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Does wearing multiple rings of ki mastery stack? ie. If you wore two such items, and have them charged up, is all ki use reduced by 2?


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Doing a write up for a world where Muls (half dwarves) were created by a conquering nation of dwarves over several other races that were enslaved and bred... Here's the write up. Please, questions, comments, suggestions, are very welcome

Mules

Mules have a mixture of human and dwarven blood. They were not very populace until the Dwarven alliance expanded into most known human territories. There was a program using slaves as breeding stock and the number of Mules in the conquered territories vastly outnumbers Humans.
Mule culture highly prizes the value of the group over the individual. Weakness is not coddled. And most Mules would rather die working in the field over comfortably surrounded by family. Toughness and endurance is seen as the best personal attributes a Mule can possess.

Physical Description
Mules are shorter than humans in general, but much stockier. They tend to be olive skinned and all Mules are hairless. They rarely wear much clothing, preferring to show their endurance to the elements.
Tattoos are very common amongst Mules. Slave brands for those that are slaves, but whatever the tattoos, they are seen as meaningful to the bearer.

Society
Mules have only recently began forming their own culture. They were born a slave race and through generations many have remained so. But as many gained their freedom, they gained a racial identity. They have formed into tribes and see all Mules as part of their family, even if they are from other tribes and regions. Individualism very highly frowned upon.

Relations
Mules relate to other races based off of their perceived toughness. They tend to trust and respect the Dwarven alliance, even if they were mostly born as slaves to them. The Dwarves have always been fair to their slaves. Though at the same time, there is a growing sense that Dwarves may be very weak themselves, needing to use slaves for their labors instead of doing it themselves.

Alignment and Religion
Mules, the rugged statists that they are, tend to be lawful neutral. An evil Mule would be very rare.
The vast majority of Mules are devout worshipers of Khanti, god of patience and endurance.

Adventurers
Mule adventurers usually have a larger reason to go adventuring than themselves. Usually this has to do with saving others or for a cause.
Towards this end, they usually play support roles in a party. They favor clerics and fighters.

Racial Traits

+2 Strength, +2 Wisdom, -2 Charisma: Mules are strong and tough, but are very gruff and the niceties that many see as common for interacting with each other are lost on them.

Low Light Vision: While Mules did not inherit the full dwarven ability to see in complete darkness, their eyes still function very well in the dark.

+1 HP per level: Mules are exceedingly tough.
Lifter: Mules lifting capacity is 3 times as much as normal for their strength and size category.

Durable: Mules can endure and thrive in conditions most races would die in. They receive a +4 to any roll involving endurance, toughness, or exposure to hazardous conditions. They may also sleep in light or medium armor without becoming fatigued.

Tireless: They can function on an average of 2 hours of sleep a night and can function for 3 days without sleep before experiencing any ill effects.

Random Starting Age
Adulthood
Barbarian, Rogue, Sorcerer
Bard, Fighter, Paladin, Ranger
Cleric, Druid, Monk, Wizard
19 years
+1d6 years
(20 - 25 years)
+1d10 years
(20 - 29 years)
+2d8 years
(21-35 years)
Random Height and Weight
Gender
Base Height
Height Modifier
Base Weight
Weight Modifier
Male
4 ft. 6 in.
+2d10 in.
(4 ft. 8 in. - 6 ft. 4 in.)
140 lbs.
+(2d10×5 lbs.)
(150 - 240 lbs.)
Female
4 ft. 2 in.
+2d10 in.
(4 ft. 3 in. - 5 ft. 10 in.)
90 lbs.
+(2d10×5 lbs.)
(100 - 190 lbs.)