Ghal Marak
2008-03-26, 02:05 PM
Here's the line up-
((Oh, and a side note. I don't have a lot of the descriptions done, so what some of them actualy look like may be unclear. I'm working on that, but I'm not a very talented writer, so don't expect much of me in that reguard. Oh, and ignore my other posts, as these will be the most up to date.))
Sepp - The Sepp are an energetic race, possessing a burning drive to excel at whatever task they take on. The Sepp are almost human in appearance, the only differences being that they posses small horns and cloven hooves instead of feet. Whilst the Sepp are indeed energetic, they tend to act without thinking, and thereby are renowned for acting foolishly in tense situations.
· +2 Dexterity, -2 Wisdom.
· Humanoid (Sepp).
· Medium: As Medium creatures, sepps have no special bonuses or penalties due to their size.
· Sepp base land speed is 40 feet.
· Low-Light Vision: A sepp can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
· Combat Affinity: A sepp chooses either Martial Weapon Proficiency (Long Sword) or Improved Unarmed Strike. If she already has MWP with the long sword, then they receive Weapon Focus (Long Sword) instead.
· Fast Runner: Sepps automaticaly gain Run as a bonus feat.
· Automatic Languages: Common. Bonus Languages: Sylvan.
· Favored Class: Fighter.
· Level Adjustment: +0.
Redflanks - The Redflanks are distant kin to the Sepp, which long ago were actually a single race. Redflanks are strong and hardy individuals, brave and courageous one and all. While similar in appearance to Minotaur, Redflanks resent being compared to such beasts. They proclaim that they are as closely related to Minotaur as a Human is to an Orc. They have curved horns that usually measure up to twelve inches, though other lengths are not unusual. In addition to cleft hooves, they have a tail tipped with a knot of hair. The tail length is usually around a foot long.
· +2 Strength, +2 Constitution, -2 Dexterity.
· Humanoid (Redflank).
· Medium: As Medium creatures, sepps have no special bonuses or penalties due to their size.
· Redflank base land speed is 30 feet.
· Natural Weapon: Redflanks can Gore with their horns dealing 1d8 piercing damage.
· Powerful Build: The physical stature of the Redflanks lets them function in many ways as if they were one size category larger. (See Half-Giant)
· Natural Armor 2
· Automatic Languages: Common.
· Favored Class: Fighter
· Level Adjustment: +1
Nereids – An ancient and all female race, Nereids are heavily dependant upon human males for reproductive purposes, a trait that isn’t well received by human females. Because of this reliance, Nereid populations are almost always in low numbers. In appearance, a Nereid is similar to a petite human female. Their skin is so pale it borders on blue. Their fingers and toes are webbed for swimming, and they can take water into their lungs as easily as air.
· +2 Dexterity, -2 Charisma
· Humanoid (Nereid).
· Medium: As Medium creatures, Nereid have no special bonuses or penalties due to their size.
· Nereid base land speed is 25 feet. Nereid base swim speed is 30 feet. Nereid have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. They can choose to take 10 on a Swim check, even if distracted or endangered. Nereid can use the run action while swimming, provided they swim in a straight line.
· Amphibious (Ex): Nereids can breathe water or air equally well, without limitation.
· Automatic Languages: Common.
· Favored Class: Fighter.
· Level Adjustment: +0.
Werewin – The Werewin are a race of winged people, with a long female warrior tradition. The men of the race almost exclusively stay home and defend the children while the females are the ones to go on the offensive.
· +2 Strength
· Humanoid (Whirwin)
· Medium: As Medium creatures, Werewin have no special bonuses or penalties due to their size.
· Base land speed is 30 ft
· Gliding (Ex): A Werewin can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Werewins glide at a speed of 40 feet (average maneuverability). Even if a Werewin’s maneuverability improves, she can’t hover while gliding. A Werewin can’t glide while carrying a medium or heavy load.
· Flight (Ex): When a Werewin reaches 5 Hit Dice; she becomes able to fly at a speed of 40 feet (average maneuverability). A Werewin can’t fly while carrying a medium or heavy load or while fatigued or exhausted. Werewin can fly safely for a number of rounds equal to their Strength modifier (min 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Werewins are likewise fatigued after spending a total of more than 10 minutes per day flaying. Because Werewins can glide, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). When they reach 10 Hit Dive, Werewin have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A Werewin with flight can use the run action while flying, provided she flies in a straight line.
· Weapon Familiarity: Werewin can use the Heavy Poleaxe, Mancatcher, and Greatspear as Martial weapons rather than Exotic weapons.
· Armor Limitation: Werewin can only wear armor modified to allow their wings through, which could cost up to 100gp extra when purchasing.
· Automatic Languages: Common, Werewin
· Favored Class: Fighter
· Level Adjustment: +0
Angel – Despite the name, these little people are not from heaven.
· Humanoid (Cherub)
· Small: As a Small creature, a rock gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
· Base Land Speed is 20 feet.
· Gliding (Ex): A Angel can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Angel glide at a speed of 40 feet (average maneuverability). Even if a Angel’s maneuverability improves, she can’t hover while gliding. A Angel can’t glide while carrying a medium or heavy load.
· Flight (Ex): When a Angel reaches 5 Hit Dice; she becomes able to fly at a speed of 30 feet (poor maneuverability). An Angel can’t fly while carrying a medium or heavy load or while fatigued or exhausted. Angel can fly safely for a number of rounds equal to their Strength modifier (min 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Angel is likewise fatigued after spending a total of more than 10 minutes per day flaying. Because Angel can glide, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). When they reach 10 Hit Dive, Angels have enough stamina and prowess to fly for longer periods. They can fly at a speed of 30 feet (average maneuverability), and flying requires no more exertion than walking or running. An Angel with flight can use the run action while flying, provided she flies in a straight line.
· Weapon Familiarity: Angels treat the Hand, Repeating Light and Repeating Heavy crossbows as Martial Weapons rather than exotic.
· Bow proficiency: Angels get a +2 bonus on all attack rolls with all Bows and Crossbows
· Armor Limitation: Angels can only wear armor modified to allow their wings through, which could cost up to 100gp extra when purchasing.
· Favored Class: Ranger
· Level Adjustment: +0
Dracon – They are a race of magical people. They have small branch like horns, and have an affinity to electricity. I still don't know everything about them.
· +2 Intelligence, -2 Constitution
· Humanoid (Dracon)
· Medium: As Medium creatures, Dracon have no special bonuses or penalties due to their size.
· Dracon base land speed is 30 feet.
· Lightning Affinity: Dracon cast Electrical spells at +2 caster level.
· Automatic Languages: Common.
· Favored Class: Wizard
· Level Adjustment: +0.
((Oh, and a side note. I don't have a lot of the descriptions done, so what some of them actualy look like may be unclear. I'm working on that, but I'm not a very talented writer, so don't expect much of me in that reguard. Oh, and ignore my other posts, as these will be the most up to date.))
Sepp - The Sepp are an energetic race, possessing a burning drive to excel at whatever task they take on. The Sepp are almost human in appearance, the only differences being that they posses small horns and cloven hooves instead of feet. Whilst the Sepp are indeed energetic, they tend to act without thinking, and thereby are renowned for acting foolishly in tense situations.
· +2 Dexterity, -2 Wisdom.
· Humanoid (Sepp).
· Medium: As Medium creatures, sepps have no special bonuses or penalties due to their size.
· Sepp base land speed is 40 feet.
· Low-Light Vision: A sepp can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
· Combat Affinity: A sepp chooses either Martial Weapon Proficiency (Long Sword) or Improved Unarmed Strike. If she already has MWP with the long sword, then they receive Weapon Focus (Long Sword) instead.
· Fast Runner: Sepps automaticaly gain Run as a bonus feat.
· Automatic Languages: Common. Bonus Languages: Sylvan.
· Favored Class: Fighter.
· Level Adjustment: +0.
Redflanks - The Redflanks are distant kin to the Sepp, which long ago were actually a single race. Redflanks are strong and hardy individuals, brave and courageous one and all. While similar in appearance to Minotaur, Redflanks resent being compared to such beasts. They proclaim that they are as closely related to Minotaur as a Human is to an Orc. They have curved horns that usually measure up to twelve inches, though other lengths are not unusual. In addition to cleft hooves, they have a tail tipped with a knot of hair. The tail length is usually around a foot long.
· +2 Strength, +2 Constitution, -2 Dexterity.
· Humanoid (Redflank).
· Medium: As Medium creatures, sepps have no special bonuses or penalties due to their size.
· Redflank base land speed is 30 feet.
· Natural Weapon: Redflanks can Gore with their horns dealing 1d8 piercing damage.
· Powerful Build: The physical stature of the Redflanks lets them function in many ways as if they were one size category larger. (See Half-Giant)
· Natural Armor 2
· Automatic Languages: Common.
· Favored Class: Fighter
· Level Adjustment: +1
Nereids – An ancient and all female race, Nereids are heavily dependant upon human males for reproductive purposes, a trait that isn’t well received by human females. Because of this reliance, Nereid populations are almost always in low numbers. In appearance, a Nereid is similar to a petite human female. Their skin is so pale it borders on blue. Their fingers and toes are webbed for swimming, and they can take water into their lungs as easily as air.
· +2 Dexterity, -2 Charisma
· Humanoid (Nereid).
· Medium: As Medium creatures, Nereid have no special bonuses or penalties due to their size.
· Nereid base land speed is 25 feet. Nereid base swim speed is 30 feet. Nereid have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. They can choose to take 10 on a Swim check, even if distracted or endangered. Nereid can use the run action while swimming, provided they swim in a straight line.
· Amphibious (Ex): Nereids can breathe water or air equally well, without limitation.
· Automatic Languages: Common.
· Favored Class: Fighter.
· Level Adjustment: +0.
Werewin – The Werewin are a race of winged people, with a long female warrior tradition. The men of the race almost exclusively stay home and defend the children while the females are the ones to go on the offensive.
· +2 Strength
· Humanoid (Whirwin)
· Medium: As Medium creatures, Werewin have no special bonuses or penalties due to their size.
· Base land speed is 30 ft
· Gliding (Ex): A Werewin can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Werewins glide at a speed of 40 feet (average maneuverability). Even if a Werewin’s maneuverability improves, she can’t hover while gliding. A Werewin can’t glide while carrying a medium or heavy load.
· Flight (Ex): When a Werewin reaches 5 Hit Dice; she becomes able to fly at a speed of 40 feet (average maneuverability). A Werewin can’t fly while carrying a medium or heavy load or while fatigued or exhausted. Werewin can fly safely for a number of rounds equal to their Strength modifier (min 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Werewins are likewise fatigued after spending a total of more than 10 minutes per day flaying. Because Werewins can glide, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). When they reach 10 Hit Dive, Werewin have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A Werewin with flight can use the run action while flying, provided she flies in a straight line.
· Weapon Familiarity: Werewin can use the Heavy Poleaxe, Mancatcher, and Greatspear as Martial weapons rather than Exotic weapons.
· Armor Limitation: Werewin can only wear armor modified to allow their wings through, which could cost up to 100gp extra when purchasing.
· Automatic Languages: Common, Werewin
· Favored Class: Fighter
· Level Adjustment: +0
Angel – Despite the name, these little people are not from heaven.
· Humanoid (Cherub)
· Small: As a Small creature, a rock gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
· Base Land Speed is 20 feet.
· Gliding (Ex): A Angel can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Angel glide at a speed of 40 feet (average maneuverability). Even if a Angel’s maneuverability improves, she can’t hover while gliding. A Angel can’t glide while carrying a medium or heavy load.
· Flight (Ex): When a Angel reaches 5 Hit Dice; she becomes able to fly at a speed of 30 feet (poor maneuverability). An Angel can’t fly while carrying a medium or heavy load or while fatigued or exhausted. Angel can fly safely for a number of rounds equal to their Strength modifier (min 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Angel is likewise fatigued after spending a total of more than 10 minutes per day flaying. Because Angel can glide, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). When they reach 10 Hit Dive, Angels have enough stamina and prowess to fly for longer periods. They can fly at a speed of 30 feet (average maneuverability), and flying requires no more exertion than walking or running. An Angel with flight can use the run action while flying, provided she flies in a straight line.
· Weapon Familiarity: Angels treat the Hand, Repeating Light and Repeating Heavy crossbows as Martial Weapons rather than exotic.
· Bow proficiency: Angels get a +2 bonus on all attack rolls with all Bows and Crossbows
· Armor Limitation: Angels can only wear armor modified to allow their wings through, which could cost up to 100gp extra when purchasing.
· Favored Class: Ranger
· Level Adjustment: +0
Dracon – They are a race of magical people. They have small branch like horns, and have an affinity to electricity. I still don't know everything about them.
· +2 Intelligence, -2 Constitution
· Humanoid (Dracon)
· Medium: As Medium creatures, Dracon have no special bonuses or penalties due to their size.
· Dracon base land speed is 30 feet.
· Lightning Affinity: Dracon cast Electrical spells at +2 caster level.
· Automatic Languages: Common.
· Favored Class: Wizard
· Level Adjustment: +0.