spikeof2010
2014-10-09, 11:22 PM
You have to be kidding, that was GOLDEN.
Born from a wicked spell mishaps, Nilarom the Wizard had accidentally morphed himself into some kind of creature of a golden sheen. His personality improved quite a bit as a result, leading him to become one of greatest Diplomancermats in the history of the Prime Material plane. Sadly, he met his demise with an ettin and large amounts of boulders.
Home Lands: Aurkin do not have a specific homeland, but they tend to reside in upper class parts of the city.
Appearance: Aurkin are around 4 feet to 6 feet tall and appear to be humans with a gold skin, along with golden hair and eyes. This skin is not metallic, however.
Adventurers: Aurkin adventure to help get themselves more gold, or higher standing with an organization, or just to show off.
Alignment: Most Aurkin tend to lean towards True Neutral among all else.
will finish this section later
Racial Traits:
Attributes: +2 CHA, -2 CON ; They may not be the toughest tool in the shed, but they are the most expensive and convincing.
Glamour: Aurkin gain a +1 racial bonus to all Diplomacy, Bluff, and Intimidate rolls.
Flash: When any form of extreme light falls upon the Aurkin, that is at least 2 levels higher than the ambient lighting causes all creatures within 10' of the Aurkin to be fascinated for one round. The save against this effect is Fort DC 10 + Cha Mod + 1/2 ECL. The cantrip "Light" and related spells can trigger this effect also.
Low Light Vision.
Favored Class: Wizard
Born from a wicked spell mishaps, Nilarom the Wizard had accidentally morphed himself into some kind of creature of a golden sheen. His personality improved quite a bit as a result, leading him to become one of greatest Diplomancermats in the history of the Prime Material plane. Sadly, he met his demise with an ettin and large amounts of boulders.
Home Lands: Aurkin do not have a specific homeland, but they tend to reside in upper class parts of the city.
Appearance: Aurkin are around 4 feet to 6 feet tall and appear to be humans with a gold skin, along with golden hair and eyes. This skin is not metallic, however.
Adventurers: Aurkin adventure to help get themselves more gold, or higher standing with an organization, or just to show off.
Alignment: Most Aurkin tend to lean towards True Neutral among all else.
will finish this section later
Racial Traits:
Attributes: +2 CHA, -2 CON ; They may not be the toughest tool in the shed, but they are the most expensive and convincing.
Glamour: Aurkin gain a +1 racial bonus to all Diplomacy, Bluff, and Intimidate rolls.
Flash: When any form of extreme light falls upon the Aurkin, that is at least 2 levels higher than the ambient lighting causes all creatures within 10' of the Aurkin to be fascinated for one round. The save against this effect is Fort DC 10 + Cha Mod + 1/2 ECL. The cantrip "Light" and related spells can trigger this effect also.
Low Light Vision.
Favored Class: Wizard