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RandomFellow
2007-12-21, 01:21 AM
The Citizens of the Republic reflect both their gods in image and outlook. Beautiful and social, with little regard for the day to day necessities. Only the advantages granted to them by the frequent interactions (sex) between them and their gods have kept them on par with the other nations.

Southerner

Size and Type
The creature gains the subtype [Divine Blooded]. Size is unchanged.

Special Qualities
None

Abilities
-2 Str, -2 Dex, -2 Con, +4 Cha

Challenge Rating
Same as the base creature.

Environment
The Aluran Republic

Alignment
Any.

Advancement
By character class.

Level Adjustment
Same as the base creature.
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Much like Citizens of the Republic, the Northerners' views and image reflect that of the pantheon they worship. They breed for brute strength, reflexes, and endurance over mental agility, wisdom, and beauty. However, that may have something to do with the fact everyone in the North has a trace of Orcish blood in them. The powerfully built Orcs are better suited to hard labor than humans or gnomes and the North is a hard land.

Northerner

Size and Type
The creature gains the subtype [Divine Blooded]. Size is unchanged.

Special Qualities
None

Abilities
+2 Str, +2 Dex, +2 Con, -2 Int, -2 Wis, -2 Cha

Challenge Rating
Same as the base creature.

Environment
The Kingdom of Noram

Alignment
Any.

Advancement
By character class.

Level Adjustment
Same as the base creature.
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The Kobolds of the Obsucurum spend their entire existence in the deepest caverns. They have spent generations deep underground after they managed to break free of their Elven overlords. However, distance has proven less of a protection in recent years as the Drow are being magically enhanced and bred solely to do battle with the Kobolds and bring their only nation to its knees and the entire species back into the fold of the slave caste.

Size and Type
Type is unchanged. Size is unchanged.

Special Qualities
Enhanced Darkvision (Su)
Darkvision 60' or +60' to existing racial Darkvision.

Light Blindness (Ex)
Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds citizens of the Obscurum for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Abilities
No Change.

Challenge Rating
Same as the base creature.

Environment
The Under Kingdom

Alignment
Any.

Advancement
By character class.

Level Adjustment
Same as the base creature.
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The people of the Second Human (ok, ok there are Half-Elves, Half-Orcs, Orcs, and Gnomes as well...but they've never sat on the Empress's Throne) Empire are stupid and foolish when compared to their counterparts from elsewhere. However, their single minded fanaticism makes them far more dangerous.

Size and Type
Type is unchanged. Size is unchanged.

Special Qualities
Obstinate (Ex)
Against spells with the [Mind-Affecting] descriptor and a duration, Imperials may save every round. A successful save ends the [Mind-Affecting] spell.

Faith (Ex)
Imperials gain a +4 morale bonus to all skill checks, attack rolls, weapon damage rolls, and saving throws. This bonus applies only when acting against Heathens or laboring towards something important to the One True Faith.

Abilities
-2 Wis, -2 Int

Challenge Rating
Same as the base creature.

Environment
The Second Human Empire

Alignment
Any.

Advancement
By character class.

Level Adjustment
Same as the base creature.

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The Elves view themselves as better than everyone else. And they believe their superior intellect is the cause.

This template may only be applied to Elven races (and subraces) who are not of the Slave Caste. (e.g. Half-Elves = Slave Caste, Half-X = Slave Caste)

Size and Type
Type is unchanged. Size is unchanged.

Special Qualities
None.

Abilities
-2 Str, -2 Dex, -2 Con, +4 Int

Challenge Rating
Same as the base creature.

Environment
The Kingdom of the Fae

Alignment
Any.

Advancement
By character class.

Level Adjustment
Same as the base creature.