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    Pixie in the Playground
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    Feb 2013

    Default The World Of Teravid (homebrew campaign setting)


    I am posting this thread to give general lore and my custom rules for my campaign. this forum is intended for the use of the players that I am DMing, but feel free to read and use anything that i post here. If you do chose to take a specific idea or piece of lore, just give me some credit somewhere, unless it isn't original to me either.

    please don't post on this thread, questions or comments can be posted at: TO BE ESTABLISHED AT A LATER TIME
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    Pixie in the Playground
    nivlak's Avatar

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    Feb 2013

    Default Re: The World Of Teravid (homebrew campaign setting)


    In this campaign setting, most races have some ajustments, both to their stats and to thier position in the world. please read all the information for any race that you plan on playing, and use this info for character creation, not the core rule book stats.

    • +2 to one ability score
    • Humanoid
    • Speed: 30 ft.
    • Bonus Feat: gain 1 extra feat at level 1
    • Skilled: one aditonal skill rank every level
    • Languages: All humans speak Common. Humans with high intelligence can learn any non secret language

    Height: 4'10”+2d10”(male) 4'5”+2d10”(female)
    Weight: 120+(2d10x5)Lb(male) 85+(2d10x5)Lb(female)
    Age: 15-70 (based on human age tables in pathfinder books)

    Proud, diverse, numerous. I dont think it is necessary to explain what a human is
    • +2 Dex, +2 Wis, -2 Con
    • humanoids with the elf subtype
    • Speed: 30ft
    • Low-light Vision: twice as far as humans in dim light
    • Skill bonus: +2 Perception, +2 Knowledge (Nature)
    • Group Awareness: all allies within 25 ft gain +1 to perception
    • Elven Immunities: immune to sleep effects, +2 bonus on saves against enchantment spells and effects
    • Weapon Proficiency: rapiers, shortswords, longswords, longbows, and shortbows(including composite bows), and consider all “elven“ weapons to be martial weapons
    • Languages: all elves speak Common and Elven, and can learn: Celestial, Gnoll, Gnome, Goblin, Orc, and Sylvan.

    Height: 5'4”+2d8”(male) 5'4”+2d6”(female)
    Weight: 100+(2d8x3)lb(male) 90+(2d6x3)lb(female)
    Age: 55-175 (½ elf age tables in pathfinder books)

    The elves that appear in the pathfinder core rule book are high elves; in this world there are only wild/wood elves. because they are the only type of elf they are still just addressed as elves (not wild elves). They have very similar mindsets and goals of high elves do in other worlds, but lean more toward nature and less toward arcane magic (not that you cant be a elf wizard). THERE ARE NO HALF-ELVES! fell free to take any alternate racial traits (*advanced race guide) as long as they aren't based on the elven affinity toward arcane magic
    • +2 Con, +2 Wisdom, –2 Cha
    • Humanoid
    • Speed: 20 feet, but their speed is never modified by armor or encumbrance.
    • Darkvision: See in the dark up to 60 feet.
    • Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype.
    • Greed: +2 bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
    • Hatred: +1 bonus on attack rolls against creatures of the orc and goblinoid subtypes
    • Hardy: +2 bonus on saving throws against poison, spells, and spell-like abilities.
    • Stability: +4 bonus to CMD when resisting a bull rush or trip attempt while standing on the ground.
    • Stonecunning: +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
    • Weapon Familiarity: Proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
    • Languages: All dwarves speak Common and Dwarven. Dwarves with high Intelligence scores can learn Giant, Gnome, Goblin, Orc, Terran, and Undercommon

    Height: 3'9”+2d4”(male) 3'7”+2d4”(female)
    Weight: 150+(2d4x7)Lb(male) 120+(2d4x7)Lb(female)
    Age: 20-125 (½ the dwarf age tables in pathfinder books)

    Dwarves are the same as they are in most any world, hardy, practical, and drunken. You may take any alternate racial traits for dwarves.
    • +2 Dexterity, +2 Charisma, –2 Strength
    • Small: +1 size bonus to AC and attack rolls, –1 penalty to CMB and CMD, +4 size bonus on Stealth.
    • Speed: 20 ft.
    • Fearless: +2 on all saving throws against fear. This bonus stacks with halfling luck.
    • Halfling Luck: +1 racial bonus on all saving throws.
    • Keen Senses: +2 Perception
    • Sure-Footed: +2 on Acrobatics and Climb
    • Weapon Familiarity: proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
    • Languages: All halflings speak Common and Halfling, Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

    Height: 2'8”+2d4”(male) 2'6”+2d4”(female)
    Weight: 30+2d4Lb(male) 25+2d4Lb(female)
    Age: 13-67 (2/3 halfling age tables in pathfinder books)

    There are generally two types of halfling:
    Tribal halflings are natives to the plains region to the east. They are normally nomadic, following their prey, the dinosaurs. yes there are dinosaurs, and some skilled warriors have been known to tame individuals (animal companion or mount)
    Urban gnomes tend to be merchants, traders, and thieves. They use their charm, and skill to make up for their stature and criminal stereotype
    • +2 Con, +2 Int, -2 Str
    • Humanoid
    • Speed: 20 ft.
    • Small:+1 AC, Attack rolls, +4 Stealth, -1 CMB and CMD
    • Defensive Training: +4 dodge bonus against giants
    • Gnome Magic: +1 DC to all illusion spells cast, and can cast the following spells at 11 or higher Int. once a day
      “dancing lights, prestidigitation, ghost sound, and mage hand”
    • Hated: +1 attack rolls against humanoids with the reptilian or goblinoid subtype
    • Illusion Resistance: +2 saving throws against illusions
    • Keen Senses:+2 Perception
    • Obsessive: +2 to one craft, profession or knowledge skill
    • Weapon Familiarity: treat any weapon with the word 'Gnome' as a martial weapon
    • Languages: Gnomes speak Common and Gnome, and Gnomes with high Intelligence can learn Draconic, Dwarven, Elven, Giant, Goblin and Orc

    Height: 3'+2d4”(male) 2'10”+2d4”(female)
    Weight: 35+2d4Lb(male) 30+2d4Lb(female)
    Age: 20-100 (½ gnome age tables in the pathfinder books)

    Gnomes are much less inclined towards nature, and more towards magic and technology, than they are in other campaigns. they are the most intelegent race and most all of them live in urban enviornments. you may take any alternate racial trait, but generaly avoid the nature-loving themed ones
    • +2 Str, +2 Con, -2 Int
    • Humanoids with Orc subtype
    • Speed: 30 ft.
    • Intimidating: +2 Intimidate
    • Athletic: +1 Climb and Swim
    • Darkvision: can see up to 60 ft in the dark
    • Orc Ferocity: Once per day, when a Orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
    • Weapon Proficiency: greataxes and falchions and treat weapons with the word “Orc” in its name as martial weapon.
    • Languages: Orcs speak Orc and common, and Orcs with high Intelligence can learn Abyssal, Draconic, Giant, Gnoll, and Goblin

    Height: 4'10”+2d12”(male) 4'5”+2d12”(female)
    Weight: 150+(2d12x7)Lb(male) 110+(2d12x7)Lb(female)
    Age: 14-60 (based on half-Orc age table in pathfinder books)

    In this campaign setting Orcs have the same appearance, behavior, and most of the same statistics of the half-orc race in standard campaign settings, but have no relationship with humans. Any magic item, feat, skill, trait, ect. That are intended for half-orcs in standard campaigns, can be used on Orcs in this campaign, UNLESS it is specificity designed for the human or dual-nature of the half-orc, ie. the 'pass for human' feat.
    • +2 Dex, +2 Int, -2 Cha
    • Humanoid with the abyssal subtype
    • Speed: 30 ft
    • Darkvision: see up to 60 ft in the dark
    • Deceptive: +2 Bluff and Stealth
    • Spell-like ability: Can use darkness up to once a day as a spell-like ability, using the total class level as caster level
    • Fiendish Resistance: electricity resistance 5, and fire resistance 5
    • Fiendish Sorcery: Sorcerers with the abyssal bloodlines add 2 points to all charisma based sorcerer abilities
    • Languages: Common and Abyssal can learn Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc

    Height: 4'10”+2d10”(male) 4'5”+2d10”(female)
    Weight: 120+(2d10x5)Lb(male) 85+(2d10x5)Lb(female)
    Age: 20-100 (based on halfling age chart in the pathfinder books)

    In the common world, tieflings are the offspring of a human and a demon or devil. in this world they are the result of an event known as the 'Tiefling Deal'. Around 150 years ago a human tribe called Tiefling wished for the ability to crush their enemies, they prayed to all the gods, and the first to respond was Thania. She gave them an accelerated gift for magic and a longer lifespan, but at the cost of their humanity. Their skin became red and rough, they grew tails and horns, and became monstrous. shortly afterwards they waged war on the people of the eastern plains. Devoted followers of Grathor formed the pureblood crusade and lead an extermination of all sub-human races (tiefling, shifters, lycanthropes, vampires). The crusade was called off just before their extinction, for reasons of mercy and PR. The remaining decedents of the original tiefling are outcast, and discriminated against. while the original tiefling were evil, many of their decedents are working to redeem their bloodline, and can be neutral or good in alignment
    • +2 Cha, +2 Wis, -2 Con
    • Humanoids with shapechanger subtype
    • Speed: 30 ft.
    • Charming: +2 Bluff and diplomacy
    • Linguistics and Diplomacy is always a class skill
    • Change Shape: Can use disguise self spell at will as a standard action, spell-like ability, it only affects her body and is a minor physical alteration, as opposed to an illusion. The form must be of a medium humanoid creature. A true seeing spell shows a changeling's natural body. This effect is permanent unless dispelled as a standard action. Using shape change as a disguise gives a +10 to the check.
    • Language: Common, can learn any non-secret language (druidic)

    Height: 4'10”+2d10”(male) 4'5”+2d10”(female)
    Weight: 120+(2d10x5)Lb(male) 85+(2d10x5)Lb(female)
    Age: 15-70 (based on human age tables in pathfinder books)

    Changelings are native to the small island nation of Hikushi (Japanese style culture). they have the ability to change their form at will to look like any medium humanoid. in their default form they have white skin and frizzy neon colored hair (it reminds me of troll dolls) and white or black eyes. changelings often have an identity crisis. some are proud of themselves and only use their shape change ability as a tool. others take the form of another race that they admire, and incorporate themselves into the culture for their entire life. others drift from town to town, taking on a new identity every few years.
    • +2 Con, -2 Wis, -2 Cha
    • Construct with the living subtype
    • Speed: 30 ft.
    • Immune to poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, energy drain, etc.
    • Cannot heal lethal damage natural
    • affected by spells that target living or constructed creatures (both to damage and heal), but spells from the healing subschool and abilities that cure hitpoints or ability damage are only half affective
    • is affected by: heat metal, chill metal, repel metal, repel stone, repel wood.
    • Vulnerable to rusting grasp, and rust monster's grasp
    • At 0 HP can only take a single move or standard action each round, no risk of causing damage to self
    • Between 0 and -10 HP, treat as stable (doesn’t lose health unless attacked)
    • Doesn't eat, sleep or breath, but can still gain benefits of consumable items, such as potions.
    • Immune to poison, paralysis, disease, nausea, fatigue, exhaustion, sickened, and energy drain
    • The only armor a warforged can wear is his composite plating; +2 AC, 5% arcane spell failure, light armor, can be enchanted, and can be targeted by spells that affect armor
    • 25% chance of critical hits and sneak criticals will fail, and be rolled normally
    • Natural weapon: Slam, 1D4
    • Languages: Common, can learn any non secret language

    Age: Warforged do not age, and can be any age under !!!!!!!
    Height: 6'0”-6'6”
    Weight: 270-300 Lb

    Warforged are conscious golems made of wood and steel, they have a mind and feelings. However, they have a great deal of trouble expressing themselves and reading the emotions of organic races. Warforged were first created by the Arcane University of Smokestone, just before the last war. They originally were just advanced golems, intended to be miners capable of making their own decisions. They quickly showed that they had consciousness. After the war broke out they became the foot soldiers of Smokestone. After the war there were little resources left in Smokestone. The Great Oak Alliance declared that Warforged are conscious beings and therefor cannot be kept as slaves any longer. many stayed in the ruins of smokestone, continuing the lives that they always had. others went into the world to find their place. some defected to a secret city in the Whitesand Desert during the war.

    “Races of Eberron” and “Eberron player's handbook (3.5)” contain many useful feats, player options and components specific to warforged. If you want to play a Warforged, I highly suggest that you look into these two books.
    No info, contact on the Q&A forum if you plan to play a werebeast
    • +2 Dex, +2 Wis, -2 Int
    • Humanoid with shapechanger subtype
    • Speed: 30 ft.
    • +2 Acrobatics, Climb
    • Low-light Vision: can see up to __ft in dim light
    • Languages:Common, can learn elven, gnome, halfling, and sylvan
    • Can Shift a number of times a day equal to 1+(#of shifter feats/2) as a free action, this lasts 3+ #of shifter feats+Con mod rounds(use post shift con).
    • Chose a shift style at character creation, its effects only occur durring shift mode:
      • Beasthide: +2 Con, +2 AC
      • Cliffwalk: +2 Dex, climb speed of 20 ft.
      • Dreamsight:+2 Wis, can talk to animals,(+2 to handle animal even while not shifting)
      • Gorebrute: +2 Str, use horns or tusks as weapon while charging, 2D6+character Lv/4
      • Longstride: +2 Dex, +10 land speed
      • Longtooth: +2 Str, use bite as a weapon up to once per round, 1D6+character Lv/4
      • Razorclaw: +2 Str, use 2 Claws weapons up to once per round each, 1D4+character Lv/4
      • Swiftwing: +2 Dex, arms become wings, fly speed 20ft, must have light armor and load
      • Truedive: +2 Con, 30 swim speed, +8 swim (hold breath 5xCon, before risk drowning even while not shifting)
      • Wildhunt: +2 Con, Scent ability, (+2 survival even while not shifting)

    Height: 4'10”+2d8”(male) 4'5+2d8”(female)
    Weight: 120+(2d8x5)Lb(male) 85+(2d8x5)Lb(female)
    Age: 15-70 (based on human age chart in the pathfinder books)

    Shifters are the result of lycanthropes breeding. if you understand basic genetics, there is a explanation after this paragraph. Shifters have the blood of beasts, and therefore tend to be very tribal. they don't usual fit in well in urban environments. Many Shifters were killed off during the Pureblood crusade, and now most live in tribal villages to the north east of the Great-Oak forest.

    Human gene=H, Lycanthrope gene=L, HH=human, HL=Lycanthrope, LL=Shifter
    HH+HH=100%human; HH+HL=50%human,50%lycanthrope; HL+HL=25%human,50%lycanthrope,25%shifter; HH+LL=100%lycanthrope; HL+LL=50%lycanthrope,50%shifter; LL+LL=100%shifter
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