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Showing posts with label Race. Show all posts
Showing posts with label Race. Show all posts

Sunday 14 October 2018

Vanglore - Strong, brutish, heavily scarred race some have morphing ability


The Vanglore are an ugly but very strong hunting race that fight for territory in almost every environment. They use brute tactics to kill perceived enemies – both real and imagined.

Most Vanglorem are uncharacteristic as they rely on strength and internal power plays to determine their leadership. Often, when a leader is absent the group withdraws from any activity as they are accustomed to harsh penalties if they don't follow a leaders orders, even if its one that hasn't determined who is actually currently leading them.

A small subset of them have a unique magic ability: morphing. While most Vangalorem can morph their body to resemble the body of other races, few can change and adapt, by picking up a trait or useful skill to help the group. 

Abilities
+2 on Climb, Survival and Intimidation
Gain Endurance as a free feat
Tribal Weapon Advantage +2 on either to hit or damage attacks with one weapon, chose at the sart of any combat
+4 Strength, +4 Constitution, -4 Charisma
Racial Hit Dice: 2d8; Attack, Hit Dice, Saves, and Skills as a fighter of the same level
Base 8 skill points, more if they have exceptional intelligence, to be used on core skills only:
Core Racial Skills: Acrobatics, Climb, Handle Animal, Intimidate, Knowledge (local, geography, nature), Perception, Ride, Survival, Swim (core skills are always available)
Class Options: Fighter, Monk, Ranger

Typical Scores
Str 2d8+4
Dex 3d6
Con 2d8+4
Int 2d8+1
Wis 4d4
Cha 2d6+2

Level Adjustment: +1 CR

Gain +4 skill points every HD, feat at second level and every two levels afterwards
1 HD Youth or Non-Combatant, Tribal Weapon
2 HD Gain Magic Resistance; +2 to any ability score;
3 HD Gain damage reduction 1 / - ; Gain Bash
4 HD +2 to any ability score; Modify Physical appearance (Minor)
5 HD Gain damage reduction 2 / -
6 HD +2 to any ability score; Gain Physical Adaption
7 HD Double Bash Damage; +2 to strength or Constitution
8 HD +2 to any ability score; Modify Physical appearance (Major)
9 HD gain damage reduction 5 / -; Triple Bash Damage

Magic Resistance Gain advantage on spell resistance
Bash: Gain 1.5 Damage on physical attacks with their fists
Double Bash Damage on physical attacks with their fists
Triple Bash Damage on physical attacks with their fists

Modify Physical appearance (Minor) Can change their physical appearance for up to one minute.
Modify Physical appearance (Major) Can alter their physical body to mimic other creatures physical abilities for up to ten minutes per charisma bonus

Loosely based on the Mangalores from the Fifth Element movie

Wednesday 14 November 2012

Charr - Barbarian with supernatural tribal weapon (PC Race)


My tribal raider race that resides in some of the harshest conditions in the world. Due to their faith and community are able to summon a tribal weapon. They are both raiders and helpers depending upon the condition of the tribe when they are met.


Charr
These barbarians humanoids travel the freezing wastelands and raid others to help them survive the bleak conditions, not for personal gain. Each can call upon ancient traditions to summon a primitive weapon from their dreams.

Personality: Gruff, violent with few socially redeeming qualities. Friends call them dependable allies, someone you may not want to share a drink with but will want on your side during battle. Theirs is not a true egalitarian society, but strong women often emerge, and once they are proven in battle or raids are treated as an equal. Weak boys rarely live past puberty if they do not prove themselves fit or useful in some way. Charr are pragmatists, the elderly or injured who are unable to keep pace with the tribe, are abandoned without ceremony or warning; anything that weakens the tribe is a threat to all tribe members.

Their tribes may have one or two families, up to a hundred or so members travelling together. Tribes always determine supremacy among the leaders when they meet, then immediate accept the ranking and work as one. Petty squabbling or politics is not the Charr way. Their foes are the environment, the weather and anyone that does the tribe harm, not each other.

Physical Description: They are heavily muscled, pale-blue skinned humanoids with deep red hair, who wear heavy furs and a backpack filled with everything they may need to survive in the wilds. They ritually brand themselves as physical reminders of personal oaths and victories. Men tend to braid their hair; women cut it short when weaning otherwise flowing long. Women tend to be taller and thinner then men and excel at archery and running, but once they are mothers they refrain from active raid participation.

Relations: Other races give them their due, as virtually everyone has a story that involves the Charr coming to aid their people in need, as they help those weaker than themselves if they have enough on hand. When possible you avoid the Charr, and hope they will do the same. Some groups make it relatively easy for the Charr to raid their towns as they are horrible allies but the wastelands are safer with them being there. Some Charr tribes collect and stash magic trinkets, and may be open to
sharing their treasures depending upon the circumstance.

Alignment: Wild, violent and unpredictable. They greatly tend towards both chaos and neutrality,as nothing they do is personal, and will not inflict injury unless they must. But if anything is in their way, that is an obstacle that will be overcome without hesitation.

Lands: Charr are nomads; they travel the wasteland in a predetermined path, hunting and resting in a predictable pattern. They do not claim the wasteland, it is merely their path, and woe to those who get in their way.

Religion: Surprisingly, these brutes tend towards peaceful and nurturing deities. Often their leaders are druids who help the tribes survive without harming the already fragile balance. Some tribes have shamans (sorcerers) who act as advisers, though they may never lead the tribe or raids but are greatly respected and are their primary spokesman for relations with other peoples.

Language: They speak their own language, shamans often know common, faerie, giant or dwarven;

Adventurers: For the Charr, life is an adventure. In their struggle for survival, they battle the elements, tyrants, undead and anything else in the wasteland. It is quite common for individuals to leave the tribe to seek their fortune for a period of time. They are not derided in this choice; it is celebrated, as many of the tribe's best leaders have sought experience outside the tribe.

Charr Racial Traits
+2 on climb, survival and Knowledge (Nature or Wastelands Geography)
Gain Endurance as a free feat
Call Tribal Weapon (supernatural ability, see below)
+2 strength, +2 Constitution, -2 Charisma
Racial Hit Dice: 2d8; Attack, Hit Dice, Saves, and Skills as a fighter of the same level
Base 4 skill points, more if they have exceptional intelligence, to be used on core skills only:

Core Racial Skills: Acrobatics, Climb, Handle Animal, Intimidate, Knowledge (local, geography, nature), Perception, Ride, Stealth, Survival, Swim (core skills are always available)

Level Adjustment: +1 CR Gain +4 skill points, 8 hp, feat at second level and every two levels afterwards

1 HD Youth or Elderly
2 HD Gain Tribal Weapon; +2 to strength or Constitution
3 HD gain damage reduction 1 / -
4 HD +2 to strength or Constitution
5 HD specialized in their tribal weapon; gain damage reduction 2 / -
6 HD +2 to strength or Constitution
7 HD Divine Bond with their tribal weapon as paladin ability of the same level
8 HD +2 to strength or Constitution
9 HD gain damage reduction 4 / -

Advancement by HD levels; most do not gain class levels until 10th; most select Barbarian, Fighter, Ranger, Sorcerer. If they select a standard class before 10th, they cannot advance further on this table.

Tribal Weapon: Is a spiritual weapon, that all Charr learn to summon as youth in times of danger. It exists as long as they are conscious and are holding it. They must pick their weapon type below which can never change. (75% choose dagger, the rest usually choose Hammer.)

Psychic Dagger: Damage 1-6, Critical: 17-20 / X 2 dmg, Special: None / Check DC 8
Psychic Hammer: Damage: 1-8, Critical: 20, Special: X 4 damage to constructs, objects & undead. / Check DC 13
Psychic Whip, Damage: 1-10, Critical: 20, Special: Improved Disarm / Check DC 16

In normal times, a Charr can summon his tribal weapon without difficulty as a free action, however during stressed times, (calling upon the weapon with less than 20% max HP, or when grappled and does not already have the weapon summoned or situations determined by the DM) they must make a concentration check at the DC listed. If they fail they must wait until they are longer in a stressed environment.

They cannot ever lose access to the weapon, thus If they are disarmed or try to throw the dagger the weapon dissipates. If both hands are not free, or if they cannot call out to their dreams, they cannot summon the tribal weapon.

Each tribal weapon from the same type from the same tribe looks identical, even down to small chips on the blade. They cannot describe where the weapon comes from, the best description is their dreams.