GreatWyrmGold
2009-05-25, 04:31 PM
Original Post:
I've already figured everything out, thank you. I'll be delivering it piece by piece, starting with the name:
SEAHAWK
The more (serious) commments/predictions I get, the faster I'll add stuff!
History primer:
Seelund has gone through rapid growth in less than 100 years, from a small province around the fishing village of Seahawk to an empire spanning two continents. There are still wild lands, and even continents, yet to be explored. Who will tame the untamed and conquer the wild?
History
Seahawk's Beginning
Around the year 972, a fishing village was created in the small province of Seelubd. Due to abundant trade and the dicovery of some anchient items, it quickly grew into a large city. The province gained more and more land in the old kingdom (Ayjipt) by conquest and commerce. The population grew. Finaly, the old king, who had no children, handed over the kingship to Zojan, mayor of seahawk and governor of Seelund. The old system was destroyed. Seelund was the kingdom. And, late in 999, King Zojan I promised a "new millenium gift" to his people...the world as the kingdom.
The Elf Wars
Starting in 1000, King Zojan created a great army, enhanced with some artifacts left over from when they were discovered by the adventurers all those years ago. Nearby kingdoms either were vanquished or surrendered. A bit into the campaign, though, the elves ressisted. Living thousands of years, the elves were naturally unwilling to part with their land, held for dozens of generations. All elves have at least limited skill with magic, so combined with their skill honed by hundreds of years of practice, the Seelunders had a match. In 1003, the Seelunders, desperate for help, contacted the dwarves. The dwarves were xenophobes who especially disliked the elves. Within a couple of years, the elves were forced to surrender. In 1005, representatives from the three groups (dwarves, elves, and Seelunders) formed the Treaty of Silvarest. The elves were forced to live in the southern area of their once mighty land, the rest of their land going to Seelund. The elves have, since then, been convinced to release their grudge against Seelund; the Compromise of 1031 allowed elves to live in Seelund and create an embassy in Seahawk.
Expanding Territories
In 1015, Seelund had explored its continent (which is now, creativly, called Old Seelund (by the humans at least)). As such, Seelord (read: king) Zojan II had explorers sail east. The found many island, and, eventually, a continent, soon dubbed New Seelund. (Those Seelunders were sure creative, huh?) By 1050, Seelund had essentially explored the world as known today (1075), except that Perilous Seelund had to wait for settlement until 1071, and East Seelund was still mostly unsettled.
Seelund Today
Now, Seelund is doing its best to explore/settle/conquer the rest of the world. Explorers are payed large sums of money because most unexplored areas are such due to danger. The current Seelord, Zojan III, is trying to accomplish his grandfather's promise. He needsa soldiers to defend against threats, real and imaginary, and to conquer unexplored areas.
Many local lords, mostly far from Seahawk, tule lik dictators, and war with one another. High-level spellcasters may be asked to connect two distant locales, often across oceans, to improve communication and order. They are usually willing to pay 15,000 gp +15 gp/mile for permanent Teleportation Circles, mostly to places across oceans.
There are many exotic monsters in far-off places, some of which are brought to (usually private) zoos. Need I say that they sometimes escape, especially the ones that are dangerous?
Candidates for various public offices race for votes in a cutthroat competition (often literally). It's hard to win when you're six feet under.
Much of this is done in far-off locales, requiring travel across (sometimes stormy, sometimes rocky, sometimes monster-infested) ocean.
(And, yes, the adventure hooks are on purpose.)
Races:
Dwarves:
As written, but too many lived through the Elf Wars to consider an elf a true friend (or even an ally) without extenuating circumstances. (Those should come in an adventure or so.) They don't like other races much more.
Elves
Elves
Elves are disliked by those few Seelunders old enough to remember the Elf Wars, and dwarves. All elves are required to learn at least the least of magical tricks as part of their childhood curriculum (although this does not effect an elf's class choices). All elves old enough to be adventuring lived (and probably fought) through the Elf Wars, so many have one or more levels of fighter.
Statistics:
+2 Int, -2 Cha: Elves are intelligent but haughty and often distrustful.
+3 bonus on Diplomacy checks against humanoid races other than dwarves, orcs, lizorks, and lizardmen: Elves gat along well with each other. In addition, elves see halflings as small elves, which most see as a compliment. Most gnomes were tutored by elves, and other races tend to find elves attractive.
Dwarves treat elves as one step less friendly in first meetings, except in extraordinary situations.
+2 on Knowledge (arcana) and Spellcraft checks: Elves not only are taught magic in school, they have a natural knack for it.
Spell-like abilities: At will: Prestidigitation. If Int is 13 or higher: 1/day: Detect Magic, Read Magic, Magic Missile. Elves not only are taught magic in school, they have a natural knack for it.
If a class normally has arcane spellcasting based on Charisma, elves base it on Intelligence instead.
Favored class: The arcane spellcasting class in which the elf has the most levels.
Automatic languages: Common, Elven, Draconic. Bonus languages: Any
Elf aging tables:
{table] Adulthood|Barb/Rog/Sor|Brd/Ftr/Pdn/Rgr|Clc/Drd/Mnk/Wiz
225|+4d12|+4d20|+7d20[/table]
{table]Middle age|Old|Venerable|Max age
500 yrs|800 yrs|1800 yrs|+15d%[/table]
More elf stuff
Elven Religion
Many scholars would laugh at this idea. Elves are devoted to arcane studies. Unknown to most, though, there is an elven god. Varsivus, mighty Lord (or Lady?) of the Elves, is not well-known, even by most elves under the age of 250. Their clerics often pretend to be wizards.
{table]Varsivus|N*|Knowledge, Law, Luck, Magic, Sun[/table]
*I forgot something: In this campaign, elves are normally N, not CG.
Elven Subraces
All normal subraces exist, but they apply their changes to the "new" elf (see here (http://www.giantitp.com/forums/showthread.php?p=6174637#post6174637) ). In addition, any elf subrace may be either a chaos elf, a tinkerelf, or a Varsivus's Blessed (see below).
Chaos Elf
These elves create and use chaositech. Despite the name, it is not technology; despite the game, it is not magic. It is bizzare devices, sometimes implanted, that use chaotic power for ends that look like sci-fi. See Chaositech, a sourcebook for 3.5 D&D by (someone;to be added).
Chaos Elves:
Spell-like abilities: A/Will: Acid Splash. If Int 13 or higher: 1/day: Detect Chaositech*, Ghost Sound, Protection from Law. These replace the standard elf's spell-like abilities.
A chaos elf gains a +2 bonus on Craft (chaositech)* and Chaos Surgery* instead of Spellcraft and Knowledge (arcana).
Tinkerelf:
These elves have a love for technology. It is belived that tinkerelves give some designs to gnomes, who claim it as their own. Many don't care.
Spell-like abilities: A/Will: Mending. If Int is 13 or higher: 1/day: Locate Object.
Varsivus's Blessed:
These elves have been graced by Varsivus him- or herself. They gain divine power.
+2 Wis, +2 Int: Varsivus's Blessed are kinder and wiser than most elves. These ability score adjustments replace the standard elf's ability adjustments.
Spell-like abilities:3+Wis mod/day: Cure Minor Wounds. If Wis is 13 or higher, add a/will: Light, Virtue; 3/day: Cure Light Wounds, Bless; 1/day: Lesser Restoration. These are in addition to the standard spell-like abilities.
Divine Inspiration: A Varsivus's Blessed elf has +2 to Knowledge (religion). In addition, once per day per point of Inteligence bonus, a Varsivus's Blessed can gain a +10 bonus in any one Spellcraft, Knowledge (arcana), or Knowledge (religion) check.
LA: An extra +2 (?)
Gnomes
Gnomes are, and have always been, tinkerers. They are good friends with elves, who teach them alchemy and sorcery, but get along nicely with everyone else, too. Their bonus to Craft (alchemy) checks is only +1 (and due to elve's teachings), but they also have a +1 bonus on Diplomacy checks.
Halflings:
As written, but they look up to elves.
Humans:
As written.
Half-elves:
Another race with an overhaul!
Due to the Elf Wars, most half-elves alive are either born from half-elf/half-elf marriages or were born in 1000 or before. Even before then, elf/human couples were rare. Now, they are nonexistant.
Half-elves have the restless ambition of humans and the patient study-loving of elves. Some half-elves are insane. Unlike the (out-of-the-Greyhawk-assumed)general lwfulness of full elves or the variety of humans, half-elves, torn between thair two halves, are almost always chaotic.
Stats:
+2 Int: Half-elves are as intelligent as elves, but less haughty.
+1 on Diplomacy checks against non-dwarves: Half-elves, while unattractive by elven standards, are still fairly beutiful, and share part of the bond to the wee folk that elves do.
Spell-like abilities: 3/day: Prestidigitation. If a half-elf's Intelligance is at least 17, add 1/day: Detect Magic, Read Magic.
Half-elves have a bonus feat.
Automatic languages: Common, Elven. Bonus languages: Any
Also, for age, roll on the elf starting age/aging tables.
Half-orcs:
These do not exist. If you really like them, your DM might let you play a deformed/ex-enslaved human that is statistically identical to the half-orc.
Manimals/K'sinflu
They prefer being called K'sinflu, by the way. "Manimal" is a term used by the first Seelunders to discover them. They live in the arctic regions of New Seelund, with the arctic lizards. They each resemble one "normal" race, but all look like one or more animals.
Racial traits:
+2 Str, -2 Int, -2 Cha: K'sinflu have to be strong to survive, but are uneducated and savage.
K'sinflu each have one humanoid trait (see below)
K'sinflu have a bonus K'sinflu feat (see below)
Automatic languages: Common, K'sinflu. Bonus languages: Aquan, Auran, Draconic, Elven, Ignan, Orc, Sylvan, Terran
K'sinflu humanoid traits:
Dwarf: +2 on saving throws v. poison
Elf: 1 Sor/Wiz spell of 1st level, usable 1/day as a spell-like ability.
Gnome: +1 racial bonus on Diplomacy checks, +1 racial bonus on Craft (alchemy) checks, +1 to Con
Halfling: +2 racial bonus to Climb checks, +2 racial bonus to Jump
Human: 1 bonus skill point/level
Lizardman: You gain +1 to Swim, Balence; +1 natural armor
Orc: You gain +4 Str but an additional -2 Int and Cha
Some K'sinflu feats: (These are all I've made up to this point.) (These are in abbreviated somewhat abbreviated form.)
Bite
Benifet: Bite attack 1d6
Poison Fangs
Prereqs: Bite, Con 11
Benifet: Bite poison. Damage: One of 1d6 Int, Wis, or Cha; 1d4 Dex or Str; 1d3 Con
Special: You may gain this feat multiple times. choose a new damage type each time. damage type each time.
Improved Venom
Prereqs: Bite, Poison Fangs, Con 13
Benifet: Increase one poison damage type by 1 step
Special: You can take this feat multiple times. Its effects stack.
Claws
Benifet: 2 claw attacks, 1d4 each
Fins
Benifet: +3 Swim checks
Improved fins
Prereq: Fins
Benifet: Another +3 Swim
Swimming
Prereq: Fins, Improved Fins
Benifet: +8 total bonus to Swim. Swim speed=1/2 BLS.
Gills
Prereq: Fins
Benifet: You may breathe underwater.
Gliding
Benifet: Fly speed of 1-1/2 BLS (clumsy), but cannot rise +automatically fall 5 ft at the end of each turn.
Flight
Prereqs: Gliding, Dex 11
Benifet: Fly speed 1-1/2 BLS (poor); can rise, no auto-drop
Greater Flight
Prereqs: Gliding, Flight, Dex 13
Benifet: Your fly speed is twice BLS (average)
Improved Flight
Prereqs: Gliding, Flight, Greater Flight, Dex 15
Benifet: Your fly speed is twice BLS (good)
Perfect flight
Prereqs: Gliding, Flight, Greater Flight, Improved Flight, Dex 17
Benifet: Your fly speed is 2-1/2 times BLS (perfect)
Speedy
Prereq: Dex 11
Benifet: Increase your base land speed by 10 feet.
Special: You can take this feat more than once. Its effects stack.
Scaling
Benifet: +3 bonus to Climb
Improved Scaling
Prereq: Scaling
Benifet: Another +3 on Climb checks
Climbing
Prereqs: Scaling, improved scaling
Benifet: Climb bonus +8; Climb speed = to 1/2 BLS
Burrowing
Prereq: Str 15
Benifet: You gain a burrow speed = to 1/3 your BLS.
Tail
Benifet: +2 on Balence, Jump, Swim checks
Special: You may take this feat twice.
Tail attack
Prereq: Tail
Benifet: Tail attack 1d8
Large
Prereq: Str 17
Benifet: You are large.
Small
Benifet: You are Small. Your Dex increases by 2.
Tough skin
Prereq: Con 13
Benifet: +1 natural armor bonus
Arctic
Prereq: Con 11
Benifet: You gain resistance to cold 3.
Special: You may gain this feat multiple times. Each time, your resistance to cold increases by 3.
Desert
Prereq: Con 13
Benifet: Benifet: You gain resistance to fire 3.
Special: You may gain this feat multiple times. Each time, your resistance to fire increases by 2.
k'sinflu Classes
K'sinflu Shaman
Some shamans of the strange half-animal race that calls itself Ksin'flu devote themselves more fully to their ancestors, supposedly animal spirits, by becoming more animal-like.
Prerequisites: K'sinflu/Manimal, Knowledge (nature) 10 ranks, able to cast 2nd-level divine spells.
HD: d4
Skill points: 2+Int modifier/level
Class skills: As druid
{table=head]Level|BaB|Fort|Ref|Will|Special|Spells
1|+0|+2|+0|+2|Bonus K'sinflu feat|+1 level of divine spellcasting class
2|+1|+3|+0|+3|-|+1 level of divine spellcasting class
3|+1|+3|+1|+3|Bonus K'sinflu feat|-
4|+2|+4|+1|+4|-|+1 level of divine spellcasting class
5|+2|+4|+1|+4|Bonus K'sinflu feat|+1 level of divine spellcasting class[/table]
Bonus K'sinflu feat: See the K'sinflu/Manimal post.
K'sinflu Paragon
There are K'sinflu, and then there are K'SINFLU. The K'sinflu with this class are often leaders, adored for their resemblance to the animal spirits.
Prerequisites: K'sinflu/Manimal, Knowledge (nature) 10 ranks
HD: d8
Skill points: 2+Int modifier/level
Class skills: As ranger
{table=head]Level|BaB|Fort|Ref|Will|Special
1|+0|+2|+0|+0|Bonus K'sinflu feat
2|+1|+3|+0|+0|Bonus K'sinflu feat
3|+2|+3|+1|+1|Bonus K'sinflu feat[/table]
Bonus K'sinflu feat: See the K'sinflu/Manimal post.
Non-PHB Races:
Orcs
There are two general types: Northern orcs and Southern orcs. Northern orcs mostly live on the Monster Plains; Southern orcs, smaller but brighter, predominate everywhere else.
Southern orcs:
+4 Str, +2 Con, +2 Dex, -4 Int, -4 Cha: Orcs, even the "smaller" and "smarter" Southern ones, are strong, tough, and dumb as a brick. Southern orcs are also agile.
Speed: 40 ft. Orcs often chase down prey. Their prey includes humans, dwarves, and other creatures slower than them.
Darkvision 60 ft: Standard for most races, but perfect for stalking at night.
Automatic language: Orc. Bonus languages: Common, Draconic, Dwarf
Northern orcs:
+8 Str, +4 Con, -2 Dex, -6 Int, -4 Wis, -8 Cha: Those who have met Southern orcs are often compared to brick walls: Big, strong, and tough, but clumsy and dumb as a bunch of bricks.
Speed: 50 ft. Those people forget how FAST Southern orcs are.
Natural weapons: Bite, 1d10; 2 claws, 1d6 each
Darkvision 100 ft, low-light vision: You never know how useful awesome night vision could be.
Monstrous humanoid: Most people agree that they're humanoid monsters.
2 racial HD: These grant the normal bunch of goodies.
Automatic language: Orc. bonus languages: Common, Draconic
Lizardmen
These replace MM lizardfolk, kobolds, and (MMIII) blackscale lizardfolk.
Lizardmen live almost everywhere, even way up north on New Seelund.
Lizardmen: As kobolds, but lizardyer, no bonus to Proffesion (miner) or Search, a +4 racial bonus on Swin, Jump, and Balence checks due to the tail, and a climb speed of 10 ft.
Crocomen: As crocodile-looking lizardfolk, except with an additional -2 Int.
Sauromen: As therapoddy blackscale lizardfolk, but no acid resistance or hold breath, LA +2.
Gnolls, Kenku, Shifters, Raptorans, Catfolk and anything else animally:
These are varients on Manimals. I won't get to them now; there's enough in this post. I want you to guess about the manimals until I type them in (probably tomorrow)
Goblinoids
These are usually slaves to orcs and lizardmen. The exception is hobgoblins. They have often become savage warlords. All except the hobbos have an extra -2 Int and -4 Cha.
Religion
There are four main gods: Yihn, god of good, Yahn, god of evil, Urdor, god of law, and Annirky, god of chaos. In addition, there is Giah, godess of nature; Saron, god of destruction (also god of barbaric folk like orcs, gnolls, and most goblinoids). Gilyan, god of balence, and Posydon, god pf the sea, are other main gods.
{table]Deity|Alingment|Domains
Annirky|CN|Air, Chaos, Destruction, Trickery
Giah|N|Air, Animal, Earth, Fire, Plant, Sun, Water
Posydon|LG|Good, Law, Ocean*, Seafolk*, Strength, Water
Saron|CE|Chaos, Evil, Destruction, Strength, War
Urdor|LN|Law, Protection, Earth, Knowledge
Yahn|NE|Evil, Death, Fire, Destruction
Yihn|NG|Good, Healing, Luck, Water[/table]
*Domain in Stormwrack.
Note that, while this is a list of all main deities, many others exist as cults/regional churches/etc.
K'sinflu Religion
There are few K'sinflu clerics;most K'sinflu divine spellcasters are druids or rangers (or similar). Those few who are clerics usually choose ancestral spirits as their patron "deity". The K'sinflu belive that their ancestors were humanoids who were close to the animal world, and slowly took on animalistic traits. The spirits can be of any alingment and grant most any domain.
I've already figured everything out, thank you. I'll be delivering it piece by piece, starting with the name:
SEAHAWK
The more (serious) commments/predictions I get, the faster I'll add stuff!
History primer:
Seelund has gone through rapid growth in less than 100 years, from a small province around the fishing village of Seahawk to an empire spanning two continents. There are still wild lands, and even continents, yet to be explored. Who will tame the untamed and conquer the wild?
History
Seahawk's Beginning
Around the year 972, a fishing village was created in the small province of Seelubd. Due to abundant trade and the dicovery of some anchient items, it quickly grew into a large city. The province gained more and more land in the old kingdom (Ayjipt) by conquest and commerce. The population grew. Finaly, the old king, who had no children, handed over the kingship to Zojan, mayor of seahawk and governor of Seelund. The old system was destroyed. Seelund was the kingdom. And, late in 999, King Zojan I promised a "new millenium gift" to his people...the world as the kingdom.
The Elf Wars
Starting in 1000, King Zojan created a great army, enhanced with some artifacts left over from when they were discovered by the adventurers all those years ago. Nearby kingdoms either were vanquished or surrendered. A bit into the campaign, though, the elves ressisted. Living thousands of years, the elves were naturally unwilling to part with their land, held for dozens of generations. All elves have at least limited skill with magic, so combined with their skill honed by hundreds of years of practice, the Seelunders had a match. In 1003, the Seelunders, desperate for help, contacted the dwarves. The dwarves were xenophobes who especially disliked the elves. Within a couple of years, the elves were forced to surrender. In 1005, representatives from the three groups (dwarves, elves, and Seelunders) formed the Treaty of Silvarest. The elves were forced to live in the southern area of their once mighty land, the rest of their land going to Seelund. The elves have, since then, been convinced to release their grudge against Seelund; the Compromise of 1031 allowed elves to live in Seelund and create an embassy in Seahawk.
Expanding Territories
In 1015, Seelund had explored its continent (which is now, creativly, called Old Seelund (by the humans at least)). As such, Seelord (read: king) Zojan II had explorers sail east. The found many island, and, eventually, a continent, soon dubbed New Seelund. (Those Seelunders were sure creative, huh?) By 1050, Seelund had essentially explored the world as known today (1075), except that Perilous Seelund had to wait for settlement until 1071, and East Seelund was still mostly unsettled.
Seelund Today
Now, Seelund is doing its best to explore/settle/conquer the rest of the world. Explorers are payed large sums of money because most unexplored areas are such due to danger. The current Seelord, Zojan III, is trying to accomplish his grandfather's promise. He needsa soldiers to defend against threats, real and imaginary, and to conquer unexplored areas.
Many local lords, mostly far from Seahawk, tule lik dictators, and war with one another. High-level spellcasters may be asked to connect two distant locales, often across oceans, to improve communication and order. They are usually willing to pay 15,000 gp +15 gp/mile for permanent Teleportation Circles, mostly to places across oceans.
There are many exotic monsters in far-off places, some of which are brought to (usually private) zoos. Need I say that they sometimes escape, especially the ones that are dangerous?
Candidates for various public offices race for votes in a cutthroat competition (often literally). It's hard to win when you're six feet under.
Much of this is done in far-off locales, requiring travel across (sometimes stormy, sometimes rocky, sometimes monster-infested) ocean.
(And, yes, the adventure hooks are on purpose.)
Races:
Dwarves:
As written, but too many lived through the Elf Wars to consider an elf a true friend (or even an ally) without extenuating circumstances. (Those should come in an adventure or so.) They don't like other races much more.
Elves
Elves
Elves are disliked by those few Seelunders old enough to remember the Elf Wars, and dwarves. All elves are required to learn at least the least of magical tricks as part of their childhood curriculum (although this does not effect an elf's class choices). All elves old enough to be adventuring lived (and probably fought) through the Elf Wars, so many have one or more levels of fighter.
Statistics:
+2 Int, -2 Cha: Elves are intelligent but haughty and often distrustful.
+3 bonus on Diplomacy checks against humanoid races other than dwarves, orcs, lizorks, and lizardmen: Elves gat along well with each other. In addition, elves see halflings as small elves, which most see as a compliment. Most gnomes were tutored by elves, and other races tend to find elves attractive.
Dwarves treat elves as one step less friendly in first meetings, except in extraordinary situations.
+2 on Knowledge (arcana) and Spellcraft checks: Elves not only are taught magic in school, they have a natural knack for it.
Spell-like abilities: At will: Prestidigitation. If Int is 13 or higher: 1/day: Detect Magic, Read Magic, Magic Missile. Elves not only are taught magic in school, they have a natural knack for it.
If a class normally has arcane spellcasting based on Charisma, elves base it on Intelligence instead.
Favored class: The arcane spellcasting class in which the elf has the most levels.
Automatic languages: Common, Elven, Draconic. Bonus languages: Any
Elf aging tables:
{table] Adulthood|Barb/Rog/Sor|Brd/Ftr/Pdn/Rgr|Clc/Drd/Mnk/Wiz
225|+4d12|+4d20|+7d20[/table]
{table]Middle age|Old|Venerable|Max age
500 yrs|800 yrs|1800 yrs|+15d%[/table]
More elf stuff
Elven Religion
Many scholars would laugh at this idea. Elves are devoted to arcane studies. Unknown to most, though, there is an elven god. Varsivus, mighty Lord (or Lady?) of the Elves, is not well-known, even by most elves under the age of 250. Their clerics often pretend to be wizards.
{table]Varsivus|N*|Knowledge, Law, Luck, Magic, Sun[/table]
*I forgot something: In this campaign, elves are normally N, not CG.
Elven Subraces
All normal subraces exist, but they apply their changes to the "new" elf (see here (http://www.giantitp.com/forums/showthread.php?p=6174637#post6174637) ). In addition, any elf subrace may be either a chaos elf, a tinkerelf, or a Varsivus's Blessed (see below).
Chaos Elf
These elves create and use chaositech. Despite the name, it is not technology; despite the game, it is not magic. It is bizzare devices, sometimes implanted, that use chaotic power for ends that look like sci-fi. See Chaositech, a sourcebook for 3.5 D&D by (someone;to be added).
Chaos Elves:
Spell-like abilities: A/Will: Acid Splash. If Int 13 or higher: 1/day: Detect Chaositech*, Ghost Sound, Protection from Law. These replace the standard elf's spell-like abilities.
A chaos elf gains a +2 bonus on Craft (chaositech)* and Chaos Surgery* instead of Spellcraft and Knowledge (arcana).
Tinkerelf:
These elves have a love for technology. It is belived that tinkerelves give some designs to gnomes, who claim it as their own. Many don't care.
Spell-like abilities: A/Will: Mending. If Int is 13 or higher: 1/day: Locate Object.
Varsivus's Blessed:
These elves have been graced by Varsivus him- or herself. They gain divine power.
+2 Wis, +2 Int: Varsivus's Blessed are kinder and wiser than most elves. These ability score adjustments replace the standard elf's ability adjustments.
Spell-like abilities:3+Wis mod/day: Cure Minor Wounds. If Wis is 13 or higher, add a/will: Light, Virtue; 3/day: Cure Light Wounds, Bless; 1/day: Lesser Restoration. These are in addition to the standard spell-like abilities.
Divine Inspiration: A Varsivus's Blessed elf has +2 to Knowledge (religion). In addition, once per day per point of Inteligence bonus, a Varsivus's Blessed can gain a +10 bonus in any one Spellcraft, Knowledge (arcana), or Knowledge (religion) check.
LA: An extra +2 (?)
Gnomes
Gnomes are, and have always been, tinkerers. They are good friends with elves, who teach them alchemy and sorcery, but get along nicely with everyone else, too. Their bonus to Craft (alchemy) checks is only +1 (and due to elve's teachings), but they also have a +1 bonus on Diplomacy checks.
Halflings:
As written, but they look up to elves.
Humans:
As written.
Half-elves:
Another race with an overhaul!
Due to the Elf Wars, most half-elves alive are either born from half-elf/half-elf marriages or were born in 1000 or before. Even before then, elf/human couples were rare. Now, they are nonexistant.
Half-elves have the restless ambition of humans and the patient study-loving of elves. Some half-elves are insane. Unlike the (out-of-the-Greyhawk-assumed)general lwfulness of full elves or the variety of humans, half-elves, torn between thair two halves, are almost always chaotic.
Stats:
+2 Int: Half-elves are as intelligent as elves, but less haughty.
+1 on Diplomacy checks against non-dwarves: Half-elves, while unattractive by elven standards, are still fairly beutiful, and share part of the bond to the wee folk that elves do.
Spell-like abilities: 3/day: Prestidigitation. If a half-elf's Intelligance is at least 17, add 1/day: Detect Magic, Read Magic.
Half-elves have a bonus feat.
Automatic languages: Common, Elven. Bonus languages: Any
Also, for age, roll on the elf starting age/aging tables.
Half-orcs:
These do not exist. If you really like them, your DM might let you play a deformed/ex-enslaved human that is statistically identical to the half-orc.
Manimals/K'sinflu
They prefer being called K'sinflu, by the way. "Manimal" is a term used by the first Seelunders to discover them. They live in the arctic regions of New Seelund, with the arctic lizards. They each resemble one "normal" race, but all look like one or more animals.
Racial traits:
+2 Str, -2 Int, -2 Cha: K'sinflu have to be strong to survive, but are uneducated and savage.
K'sinflu each have one humanoid trait (see below)
K'sinflu have a bonus K'sinflu feat (see below)
Automatic languages: Common, K'sinflu. Bonus languages: Aquan, Auran, Draconic, Elven, Ignan, Orc, Sylvan, Terran
K'sinflu humanoid traits:
Dwarf: +2 on saving throws v. poison
Elf: 1 Sor/Wiz spell of 1st level, usable 1/day as a spell-like ability.
Gnome: +1 racial bonus on Diplomacy checks, +1 racial bonus on Craft (alchemy) checks, +1 to Con
Halfling: +2 racial bonus to Climb checks, +2 racial bonus to Jump
Human: 1 bonus skill point/level
Lizardman: You gain +1 to Swim, Balence; +1 natural armor
Orc: You gain +4 Str but an additional -2 Int and Cha
Some K'sinflu feats: (These are all I've made up to this point.) (These are in abbreviated somewhat abbreviated form.)
Bite
Benifet: Bite attack 1d6
Poison Fangs
Prereqs: Bite, Con 11
Benifet: Bite poison. Damage: One of 1d6 Int, Wis, or Cha; 1d4 Dex or Str; 1d3 Con
Special: You may gain this feat multiple times. choose a new damage type each time. damage type each time.
Improved Venom
Prereqs: Bite, Poison Fangs, Con 13
Benifet: Increase one poison damage type by 1 step
Special: You can take this feat multiple times. Its effects stack.
Claws
Benifet: 2 claw attacks, 1d4 each
Fins
Benifet: +3 Swim checks
Improved fins
Prereq: Fins
Benifet: Another +3 Swim
Swimming
Prereq: Fins, Improved Fins
Benifet: +8 total bonus to Swim. Swim speed=1/2 BLS.
Gills
Prereq: Fins
Benifet: You may breathe underwater.
Gliding
Benifet: Fly speed of 1-1/2 BLS (clumsy), but cannot rise +automatically fall 5 ft at the end of each turn.
Flight
Prereqs: Gliding, Dex 11
Benifet: Fly speed 1-1/2 BLS (poor); can rise, no auto-drop
Greater Flight
Prereqs: Gliding, Flight, Dex 13
Benifet: Your fly speed is twice BLS (average)
Improved Flight
Prereqs: Gliding, Flight, Greater Flight, Dex 15
Benifet: Your fly speed is twice BLS (good)
Perfect flight
Prereqs: Gliding, Flight, Greater Flight, Improved Flight, Dex 17
Benifet: Your fly speed is 2-1/2 times BLS (perfect)
Speedy
Prereq: Dex 11
Benifet: Increase your base land speed by 10 feet.
Special: You can take this feat more than once. Its effects stack.
Scaling
Benifet: +3 bonus to Climb
Improved Scaling
Prereq: Scaling
Benifet: Another +3 on Climb checks
Climbing
Prereqs: Scaling, improved scaling
Benifet: Climb bonus +8; Climb speed = to 1/2 BLS
Burrowing
Prereq: Str 15
Benifet: You gain a burrow speed = to 1/3 your BLS.
Tail
Benifet: +2 on Balence, Jump, Swim checks
Special: You may take this feat twice.
Tail attack
Prereq: Tail
Benifet: Tail attack 1d8
Large
Prereq: Str 17
Benifet: You are large.
Small
Benifet: You are Small. Your Dex increases by 2.
Tough skin
Prereq: Con 13
Benifet: +1 natural armor bonus
Arctic
Prereq: Con 11
Benifet: You gain resistance to cold 3.
Special: You may gain this feat multiple times. Each time, your resistance to cold increases by 3.
Desert
Prereq: Con 13
Benifet: Benifet: You gain resistance to fire 3.
Special: You may gain this feat multiple times. Each time, your resistance to fire increases by 2.
k'sinflu Classes
K'sinflu Shaman
Some shamans of the strange half-animal race that calls itself Ksin'flu devote themselves more fully to their ancestors, supposedly animal spirits, by becoming more animal-like.
Prerequisites: K'sinflu/Manimal, Knowledge (nature) 10 ranks, able to cast 2nd-level divine spells.
HD: d4
Skill points: 2+Int modifier/level
Class skills: As druid
{table=head]Level|BaB|Fort|Ref|Will|Special|Spells
1|+0|+2|+0|+2|Bonus K'sinflu feat|+1 level of divine spellcasting class
2|+1|+3|+0|+3|-|+1 level of divine spellcasting class
3|+1|+3|+1|+3|Bonus K'sinflu feat|-
4|+2|+4|+1|+4|-|+1 level of divine spellcasting class
5|+2|+4|+1|+4|Bonus K'sinflu feat|+1 level of divine spellcasting class[/table]
Bonus K'sinflu feat: See the K'sinflu/Manimal post.
K'sinflu Paragon
There are K'sinflu, and then there are K'SINFLU. The K'sinflu with this class are often leaders, adored for their resemblance to the animal spirits.
Prerequisites: K'sinflu/Manimal, Knowledge (nature) 10 ranks
HD: d8
Skill points: 2+Int modifier/level
Class skills: As ranger
{table=head]Level|BaB|Fort|Ref|Will|Special
1|+0|+2|+0|+0|Bonus K'sinflu feat
2|+1|+3|+0|+0|Bonus K'sinflu feat
3|+2|+3|+1|+1|Bonus K'sinflu feat[/table]
Bonus K'sinflu feat: See the K'sinflu/Manimal post.
Non-PHB Races:
Orcs
There are two general types: Northern orcs and Southern orcs. Northern orcs mostly live on the Monster Plains; Southern orcs, smaller but brighter, predominate everywhere else.
Southern orcs:
+4 Str, +2 Con, +2 Dex, -4 Int, -4 Cha: Orcs, even the "smaller" and "smarter" Southern ones, are strong, tough, and dumb as a brick. Southern orcs are also agile.
Speed: 40 ft. Orcs often chase down prey. Their prey includes humans, dwarves, and other creatures slower than them.
Darkvision 60 ft: Standard for most races, but perfect for stalking at night.
Automatic language: Orc. Bonus languages: Common, Draconic, Dwarf
Northern orcs:
+8 Str, +4 Con, -2 Dex, -6 Int, -4 Wis, -8 Cha: Those who have met Southern orcs are often compared to brick walls: Big, strong, and tough, but clumsy and dumb as a bunch of bricks.
Speed: 50 ft. Those people forget how FAST Southern orcs are.
Natural weapons: Bite, 1d10; 2 claws, 1d6 each
Darkvision 100 ft, low-light vision: You never know how useful awesome night vision could be.
Monstrous humanoid: Most people agree that they're humanoid monsters.
2 racial HD: These grant the normal bunch of goodies.
Automatic language: Orc. bonus languages: Common, Draconic
Lizardmen
These replace MM lizardfolk, kobolds, and (MMIII) blackscale lizardfolk.
Lizardmen live almost everywhere, even way up north on New Seelund.
Lizardmen: As kobolds, but lizardyer, no bonus to Proffesion (miner) or Search, a +4 racial bonus on Swin, Jump, and Balence checks due to the tail, and a climb speed of 10 ft.
Crocomen: As crocodile-looking lizardfolk, except with an additional -2 Int.
Sauromen: As therapoddy blackscale lizardfolk, but no acid resistance or hold breath, LA +2.
Gnolls, Kenku, Shifters, Raptorans, Catfolk and anything else animally:
These are varients on Manimals. I won't get to them now; there's enough in this post. I want you to guess about the manimals until I type them in (probably tomorrow)
Goblinoids
These are usually slaves to orcs and lizardmen. The exception is hobgoblins. They have often become savage warlords. All except the hobbos have an extra -2 Int and -4 Cha.
Religion
There are four main gods: Yihn, god of good, Yahn, god of evil, Urdor, god of law, and Annirky, god of chaos. In addition, there is Giah, godess of nature; Saron, god of destruction (also god of barbaric folk like orcs, gnolls, and most goblinoids). Gilyan, god of balence, and Posydon, god pf the sea, are other main gods.
{table]Deity|Alingment|Domains
Annirky|CN|Air, Chaos, Destruction, Trickery
Giah|N|Air, Animal, Earth, Fire, Plant, Sun, Water
Posydon|LG|Good, Law, Ocean*, Seafolk*, Strength, Water
Saron|CE|Chaos, Evil, Destruction, Strength, War
Urdor|LN|Law, Protection, Earth, Knowledge
Yahn|NE|Evil, Death, Fire, Destruction
Yihn|NG|Good, Healing, Luck, Water[/table]
*Domain in Stormwrack.
Note that, while this is a list of all main deities, many others exist as cults/regional churches/etc.
K'sinflu Religion
There are few K'sinflu clerics;most K'sinflu divine spellcasters are druids or rangers (or similar). Those few who are clerics usually choose ancestral spirits as their patron "deity". The K'sinflu belive that their ancestors were humanoids who were close to the animal world, and slowly took on animalistic traits. The spirits can be of any alingment and grant most any domain.