The Anarresti
2010-08-29, 06:30 PM
The Oul are an ancient race, but only because of their amazing longevity: they rarely build large cities, or great civilizations. They are considered odd by other races, both for the fact that they appear to have no gender, and that they laugh at wounds that would cause another being to bemoan their fate.
Ouls are scrawny creatures about the size of an elf. However, they are stronger than they first appear, and can recover from damage that would fell a human.
They tend to be loners, and it is common to see an adult Oul with their child: most Ouls travel in pairs, parent and child.
The one thing that tends to freak other humanoids out about Ouls is their (apparent) alarming tendency toward violence. It is often seen Ouls cutting of each other's fingers as pranks, or "sparring" with each other, apparently aiming to kill. Many an Oul has been known to pluck an arrow out of their shoulder, laughing, which is an uncanny experience for any watching humans.
Appearance: Ouls are about the size of elves, however, they lack elves's natural grace. They have ears with several small points, almost like a serrated edge, on the curve of ear. They usually wear their hair long, in a ponytail. They usually have hair that ranges from blood red to bright yellow, and streaks of different shades on the same person are the norm. Their eyes are usually light pink. Their skin is often pale, chalk white, but they almost always tattoo it with black tattoo marks. Oul will also pierce themselves or tattoo themselves. They can stick a pin in themselves and have it heal in place in second, similarly with a tattoo. Also, if they do not like a tattoo they have, they will often just cut off that patch of skin and let it grow back.
Racial Traits
Medium Humanoid(Oul)
Ability Adjustment: -2 Wisdom, +2 Strength: Ouls tend to be rash and shortsighted, cocky because they can survive events that would destroy a lesser being. However, their regenerative nature allows them to build muscles easier than most other races.
Base speed 30 feet.
Light Fortification: If a critical hit or precision damage is scored on an Oul, there is a 25% chance that it will be counted instead as a normal hit, thanks to an Oul's defense mechanisms. The vital organs of an Oul are even more adept at healing themselves than the rest of the body.
Ouls have a racial +2 bonus on Fortitude saves: their hardy physique can withstand a surprising amount of punishment.
Ouls receive a racial +2 bonus to saves verus fear effects: they rarely fear anything, learning from infancy that they can survive almost anything.
Regeneration (Ex): An Oul treats all normally leathal damage (save fire, acid and negative energy) as non-leathal damage. An Oul treats all normally non-leathal damage as Subdual damage, which is distinctly separate from non-lethal for the purposes of this explanation Any effect that provides a regular humanoid with immunity to "non-leathal damage" provides an Oul with immunity to Subdual damage only.
An Oul heals subdual damage at a rate of 1 point per character level per round.
An Oul heals non-leathal damage at a rate of 2 points per character lever per 10 minutes.
For example, Yaan, 2st level Oul barbarian, is slashed with a mundane greatsword twice, amounting to 25 points of Damage. Yaan has 15 hit points normally. Right now, he still has 15 hit points: he just is unconscious, and appears dead because of the wounds on his body. Ten minutes pass, with the wounds clotting and fading. Yaan has healed 4 points of damage. He will continue to heal 4 points every ten minutes until he wakes back up.
Yaan is then burnt, for 7 points of damage. Yaan now has 8 hit points and has to recover those normally.
Yaan is then hit on the back of the head with a sap, for 3 points of subdual damage. Three rounds later he has healed from that.
In addition, if an Oul looses a limb or other body part (save the head), it regrows in 1d4+2 days. This may be adjusted depending on the body part lost: an Oul might regrow an ear overnight, or a foot in a day and a half. If the severed body part is reattached within a number of rounds equal to the Oul’s constitution modifier, and held in place for a full round, it automatically reattaches. This applies to the Oul’s head. Therefore, if an Oul is beheaded, the head remains alive for a number of rounds equal to the Oul’s constitution modifier before dying, and can take purely mental actions (but must succeed on a DC 25 concentration check to do so).
This ability is known on a Knowledge(Local) check of DC 20. Most people don't know about the Oul's ability to heal themselves, but learned professionals do.
Favored Class: Barbarian.
LA: +0
Languages: Common, Oul. Bonus Languages: Giant, Halfling, Orc, Elven, Sylvan
Alignment: Usually Chaotic. Ouls are nomadic and free-feeling, without cities, marriages and even the grim reaper seems far off. Ouls have no tendency on the moral axis: the best and the worst are found among them.
Relationships with other races: Ouls often laugh at other races, seeing them as needlessly careful of their own safety, or thinking it funny that they wimper over broken bones or cut knees. The nomadic Ouls often make friends with Halflings, and are hired as caravan guards sometimes. They usually get along well with Trolls for this reason: evil Ouls often are seen with Trolls, and neutral or good Trolls can usually count on Ouls to not judge them. Similarly, Ouls will trade with Giants, possibly being the only humanoids to be stepped on and then laugh it off. Ouls get along famously with Grugarach (wild elves), given their very similar outlooks and lifespan: they often become fast friends. However, Ouls usually don't like other elves, especially grey elves, considering them stuck up and tied down in silly cities.
Ouls have a hard time relating to dwarves: the two races have little in common. In fact, Ouls often clash with dwarves and gnomes: those two races view giants and foes, while Ouls view giants as friends.
Ouls get along well with humans, if only because the flexible humans usually have some specimens accepting of this odd race. However, Ouls find humans amusing, short lived and squishy.
Age: Adult: 30 Middle Age: 150 Old: 270 Venerable: 390 Maximum age: + 1d% years.
Changelog: Added +2 Charisma, Light Fortification, Heal Self
9:30: removed Heal Self (if you where curious, it was a nerfed Wholeness of Body) added Regeneration 0, Languages, Relationships with other races.
Ouls are scrawny creatures about the size of an elf. However, they are stronger than they first appear, and can recover from damage that would fell a human.
They tend to be loners, and it is common to see an adult Oul with their child: most Ouls travel in pairs, parent and child.
The one thing that tends to freak other humanoids out about Ouls is their (apparent) alarming tendency toward violence. It is often seen Ouls cutting of each other's fingers as pranks, or "sparring" with each other, apparently aiming to kill. Many an Oul has been known to pluck an arrow out of their shoulder, laughing, which is an uncanny experience for any watching humans.
Appearance: Ouls are about the size of elves, however, they lack elves's natural grace. They have ears with several small points, almost like a serrated edge, on the curve of ear. They usually wear their hair long, in a ponytail. They usually have hair that ranges from blood red to bright yellow, and streaks of different shades on the same person are the norm. Their eyes are usually light pink. Their skin is often pale, chalk white, but they almost always tattoo it with black tattoo marks. Oul will also pierce themselves or tattoo themselves. They can stick a pin in themselves and have it heal in place in second, similarly with a tattoo. Also, if they do not like a tattoo they have, they will often just cut off that patch of skin and let it grow back.
Racial Traits
Medium Humanoid(Oul)
Ability Adjustment: -2 Wisdom, +2 Strength: Ouls tend to be rash and shortsighted, cocky because they can survive events that would destroy a lesser being. However, their regenerative nature allows them to build muscles easier than most other races.
Base speed 30 feet.
Light Fortification: If a critical hit or precision damage is scored on an Oul, there is a 25% chance that it will be counted instead as a normal hit, thanks to an Oul's defense mechanisms. The vital organs of an Oul are even more adept at healing themselves than the rest of the body.
Ouls have a racial +2 bonus on Fortitude saves: their hardy physique can withstand a surprising amount of punishment.
Ouls receive a racial +2 bonus to saves verus fear effects: they rarely fear anything, learning from infancy that they can survive almost anything.
Regeneration (Ex): An Oul treats all normally leathal damage (save fire, acid and negative energy) as non-leathal damage. An Oul treats all normally non-leathal damage as Subdual damage, which is distinctly separate from non-lethal for the purposes of this explanation Any effect that provides a regular humanoid with immunity to "non-leathal damage" provides an Oul with immunity to Subdual damage only.
An Oul heals subdual damage at a rate of 1 point per character level per round.
An Oul heals non-leathal damage at a rate of 2 points per character lever per 10 minutes.
For example, Yaan, 2st level Oul barbarian, is slashed with a mundane greatsword twice, amounting to 25 points of Damage. Yaan has 15 hit points normally. Right now, he still has 15 hit points: he just is unconscious, and appears dead because of the wounds on his body. Ten minutes pass, with the wounds clotting and fading. Yaan has healed 4 points of damage. He will continue to heal 4 points every ten minutes until he wakes back up.
Yaan is then burnt, for 7 points of damage. Yaan now has 8 hit points and has to recover those normally.
Yaan is then hit on the back of the head with a sap, for 3 points of subdual damage. Three rounds later he has healed from that.
In addition, if an Oul looses a limb or other body part (save the head), it regrows in 1d4+2 days. This may be adjusted depending on the body part lost: an Oul might regrow an ear overnight, or a foot in a day and a half. If the severed body part is reattached within a number of rounds equal to the Oul’s constitution modifier, and held in place for a full round, it automatically reattaches. This applies to the Oul’s head. Therefore, if an Oul is beheaded, the head remains alive for a number of rounds equal to the Oul’s constitution modifier before dying, and can take purely mental actions (but must succeed on a DC 25 concentration check to do so).
This ability is known on a Knowledge(Local) check of DC 20. Most people don't know about the Oul's ability to heal themselves, but learned professionals do.
Favored Class: Barbarian.
LA: +0
Languages: Common, Oul. Bonus Languages: Giant, Halfling, Orc, Elven, Sylvan
Alignment: Usually Chaotic. Ouls are nomadic and free-feeling, without cities, marriages and even the grim reaper seems far off. Ouls have no tendency on the moral axis: the best and the worst are found among them.
Relationships with other races: Ouls often laugh at other races, seeing them as needlessly careful of their own safety, or thinking it funny that they wimper over broken bones or cut knees. The nomadic Ouls often make friends with Halflings, and are hired as caravan guards sometimes. They usually get along well with Trolls for this reason: evil Ouls often are seen with Trolls, and neutral or good Trolls can usually count on Ouls to not judge them. Similarly, Ouls will trade with Giants, possibly being the only humanoids to be stepped on and then laugh it off. Ouls get along famously with Grugarach (wild elves), given their very similar outlooks and lifespan: they often become fast friends. However, Ouls usually don't like other elves, especially grey elves, considering them stuck up and tied down in silly cities.
Ouls have a hard time relating to dwarves: the two races have little in common. In fact, Ouls often clash with dwarves and gnomes: those two races view giants and foes, while Ouls view giants as friends.
Ouls get along well with humans, if only because the flexible humans usually have some specimens accepting of this odd race. However, Ouls find humans amusing, short lived and squishy.
Age: Adult: 30 Middle Age: 150 Old: 270 Venerable: 390 Maximum age: + 1d% years.
Changelog: Added +2 Charisma, Light Fortification, Heal Self
9:30: removed Heal Self (if you where curious, it was a nerfed Wholeness of Body) added Regeneration 0, Languages, Relationships with other races.