearby. When near an elven nation, for instance, half-giants will form their own hunting and raiding parties, adopting the ways of the elven marauders. They won't mix with the elves, neither will they fight with them. In most instances, imitative half-giant communities will compete directly with the race whom they are likening themselves to. It is their great size and combat prowess that keeps their competitors at a safe distance.
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Half-Giant Ability Adjustments: +8 Str, +4 Con, -2 Dex, -4 Int, -4 Wis, -4 Cha.
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Favored Class (Barbarian): A multiclass half-giant's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.
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Racial Traits:
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- A half-giant's base land speed is 40 feet.
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- Large: As Large creatures, half-giants ave the following bonuses & penalties:
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10' Reach
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–1 size penalty to Armor Class
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–1 penalty on all attack rolls
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-4 size penalty to Hide checks
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-4 size penalty to Move Silently checks.
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- Giant: Half-giants are creatures with the giant type
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- Darkvision: Half-Giants are able to see in the dark.
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- Natural Armor: Half-giants gain a +2 natural armor bonus to AC.
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Automatic Languages: Common.
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Bonus Languages: Dwarven, Gith, Giant.
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Level Adjustment: +2.
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nwnds_notes/Races/mul.txt
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nwnds_notes/Races/mul.txt
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A mul is an incredibly tough crossbreed of a human and dwarf. They retain the height and cunning of their human parent, plus the durability and raw strength of their dwarven heritage. Muls are usually the products of the slave pits; owners recognize the muls' assets as gladiators and laborers, and so order the births of as many muls as can be managed within the ranks of their slaves. Muls are born sterile; they cannot perpetuate their kind.
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A full-grown mul stands 6 to 6 1/2 feet tall and weighs 240-300 pounds. They are fair skinned, sometimes tending toward a copperish coloration. Their dwarven ancestry gives them a well-muscled frame and an incredible constitution; mul laborers can perform heavy work for days at a time without stopping. Muls have stern facial features. They are unmistakably human in appearance, though their ears are swept back and slightly pointed. Most muls, whether male or female, have no hair or beard.
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Born as they are to lives of slave labor, with the taskmaster's whip taking the place of parents and family, muls are given to a gruff personality and violent reactions. Understandably, many never seek friends or companionship but live out their lives in servitude, driven by hatred and spite. Most, however, learn who to trust in the slave pits and who not to, gaining favor and reputation among the other slaves.
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Many slave muls have either escaped or otherwise won their freedom and now live independent lives all over Athas. Of these, a large percentage have bartered their combat prowess, making their way as soldiers or guards. A few others, given to more cerebral pursuits, have turned to priestly devotions or the mental disciplines of psionics.
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Mul Ability Adjustments: +4 Str, +2 Con, -2 Cha.
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Favored Class (Gladiator): A multiclass mul's gladiator class does not count when determining whether he suffers an XP penalty for multiclassing.
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Racial Traits:
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- Mul base land speed is 30 feet.
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- Medium: As Medium creatures, muls have no bonuses or penalties due to size.
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- Darkvision: Muls are able to see in the dark.
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- Tireless: Muls get a +4 racial bonus to checks for performing a physical action that extends over a period of time (running, swimming, holding breath, and so on). This bonus stacks with the Endurance feat.
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- Extended Activity: Muls may engage in up to 12 hours of hard labor or forced marching without suffering from fatigue.
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- Dwarven Blood: For all effects related to race, a mul is considered a dwarf. Muls, for example, are just as vulnerable to effects that affect dwarves as their dwarf ancestors are, and they can use magic items that are only usable by dwarves.
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- Nonlethal Damage Resistance 1/–. Muls are difficult to subdue, and do not notice minor bruises, scrapes, and other discomforts that pain creatures of other races.
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Automatic Language: Common
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Bonus Languages: Dwarven, Elven, Gith, and Giant
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Level Adjustment: +1
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