Khavith

Kazarath's page

Organized Play Member. 353 posts (422 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 6 aliases.


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Definitely interesting. I like the art too. I'm also glad Paizo's not going the whole Games-Workshop/Wizards of the Coast route of literally nuking the entire setting and starting from scratch. Slight incremental change in these sorts of things I think is preferable to chucking everything in the trash bin and telling people who are upset 'you think you want that, but you don't'.

I particularly like the bit about non-evil goblinoids, and former enemies finding common ground. Also, what happened to Lastwall is strangely similar to the idea for a home campaign I had once, where agents of the Whispering Way engineered an eruption from Droskar's Crag that spread plague-tainted ash across all of Isger, killing nearly everything and reanimating them as shambling horrors. Though it was less about the horrors the living had to face, as many humanoids who were killed and raised retained their memories and free will. The players were going to be among the 'Twice-Born', and set adrift in a ruined world of perpetual twilight where even former loved ones wanted them destroyed, and people who had lost everything were left to pick up the pieces of a shattered society and try in vain to put them back together. At least now I have a canonical part of the setting to do that in, rather than having to blow up poor, tortured Isger.


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The Raven Black wrote:
The goddess of the Sun does not strike me as a likely ancient traditional deity for creatures who had always lived underground.

Especially considering her physical manifestation is the source of non-stop, agonizing pain and discomfort for the average orc, even if orcs are not natural evil I doubt 'light' and 'the sun' would have as positive connotations as they do in human society.

And honestly I'm thrilled for there to be more emphasis on non-evil orcs, I just wish they weren't so localized and confined to one specific geographic area.


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Diego Valdez wrote:
Removed some posts and the replies to them. Many of the posts in this thread have gone way off topic. Additionally this is not the thread to discuss real world politics (and in fact the Paizo.com forums have a standing moratorium on political threads).

I would like to apologize. I did not realize when I originally spoke out that it would lead to such inflammatory back-and-forths. At certain points I lost my cool, and I am sorry.


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PossibleCabbage wrote:
Aenigma wrote:
Well, if the colonists in Sargava wish to escape but Cheliax refuses to accept them, maybe they can simply go to Taldor, Andoran, Ravounel, or Varisia?
I figure the Order of the Coil can go live in the sea.

Agreed. While still wearing their full plate. Being covered in chum with shackled ankles would also be a bold fashion choice.


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Darth Game Master wrote:
It was probably left purposely vague so individual GMs should decide, but I think that exiling the noble class and keeping the rest of the Chelaxians would make sense. Though of course, having the issue of what to do with the colonists stay unresolved could open up a chance for interesting political conflict...

It actually gives me an interesting idea for a homebrew campaign of how the revolution plays out. I'll leave it in a spoiler tag for people who are interested. Either way, I am glad that under-utilized parts of the setting are getting more love, especially in ways that help broaden perspectives. My previous comments were meant only to address a general feeling I'd gotten, and though that feeling hasn't really been addressed in the way I would've liked, I am still glad that overall Paizo is making an effort to be more inclusive. As a society, our primary goal should be the advancement of all peoples, at the expense of none.

Campaign Idea: Hearts of Darkness:
Basically the current Custodian of Sargava, Baron Utilinus, hopes to introduce sweeping reforms intended to modernize the country, end persecution, and help bring about racial parity. Unfortunately, this does not sit well with colonial hardliners like Lady Madrona Daugustana, and she and a cabal of wealthy, bigoted nobles arrange a coup to depose the Baron, while being unknowingly supported by the Priests of Walkena from nearby Mzali in an attempt to weaken Sargava from within. The PCs must mount a resistance against the new regime, who've been performing brutal pogroms of racial violence and segregation, hopefully free Baron Utilinus and form an alliance of colonials and native tribespeople to stop Walkena's fanatics before they carve a path of bloodshed across Sargava to Eleder, where the streets would be paved with the heads of innocents, mwangi and chelish alike.


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Wow. That's good Aberrant Templar. I'll need to keep that in mind.


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GIMMIE GIMMIE GIMMIE GIMME!!!!!!

I would definitely want this. If this was an actual campaign setting I would probably kill for it (if me not killing someone would mean it was never published, I'm not a monster. DON'T JUDGE ME!.) I had even planned on doing someone like this eventually. In fact, if you need freelancers, I can provide references.

OOH! Make some of the top-ranking nazis serpent people in disguise, intent on conquering humanity through proxy. That'd be cool! And if they were a playable race, like renegades siding with the humans against the grand snake-nazi conspiracy, that'd be awesome.


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Ah, but silent image and it's derivatives aren't mind-affecting, they're figments. So would it merely work normally?

If not, I suppose an illusionist in a Serpent's Skull game would be a bad idea.....


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I have a feeling people just ignore threads I start......hhhhmmm....they obviously need more Blackjack and Hookers...


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Again, my two cents. I'm not entirely sure why, and I know this probably isn't very helpful or based in any real fact, but I always imagined that, at the height of their empire, the serpentfolk (and to a lesser extent, the Azlanti) had a sort of Roman-ish vibe going, particularly their military, though heavily influenced by the Cthulhu/Conan alien wizard feel. The imagery of an anthropomorphic snake wearing the garb of a roman senator or legionary always just seemed cool and right to me, but that may be due to my subconscious association of Imperial Rome with the height of western culture. Again, my two cents.

EDIT: That, and the Romans definitely had a thing for narcissism and the subjugation of other races.


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Conan/Cthulhu, actually. I'll need to go check up on that book, thanks.


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I'm not saying all serpentfolk should or do worship him, but a lot of their shown culture did revolve around him. I've also never read anything saying he was an ascended mortal. Again, your campaign, you can do what you want, but I'm not sure where you're getting your info. That's not an insult, if you could point me towards material I haven't read it'd be greatly appreciated, but if you're only going off the ecology article in Souls for Smuggler's Shiv, I don't remember anything like that in there.


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I could totally see that. And to hell with Games Workshop! I've been gouged by them for almost a decade! They can take their ridiculously over-priced models and shove them up their....

Wait...no...get out of my house!...No no...NO...WHERE ARE YOU THROWING MEEEEEEE!!!!!!......


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It's from the works of Robert E. Howard, creator of Conan the Barbarian, from whence the the Serpent People originate.

And although I have not read through the entirety of your campaign arc, it seems really quite original and well-written. Unfortunately, it's really not my cup of tea, not because of it's themes, but because of the themes you're not using. I'm a huge fan of the whole cthulhu-esque, elder being, alien kind of serpentfolk from the Conan and Lovecraft stories, and without those themes, they're really just snake-y lizardfolk. I will not deter you from your planned course, for you have obviously put a lot of work and love into it, but I just feel as if you're missing out on a lot of great flavour.


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GMing a homebrew game once, and the party was guarding a caravan going through the mountains headed towards the dwarven capital. On the way they hear the sounds of a struggle, and three orcs are trying to rough up a dwarven woman (who turns out to be the king's daughter). After they rescue her, completely oblivious to who she is, the caravan master comes up, and I got a little too far into the roleplaying without realizing what I was saying.

"Don't you know who this is. She's the son of the dwarven king!!"

......meant to say daughter......

Anyways, for the rest of the campaign there was the running joke that the dwarven princess was actually a rather gender-confused prince.


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Did somebody say serpentfolk?

Anywho, I believe at one point (not sure exactly) they are referred to as 'Ydersians', taking their name from their god and supposed creator. I will peruse my pdfs to see which book it is referenced in.

EDIT: Apologies, I couldn't find it. Disregard my statement (unless you like it that is). And the good Mr. Pirate had some wonderful ideas that really expressed the feel of the serpentfolk. I should know, they're my favourite thing in all of pathfinder.


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I have seen this before.....and I laugh every time.


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This intrigues me, the whole 'war with the aboleths' thing. Sounds very Elder Thing-y. Unless that was a completely unrelated conflict, the aboleth's being all 'this is mah house! Get da fuq out!', and the Elder Things and/or Vault Builders were like 'make me!', and it degenerated from there (though I suspect the conversation would have gone a bit more eloquently).


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Rynjin wrote:

I thought the 700 Club had gone off the air because all the people on it had died of old age and bitterness.

I guess hatred really does make you strong.

I know from first hand experience that some people can sustain themselves on nothing but sheer spite.


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Is it just me or does 'power gamey' sound like an extreme version of an adjective used to describe one's dinner?

"How's your chicken son?"
"It's a little POWER GAMEY!!!!!!!!!"


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No you may be onto something, I must ponder this.....TO THE PONDERTORIUM!!!!


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lordzack wrote:
In my homebrew game, while Ilithids have colonies on other worlds, they are merely visitors to the world. Basically they're space aliens, with advanced technology and spaceships. That should certainly work in Golarion I'd think, since such elements are already a part of the setting.

Maybe the ship that crashed in Numeria was one of theirs.....

*makes ancient aliens guy face*


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Teat ceremony? I need to learn more about elves........

(sorry couldn't resist)


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Finally, here's my first stab at it (and yes I broke my own rule about only three things):

1. Lawful Evil
2. Kyton
3. Machinery, Ingenuity, Deviancy, Hypocrisy
4. Amicula Mechanicus
5. Despite being one of the more powerful of the kyton demagogues, the being known as Amicula Mechanicus rarely takes interest in planar politics. Instead she endlessly tinkers with the needlessly complicated, half alive machine-things that continue to wriggle, writhe, and flop out of her workshop, attempting to create the perfect fusion of organic and machine. Her hypocritical doctrine teaches that one must abandon the weakness of flesh to become truer to one's self, replacing bone, muscle and tissue with the elegance of steel, machinery, and artificial fibre. The hypocrisy lies in that, as a mortal wizard of great skill, she had insatiable and perverse cravings for pleasures of the flesh, particularly with her own gender. Even after her death and ascension to kyton-hood she has been unable to be rid of these deviant impulses, if anything they have grown more intense with her continued replacement of her organic components. She barters her knowledge and the use of her half-living monstrosities in exchange for living humanoid slaves. The men, old, and ugly are 'enhanced and enlightened' (i.e. recycled in great flesh-vats and used in her horrid experiments), while young, attractive females face fates best left unmentioned. She has a significant following among scholars, mechanics, engineers and mad inventors who all conceal some hidden vice that gnaws at their sanity, whether it be a taste for the flesh of intelligent beings or the endless desire to wash their hands in the blood of the living. She especially favours those who work their art upon living canvases. Amicula appears as a female humanoid of indeterminate race, cloaked in form-fitting robes of dark red. Shoulder-length violet hair spills from underneath her hood, while the lower half of her face is covered with a respirator mask, causing her voice, that of a young woman with a disarmingly-cute accent, to come out slightly grainy and distorted. She possesses shapely curves that would make Calistria jealous, but this is offset by the fact that what features shows from beneath her robes are made from dark, corroded machinery, and what little flesh she does show is cold and pale like a corpse.


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An idea popped into my head when reading this thread. Just a little mini game I came up with.

Here are the rules:

Step 1: Pick an alignment (Lawful Evil, Neutral Evil, or Chaotic Evil)

Step 2: Pick an evil outsider type corresponding with that alignment.
-Lawful Evil (Asura, Devil, Kyton, Rakshasa)
-Neutral Evil (Daemon, Div, Oni)
-Chaotic Evil (Demon, Qlippoth)

Step 3: Pick three things to be the fiend's portfolio. It could be anything from hospitals, lawyers and strangulation to cheese, rape and babies. Go nuts!!!

Step 4: Choose a name.

Step 5 (Optional): Fill in minor details, like appearance and such.

Let's see what we can come up with!


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Throw banjos. I saw a guy get hit by a banjo once. He went down.


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Here is a refined version of the birthsign system (thanks very much to Exocrat, for much of it is blatantly stolen from him *shifty eyes*). I would very much like an opinion on the Atronach sign, I honestly cannot tell if its balanced or not.

Birthsigns:

A character playing in an Elder Scrolls campaign must choose a birthsign at 1st level. Once chosen, it cannot be changed.

The Apprentice - The Apprentice's Season is Sun's Height. Those born under the sign of the apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well. A character who chooses the apprentice adds +1 to the save DC of all spells they cast, but suffer a -2 penalty to all saves against spells cast on them.
The Atronach - The Atronach (often called the Golem) is one of the Mage's Charges. Its season is Sun's Dusk. Those born under this sign are natural sorcerers with deep reserves of magicka, but they cannot generate magicka of their own. A character who chooses the atronach doubles the amount of spells they can cast per day, and gains spell resistance equal to 14+ their character level, but they do not replenish spell slots through rest. Every time those born under the atronach successfully resist a spell or spell-like ability with their spell resistance, they regain a spent spell slot equal to the level of the spell. If there are no spent spell slots of the correct level, it replenishes a spell slot of the next level, with lower level spell slots first.
The Lady - The Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under the sign of the Lady are kind and tolerant. A character who chooses the lady receives a +1 bonus on Fortitude and Will saves 

The Lord - The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs. A character who chooses the lord can heal a number of hit points equal to twice their character level as a swift action 1/day. Unfortunately, they also take double damage from fire. Note: A high elf who chooses the sign of the lord takes triple damage from fire.
The Lover - The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born under the sign of the Lover are graceful and passionate.
A character who chooses the lover can use charm person 1/day as a spell-like ability at a caster level equal to their character level, and also receives a +2 bonus on diplomacy checks.
The Mage - The Mage is a Guardian Constellation whose Season is Rain's Hand when magicka was first used by men. His Charges are the Apprentice, the Atronach, and the Ritual. Those born under the Mage posses talent for all kinds of spellcasting, but are often arrogant and absent-minded. A character who chooses the mage receives a +1 bonus on caster level checks.
The Ritual - The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a variety of abilities depending on the aspects of the moons and the Divines. A character who chooses the ritual can channel energy 1/day equal to a 1st level cleric. This is otherwise identical to the cleric class ability.
The Serpent - The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed. A character who chooses the serpent can use poison 1/day as a spell-like ability at a caster level equal to their character level.
The Shadow - The Shadow's Season is Second Seed. The Shadow grants those born under her sign the ability to hide in shadows.
A character who chooses the shadow can use invisibility 1/day as a spell-like ability at a caster level equal to their character level.
The Steed - The Steed is one of the Warrior's Charges, and her Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another. A character who chooses the steed adds +10 to their base speed. Note: An argonian who chooses the sign of steed adds this bonus to her swim speed as well.
The Thief - The Thief is the last Guardian Constellation, and her Season is the darkest month of Evening Star. Her Charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are not typically thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs. A character born who chooses the thief receives a +1 bonus on reflex saves and a +1 luck bonus to armour class.
The Tower - The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds. A character who chooses the tower can use knock 1/day as a spell-like ability at a caster level equal to their character level.
The Warrior - The Warrior is the first Guardian Constellation and he protects his charges during their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers. A character who chooses the warrior receives a +1 bonus on weapon damage rolls and a +1 bonus on fortitude saves.


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*pfffft*.....not always.....


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Ahmen brother. In my group, we play at my house, use my books, my models, I bring pizza EVERY TIME, and the only thing they bother to bring is dice. At one point, one of them wanted me to drive all the way into Toronto (roughly an hour and a half long trip) and buy him a new model with my money because he was unhappy with the model that was available. Then they have the gaul to get mad at ME when I want to switch things up a bit. When I brought up the aforementioned things I had one of them say to me with a completely straight face 'those are all unimportant'.

To quote penny arcade: 'players are vampires'.


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Greetings Paizonians. I am currently working on a pathfinder conversion of the pure awesomeness that is the Elder Scrolls. When its all done I'll put it up in a Google Document, with races, classes (base or prestige, haven't decided yet), feats, items, and more (including pictures! Oooh fun!). But first I'm going to post the 'core' races here, to wet your appetite (if anyone really has an appetite to wet). If you see anything unbalanced, let me know!

(Info and introductory paragraphs were pulled from the UESPWiki )

Argonian:

Argonian
Argonians (or Saxhleel in Jel, their native tongue, a word that seems to mean "People of the Root") are the reptilian denizens of Black Marsh. Little is known and less is understood about them. Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They have developed natural immunities to the diseases and poisons that have doomed many would-be explorers and conquerors of the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know, yet they are fiercely loyal, and will fight to the death for those they have named as friends.

Racial Traits
-+2 Dexterity, +2 Intelligence, -2 Charisma:
Argonians are nimble and cunning, but are gruff and slow to trust.
-Medium Size: Argonians have no bonuses or penalties based on size.
-Humanoid Type: Argonians are humanoids with the (reptilian) subtype.
-Speeds: Argonians have a land speed of 30 ft and a swim speed of 30 ft.
-Amphibious: Argonians can breathe both air and water, and are equally comfortable on both land or water.
-Argonian Resistances: Argonians receive a +4 bonus on fortitude saves to resist poison or disease (including magical disease).
-Histskin: Once per day, an Argonian can gain fast healing equal to half their character level (minimum 1) for 1 minute. Using this ability is an immediate action that does not provoke an attack of opportunity.
-Languages: Argonians begin play speaking Tamrielic and Jel. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Swim Speed 2
Amphibious 2
Healthy 2
Histskin 6 (Ad Hoc)
Linguist Array 1
Total RP 13

Breton:

Breton
Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language even though they are divided politically, for High Rock is a factious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as Nords or Redguards. Their Elvish ancestry is usually only detectable upon a closer inspection of their eyebrows, ears, or high cheekbones, though many individual Bretons appear to be more Nordic or Imperial than anything else. The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform.

Racial Traits:
-+2 to one ability score:
Bretons gain a +2 to any single ability score, chosen at character creation.
-Medium Size: Bretons have no bonuses or penalties based on size.
-Humanoid Type: Bretons are humanoids with the (human) and (elf) subtypes.
-Normal Speed: Bretons have a land speed of 30 ft.
-Arcane Focus: Bretons receive a +2 racial bonus on concentration checks when casting defensively.
-Bonus Feat: Bretons receive an extra feat at 1st level.
-Skilled: Bretons gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
-Spell Resistance: Bretons possess spell resistance equal to 6 + their character level.
-Languages: Bretons begin play speaking Tamrielic. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Arcane Focus 1
Flexible Bonus Feat 4
Skilled 4
Spell Resistance 2
Linuist Array 1
Total RP 12

Dark Elf:

Dark Elf
The Dunmer, also known as Dark Elves, or Moriche in the Ayleid Language, are the ash-skinned, red-eyed, Elven peoples of the Eastern Empire. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but among their Aldmeri brethren they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races.
Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. Young female Dark Elves are well known for their promiscuity. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those born in their homeland of Morrowind before its devastation were known to be considerably less friendly than those who grew up in the Imperial tradition.

Racial Traits:
-+2 Strength, +2 Intelligence, -2 Charisma:
Dunmer are intelligent and possess strong physiques, but are aloof and clannish.
-Medium Size: Dark Elves have no bonuses or penalties based on size.
-Humanoid Type: Dark Elves are humanoids with the (elf) subtype.
-Normal Speed: Dark Elves have a land speed of 30 ft.
-Ancestor Knowledge: In dunmer myth, it is said that honoured ancestors continue to watch over their descendants. Every dark elf picks two knowledge skills at character generation. They receive a +2 racial bonus on both of these skills, and always treat these skills as class skills.
-Elven Immunities: Dark Elves are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
-Fell Magic: Dark Elves have a notorious reputation for dark magics. Dark Elves add +1 to the DC of any saving throws against necromancy spells that they cast. Dark Elves with a Wisdom score of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, touch of fatigue. The caster level for these effects is equal to the user’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the user’s Wisdom modifier.
-Fire Resistance: Dark Elves are inured to flames, and possess Fire Resistance of 5.
-Languages: Dark Elves begin play speaking Tamrielic and Dunmeris. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Shards of the Past 4
Elven Immunities 2
Fell Magic 3
Fire Resistance 1
Linguist Array 1
Total RP 11

High Elf:

High Elf
To Imperials, the haughty, tall, golden-skinned peoples of Summerset Isle are called High Elves. The Ayleids referred to them as Salache, but they call themselves Altmer, or the "Cultured People". In the Empire, "High" is often understood to mean proud or snobbish, and as the Altmer generally personify these characteristics, the "lesser races" generally resent them. Altmer confidently consider themselves, with some justice, to be the most civilized culture of Tamriel; the common tongue of Tamriel is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions. However, the Altmer's smug self-assurance of superiority can be hard to bear. The Altmer are the most strongly gifted in the arcane arts of all the races, and they are very resistant to diseases. However, they are also somewhat vulnerable to fire, frost, and shock. They are among the longest living and intelligent races of Tamriel, and they often become powerful magic users, having centuries in which to practice their art. Some Altmers' incredibly strong minds make them naturally immune to all kinds of paralysis.

Racial Traits:
-+2 Constitution, +2 Intelligence, -2 Charisma:
Altmer are hardy and possess keen intellects, but are often snobbish and arrogant.
-Medium Size: High Elves have no bonuses or penalties based on size.
-Humanoid Type: High Elves are humanoids with the (elf) subtype.
-Normal Speed: High Elves have a land speed of 30 ft.
-Aldmeri Resistances: Of all the meric races, High Elves cleave the closest to their ancient Aldmeri ancestors. High Elves are immune to paralysis and gain a +4 bonus on Fortitude saves against disease, including magical diseases.
-Aldmeri Vulnerabilities: High Elves are less tolerant to extreme energies then the other races. They are vulnerable to cold, electricity, and fire damage.
-Classical Schooling: High Elves receive a +2 racial bonus on knowledge (arcana), knowledge (history), and spellcraft checks.
-Elven Immunities: High Elves are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
-Focused Study: At 1st, 8th, and 16th level, High Elves gain Skill Focus in a skill of their choice as a bonus feat.
-High Magic: High Elves gain a +1 bonus to the DC of any saving throws against illusion spells that they cast. High Elves with a Charisma score of 11or higher also gain the following spell-like abilities: 1/ day—faerie fire, dancing lights, ghost sounds, and prestidigitation. The caster level for these effects is equal to the user’s level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. High Elves also gain a +2 bonus on caster level checks made to overcome spell resistance and receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
-Languages: High Elves begin play speaking Tamrielic. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Aldmeri Resistances 3 (Ad Hoc)
Vulnerabilities -6
Skill Bonuses 6
Elven Magic 2
Focused Study 4
Gnome Magic 2
Linguist Array 1
Total RP 12

Imperial:

Imperial
Known as Cyrodiils, Cyrodilics or Cyro-Nordics before the time of Talos, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races and erect the monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires, the ends of which each mark a new epoch in Tamrielic history.

Racial Traits:
-+2 to one ability score:
Imperials gain a +2 to any single ability score, chosen at character creation.
-Medium Size: Imperials have no bonuses or penalties based on size.
-Humanoid Type: Imperials are humanoids with the (human) subtype.
-Normal Speed: Imperials have a land speed of 30 ft.
-Bonus Feat: Imperials receive an extra feat at 1st level.
-Emissary: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll.
-Skilled: Imperials gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
-Urbanite: Imperials gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
-Languages: Imperials begin play speaking Tamrielic. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Flexible Bonus Feat 4
Emissary 1
Skilled 4
Urbanite 1
Linguist Array 1
Total RP 11

Khajiit:

Khajiit
The Khajiit are a race of feline humanoids hailing from the province of Elsweyr, well-known for their keen intelligence and agility. While these traits make them superb thieves and acrobats, Khajiit are also fearsome warriors, although seldom gifted with the skill to harness magical forces. This is not to say that Khajiit do not possess the ability, merely that strenuous training must be undertaken to make wielding magic a serious option, either in passive or aggressive actions.
Physiologically, Khajiit differ greatly from both the varied races of man and mer, not only in their skeletal structure (possessing a tail and, in some forms, a digitigrade stance, i.e. toe walking) and dermal makeup (the "fur" that covers their bodies) but in their digestion and metabolism as well. The Khajiit, along with the Argonians and the Imga, make up the so called 'beast races' of the Empire, due to their therianthropic qualities. It is currently unclear whether a successful union between Khajiit and other races may occur, for no well-documented cases exist despite rumours. The divergent appearance and mannerisms of the Khajiit often lead bigoted members of other races to look down on them.

Racial Traits:
-+2 Dexterity, +2 Charisma, -2 Wisdom:
Khajiit are nimble and gregarious, but lack the common sense of other races.
-Medium Size: Khajiit have no bonuses or penalties based on size.
-Humanoid Type: Khajiit are humanoids with the (Khajiit) subtype.
-Normal Speed: Khajiit have a land speed of 30 ft.
-Cat's Luck: Once per day, when a Khajiit makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before attempting the saving throw
-Cat's Stealth: Khajiit are known for their amazing stealthiness. Khajiit gain a +4 racial bonus on stealth checks.
-Claws of the Khajiit: Khajiit possess razor sharp claws that they can use in melee. They have 2 claw natural attacks that deal 1d4 points of damage each.
-Eye of Fear: Khajiit can use the spell Cause Fear 1/day as a spell-like ability at a caster level equal to their character level.
-Low-Light Vision: Khajiit can see twice as far as a race with normal vision in conditions of dim light.
-Languages: Khajiit begin play speaking Tamrielic and Ta'agra. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Cat's Luck 1
Stealthy 5
Claws 2
Spell-like Ability 1
Low-Light Vision 1
Linguist Array 1
Total RP 11

Nord:

Nord
The Nords are the children of the sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and magical frost. They are enthusiastic warriors, and many become renowned soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare, and are known as a militant people by their neighbors. Nords are also natural seamen, and have benefited from nautical trade since their first migrations from Atmora. They captain and crew many merchant fleets, and may be found all along the coasts of Tamriel.

Racial Traits:
-+2 to one ability score:
Nords gain a +2 to any single ability score, chosen at character creation.
-Medium Size: Nords have no bonuses or penalties based on size.
-Humanoid Type: Nords are humanoids with the (human) subtype.
-Normal Speed: Nords have a land speed of 30 ft.
-Bonus Feat: Nords receive an extra feat at 1st level.
-Frost Resistance: Nords are inured to frost, and possess Cold Resistance of 5.
-Skilled: Nords gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
-Stubborn: Nords gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a Nord fails such a save, he receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the Nord has a similar ability from another source (such as a rogue’s slippery mind class feature), he can only use one of these abilities per round, but can try the other on the second round if the first re-roll ability fails.
-Languages: Nords begin play speaking Tamrielic and Nordic. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Flexible Bonus Feat 4
Frost Resistance 1
Skilled 4
Stubborn 2
Linguist Array 1
Total RP 12

Orc:

Orc
Orcs, also called Orsimer or "Pariah Folk" in ancient times, are sophisticated, beastlike people of the Wrothgarian Mountains, Dragontail Mountains, and Orsinium (literally translated as "Orc-Town"). They are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, and were often considered to be goblin-ken. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armour are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Most Imperial citizens regard the Orc society as rough and cruel. The Orcs of the Iliac Bay region have developed their own language, known as Orcish, and have often had their own kingdom, Orsinium.

Racial Traits:
-+4 Strength, -2 Charisma:
Orcs are the strongest of the common races, but are often feared and hated.
-Medium Size: Orcs have no bonuses or penalties based on size.
-Humanoid Type: Orcs are humanoids with the (elf) and (orc) subtypes.
-Normal Speed: Orcs have a land speed of 30 ft.
-Berserk: Once per day, when an Orc takes damage, she can fly into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
-Forge Craft: Orc smiths are known for their craftsmanship. All Orcs gain a +2 racial bonus on Craft (Armour) and Craft (Weapons) skill checks.
-Languages: Orcs begin play speaking Tamrielic and Orcish. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Greater Paragon 2
Advanced Ability Score 4
Frenzy 2
Skill Bonuses 4
Linguist Array 1
Total RP 13

Redguard:

Redguard
The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Redguards do not share the same blood as the other human races, and they have no connection with the ancestral Nordic homeland of Atmora.

Racial Traits:
-+2 to one ability score:
Redguards gain a +2 to any single ability score, chosen at character creation.
-Medium Size: Redguards have no bonuses or penalties based on size.
-Humanoid Type: Redguards are humanoids with the (human) subtype.
-Normal Speed: Redguards have a land speed of 30 ft.
-Bonus Feat: Redguards receive an extra feat at 1st level.
-Poison Resistance: Redguards gain a racial bonus on saving throws against poison effects equal to their Hit Dice.
-Swordtrained: Redguards are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
-Languages: Redguards begin play speaking Tamrielic. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Flexible Bonus Feat 4
Poison Resistance 3
Swordtrained 4
Linguist Array 1
Total RP 12

Wood Elf:

Wood Elf
The Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as Wood Elves, but Bosmer, Boiche, or the Tree-Sap People is what they call themselves. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land, its wild beauty and wild creatures. They are relatively nimble and quick in body and wit compared to their more "civilized" Elven cousins, making them well-suited for a variety of professions, including scouts, thieves, traders and scholars. The best archers in all of Tamriel, the Bosmer snatch and fire arrows in one continuous motion; they are even rumoured to have invented the bow. They have many natural and unique abilities; notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas. As part of their Green Pact, they are religiously carnivorous and cannibalistic, but do not harm vegetation of Valenwood (though they are not averse to using wooden or plant-derived products created by others).

Racial Traits:
-+2 Dexterity, +2 Wisdom:
Bosmer are quick and observant.
-Medium Size: Wood Elves have no bonuses or penalties based on size.
-Humanoid Type: Wood Elves are humanoids with the (elf) subtype.
-Normal Speed: Wood Elves have a land speed of 30 ft.
-Beast-Kin: Wood Elves can use the spell Charm Animal 1/day as a spell-like ability at a caster level equal to their character level.
-Bow Focus: Wood Elves are proficient with all bows (shortbows, longbows, composite shortbows, and composite longbows) and gain Weapon Focus (Shortbow) or Weapon Focus (Longbow) as a bonus feat.
-Elven Immunities: Wood Elves are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
-Poison Resistance: Wood Elves gain a racial bonus on saving throws against poison effects equal to their Hit Dice.
-Woodsman: Wood Elves receive a +4 racial bonus on stealth checks in forested or jungle areas.
-Languages: Wood Elves begin play speaking Tamrielic and Bosmeris. They can choose any common language as a bonus language (except secret or esoteric languages, like Dwemeris).

Flexible Modifiers 2
Weapon Familiarity 1
Static Bonus Feat 2
Spell-like Ability 1
Elven Immunities 2
Poison Resistance 3
Camouflage 1
Linguist Array 1
Total RP 13


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Yes but it still has the problem I'm seeking to avert. I'm sick of the POWERSPLOSION!!!! spellcasters (and psions) get at higher levels. The last time I GMed was my first high level game, and (mostly due to one player, the same one who started this whole thing) it was the most frustrating and annoying game I've ever played.

I just want the encounter to NOT be something like this:
GM: You see a horribly deformed giant crawl forth from the cave, howling its terrifying battle cry. This will surely be challen...
Player: I cast forbid action, preventing it from attacking.
GM:.......f$*k......

Sczarni

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What about my personal favourite:

Spoiler:
"By Sarenrae's Sultry Sausage!!!"


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Am I the only one who hates how humanocentric Golarion is? Out of the entirety of the Inner Sea region, only 3 areas are predominantly non-human, Belkzen, Kyonin, and the Five Kings Mountains (4 if you count the worldwound). Not only are there only a handful of non-human regions, but they barely get ANY attention. Why have all these interesting and cool races if you're going to shove them into the corner and let the boring old humans have the spotlight all the time?

(and I'm sure this will get a lot of responses along the lines of 'humans are the most relatable' and all that jazz, but it won't change my line of thinking)


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I know it might be too late to influence it, but I had a brilliant idea the other day, that if you don't use I probably will.

Maybe make the Derro one of the major villains. Re-skin them as 'the False Dwarves', twisted mockeries of true dwarves, made by some vile demon or god. They are 'made' in vast fleshforges deep in the bowels of the earth, where even the dwarves fear to tread. They despise themselves almost as much as they do true dwarves, and this self-loathing spurs their despicable and evil experiments. They have pioneered innumerable dark magics and vile devices, and their wizard-priests gather in secret cabals under dwarven cities to abduct innocents and spread disease and ruin. They seek not only to destroy the dwarves, but to become them, in the vain hope that they can achieve a semblance of normality. In truth, it is only the ravings of a race so intertwined with madness that they cannot separate fantasy from reality.......

EDIT: fixed some grammar.


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A Handy Haversack filled with 24 Handy Haversacks, each of which are filled with another 24 Handy Haversacks, which in turn are filled with more, so on and so on until you destroy the multiverse


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When I first saw the title I was expecting the 'blue mage' from that 3.5 3PP book 'Nympology: the Guide to Blue Magic' (not the kind of nymphs you're thinking of lol).

Alas I am not that familiar with Final Fantasy, so I have nothing to go off of, but I can say that if he is a 'mage', he should be able to cast spells, no. Forgive me if my utter un-knowledge has caused a grievous faux pas on my part.


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Sorry about the long hiatus. Been busy lately, what with.....ummm......cancer (don't worry, according to the doctors, I'm now cancer free!). I apologize to ThatWeirdGeckoGuy, my only poster, so I'll reward you with more playable versions of classic monster races!

Yet another Disclaimer! *gasp*: I am only now developing my writing 'style'. To paraphrase that glorious bastard treantmonk 'when writing this my tongue will be squarely planted in my check'. Basically you should only take this semi-seriously, because if you took everything I write really seriously, then you will think I'm some perverted weirdo (and you're probably right). Anyways, a lot of the comments and pictures (especially the pictures) are meant to get a laugh and a 'oh, thats kinda cool' from you, the reader. Oh, and my response to those who don't like cheesecake art: you can go suck a lemon (only joking, read the above disclaimer).

Feedback is greatly encouraged. As a lonely shut-in, I need to augment my self-esteem with compliments from strangers on the internet! Yay!

Lizardfolk
Seen as backwards savages by most, lizardfolk are a truly ancient race, their kind having developed sentience before humanity's ancestors crawled on their bellies from the sea. In the harsh swamps and jungles that they call home, survival is never guaranteed from day to day, and the lizardpeople have adapted to this brutal existence. Despite their bloodthirsty image, lizardfolk are not themselves evil, their nature merely the result of harsh conditions and the ever expanding mammalian hordes.
Physical Description:
Lizardfolk stand roughly 6 to 7 feet in height, and weigh between 200 and 250 lbs. Their rough, scaled hide is often of a colourful or vibrant hue, usually green or blue. Their features depend on ancestry and environment, some look like iguanas or komodo dragons, while others are more similar to crocodiles or alligators, or even chameleons. All lizardfolk posses thick, strong tails, that allow them to swim in water with ease, and those who have no tail, whether from injury or deformity, are often mocked and belittled. Lizardfolk clothing values function over form, some warriors even going nude save for crude leather harnesses.
Society:
Lizardfolk society is based around the tribal unit. The good of the tribe comes before all, and those that do not respect that are often exiled. Lizardfolk draw no difference between genders, but despite this tolerance males usually dominate most of their culture, as their is cultural stigma tied to females in leadership positions. This stems from the fact that lizardfolk eggs require constant protection and observation lest they become too hot or too cold, and this duty culturally falls to the females. The exception to this though, is if a female is sterile, which grants them great freedom, and they often go on to become great warriors to rival even the strongest male.
Relations:
Lizardfolk have no racial allies, but they also have no racial enemies. That is, save for one: Boggards. Lizardfolk hate boggards with a passion, and the feeling is mutual. Lizardfolk-Boggard conflicts get bloody and violent quickly, and often spill over into neighbouring areas. When it comes to the other races, lizardfolk tend to follow an isolationist policy. If they mind their own business the lizards will mind theirs.
Alignment and Religion:
Lizardfolk practice a form of animism, believing that everyone and everything has a spirit deserving of respect. This tends to colour their alignment as well, treating others' spirits with respect, just as they would like to be treated. The majority of lizardfolk are thus true neutral.
Adventurers:
Lizardfolk do not often leave the tribe, but those that prove too curious about the outside world are often 'encouraged' to seek out their curiosity, thus leaving and taking their crazy ideals with them. Many adventuring lizardfolk begin to see their companions as their surrogate tribe, and will defend them to the death. Lizardfolk favour the fighter, barbarian, and ranger classes, as well as the druid and oracle, especially the Juju mystery. Due to their lack of literacy, lizardfolk are rarely wizards or alchemists.

Racial Traits:
-+2 Strength, +2 Constitution, -2 Intelligence; Lizardfolk are robust and hardy, but their society often leaves them intellectually stunted.
-Medium Size: Lizardfolk receive no bonuses or penalties due to their size.
-Humanoid Type: Lizardfolk are humanoids with the (reptilian) subtype.
-Speeds: Lizardfolk have a land speed of 30 ft and a swim speed of 30 ft. They receive a +8 bonus on swim checks.
-Agile: Lizardfolk receive a +4 racial bonus on acrobatics skill checks.
-Hold Breath: Lizardfolk can hold their breath for a number of rounds equal to 4 times their constitution modifier before they risk drowning or suffocating.
-Natural Armour: Lizardfolk have a +2 natural armour bonus to AC.
-Jungle Natives: Survival and Swim are always class skills for lizardfolk. They receive a +2 bonus on survival checks, and this increases to +4 when in swamp or jungle terrain.
-Shamanistic Magic: Lizardfolk treat their level as 1 higher when casting spells of the divination or necromancy schools, and when using revelations of the oracle's Juju mystery. This does not grant lizardfolk early access to level-based powers, it only affects powers that they could already use without this quality.
-Languages: Lizardfolk begin play speaking only draconic. They can choose any of the following as bonus languages: Abyssal, Common, Elven, and Polyglot.

New Feats:

Death Roll
You can mimic the deadly hunting tactics of a crocodile.
Prerequisites: Lizardfolk, Strength 14.
Effect: When grappling a foe of your size or smaller, you can, on a successful grapple check, deal your bite damage and knock the creature prone. If you are successful, you maintain the grapple.

Chameleon Eyes:
Your eyes are massive and can move independently, just like your chameleonic ancestors.
Prerequisites: Lizardfolk, 1st level only.
Effect: You gain a +4 racial bonus on perception, and can make perception checks as a swift action.

Chameleon Hide
Your skin can shift colour to match your surroundings, greatly aiding in stealth.
Prerequisites: Lizardfolk, Chameleon Eyes
Effect: You gain a +4 racial bonus on stealth checks, which increases to +6 if you remain perfectly still.

Strength in Sterility
You are one of the few sterile lizardfolk females, and this often comes with certain advantages both physically and culturally.
Prerequisites: Female Lizardfolk, Strength 14, 1st level only.
Effect: Apart from the obvious? In fact, sterile females often have higher muscle growth and denser bone structures, more closely mirroring males in terms of strength. You gain a +2 bonus on strength checks and strength-based skill checks, as well as intimidate checks due to your large physique.

I leave you now with some pictures of cool lizardfolk......'cause I like perty pictures.....First up is a kick-ass lizardman in ceremonial armour, and the second is an example of a 'sexy' female lizardfolk 'warrioress'.....'cause I felt like it......sorry if it offends you or violates some rule or some such....*mumble mumble*........


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Personally I DESPISE the whole 'drunken, axe-wielding, belligerent, scottish moron who butchers the english language to the point where you only understand one word per sentence' stereotype dwarves seem to have acquired. I prefer them closer to the original Norse myth.


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I know they're not a PC race, but Serpentfolk, Serpentfolk, Serpentfolk. They are my favourite thing about Golarion, they're like mind flayers only without the squid faces. My GM is letting me play a serpentfolk wizard in an upcoming game, and I'm really looking forward to it.

After those cool snake men, my favourite would be dwarves. Something about them just speaks to me on a personal level, and I think they're woefully under-appreciated.

As for classes, it's probably cliche, but wizards. I just like the idea of a supremely intelligent scholar. I am also fond of sorcerers, especially their spontaneous casting. That and arcane casters get the coolest homes. Towers that defy logic and pocket dimensions, you gotta admit that's cool.


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Thank you very much, just checking.


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Taking the lead from some other posters, I've decided to start a thread dedicated to housing all of my crazy and random homebrew stuff. I'm naming this post after it's first article, i.e. stuff all about Gnolls! Its entirely up to you to whether or not you use any of this crap, I just vainly hope that at least one of my non-sensical little pieces of dribble meet your discriminating tastes.

(Not all of it may be balanced, but I tried.)

(WARNING: some of this stuff is .... well, 'adult' material. I'm not sure if everyone thinks this qualifies for that label, but I'd rather be safe then sorry.)

Well now on to the good stuff, GNOLLS!!!!

Gnolls as a player race:

Gnolls are a race of tribal beast-men that inhabit desert wastes and sun-shrouded savannahs. Gnolls have a reputation among civilized races as being cannibalistic savages, more animal then humanoid, that practice horrible blood rites under the light of the moon in honour of their profane and monstrous deities. The sad fact is that this assumption is often correct.
Physical Description: The most apt description of Gnolls is that of an anthropomorphic hyena. They stand slightly taller then the average human, with builds ranging from lean and wiry to thickly-thewed and muscular. They sport speckled, furred hides of various colours. The colour usually depends on what tribe or clan they hail from, and can range from light tan, dirty yellow, dark brown to charcoal black. Clothing varies from region to region and tribe to tribe. For example, 'civilized' Gnolls wear clothing reminiscent of nearby human settlers, often sporting loose robes and colourful headscarves to keep the sun off the wearer. Barbaric Gnolls on the other hand wear rough hides and leathers, and carry crude bone adornments and fetishes, as well as trophies from defeated foes.
Society: Much like the hyenas they resemble, Gnolls are scavengers with a lazy streak a mile wide. Abhorring hard labour, they most often force slaves to perform the more unsavoury tasks. In Gnoll society, the strong rule the weak, and weak Gnolls must always show deference to their superiors. Despite worshiping a female deity, Gnoll society is misogynistic, and females either birth the tribes young or serve as clerics (and sometimes both).
Relations: Most civilized races consider Gnolls to be monsters, and thus are treated with suspicion at best and violence at worst. In cities where slavery is legal, Gnolls often come to sell slaves unsuited to their nomadic lifestyle and to acquire stronger, healthier slaves. Here they are treated as equals (usually), but suspicion always remains. Other monstrous races such as orcs and goblins often get along very well with Gnolls, and trolls in particular are often hired to serve as guards and enforcers in Gnoll bands.
Alignment and Religion: Most Gnolls fall within the Chaotic Evil range, rarely valuing things such as life or liberty, although Chaotic Neutral tribes are beginning to become more common. Even such progressive tribes still venerate the Gnoll racial deity, a being they call the 'Mother of Monsters', a dark goddess of blood and fertility, which they say birthed the Gnoll race and many others. Gnoll Clerics are almost universally female, and despite the misogyny of Gnoll society, are revered even above the band's chief.
Adventurers: For Gnolls, exile is the worst punishment imaginable, only reserved for the most horrific of crimes. Those Gnolls who are exiled often try to integrate themselves into other humanoid society to mitigate the loneliness. There also exists another breed of outcast Gnolls: those who leave the band of their own volition. These exceptional Gnolls are almost always females who find the gender constraints of Gnoll culture suffocating, and leave to seek their own destiny in the world. These individuals are a breed apart. For them, other humanoids are not always to be enslaved or eaten, the old ways are not always the best, and loneliness can harden ones soul. For what doesn't kill you, only makes you stronger.

Racial Traits:
-+2 Strength, +2 Constitution, -2 Charisma; Gnolls are hardy and strong, but have abrasive attitudes and a reputation as savages.
-Type: Gnolls are Humanoids with the (Gnoll) subtype.
-Medium Size: Gnolls have no bonuses or penalties due to their size
-Normal Speed: Gnolls have a base speed of 30 ft.
-Darkvision: Gnolls can see in the dark up to a range of 60 ft.
-Natural Armour: Gnolls have thick, furred hides and thus have a +1 natural armour bonus.
-Acute Senses: Gnolls have highly developed senses, particularly their sense of smell. Gnolls receive a +2 racial bonus on perception checks, and have the scent universal monster ability.
-Savannah Runner: Gnolls receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or other ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
-Stalker: Gnolls are renowned as hunters and trackers, spending long hours stalking their prey across the savannah. Perception and Stealth are always class skills for Gnolls.
-Languages: Gnolls begin play speaking only Gnoll. Gnolls with high intelligence scores can choose from the following: Abyssal, Common, Giant, Orc.

Newl Feats:

Hunter's Speed (a.k.a. 'Do the Snuffle Shuffle')
You have learned to drop down to all fours to increase your speed.
Requirements: Gnoll, Dexterity 13
Effect: As a swift action you can drop to a quadrupedal shuffle, thus doubling you movement speed. While using this feat you cannot utilize your limbs for anything other then moving, and thus cannot carry anything in your hands.

Breeder's Scars
You have given birth 'the old fashioned way' enough times to develop a tough layer of scar tissue over your abdomen.
Requirements: Gnoll, Female, Must have given birth at least once.
Effect: You gain an additional +1 bonus to your natural armour. Also if your scars are visible you gain a +2 bonus on all bluff, diplomacy and intimidate checks against Gnolls and worshippers of Lamashtu.

Third Eye
Either you purposely drilled a hole in your forehead to better resemble you goddess, or perhaps you were born with an auspicious deformity. Either way, you now have a third eye with eerie magical powers.
Requirements: Gnoll, Wisdom 15
Effects: You receive a +1 bonus on perception checks. Also, you gain the ability to make a gaze attack a number of times a day equal to 1+ your wisdom modifier as a standard action. Any foe who meets your gaze must pass a will save (DC = 10 + your wisdom modifier + 1/2 you HD) or become shaken for 1 round.

New Archetypes

Tribal Mother (Cleric Archetype)
Requirements: Female, Must worship Lamashtu.
In the barbaric tribal societies, woman are often relegated to the role of breeders and property. In tribes that worship Lamashtu, there is also another route. Although females are still seen as chattel, clerics of the Mother of Monsters are almost always female, and are revered as honoured mothers, given as much respect as the tribe's chief, if not more. The majority of these clerics are Gnolls, but it has since spread to others of the Mother's Faith.
Tribal Mothers have the following class features.
Weapon Proficiency: Tribal Mothers are proficient in all simple weapons, as well as kukris and falchions. This replaces the cleric's standard weapon proficiencies.
Mother's Milk: Upon taking her first level of this class, the Tribal Mother's breasts become engorged with milk and begin to lactate, even if she is not pregnant. This breast-milk has magical healing properties. A number of times per day equal to her cleric level, she may lactate and collect the milk as a full-round action. The milk functions as a potion, and remains potent for 1 minute. Anyone who drinks it gains the effect of a cleric spell with a caster level equal to the Tribal Mother's cleric level. The Tribal Mother chooses the effect, and can choose effects from lower levels. This ability is taxing (and somewhat pleasurable) for the Tribal Mother, and after using it she is fatigued for a number of rounds equal to the level of the spell duplicated.
At 1st level, it can duplicate a Cure Light Wounds spell.
At 3rd level, it can duplicate a Cure Moderate Wounds or Lesser Restoration spell.
At 5th level, it can duplicate a Cure Serious Wounds, Remove Blindness/Deafness, or Remove Disease Spell.
At 7th level, it can duplicate a Cure Critical Wounds, Neutralize Poison, or Restoration spell.
At 11th level, it can duplicate a Heal spell.
At 13th level, it can duplicate a Regenerate or Greater Restoration.
This ability replaces Channel Energy.
Beast Mother: At 1st level, the Tribal Mother gains the service of a faithful animal companion. This creature follows her on her adventures and vision quests, and serves her loyally and without complaint, whatever her needs may be. The Tribal Mother is restricted in her choice of animal companions, and must choose an animal sacred to Lamashtu, most often a hyena or jackal. This otherwise functions as a druid's animal companion, and the Tribal Mother treats her cleric level as her druid level for determining all the abilities of her animal companion.
This replaces the Cleric's Domains ability


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A LE horribly disfigured, old human wizard wearing a black cloak and who specializes in lightning spells and divination. Most likely in a position of absolute authority, maybe the ruler of some form of.......Empire.....


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What about a Tiefling ranger with the natural weapon combat style, amazing at acrobatics, the scent ability and wears a red kimono that gives him a natural armour bonus and immunity to fire - Inuyasha from.....what else.....Inuyasha!


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BigNorseWolf wrote:
And when the PC's recover the item from their foes body and say "cool!" and start to use it to one shot all your big bads?

I had not thought of that. Good Point.

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