LOTRfan
2011-03-20, 10:17 PM
So, I enjoy the Caliban fluff in the Ravenloft Campaign setting, but they got the short end of the stick in 3.5e. They got stuck with the half-orc stats (as half-orcs do not exist in Ravenloft). Here, I attempt to give them new stats that emphasize their twisted magical deformations and keep it LA +0. Did I succeed?
Calibans
http://i58.photobucket.com/albums/g247/Morefizzle/caliban.gif
In the Demiplane of Dread, the natural laws of magic are manipulated by the Dark Powers. To an outsider, the majority of these changes are obvious; summon monster spells do not summon creatures from other planes, and detect alignment spells do not function when being used to determine the moral alignment of creatures. One aspect of magic, however, is not so easy to recognize at first. In areas where magic is often used, some of this residue taints the unborn babies of nearby pregnant mothers. This makes them stronger and resistant to magic, but also hideously deforms them, leaving them misshapen and demonic-looking. These offspring, forever outcasts, are known as Calibans.
Personality: Calibans are outcasts, and as a result most are reserved and antisocial. It is, after all, far more easily to ignore civilization than to strive for acceptance they most likely never will get. Instead, most Calibans try to gather with others of their kind, are strike out in the wilderness. Most are content to spend their lives alone. A few, however, try to follow in the steps of their normal parents, and integrate into society. These may be overfriendly, or willing to do anything to be accepted, even if it means losing any sort of dignity they have.
Physical Description: Calibans are hard to classify into a specific appearance. Their warped nature can manifest in many ways. Some are sickeningly pallid, why others have coal-black skin. Some are extremely muscular, while others look like they have a bad case of proteus syndrome. Most however, have small tusks and may have hunched backs. No matter how this twisted nature manifests itself, it is always painstakingly obvious that Calibans are not fully human.
Relations: Calibans rarely have any sort of relation with any race that doesnt end with a lynching mob or enslavement. Although a few try to fit in, the majority see society as unworthy of the work necessary to fit in. Even among other races, Calibans rarely find true homes. As a result, many travel away from other races and try to establish their own, isolated homes. Half-breeds, like Half-Orcs, Half-Elves, and Half-Vistani, are often looked upon with contempt. Why is it that Calibans (pure humans) cannot fit in, but creatures with nonhuman blood strive to make it into society at large?
Alignment: Calibans are usually neutral, but they can be of any alignment. There are often more chaotic individuals than lawful, and many become evil as well, but perfectly lawful or good individuals can and do exist.
Caliban Lands: Calibans have no lands of their own, but they can be found in all domains that have a human population. Most live out their lives as hermits or in small groups of others of their own kind (usually found during their long treks in the wilderness in an attempt to become a hermit). Some, however, put up with ostracization in an attempt to mingle with their parent race.
Religion: Calibans rarely participate in an organized religion. Those that due often pray to Ezra, guardian of the mists and all of mankind.
Names: Calibans usually have human names, determined by their domain of origin.
Languages: Calibans generally speak the dominant language of their region. This is usually Balok.
Adventurers: Having nothing to lose and usually no personal attachment, Calibans are a prime choice for adventurers. Many feel great comfort when being able to actually fit in with a group of other people, even if they are unlikely to admit it.
Caliban Racial Traits
+2 Con, -2 Charisma
Medium Humanoid (Human, Extraplanar): Calibans are a race of humans spawned by tainted magic, and count as humans for all intents and purposes (including spell effects and prerequisites). As medium creatures, Calibans do not gain any benefits or penalties based on size. Being native to the Demiplane of Dread, Calibans have the extraplanar subtype on the Material Plane.
+4 bonus on Intimidate checks
-4 penalty to Diplomacy checks
Bonus Feat: Calibans gain a bonus feat at 1st level.
Spell Resistance equal to its character level +5. Calibans are already deeply twisted by, and infused with, magic, so magic is less likely to harm them.
Magical Daze: Calibans react differently when faced with magics meant to cancel out other magic. When hit with a dispel magic or greater dispel magic spell, the Caliban must succeed on a will save (DC 10 + caster level) or be sickened for 1d4+1 rounds. When walking within an antimagic field, Calibans are treated as fatigued, and remain in this state for 1d4 rounds after leaving the field.
Automatic Languages: Balok. Bonus Languages: Darkonese, Mordentish, Vaasi.
Favored Class: Barbarian.
Level Adjustment: +0.
Calibans
http://i58.photobucket.com/albums/g247/Morefizzle/caliban.gif
In the Demiplane of Dread, the natural laws of magic are manipulated by the Dark Powers. To an outsider, the majority of these changes are obvious; summon monster spells do not summon creatures from other planes, and detect alignment spells do not function when being used to determine the moral alignment of creatures. One aspect of magic, however, is not so easy to recognize at first. In areas where magic is often used, some of this residue taints the unborn babies of nearby pregnant mothers. This makes them stronger and resistant to magic, but also hideously deforms them, leaving them misshapen and demonic-looking. These offspring, forever outcasts, are known as Calibans.
Personality: Calibans are outcasts, and as a result most are reserved and antisocial. It is, after all, far more easily to ignore civilization than to strive for acceptance they most likely never will get. Instead, most Calibans try to gather with others of their kind, are strike out in the wilderness. Most are content to spend their lives alone. A few, however, try to follow in the steps of their normal parents, and integrate into society. These may be overfriendly, or willing to do anything to be accepted, even if it means losing any sort of dignity they have.
Physical Description: Calibans are hard to classify into a specific appearance. Their warped nature can manifest in many ways. Some are sickeningly pallid, why others have coal-black skin. Some are extremely muscular, while others look like they have a bad case of proteus syndrome. Most however, have small tusks and may have hunched backs. No matter how this twisted nature manifests itself, it is always painstakingly obvious that Calibans are not fully human.
Relations: Calibans rarely have any sort of relation with any race that doesnt end with a lynching mob or enslavement. Although a few try to fit in, the majority see society as unworthy of the work necessary to fit in. Even among other races, Calibans rarely find true homes. As a result, many travel away from other races and try to establish their own, isolated homes. Half-breeds, like Half-Orcs, Half-Elves, and Half-Vistani, are often looked upon with contempt. Why is it that Calibans (pure humans) cannot fit in, but creatures with nonhuman blood strive to make it into society at large?
Alignment: Calibans are usually neutral, but they can be of any alignment. There are often more chaotic individuals than lawful, and many become evil as well, but perfectly lawful or good individuals can and do exist.
Caliban Lands: Calibans have no lands of their own, but they can be found in all domains that have a human population. Most live out their lives as hermits or in small groups of others of their own kind (usually found during their long treks in the wilderness in an attempt to become a hermit). Some, however, put up with ostracization in an attempt to mingle with their parent race.
Religion: Calibans rarely participate in an organized religion. Those that due often pray to Ezra, guardian of the mists and all of mankind.
Names: Calibans usually have human names, determined by their domain of origin.
Languages: Calibans generally speak the dominant language of their region. This is usually Balok.
Adventurers: Having nothing to lose and usually no personal attachment, Calibans are a prime choice for adventurers. Many feel great comfort when being able to actually fit in with a group of other people, even if they are unlikely to admit it.
Caliban Racial Traits
+2 Con, -2 Charisma
Medium Humanoid (Human, Extraplanar): Calibans are a race of humans spawned by tainted magic, and count as humans for all intents and purposes (including spell effects and prerequisites). As medium creatures, Calibans do not gain any benefits or penalties based on size. Being native to the Demiplane of Dread, Calibans have the extraplanar subtype on the Material Plane.
+4 bonus on Intimidate checks
-4 penalty to Diplomacy checks
Bonus Feat: Calibans gain a bonus feat at 1st level.
Spell Resistance equal to its character level +5. Calibans are already deeply twisted by, and infused with, magic, so magic is less likely to harm them.
Magical Daze: Calibans react differently when faced with magics meant to cancel out other magic. When hit with a dispel magic or greater dispel magic spell, the Caliban must succeed on a will save (DC 10 + caster level) or be sickened for 1d4+1 rounds. When walking within an antimagic field, Calibans are treated as fatigued, and remain in this state for 1d4 rounds after leaving the field.
Automatic Languages: Balok. Bonus Languages: Darkonese, Mordentish, Vaasi.
Favored Class: Barbarian.
Level Adjustment: +0.