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The Vorpal Tribble
2006-09-05, 11:32 AM
I had a request to make these fellows a short time back, based on an old tale. Did a bit of research and came up with these. If you have any more knowledge about the story than I, let me know.

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Hyperborean

Medium Humanoid
Hit Dice: 3d8+3 (16 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 dex, +1 natural, +3 perfection), touch 15, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Masterwork bronze short sword +3 melee (1d6)
Full Attack: Masterwork bronze short sword +3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Fast, fast healing 1, immortal, land of eternal light, spell-like abilities, true paragon, wisdom of the ages
Saves: Fort +2, Ref +3, Will +4
Abilities: Str 12, Dex 14, Con 12, Int 14, Wis 12, Cha 16
Skills: Concentration +7, Knowledge (arcana) +8, Perform (any 1) +9, Sense Motive +7
Feats: Diehard, Improved Initiative
Environment: Any Cold
Organization: Solitary, Couple, Family (3-10), Community (30-200), City (200+)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: By character level
Level Adjustment: +2

Hyperboreans are a people of perfection, everything from their complexion to carriage are flawless. They are a good deal taller than the average human they resemble, those of seven feet in height being not in the least unusual. Long, pure white hair cascades from their head, every follicle glistening. Their intelligent eyes are a cat green and exotic, with naturally dark shadows about them.

These strange people populate the great northern hills beyond the aurora borealis where the sun never sets, continuously casting a rich, warm light upon the inhabitants. Here is is always spring, with the heady scent of blooms and pollen filling the air. Cities built of stone and gold without seam or crack spreads throughout this perfect land.

A hyperborean tend to stand between 6 and 7 feet in height and weigh around 150 to 180 lbs. They speak their own language of Northern, a form of Common long forgotten, though they may use their natural abilities to understand the words of the rare newcomer.

Combat
A hyperborean is not quick to fight, though if sufficiently threatened or insulted they are likely to draw one of their famous blades of gold or bronze and wield it with impressive vitality and swiftness.

Fast (Ex): A hyperborean with 5 or more HD only need eat and drink once per month to survive, though they may sup far more often if wished. Count a month as a day for determining starvation and thirst for a hyperborean.

Immortal (Ex): A hyperborean never dies of old age or natural means. Only great physical harm can finally cause a hyperborean to succumb. They take no penalties to their ability scores for aging and cannot be magically aged. As well they have immunity to poison and all diseases, both natural and magical.

Land of Eternal Light (Ex): In the land of the hyperboreans the sun never sets and the inhabitants are completely unused to darkness. A hyperborean is thus as blinded in low light levels as a normal individual would in complete darkness. Only in the light of a full moon can they see at night.

Spell-like Abilities:
1/day Augery, Comprehend Languages, Dancing Lights. Caster level equal to HD.

True Paragon (Ex): A hyperborean gains a perfection bonus to AC and on all rolls equal to his or her Charisma-bonus.

Wisdom of the Ages (Ex): A hyperborean cast all spells of the Divination and Necromancy type at a +1 caster level.

martyboy74
2006-09-05, 05:01 PM
Would said "old tale" be Conan the Barbarian?

This is an awesome race. I think a lot of players would want to play one, it's a fun, quirky low level LA race. Also, for wisdom of the ages, what's the bonus to necromancy supposed to represent?

The_Logic_Ninja
2006-09-05, 05:08 PM
*sees True Paragon*
*blinks*
*Polymorphs into the thing as a sorcerer*

Edit: I don't know if LA +2 is enough, you may want to add racial HD or something else that'd keep people from grabbing it just for the True Paragon ability, which is worth it with the creature's built-in CHA bonus alone. One of these as a paladin, going CHA-only (you get CHA to AB, after all), and getting CHA to AC and damage (Divine Might/Shield) twice, would be *scary*.

You may also want to specify more than "all rolls" (HP rolls, too?).

martyboy74
2006-09-05, 05:12 PM
*sees True Paragon*
*blinks*
*Polymorphs into the thing as a sorcerer*

Polymorph doesn't give you their special qualities.