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So, like the title says: Are these races balanced with each other? If not what would you change? I'd prefer to beef up weaker races rather than weakening stronger ones, but I'm willing to listen to suggestions either way. Humans will likely need improvement, as they are standard and not homebrew. The dwarves are homebrew, however.

Amazons

Stats: +2 Strength, +2 Intelligence, –2 Charisma
Medium: Amazons are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Amazons have a base speed of 30 feet.
Fearless: Amazons gain a +2 racial bonus on all saving throws against fear effects.
Resistant: Amazons gain a +2 racial bonus on saving throws against mind-affecting effects and poison.
Phalanx: Amazons are used to living and fighting communally with other Amazons. Up to two Amazons can share the same square at the same time. If two Amazons that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Weapon Familiarity: Amazons are proficient with short swords, shortbows, longbows, and shields.
Combat Ready: When Amazons wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0; and when Amazons use a tool of their trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, they do not take the improvised weapon penalty.
Languages: Amazons begin play speaking Omilía and those with with high Intelligence scores can choose from Aylic, Kor, Şıge, and Taghrid.

Dwarves

Stats: +2 Constitution, +2 Intelligence, –2 Wisdom
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Low-Light Vision: Members of this race can see twice as far as a race with normal vision in conditions of dim light.
Born From the Mountain: Whether in the deepest mines or on the heist peaks, Dwarves call the mountains home, moreover they call it mother, as they are descended from Earth Elementals. They are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces and can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. Dwarven sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Dwarven clerics with the Earth domain use their domain powers and spells at +1 caster level.
Craftsman: Dwarves gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone. Further, They are treated as proficient with any weapon they have personally crafted.
Healthy: Dwarves gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Long Memory:/[b] Dwarves keep extensive records of their history and the world around them. Dwarves receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
[b]Stability:
Members of this race receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages: Dwarves begin play speaking Kor. Dwarves with high Intelligence scores can choose from the following: Aylic, Omilía, Ötmek, Şıge, Söylemek, Taghrid, and Tale.

Kumo (spiders)

Stats: +2 Dexterity, +2 Charisma, –2 Strength
Medium: Kumo are Medium creatures and have no bonuses or penalties due to their size.
Aberration: Kumo are aberrations.
Normal Speed: Kumo have a base speed of 30 feet.
Climb Speed: Kumo have a climb speed of 20 feet.
Darkvision: Kumo can see in the dark up to 60 feet.
All-Around Vision (Ex): Kumo see in all directions at once and cannot be flanked.
Change Shape (Su): A Kumo can assume the appearance of a specific single human form of the same sex. The Kumo always takes this specific form when she uses this ability. A Kumo in human form cannot use her web ability but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the Kumo does not adjust her ability scores.
Web (Ex): Kumo can use webs to support themselves and up to one additional medium creature. In addition, they can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to large size. Kumo can create sheets of sticky webbing up to three times their size. To notice a web is a DC 20 Perception check. The DC to burst or escape the web is equal to 10 + 1/2 character level + Con modifier. Attempts to burst a web by those caught in it suffer a –4 penalty. Each 5-foot-square section of web has a number of hit points equal to the level of the Kumo that created it and DR 5/—. A Kumo can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Languages: Kumo begin play speaking the language of the dominant culture in the area. Kumo with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Minotaurs

Stats: +2 Strength: Minotaurs are incredibly strong.
Large: Minotaurs are large creatures and gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. They take up a space that is 10 feet by 10 feet and have a reach of 5 feet.
Monstrous Humanoid: Minotaurs are Monstrous Humanoids.
Fast Speed: Minotaurs have a base speed of 40 feet.
Darkvision: Minotaurs can see up to 60 ft. with no light source.
Natural Cunning: Minotaurs possess immunity to maze spells and can never become lost. They are never caught flat-footed.
Natural Weapons: Minotaurs possess a gore that deals 1d8 damage; when using it they are not considered unarmed.
Languages: Minotaurs begin play speaking Kor. Minotaurs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Orcs

Stats: +2 Strength, +2 Dexterity, –2 Intelligence
Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
Darkvision: Orcs can see in the dark up to 60 feet.
Damage Reduction: Orcs get damage reduction of 2 against bludgeoning and piercing weapons due to their tough, thick skin (DR 2/slashing).
Ferocity: An orc remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Weapon Familiarity: Orcs are proficient with bows, daggers, and hand axes; and treat any weapon with the word “Orc” in its name as a martial weapon.
Languages: Orcs begin play speaking Hau, Ua, or Waiata depending on what region they are from.

Xuilan

Stats: +2 Dexterity, +2 Wisdom, -2 Charisma
Medium: Xiulan are Medium creatures and have no bonuses or penalties due to their size.
Plant: Xiulan are plants. They have the low-light vision. They are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep effects, and stunning. Xiulan breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that they can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Normal Speed: Xiulan have a base speed of 30 feet.
Languages: Xiulan begin play speaking Yun Shen. Xiulan with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Humans

Stats: +2 to One Ability Score
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking the primary language of their kingdom of origin. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


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This is a much to organize my ideas as to share them and see what you guys think.

Ilarion is based primarily in Greek/Roman inspired lands with an Oriental empire to the north, Cossacks in the west and mercantile Egypt/Arab desert kingdom to the south. The primary campaign ideas that went into the creation of Ilarion were: a caravan running a silk/spice trade over long distance (1-2 years round trip, overland); a gladiator revolt (ala Spartacus); and exploration of uninhabited/uncharted wilderness.

I have removed alignment as I wish to present a more grayscale morality. I’ve also ousted outsiders and replaced them with aberrations as the main ‘evil’ (or boogey monster) in the setting. They come from underground, so mining and spelunking are very dangerous.

I intend for this setting to be low magic. That does not mean I’ll be nerfing casters. It means that NPC casters will be rare and that magic items will have to be quested for or made by PCs. There will be very few magic item shops, and even then they will likely be curio shops that happen to have a few real magic items. (I always get a wish list from my players so when I put in the semi-rare magic item it isn’t wasted.)

Gods:

The only gods are the Sun Goddess and the Moon God. The entire world knows and acknowledges these two gods. They can be known under different names in different cultures. They are also apparently uncaring; there is no divine intervention or steering the course of mortal events. The followers of each deity are not in some great clash of ideologies with the followers of other. These two are often worshiped side by side, either as equals or with the Sun Goddess being slightly more important.

The dead are almost always burned, and the smoke is seen as their soul rising to the heavens. Birds are often seen as divine messengers and omens from the gods. Especially carrion birds, who are said to carry the souls of those not given a pyre to the gods.


  • Sun Goddess
    Known as: Heliosa (hee LEE oh sah), Helis (HEE lis), Jin Feng (jin fung), Redbird, Fire, the Sun
    Alone a warrior, together an army.
    Our Lady of Fire, the Shieldmaiden, Mother of Us All
    Goddess of the Sun
    Domains Animal, Artifice, Community, Creation, Destruction, Earth, Fire, Glory, Healing, Nobility, Repose, Strength, Sun, War, Weather
    Favored Weapon Shield, Spear and Sika (or any one melee weapon)
    Heliosa is commonly depicted as a tall woman with dark or tan skin and golden eyes. Her hair is fire when angered, and dark brown or black with wisps of flame at any other time. Wearing anything from a full suite of plate mail to nothing at all, depending on the purpose, she is always depicted with a shield, spear and sika as well as a cloak of red feathers. In the Dao Ming she is depicted as a gold dragon.

    She dwells behind the sky, peering in during the day to watch over the world. Heliosa is both creative and destructive. A patient, caring, and vigilant deity, Our Lady of Fire believes in strict discipline, order, passion and creativity. She provides stable foundations, fertile farmland, a means to warm our homes, to cook our food, and to ward of the darkness. She encourages stability, strength, growth, motivation, will power, prosperity, drive, authority and leadership.

    While nearly everyone worships her special emphasis is placed on those with physical jobs; such as warriors, laborers, and athletes. She expects her followers to abide by laws (though not foolish, contradictory, or purposeless laws) and work to promote order and peace. Heliosa’s basic tenet is simple—people should strive to better themselves and their community.

  • Moon God
    Known as: Phoibus (FOY bus), Foy (foh EE), Yin Tuzi (yihng too zeye), Loudfoot, Stone, the Moon
    []The winds bring change[]
    Lord of the Sea, Her Shadow, Father of Stars
    God of the Moon
    Domains Air, Charm, Darkness, Death, Knowledge, Liberation, Luck, Madness, Magic, Moon, Plant, Protection, Rune, Time, Travel, Trickery, Water
    Favored Weapon (any one melee weapon)
    Phoibus is commonly depicted as a man of average height and a slim build with fair skin and grey or silver eyes. His hair is dark brown or black with hints of grey at times or completely silver at others. He wears anything from full royal regalia to nothing at all depending on the purpose. He is usually depicted reading. In the Dao Ming he is depicted as a silver dragon.

    He dwells behind the sky, peering in during at night, with his children the stars, to watch over the world. Phoibus is both a trickster and a protector. An ever changing, wise, and playful deity, the Lord of the Sea believes in individuality, freedom, knowledge and chance. He provides clean water, valuable knowledge, safe passage on land and sea, and a means to track time. He encourages change, flexibility, learning, fun, indulgence, independence and acceptance.

    While few truly worship him those that do often engage in mental tasks; such as scholars and merchants. In addition he is also worshiped by lycanthropes, anyone capable of shape shifting, bards and practitioners of non divine magic that have not aligned themselves with dark forces. Phoibus expects his followers to learn, adapt and work to promote freedom and change. His basic tenet is simple—people should strive to be themselves and their place in the world, or if they’re lucky in the stars.

    (The stars are not divine beings but rather heroes honored in the night sky.)

Kingdoms

Aylea:

Romanesque territorial expansionists, Aylea (eye LEE ah) is often at war with one or more of its neighbors. The kingdom is divided into three major sections: the mountain, the northernmost section surrounding the valley; the valley basin, a swampy and dangerous land at the heart of the kingdom; and the lowlands, the breadbasket of the kingdom, to the south.

Ruled by a king and highly patriarchal this nation treats women as delicate beings to be protected and provided for. Most Ayleans believe that the goddess favors men for their superior physical strength. While it is a predominantly human nation there are dwarves and minotaur in the mountainous and rough areas. Slaves, whether they are prisoners of war or debtors, are commonplace.

The kingdom’s standard is a gold centurion’s helm with a red plume on a black background. The praetors are charged with the protection of the kingdom and upholding its laws, but they are obsessed with honor and personal standing.

Traits
The following are regional traits for Aylea.
Child of a Praetor (Regional): You are a scion of one of the noble families of Aylea, and are well versed in maneuvering though the cutthroat world of politics. You gain a +1 trait bonus on Knowledge (society) and Sense Motive checks.
Freed Slave (Regional): You were either born or sold into slavery, but were freed by your master, either for good service or bought with your own coin. Your strong will helped you persevere in captivity, and gave you strength to start again from nothing in your new life. You gain a +1 trait bonus on Will saves.
Regions


  • The Mountain
    The hills and mountains are dotted with mines and quarries as brave Ayleans work to uncover the hidden riches buried in the earth. As the men are often miners or soldiers the young and old tend to flocks of sheep and goats while the women grow gardens in clay pots. Gladiatorial arenas are common in this area, but pit fighting is looked down upon as having no honor and offering no glory.
  • The Valley Basin
    Filled with monsters, like Catoblepas, Basilisks and Manticores, and flooding annually the valley is a difficult and dangerous place to scratch out a living. Fishing, logging and gathering wild plants make up the majority of work in the area. True gladiatorial arenas are very rare in this area, but pit fighting is quite common.
  • The Lowlands
    Life in the lowlands is much more idyllic, with its rolling hills, lush forests and fertile farmlands. Logging, farming, and herding are among the most common professions. Gladiatorial arenas can be found in large cities, but pit fighting is almost unheard of and consider quite scandalous.

Crisania:

A rough, mountainous coastal land with the trappings of bronze age Greece, Crisania (cri san EE ah) is the land of Amazons. The kingdom is made up of city-states. Arenas are set up in each community for festival games and public spectacles.

Ruled by a Solitaria. The title is while somewhat hereditary, but can be won in personal combat. All Amazons serve two years in the military after turning thirteen. Anyone, of any race wishing to become a Crisanian citizen must serve two years in the military. Members of nearly any race on Ilarion can be found within this kingdom. Slavery is illegal and viewed as weakness in Crisania.

The kingdom’s standard is a gold sun on a blue field. The Legatus of each major city is charged with upholding the law and protecting the surrounding countryside.

Traits
The following are regional traits for Crisania.
Crisanian Citizen: You have served two years in the Crisanian army earning the right to call yourself a citizen. The skills you learned through daily drilling and protecting your fellow soldier gave you special insight into military life. Pick one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on checks with that skill and it’s always a class skill.
Spearmaiden: You’ve trained in the weapons of your people, particularly the spear. You gain a +1 trait bonus on attacks of opportunity made with spear weapons.

The Dao Ming Empire:

The Dao Ming Empire (DOW ming) is an Asian inspired meritocracy made up of nine provinces. Each province was once its own country and many still use their native language rather than the official language of the empire. A Daimyo runs each province and there are many differences between them.

There is a rigid caste system, but men may improve their station by performing well on the imperial examinations. Women share their father's social status even after marriage, and for that matter do not take their husband’s family name. Etiquette is of the utmost importance.

The empire’s standard is a gold dragon facing up or west and a silver dragon facing down or east on a red field. Slavery is illegal in the empire, however they do indentured servitude.

Traits
The following are regional traits for the Dao Ming Empire.
Traveling Merchant: You grew up in a Merchant’s caravan and learned early in life the skills of trade and travel. You gain a +1 trait bonus on Appraise and Survival checks. One of these skills (your choice) is always a class skill for you.
Well Educated: You grew up with many tutors and learned the basics in many subjects. You gain +1 trait bonus on all Knowledge skill checks. This does not allow a character to make Knowledge checks untrained.

Provinces


  • Hong Fai
    Nestled between the great rivers He Bai Yin and He Chun Heng, Hong Fai is the most northern and western province, known for producing fine healers and alchemists. is also the birthplace of black powder and firearms.
  • Jin Kuo
    Famed throughout the empire for their horses and cattle Jin Kuo is comprised of equal parts wide open plains and steep rugged mountains.
  • Tung Yue
    Tung Yue is littered with jade. As a result there are many artists and craftsmen in the province skilled at carving it.
  • Zi Bang
    A small but influential province Zi Bang grows the finest teas and spices in the known world.
  • Feng Zhin
    By far the largest province Feng Zhin is deeply religious, favoring Jin Feng almost to the execution of Yin Tuzi.
  • Sheng Si
    An island nation with minimal contact with the rest of the empire, their loyalty to the emperor is little more than lip service.
  • Lien Ji
    Lien Ji houses the capital city of the empire. It is a land bridge between Jun Rin, Hua Die and the rest of the empire.
  • Jun Rin
    Jun Rin is the gate into the south. It boasts the largest army in the empire.
  • Hua Die
    A wealthy province with many salt mines Hua Die was the first to trade with Crisania.

Halcyonea:

Halcyonea is a land of Cossacks where everyone learns to ride a horse and even the women wear pants. Horse breeding is an essential skill as keeping ones horse in good condition is a point of honor. Halcyonea Horses are prized mounts in any nation.

Halcyans prefer sprawling rural and suburban settlements to large compact cities. Much of the country is open plains. Wealth and prestige comes from holding land.

The kingdom’s standard is a silver horse with gold eyes, main, tail and hooves on a black field. The ruler of each major settlement, called a prince regardless of gender, is charged with upholding the law and protecting the surrounding countryside. They usually employ a militia to do this though some keep a proper standing army.

Traits
The following are regional traits for Halcyonea.
Born in the Saddle: You take to horseback like a duck to water. You gain a +2 trait bonus on Ride checks and the Ride skill is always a class skill for you.
Just Like New: Broken firearms are not problems—they are challenges. Your first attempt to remove the broken condition from your starting firearm and to upgrade it to a masterwork weapon costs 150 gp instead of 300 gp. In addition, when wielding a firearm that has the broken condition or is treated as if it had the broken condition, you take a -1 penalty on attack rolls made with it instead of the normal -2.

Ikarus:

The high peaks of the Ikarus Mountains are the home to dwarves. They live atop the mountains in stone houses that are fitted together without mortar. They do not worship the gods. They mine, forge and brew. Because they often work deep in the mountains where the foul aberrations dwell dwarves tend to give their children names that mean innocuous things, like Brogan (shoe), Khol (cabbage), Alan (rock), Carrick (rock), Kraig (rock), Lana (rock), Peadar (rock), or Stein (rock).

Dwarves do not see themselves as a nation but as mining companies. Colonies are lead by foremen. They describe useless things as ‘shale’: A barrel of spoiled fruit would be referred to as a ‘shale’s bunch’; Poor things, ranging from weather to business conditions, as ‘copper,’ average things as ‘silver’ or ‘gold’ and exceptional things as ‘platinum.’

The company logo is a pickaxe crossed with a hammer on a gold field. Dwarves do not keep slaves, it is not illegal it is merely inconvenient to do so. The high altitude at which they live makes most other races ill.

Traits
The following are regional traits for Ikarus.
Iron Liver: Due to a lucky constitution or frequent exposure, your body is resistant to poison, including alcohol and drugs. You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Ore Guard: You worked in the mines as a guard. You know your way around a fight against aberrations. You gain a +1 trait bonus to weapon damage against aberrations.

Mecenae:

A rocky and craggy land north of Aylea, Mecenae (me SEN aye) is less a nation and more a collection of tribes. They refer to themselves as dağ insanlar (dah in son lair), the mountain people. They call dwarves taş erkekler (tosh er kek lair), or stone men.

Brutish and aggressive, the tribes of Mecenae are loosely organized under a council of seven kings. They herd goats and sheep, and gather wild edibles. Tribes work together to survive. Particularly wealthy tribes will own one or more mine. The Mecenae tribes sell most of their ore to the dwarves; in exchange for high quality weapons and armor. A very ‘hands on’ people, they are particularly distrustful of magic.

The kingdom’s standard is a gold chevron with seven bees, four above and three below, on a silver field. It varies tribe to tribe whether or not they keep slaves, but none enslave another Mecenian.

Traits
The following are regional traits for Mecenae.
One with the Great Hunter Your tribe reveres the rage. The shaman has taught you new truths about the origins of your rage ability. You may use your rage ability for 3 additional rounds per day.
Mind of the Great Hunter Your determination allows you to hold onto a shred of your rational mind at all times. Select one of the following skills: Bluff, Escape Artist, Handle Animal, or Stealth. You may use this skill normally while raging.

Tribes


  • Buz Vadisi (booze vwad is i; valley of ice)
  • Dağ Tepe (dah tep aye; mountain peak)
  • Nehir Vadisi (ni hear vwad is i; river valley)
  • Kırmızı Kaya (ker im z ka ya; red rock)
  • Keskin Taşlar (kesh kin tosh lair; sharp stones)
  • Su Taş (sue tosh; water stone)
  • Kırık Pik (ker ook pick; broken peak)

Thebia:

Thebia is the southernmost country on the continent; a burning desert dotted with sparkling gems of civilization. Everything is for sale. A common saying to be taken both literally and figuratively is ‘I know my price.’ It means both that they have confidence in their abilities and that they know their value on the open market. It is a matter of pride to get the best deal. Contracts are taken very seriously; most of the law pertains to the forming of contracts. No contract may be for a period of time greater than five years. This includes labor, marriage and trade agreements.

There are no prisons in Thebia; punishment is either fines or execution. Execution is reserved for treason. Piracy is considered treason. Theft is the most sever crime you can commit; other crimes are often deemed unimportant. Savvy individuals will spin any crime as a form of theft. For example if a man is murdered his wife may sue for the theft of any wages he would have brought the family, his employer may sue for the theft of any work he was contracted to do, if he owed any debts the holders of the debt may sue for the unpaid portion and his children may sue for the cost of tutoring in his trade.

The kingdom’s standard is a black scarab with its wings out holding a gold coin on a greed field. Thebia is ruled by the wealthy. They make the laws and they enforce them.

Traits
The following are regional traits for Thebia.
Merchant’s Heir: You grew up at the knee of a member of the Trade Guild. You have even run a stall for them in the bizarre. Ss a result you start with twice the normal amount of starting gold. In addition, your reputation remains strong in the Trade Guild, and any transactions you make with its members are always beneficial to you; items you sell net you an additional 10% profit, and items you purchase are 10% cheaper than normal. This discount also applies to your starting gear.
Deal Maker: You grew up in the open air markets of Thebia and you know how to find the ‘off menu’ items. This allows you to buy and sell valuables that are otherwise too rich for the local community. Once per week, when looking for an item with a price greater than the local community’s base value, make a DC 10 Diplomacy check; add 10 to the DC for each community size category between the current community and the community size with a base value sufficient for that item. Success means (with GM approval) you’re able to sell or purchase that item as if the local community were of sufficient size. Each additional attempt (successful or otherwise) in that community increases the DC by an additional +10.