Hobbits

This is a race TSR stole from Tolkien… we’re stealing it back!

In response to halflings being dragged all over creation in the many incarnations of fantasy role playing games, recast as kender, tallfellows, even cannibals in the Dark Sun world, it’s time to take them back. We’re giving them a new name that’s an old name, and giving them back their proper identity.

Hobbits

* +2 Charisma, -2 Strength.
* Small: As a Small creature, a hobbit gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
* Hobbit base land speed is 20 feet.
* +2 racial bonus on Disguise, Gather Information, Listen, and Perform checks.
* +1 racial bonus on all saving throws.
* +1 morale bonus on saving throws against fear: This bonus stacks with the hobbit’s +1 bonus on saving throws in general.
* +1 racial bonus on attack rolls with thrown weapons, slings, and daggers.
* Automatic Languages: Common and two Hobbit languages. Bonus Languages: Dwarven, Elven, Gnome, Halfling.
* Favored Class: Bard. A multiclass hobbit’s bard class does not count when determining whether she takes an experience point penalty for multiclassing.

Inspired by a justified rant of a blog post and of course the work of J.R.R. Tolkien.


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Beastmen

Native to the mountians of Northeast Soralia, the Naahaogo (Na’ah-aogo), known as beast-men by their human neighbors, dwell in the barrier mountains north at the headwaters of the river that flows through the wild woods separating the gnomes and humans. They are thought of as dangerous savages by the humans south of them, and have fought settlers and raiders from the human kingdoms. They live together in small multi-family units and are primarily nomadic gatherers.

RACIAL TRAITS
Average Height: 5´ 2˝–5´ 8˝
Average Weight: 100–180 lb.
Ability Scores: +2 Wisdom and +2 to either Constitution or Dexterity.
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, and either Dwarven or Draconic
Skill Bonuses: +1 Endurance, +1 Nature
Mountain Roots: You have a +1 racial bonus to Fortitude.
Shurefooted: You have a +2 bonus to Athletics check to jump or climb.
Mountaintop Shove: You have the mountaintop shove power.

Mountaintop Shove ✦ Naahaogo Racial Power
Lowering your head, you jump and butt your foe.
Encounter, Minor Action, Melee 1
Attack: Strength vs. Fortitude
Hit: You push the target 1 and can shift 1.

Naahaogo dwell in the barrier mountains north at the headwaters of the river that flows through the wild woods separating the gnomes and humans. They are thought of as dangerous savages by the humans south of them, and have fought settlers and raiders from the human kingdoms. They are organized into small family units and are primarily nomadic gatherers. Their society tends to value freedom and a life in balance with nature, as do individual Naahaogo. They fight with longbows and spears, though their warriors favor many weapons such as greataxes, greatswords and longspears.

Play a Naahaogo if you want . . .
✦ to be tough, quick and wise.
✦ to play a character that is bestial in appearance.
✦ to be a member of a race that favors the barbarian, druid, ranger, and shaman classes.

Physical Qualities: They have the aspect of muscular men with the head and hind legs of a goat, with a thick pelt of fur across their entire bodies, giving them good resistance to cold weather.


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Fair Folk

Also known as children of deepwood, these short, slender, pale folk wander the woods throughout Proppia and the Farghoal. They are strong storytellers who revel in adventure that they can spin yarns about, and their song and dance is often heard before they are encountered in person. Fair folk seem mostly human except they are paler and have slightly oversized eyes due to their natural habitat. They have also been known to take up residence in caves and undersea grottos, living in these locations for periods of five years at a stretch before moving on.

They ride tiny horses (actually medium-sized). They wear long, flowing clothing of fine, highly-colored silk. They often wear wings in their dramatic productions and dances, but do not fly, contrary to certain folk tales.

Rumor has it that they are the descendants of elves who mated with humans, though they stand a mere 2-3 feet tall.

They only count in fives, and are usually encountered in groups of five. This is due to a superstition that runs deep in their culture. They are highly enamored with the truth and seek it with every interaction. Lying to them once means never having them trust you again. Though they themselves often pay for services with gold that turns into manure or cockleshells the next day.

They fear iron and collect bronze wherever they can.

Fair Folk as characters:

• Small: As small creatures, Fair folk have the usual +1 bonuses on AC, etc. due to their diminutive size.
• Fair folk base land speed is 15 feet, but they can move this speed even through the deepest forests.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level, all to be applied to nature-based skills.
• Automatic Languages: Fair folk and one other fey tongue.
• Favored Class: Rogue, wizard. They tend to be both at even levels.
• Favored alignment: Neutral
• Unique Languages: Though each fair folk society speaks a strong dialect of the base fair folk language, each of the dialects is mutually intelligible by other fair folk.


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Goduanil Elves

There are two types of mostly-evil elves who live in Goduanil, both of which flourish deep in barren or marshy regions where most humanoids dare not dwell. Each type is defined by the topography where they live:

• Fulian, who live in caves in the highlands of Goduanil
• Nashbat, who live in stone structures in the valleys of Goduanil

The fulian are 5′ tall and have folds under their arms which allow them to glide on the air 50′ feet above the ooze flows that run down the hillsides and into the valleys of Goduanil. Their undersides are the color of the overcast skies through which they soar. Their backs blend in with the deep purple-grey of the Goduanil’s rocky landscape.

The nashbat are 4’6″ tall and have sharp toes that allow them to rapidly burrow through and under the ooze flows. They occasionally drop to all fours for better stability and focus when burrowing. Lighter in skin tone than their surface cousins, they have skin tones that range from periwinkle to charcoal, depending on the amount of light exposed to their dermal layers.

Both types of Goduanil elves have been known to work for the wizard in the tower in the center of Goduanil, delivering to him a constant stream of reagents for his spells. Though they don’t entirely trust him, he represents the greatest power in Goduanil, with the possible exception of the Grey Ooze Dragon, which lives in the eastern flow. These elves are by their very nature subservient, always in search of a new, more powerful master.

Though historically, a feud has kept the two races separate, their shared masters have recently brought them together, and they have begun to learn each other’s tongues. They still brawl from time to time, but have not engaged in open warfare in almost a generation.

These elves are known for their acute hearing and use of horns to send messages cross the misty expanses of Goduanil. In addition, they have been known to cavort with creatures from the Elemental Subplane of Mist.

Fulian as Characters

• Medium: As Medium creatures, fulian have no special bonuses or penalties due to their size.
• Fulian receive all the standard elf skills as well as the following.
• Fulian base land speed is 30 feet, and they receive no penalty for traveling in Goduanil.
• Fulian have excellent vision, allowing them to see 60′ through mist and on a clear day for miles.
• 2 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Languages: Common and Fuliani.
• Favored Class: Fighter, wizard
• Favored alignment: Evil
• Unique Languages: Fuliani.

Nashbat as Characters

• Medium: As Medium creatures, nashbat have no special bonuses or penalties due to their size.
• Nashbat base land speed is 30 feet, though they can burrow at half that rate within the Goduanil and quarter the rate elsewhere.
• Nashbat are immune to the ill effects of oozes
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Languages: Common and Nashbat.
• Favored Class: Fighter, rogue
• Favored alignment: Evil
• Unique Languages: Nashbati


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Deep Sea Gnomes

Deep sea gnomes are aquatic gnomes of the deep sea who live in the Emerald Sea. Meticulous crafters who work with pearls, coral, and anemone to create wondrous items, they are also known to be hoarders of undersea wealth. These hoards are kept in their catacombs carved from coral and stone.

Deep sea gnomes stand 3½ to 4 feet tall and weigh 40 to 45 pounds. Their deep green skin is slightly transluscent and moist to the touch. Their hair is silver, reflecting many colors of light, and their eyes can be any shade of blue. Deep sea gnome males prefer short, carefully trimmed beards. Deep sea gnomes generally wear scale shirts woven together from deep sea fish, and they decorate their clothes with intricate coral stitching or finely-polished shells. Deep sea gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.

Deep sea gnomes speak their own language, D’aquagnome. Most deep sea gnomes who travel outside gnome waters (as traders, tinkers, or adventurers) know Common and Aquan, while warriors in gnome settlements usually learn Aquatic Goblin or related languages.

Racial Traits: Deep sea gnomes have the aquatic racial traits given in Chapter 2 of the Player’s Handbook, with modifications described on page 6 of Unearthed Arcana, with the following modifications.

* A Deep sea gnome has has a swim speed of 30 feet.
* Deep sea gnomes have darkvision 120′.
* Underwater, deep sea gnomes have a +2 bonus and on land a -1 penalty to AC.
* Deep sea gnomes have a +2 bonus on craft checks involving the use of coral, shells, or other deep sea materials.

As creatures, deep sea gnomes have the following stats.

Deep Sea Gnome
Size/Type: Small Humanoid (Gnome)
Hit Dice: 1d8+4 (8 hp)
Initiative: +1
Speed: Swim 30 ft. / Walk 20 ft.
Armor Class: 21 (+1 size, +1 Dex, +4 dodge, +4 scale shirt, +1 buckler), touch 16, flat-footed 18
Base Attack/Grapple: +1/-3 +1/-3
Attack: Trident or spear
Full Attack: Trident +2 melee or spear melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Deep sea gnome traits, spell resistance 12
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4
Skills: Hide +2, Listen +2, Spot +2, Swim +4
Feats: Toughness
Environment: Undersea
Organization: Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 2-5 Medium water elementals)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil, with some neutral and neutral good
Advancement: By character class
Level Adjustment: +3


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Ice Kobolds

Ice Kobolds: These Kobolds have a blue-white color to their scales and a natural resistance to the cold (cold subtype: cold immunity). Slightly smaller than other kobolds. They worship the white dragons that live on the arctic shelf and throughout the barrier mountains. There is enmity between them and the beast-men that share these mountians, but they do not make war on each other. They come into frequent conflict with the gnomes and to a lesser extent with the dwarves that live to the mountains to the west of them.

Their king is a fighter 5, sorcerer 8, dragon disciple 5. Also of note among them is a powerful sorcerer who builds fantastic constructs for use as war machines, some in the aspect of the dragons they worship. He often must work with other magic-users to complete these constructs, but has the support of the king and good access to the resources he needs. His constructs always incorporate a magical heart made of a rare and special type of ice-gem that the kobolds mine from the heart of a glacier that looms above their mountain caverns.

Ice Kobold Characters

Ice Kobold characters possess the following racial traits.

* Cold Subtype: Ice Kobolds are immune to cold damage, and take 150% of damage from fire.
* -4 Strength, +2 Dexterity, -2 Constitution.
* Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
* An ice kobold’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* Racial Skills: An ice kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
* Racial Feats: An ice kobold character gains feats according to its character class.
* +1 natural armor bonus.
* Special Qualities (see above): Light sensitivity.
* Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
* Favored Class: Sorcerer.
* Level adjustment +0.


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Utok’nmazakhi

The Utok’nmazakhi (aka Utok, pronounced oo-talk) are a tribe of native settlers of the Jæruel. Their caves line the ridges on the western edge of the region, and their ruins dot the plains below, no longer inhabited. One ring of settlements survives somehow miraculously in the alabaster cliffs to the east of the town of Alabaster.

As the human settlers moved into the area, the Utok were relegated to the regions where humans found it too difficult or costly to settle. They have adapted to life in the mountains, owing in part to their relationships with bears, and their superior hunting abilities. They make excellent archers, receiving a +2 bonus on all attacks with bows.

The Utok have been known to skirmish with hobgoblins and mountain wyndm-folk in order to protect what little land they have left. They revere bears, and often offer them food as a form of worship. When bears come to the Utok caves to die, the Utok take their hides. It is considered the highest honor and privilege for Utok to acquire bearskins.

• Medium: As Medium creatures, Utok have no special bonuses or penalties due to their size.
• Utok base land speed is 30 feet, and their adaptation to the mountains means that they travel at normal speed through all the various terrains in the Jæruel.
• 1 extra nature-based feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Languages: Common and Utok languages, and some have contact with Mountain Wyndm. Bonus Languages: Any. See the Speak Language skill.
• Favored Class: Any, except monk. When determining whether a multi-class Utok takes an experience point penalty, his or her highest-level class does not count. Most Utok are rangers or druids.
• Favored alignment: Lawful Neutral
• Unique Languages: Utok.


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Dz’ata Möschu – the sleepless killers

The product of a mystical breeding program combining diabolic bloodlines with the kingdom’s finest soldiers, the Dz’ata Möschu were originally created by an ancient race to serve as soldiers and guards. When that race was destroyed the Dzta Möschu survived and became the dominant culture in the blasted region that remained. They occupy the mountainous wastelands in the northern central region of the middle kingdoms.

Their history lost in the mists of time, the Dz’ata Möschu are now considered little more than horrible monsters by the people of the middle kingdoms, and little is known of their culture. They have retained their warlike nature, and so most encounters with them come to violence. As a society, they are extremely lawful and somewhat evil. Individuals tend to match this. The only peaceful relations they have are by ancient tradition with the small nests of Kenku that also occupy the region.

Physically very similar to gargoyles, these people have extremely tough, stony skin, powerful wings, horns, claws and tails.

Dz’ata Möschu characters possess the following racial traits.
+2 Strength, +2 Dexterity, +4 Constitution, -2 Inteligence, -2 Charisma.
Medium size.
A Dz’ata Möschu’s base land speed is 30 feet. It also has a fly speed of 40 feet (average).
Darkvision out to 60 feet.
A Dz’ata Möschu has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone.
+4 natural armor bonus.
Special Qualities (see above): Damage reduction 5/magic, freeze.
Automatic Languages: Möschu.
Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran or Common.
Favored Class: Fighter.
Level adjustment +2.


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Naahaogo: the mountain goat people


Beast Men (Na’ah-aogo): Known as beast-men by their human neighbors, but calling themselves the Naahaogo, these creatures dwell in the barrier mountains north at the headwaters of the river that flows through the wild woods separating the gnomes and humans in the lands on the north shore of the Soral Sea. They are thought of as dangerous savages by the humans south of them, and have fought settlers and raiders from the human kingdoms.

They are organized into small family units and are primarily nomadic gatherers. They have the aspect of men with the head and hind legs of a goat, with a good pelt of fur across their entire bodies, giving them a hardy resistance to cold weather.

They receive a +4 racial bonus to jump, climb and balance checks and are well suited to the mountain terrain in which they live.

They recieve a +1 racial adjustment to dex and con and a -2 adjustment to intelegence and -1 to charisma.

Their favored class is ranger, but druids and barbarians are common among them.

Their society tends to be neutral and slightly chaotic as do individual members of the race. They fight with longbows and spears, though their warriors favor many weapons such as greataxes, greatswords and longspears.


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Wyndm-folk

Many agree that the Wyndm-folk are the native people of the Lands of North Bay (Západní Stará). Their skin ranges from light to dark, depending on where they spend most of their time. In fact, there are those who claim that their skin changes from week to week based on the amount of sunlight and other stimulation they are experiencing. Even their hair is likely to change from week to week, making it difficult to distinguish between them based solely on appearance. Wyndm-folk otherwise appear as humans.

• Medium: As Medium creatures, Wyndm-folk have no special bonuses or penalties due to their size.
• Wyndm-folk base land speed is 30 feet, and they only receive half the penalty for any terrain in the Lands of West Old Bay.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Languages: Common and two of the Wyndm languages, one as the first (native) language, and one of another, neighboring Wyndm tongue. Bonus Languages: Any. See the Speak Language skill.
• Favored Class: Any, except barbarian, monk or wizard. When determining whether a multiclass Wyndm-folk takes an experience point penalty, his or her highest-level class does not count. It is rare to see a Wyndm-folk lawful good cleric or paladin.
• Favored alignment: Neutral
• Unique Languages: Forest Wyndm, Marsh Wyndm, Mountain Wyndm. There is no real name for these, as there is no word in any of the Wyndm Tongues for language.


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