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Legends & Lairs: Mythic Races - Character Race Compendium (Dungeons & Dragons d20) PDF

189 Pages·2001·71.93 MB·English
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Preview Legends & Lairs: Mythic Races - Character Race Compendium (Dungeons & Dragons d20)

— | WELCOME! Fantasy Flight Games is pleased to present Mythic Races, the second volume in our Legends & Lairs lie of soarcebooks for the 20 System, Mythic Races is the deFinitive source for mew character races, cultures, and clizations, “The d20 System core rules offer a good selee- tion of waditional fantasy races to choose from. ‘These at the staples of most fantasy campaign sallings and roleplayers have been enjoying then foe almost tree decades pte Races provides a wealth of information Toe those players who are looking for some- thing new. The character reces in this bock offer new abilities, strengths, weaknesses, and foleplaying possibilities that should challenge ‘nd inspire even the most veteran gamers, Mothi Races is also « very useful tool for DMs. If you're planning to create a new cam paign setting-—or add new material to an exist- ng cme—the original cultures and civilizations jn this hook will help you to create a tuly Uinique world, The races can be used asi, of fvurte, and the sheer variety of them will £0 ‘dul inspire your own creations. How +o Use THis Book If you're a player looking for a new race for your next character, you'll finda wide range of exciting option in Mythic Races. The races in this hook range from the familar, the exotic, te the downright bizzare. Remember that you should get your DM's approval befare choos- ing one of these races, The races that exist in a igeme world have a tremendous effect on the ‘makeup of the setting, and the DM always gets the final eal to insur cohesion and continuity If you're @ DM, you should find that it's rel atively simple tak to integrate these races into ‘most fentasy campaign sctings. We've taken care 10 avoid cumpaigr-speciticcctlls in the ‘descriptions of ths races. Where such details far offered, consider them optional. They're there (oad depth and new possibilities to your ‘campaign wold, but they should never inter- Tere wih your own vision For the most sur, the races presented here are ‘minor and often isolated cultures. This makes it easy to introduce © new race in the form of @ iraveler, envoy, or adventurer from faraway, unknowa lan. Even a minor NPC of an exo ic race can lend your eampaign depth and real- ism. Characters’ (end players!) who thought they knew all there st know sbout yeur world will realize they've only scratched the surface. Be sure to check out she official Mythic Races web enhancement at Fantasy’ Fight Games website: www-fantasylightgames.com. This free dowload offers thre additional charactor races to enrich your campaign Tue Oren Game License Mythic Races is published under the terms of the Open Game Lisense and d20 System ‘Trademark License. The OGL allows us i use the d20 System core rules and to publish gat ing material derived from those rules, Jn fact, material that is strictly rules velated is Open Content. You can use this material ia your owa works, as long as you follow te un: ditions of the Open Game License. You cat copy the material te your website or even pul it ina book that you publish and sel [Not everything inthis book Is Open Content, however. The names of races, prestige clases, ews, skills, equipment, ang spells and the game sutistcs, meckanics, and rules derived fom the d20 SRD are designated as Open Content. The descripcions ofthe races and pres- lige clases are closed content and carinot be republished, copied, or disibuted without the ‘consent of Fantasy Fight Games, AA ittusratioas, pictures, ind dlag-ams i this book are Product Identiy and the property of Fantasy Fight Games, © 2001, ‘The Open Game License i printed ins entire- ly at the end of this book. For further informa ‘ion, please visit the Open Gaming Feundation ‘website at www.opengamingfoundalion or, ay with nature and natural. ereatures. Inquisitive by nature, aloear are often wander rs, traveling the lands in search ofa new plea sure or rare experience, Above al. the aaleear Tove song, and their haunting, powerful Iyies are famous throughout the world But co not be fooled. The aleear are not paci- fiss, War to san art painted in bloody strokes both bold and cunning In their distant past, the asleear fought a series of terible battles against evil humanoids to secure the borders of their forest kingdom, The memories of these con- ‘ots are preserved in song, poetry, and art Personality: Tae asleear tend toward polite cextoversion, They are endlessly curious aid highly creative. Aaleear setements, Unough Seldom sized for vistors, often weleoine wav fers uonetieess, assuming these guests thir manners. A would be wromg o say ualeear donot value weal, but they are more ikely Wo favor works of an or antiguties to coins al ems. A profuund respect for the cathartic Dower of art thecter, and music is central 1 ‘asleear thought and cultue. This leads mary tocar wo be sensilive and expressive. Other become so enamored of the as they ose touch with the needs and worles of the real world, ‘becoming aloof and somewhat condescending. A C | Physical Description: ‘The aaleenr are a <iminative but often plump people standing on ‘average only (wo feet high and weighing 20 10 30 pounds, Despite their charactristically rounded faces and bellies, aaleoar have thin farms and legs, delicate, artistic mands, and Tong, narow fest, Aaleese are almost without exception fair skinned and graced with fine ellow or golden hair, Males often have actly rimmed beards while the females grow their hair Tong end weave it ito elaborate braids ‘Aaleeat love fine needlework, and their clothes fare often richly embroidered, usually at great xpense. They area long-lived people, each ing maturity at about age 30 and living thee centuries on average Relations: Aaleear love most of all elves and ‘oller sylvan folk who share their passion for Inusic,” Relations are often cordial with hlfings. Dwarves are locked down upon in auch the same way the well educated some: limes pty the uneducated, fer aalecar widely believe dwarves cannet eppreciate the fine ars Gueoutes, with their penchant forjokes, are usu ally seen as bothersome while half-ores are barely tolerated. Humans who share the aloes’ passion for music and nature can find acceptance, Alignment: Anistie and aaleear have a strong inclination ward chaos. ‘They are generally @ henevolent people, and ‘mos tene toward good. ‘Aaleear Lands: The asleear build towns atop platforms archorod to the boughs and trunks of mighty tees. Plationms are connected by bridges and ladders. The ground sround the aalepar's toes is often cultivated with various ‘mushrooms and tubers. Orchards of frit and rut trees are also common. Aalecar also ddomestcate various tyoes of songbirds, squir- rel, rabbits, as well as other animals valued for theif pelts such as minks o: ermine, This ‘diminutive, artistic race trades with merchants and nearby towns. Aaleear cloth and produce fare almost always of high quality and ate in ‘good demand, The aaleear in tum acquire ‘weapons, amor, and other worked metal ool As mentioned above, the aaleear lve ina cen- ‘nalized forest kingdom. Within the forest are several towns with the aleear capital Nocturne 4 thelr conter. Government is actualy a form, ‘of republic combined with a aereditary ‘monarch, Esch town, including the capital, ‘ad major guild clets a representative, These aaleear serve as & kind of parliament and as advisors to the king. The small but well-trained aaleear military is also represented in parla- ment, as are the ranking peiests from the three major aaleear cuts ‘Public testivals are corumon in aaeear lands Birthdays are celebrated once monthly as a ‘community wide event in which all aaeear bom that monch are publicly honored with ‘ood, wine, and song, Fanerals ere handled in a similar manner, Every new moon, all he recent dead are remembered with a mournful proces- sion thai followed by a eulogy banguet, Dead. are interred inthe burial rounds, excep forthe nobility, who are laid to rest within a mau- soleum carved inside an exzeptionally lange, ancient tee. Weddings are 2 somewhat more private affair to which the bride-and groom invite whom they choose. Typically, however, ‘wedding paresare exuberant ati wih age Polygamy is not unknown among the aaleear, ‘but multiple wives aze a sign of social stats. Only the wealthy or pretentious take more than ‘one bride. In polygamous households, the frst wife is usually the matiarc, but this is not @ rule. first wife who Toses favor with her hus- bund may find her position as head of house- hold turned over to a junior wife. The practice ‘of polygamy is losing some of its atraction, largely due to presse ftom the priestesses of the Tanglea Woran, Other races wo verture into aaleear lands wil likely find themselves welcome visitors but also inconvenienced by size, Te aaleear are & tiny people, and their towns are not built t0 ‘azcommedate larger races. More prosperous aileear communities, including Nocturne, hive 8 visitor's quarter built at ground level. A visi- {or's quar typically inclnces an ina, a stable, small marke:, and a central park. Ort, the amenities inthe quarter are managed by non- ‘lear, ‘Aaleear living in human lands seem invariably to be aniss who work by commission or else enjoy the patronage of some rich family. ‘Among the best and brightest poets, painters, playwrights, and composers are found aaleear emigrants, Religion: ‘The chief deity of the aslecar is ‘Limpang-Lahai goddess of art and music. Her clerics stive for aesthetic excellence in all of their endzavors and are often great patrons of art and Teaming. Many aaleear practice devo- tion tothe gods and forces of nature as wel ‘The Tangled Wornan i also an importat figure in the aaleear pantheon. She governs mature, smimals, and agriculture. The cult of the ‘angled Woman is matriarchal, und it actively seeks io better the lot of aalecar females, The smallest aaleear religion is devoted to Hollos te Archer, od of war. The cult of Hollos dom ‘nates the aaleear's military. The three cults are senerally cooperative with each other, but cis- putes can and do arse, especially between the ranking clergy who hold positions inthe parla- rent Deity jament Domains Limpang-Labsi Chose good Air. Good, Knowledge Tangled Woman Neutral good Animal, Nature, Plant Holos the Archer Lawful ood Destruction Law, War Language: As would be expected, the asleeat have a complicated, musical language. ‘Meanings of words rely as much on inflection tard tone as they do comtext nd pronunciation. ‘Weitien aclear is a owing sexipc that closely resembles Elven. The sheer quay of aaleat Tierature, poetry, musi, and history is uly prodigious, Books themselves, que apart from ‘contents, age Works of art, Even cook ‘book may be fligreed or otherwise decorated ‘Names: All aaleear have a birth name, usually ‘given by the grandmother, as well as a family Dame passed though the father's line. Most ‘cull dalezat also adopt some som of scrip five nickname, such as “Turesmith” or “tiredancer” Male Names: Citsn, Tadorfy, Jared Female Names: Wilamiea, Aladina, Amie Adventurers: Aaleear adventurers are rare. ‘Those who do travel in seagch of danger and lory also prize most highly kaowledge in all its forms. Many aaleear adventurers: would approach the “rescue of some work of art of rare book with the same zeal a paladin would approach the rescue of « maiden. AALEFAR RACIAL TRAITS. +42 Widom, +2 Charisma, -2. Strength: Auleear are & sensitive, likeable people, but their size means redused muscle power. ‘+ Tiny: As Tiny creatures, aalecar gain a +2 size bonus to Armor Class, 42 size bonus fon attack rolls, and a +8 bonus on Hide checks, but they must use smatler weapoas than humans use, and their ling and earry- ‘ng limits are oae-alf ofthese of Medium- size characters + Adleear base speed is 20 fet + Fey: The aaleeur are fey creatures, relatives, ‘of sprites, This renders ‘hem immcne to cer tains spells such as charm person and hold person few-light Vision: Aaleear can sce twice as far as human in stalight, moonlight torl- light, and other conditions of poor ilumina- tion, They rein the abiity to distinguish detail und coloe unser these conditions + Proficient with fey bow. All aalecar axe trained inthe use of ths remarkable weapon, Despite ls tiny size, tis a6 powerful as a shonbow. An aaleear must. of course, pur. chase his own fey bow. Other races desiting proficiency with the fey bow must use the Exotic Weapon Proficiency leat do $0, + 42 racial bonus on Listen, Move Silently, and Senie Motive checks, + Automatic Languages: Common and ‘Aaleear. Honus Languages: Avan, Gnoll, Gnome, Goblin, Ore, and Sylvan, Additionally, once per day asa Ist-level cast: an ealeear can use speak with animals asa spell-like ability to communicate with any ort of bind. + All anlear have certain splt-ike abilities. ‘They can utlize the O-eve spells cantrps) detect magic, ghost sound, and. mending teach once peda Treat the aalearas& St level caster forall anti spell effets depen- dent on level. An aaleear can also cas the Tstevel arcane magic spell enlarge, but it affect only his person an belongings. Treat the salvar as a sthlvel caster for enlarge spel efets dependent on level ‘An aaleecr with « Chavisma of 12 ot higher has addtional spel-ike abies. in ll cases, those abilities are usable once per day. Caster level is equal tothe aaleears class levels. Charisma Gained at Spel-like Modifier Level Ability 4H 2nd Giarm person 2 4h Invisibility # Th Charm monster 4 10 Improved invsibiley 45 13h Dominate person 6 ath Mase suggestion + Favored Class: Bard, A muliclass aaleea's ‘ard class does not count when determining ‘whether or not he sufers an XP penalty. + Level Equivalent Class levels + 2 AALEEAR ENCHANtER “he chur an alee who bas teamed ‘curry ibe nonsaeea objects wih le magia power, Se dest by means of spec hams that ate he em Mh the Spel being enchanted int theresa cera atnoot of ante alent rege to some an Seas No aca can ea monte of is resige clas. Enchaters ae rood ito Graf pulls tha provide ivhouse Tang fo tepingalcar at wel as proving gods and ‘eit othe communi ara whee Bards and sorcerers most often become cenchanters. The particular abilities ofthis pres- ige cless augment nicely thee somewhat lit ed spellcasting abilities. Aéventuring fenchanters find. themselves occupying an important position in any group. Their ability to temporarily enchant items enables them to provide uselul spells to thet alles, thus great Iy increasing the magical capabilities of the adventuring party ‘it Die: dt ReQuinenents ‘To quulify 10 become an aaleear enchuner, a ‘character must Fulfil all the Following criteria, Perform (chant): 9 ranks, Spelleasting: Ability W vast Is¢level arcane spells Chass Bis The enchant lass kil (a the key bi ty fer each ski) are Alchemy (Int), Appraise (Ino, “Concentration (Con), Craft nt), Knowledge (arcana) (Int), Perform (Cha), Profession (Wis). Sery (Int. exclusive skills), ard Spellerat a. Skill Points at Fach Level: 4+ Int modifier pug Chass Features: All of the following are class features of the asleear enchanter prestige clas, Weapon and Armor Proficiency: An cnckanter is. proficient with all simple \weapors. Enchanters are proficient with light, arm, bu not shield, Gulld Membership: All enchaaters ate expected 10 be members in goad standing of a craft guild. They pay dues and accept certain duties in exchange ‘or certain beneits. Dues ‘are paid monthly in the amount of 1S gp. A ‘uild members duties include two weeks ser- ‘ice per year in the guildhall This service typ- ically involves work-ior-profit and tutoring junior members. In addition, the enchanter tus! accept any special commissions given to fhm by senior guild members. An enchanter ‘who does not pay his dues for more than four ‘months, ails to put in his two weeks service, or refuses’ a special commission will find his iembership revoked. It is possible for mem bership to be reinstated, but this requires the approval ofthe senior guild members who are fee to sot whatover requirements they desice. ‘An ex-member can progress in level us an feachanter ut loses access to bonus Teats as Aescrited below. A member in good standing enjoys certain ben- efits, All guildhalls provide lodging and three imeals a day for members forthe modest fee of ‘3 spper day. The enchanter can avail himself of the guilds craft teos free of charge. He can opt {o use masterwork craft tools for 5 sp per day. Exc guildhall also includes a laboratory for creating minor of medium magic items. The cenchanter can utilize these facilites for 1 gp per day nal cases the enchanter must pay his town materials costs, Free servioes include a aud boand” on which roices are posted tnverising such things as special joh offers or the sale of items hath mundane ane mepical Finally, guid members are often available to cast sells for each other a6 well a6 non-mem- ters. Gil members can aequire such services at one-half agemal cost See the guidelines and cost for NPC spalleasting (DMG 149), Enchant Normal Item: As the erchanter gains levels, he bacomes jncreasing'y more capable in bes.owing 2 single magical effect upon any ‘normal iter. Magical tems cannot be enchant. ‘ed. No item can hold more than one enchan:- ment at me. To enchant an item, the charac fer must hold the stem and cast the spel to be Impressed into it.The spell does not take effect as normal; instead, it Eecomes imbued in the item, Only arcane spells can be imbued. ‘An enchants can imbos magisl power ito a limi number of Hems pe cay The max to nun Hens he a ear nt aay seul ths case lev Inala Erctanier “olus his Charsme modifier Frthermore an ala encanercamot have ference at any given tines numberof ftchamed tems el to more tha wie is Charisma moder plas Hs encase evel. Tem ein ter ehanrests ut destoyed OF tsed For example, Hofaa is axel echamer wit a 13 Chrisa. He cn enchant five tems ina single day. Hecan have as mary seven enchanted lems i eisence at 9 tven time ‘A Istevel enchanter can only imbue an item ‘with a. spell whose range is “You” or “Touch.” Furthermore, the enchanler him- self is the oaly one who can viiize the 1 pia oo Te ah cae: 408 Eee 5 ae dh eee es vars af ee oe igh 0 4 ee 3 [At Sr level the enchanter becomes able to imbue spells whose range is "You" forthe use ‘of other people. For example, the enchante ‘ould imbue acral ring with bling that could then be used by another person, Furtiermore; the erchinler Cun imbue ranged spells for use by himself lene. At Sth level, the enchaner acyuires the power fo imbue “Touch” range spells for the ase 0: others. He could, for example, enchant a gaunt 2 8 3 Bs 4 cc +6 6 ‘Bonus feat Bonus feat Jet with shocking grasp for another @ member of his party to use in combs Finally, at TU level, the enchanter is able to Jmbue any spel he ean cast info an item for anyone to use. In al! case, all spell eflects are ddsiermined by the enchanter’s actual caser Tevel, not by his level as an enchantet Enchanted items are activated by a command ‘word chosen by the enchanter atthe time he ‘imbued the item with magic. Activating an enchanted item is a standard action that des not provoke an atack of opportuni. Once & spell hasbeen expended from an sem, the item loses its enchantment Bonus Feats: A: the levels indicatec in the table below, an enchanter receives a boms feat. ‘This feat must be chosen fom the fallowing Uist: Combat Casting, Spell Focus, Spell ‘Mastery, Spell Penettstion, any item creation feat, o© any metemagic fea. In all cases, the enchanter must meet applicable prerequisites, ‘Recognize Enchantments: Enchanters have an. intuitive understanding of » magical ‘dwveomers tht is honed by careful practice, He can use Spellra to identity a glyph of ward ing or a symbol without using read magie, For other Spelleraft uses, the asleear enchanter enjoys a ~2 competence bonus, Resist Magic: As an enchant increases in level, he is beser able to resist the effets of harmful magic. His resistance bonus t0 saves against mage is shown on the clas ‘able

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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.