![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Korentil: New Character Races |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
New Classes |
New Creatures |
Jungle Felari
Dexterity +2 Intelligence -2 Preferred Class: Ranger Racial benefits: • Lowlight vision • +2 racial bonus on Listen, Jump, Balance and Climb checks • Racial Feat: Natural Weapons – a Felari is always considered armed. • Claws: A Felari’s claws enable them to deal slashing damage (1d3+Strength, x2 critical). • Exotic Weapon Proficiency: steel claws Mountain Felari Strength +2 Intelligence -2 Charisma -2 Preferred Class: Barbarian Racial Benefits: • Lowlight vision • Racial Bonus of +2 on Balance, Climb and Jump checks. • Racial Feat: Natural Weapons – a Felari is always considered armed. • Claws: A Felari’s claws enable them to deal slashing damage (1d3+Strength, x2 critical). • Exotic Weapon Proficiency: steel claws Arctic Felari Constitution +2 Intelligence -2 Preferred Class: Fighter Racial Benefits: • Lowlight vision • Racial Bonus of +2 on Balance, Climb and Jump checks. • Racial Feat: Natural Weapons – a Felari is always considered armed. • Claws: A Felari’s claws enable them to deal slashing damage (1d3+Strength, x2 critical). • Exotic Weapon Proficiency: steel claws Desert Felari Wisdom +2 Strength -2 Preferred Class: Fighter Racial Benefits: • Lowlight vision • Racial Bonus of +2 on Balance, Climb and Jump checks. • Racial Feat: Natural Weapons – a Felari is always considered armed. • Claws: A Felari’s claws enable them to deal slashing damage (1d3+Strength, x2 critical). • Exotic Weapon Proficiency: steel claws Felari of Shillendrah is an ancient race, and come in several sub-races. The standard Felari is the jungle Felari, which has fur similar to that of a jaguar, yellow fur with small or medium-sized black circles all over. Other kinds include the white and black Arctic Felari the nomadic tan and black Mountain Felari and the neutral yellows and browns of the spotless desert Felari. When using the standard character races, the Jungle Felari statistics should be used. Though these sub-races have all commingled since the fall of Thordbain and now all three sub races dwell in the Lands of the Dragon almost exclusively, they still maintain a boundary and do not allow intermingling between the distinctions. The names of the Felari sub-races used to mean more in the differences between them, but over the centuries the Felari came to live in the same jungle environment, and still the Jungle Felari maintain a superior class distinction over the other two sub races. Once, according to ancient legend, the Arctic Felari roamed as nomads through the Great North Range, free masters of their domain, but if there are still Arctic Felari there, they do not make themselves known readily to the world. The Mountain Felari claim to have roots somewhere in the Shadow Mountains, but all evidence of their passing from that region has long since been erased. Perhaps in some hidden ruin there lay an account of what grim demise befell the tribal society that was the Mountain Felari. Now both the Mountain and Arctic Felari are subservient to the Jungle Felari. Be that as it may, the honor code of the Felari prevents any of the Mountain or Arctic Felari minority among the Jungle Felari from usurping their masters. They will always be the servants of their masters. Felari control their breeding very much, and require that only one Mountain Felari may be born for every 10 Jungle Felari, and likewise for the Mountain Felari. Those that defy this edict are often thrown to the sharks along the rocky Naballor coastline. It is for this reason that the most common Felari adventurers seen outside of the Lands of the Dragon are the Mountain and Arctic Felari (children born against the edicts who are sent away to avoid the grisly death that would otherwise await them). While there is an enmity between the Jungle Felari and the other two sub races, there is also a great respect. The Jungle Felari tribes were the only Felari able to create a society that has been in place for millennia. There are many histories that include the Felari among the first of the created races of J'lunrah. Religiously, most Felari worship Ramdure, not fervently as one my suspect, although many outsiders believe the Felari to be dark and insidious creatures plotting the revenge of Thordbain the Tyrant against the world. The Felari only pay homage to Ramdure because they fear that if he were to ever summon forth another Avatar of Evil (such as was Thordbain the Tyrant), that swift and painful deaths would come to all Felari who had dared to not pay tribute to the dark deity. No, the Felari do not like Ramdure, but they build temples and shrines to him in hopes of placating them, to preserve their race when the storm comes and the darkness builds. The majority of Felari does not do more then contribute to the coffers of the dark one. The people of the Lands of the Dragon even continue to pay a tax of 50% of all their income each year into a great vault kept at the top of Mount Thordbain, done so in great ritual and mighty processions, so that should an Avatar of Evil ever return, they would be able to pay what taxes they'd owed over the millennia. Currently, however, there is a growing movement within the Felari of the Lands of the Dragon, and the minorities are beginning to worship the neutral goddess Sheidlak and the lesser deities associated with her. They say that she can protect the people if they will turn to her when the storm comes. The faith is gaining momentum among the Arctic and Mountain Felari, who also attempt to keep the faith secret from their sometimes retributive Jungle Felari masters. The honor of all Felari is great, and very few wish to put aside the traditions of their fathers to embrace a new future. Most would say that the future lies only in the past, and that by maintaining the old traditions and honor-bindings (such as what the servitude of the Mountain and Arctic Felari are under) can the Felari weather the storms and ravages of time. The Desert Felari is an all-but-forgotten sub-race of Felari, as the Desert Felari inhabits the more untamed portions of desert on J’lunrah. There have been known to be friendly tribes of Felari willing to trade some of their trinkets or goods for supplies or coin. Felari Characters Felari characters come from the Lands of the Dragon for a variety of reasons. After 1500 AT, Felari are a common minority in most of the Tarmanine Empire, there for either trade or personal reasons. Felari babes that are born with stripes are often secreted away by parents or relatives to the mainland, where the Striped Felari stands a chance of a normal life in the less extremist environment of the mainland. Most adventuring Felari are those who have abandoned the Lands of the Dragon for a life with Humanity, or with the other humanoid races of Shillendrah. Fay Elf (True Elf) ECL: +0 Racial Benefits: • As Player’s Handbook Elves with the following exceptions: • +2 Charisma • -2 Constitution • Fay Elves do not gain standard elf racial bonus of +2 on Search, Listen, or Spot checks, nor do they gain the passive search ability that Player’s Handbook Elves have. • Fay Charm: Fay elves gain the Racial +2 bonus to Bluff, Intimidate, Diplomacy Gather Information, and Use-Magic Device checks. • Favored Class: Sorcerer Fay Elves are those with whom most other races associate the elves’ natural beauty, and are most commonly thought of as the original race of Elves, the stuff of legends. Their beauty is unmatched. Their ears tend to be more pointed than those of their Wood elf and High elf cousins, and as a race there are fewer known instances of deformity. It is spoken of the Fay elves by the bards, that the Fay were the first elves to master the world when they were created, and that they have always been the most influential of their kind. Fay elves often find themselves in the role of diplomat, liaison, escort, and peace-maker. Their affinity to magic is unsurpassed, often breeding powerful sorcerers with no schooling at all. Fay elves are found throughout the Sylstan Protectorate as well as in Rivan – The Elven Kingdom, and among the various societies where elves have integrated successfully around the world. Wood Elf (Sylvan Elf) ECL: +0 Racial Benefits: • As Player’s Handbook Elves with the following exception: • Favored Class: Wizard Wood Elves inhabit primarily the Sylstan Protectorate as a civilization, though there are known to be Wood Elf tribes all over J’lunrah. They are among the more ancient races, and live several hundred years (as do all sub-races of elf). Wood Elves of the Sylstan Protectorate are masters of their habitat, and have befriended a semi-intelligent race of spiders, called the Arachnae. The Arachnae have integrated fully into the Sylstan Protectorate and even allow the Elves to ride them into battle. The Arachnae themselves are frightful to behold, but no more than any eight-legged hairy beast would look, for Arachnae may have the form of spiders, they have the fur of shaggy wolves. The most famous of any cavalry, the Arachnae Dragoons (called the Arachnid Dragoons by outsiders in their ignorance) are the most cavalry to contend with in the known world. Wood Elves are adept wizards, with the uncanny ability of detecting hidden and secret doors more easily. High Elf ECL: +0 Racial Benefits: • As Elves in Players Handbook with the following Exceptions: • High Elves do not gain the +2 bonus to listen/search/spot as Player’s Handbook Elves. They also do not gain the ability to detect secret doors passively. • +2 Intelligence • -2 Constitution • Spell Affinity: High Elves gain a +2 racial bonus to Spellcraft and Concentration checks. • Arcane Adept: High Elves have magic bred into their very being. All High Elves gain, as a Racial Ability, a zero-level spell which they may cast up to three times a day. This spell may be chosen from the priest or wizard/sorcerer spell list. The use of this ability is a Special Ability, and requires no material components. • Favored Class: Wizard High Elves live primarily in Rivan; The Elven Kingdom. Rivan is located to the south of the Eastern Sea, south of the Wood Elves and the Sylstan Protectorate. The High Elves have not embraced nature, but rather have embraced their arcane studies. They pride themselves on being the best wizards and scholars in all Shillendrah (and as far as they are concerned, in all J’lunrah as well). They are sought all over the world by madmen and peace-keepers alike for their magical prowess, which is dwarfed only by the Arvrisan and their ilk of the Deep. Mountain Elf ECL: +0 Racial Benefits: • As Elves in Players Handbook with the following Exceptions: • +2 Strength • -2 Intelligence • Mountain Elves do not gain the +2 bonus to listen/search and spot, nor do they gain the passive ability to secret doors that PHB Elves have. • Mountaineering: Mountain Elves gain a Racial Bonus of +2 on all Climb and Balance checks. • Creature Affinity: Mountain Elves gain a Racial Bonus of +2 on Handle Animal and Ride checks. Mountain Elf Rangers and Druids gain the Racial Trait of being able to befriend/call a pet up to one HD higher than they normally would be allowed. • Favored Class: Ranger The Mountain Elf comes from the wilds of Shillendrah, and are rarely ever found among civilization. The most well known appearance of the Mountain Elves is when they came to the aid of the Elven people in their defense against the horde, using their Wyvern Riders. The Mountain Elf is the only known race to know the secret to taming Wyverns, which inhabit the Shadow Mountains where the largest concentration of Mountain Elves live. Mountain Elves are very reclusive, and those that do travel among the civilized world are those who have been banished from their tribes for various reasons. Aquatic Elf ECL: +0 Racial Benefits: • As Elves in Players Handbook with the following Exceptions: • +2 Dexterity • -2 Intelligence • Racial Ability: Gills: Aquatic Elves can survive out of water for 1 hour per point of Constitution (see suffocation rules in the Dungeon Master’s Guide) • Base Speed 30, Swim Speed 40 • Low-light Vision (four times human vision in low-light situations) • Weapon Proficiency: Rapier, Longspear, Shortspear, Trident, Heavy Crossbow, and Light Crossbow • Automatic Languages: Common and Aquatic Elven. Bonus languages: Aquan, Sylvan, Elven, Sahuagin, Locathah, Kuo-Toa • Favored Class: Ranger Aquatic Elves live deep in the oceans and seas of J’lunrah. Their societies and civilizations are largely unexplored, however a few wandering Aquatic Elves have come from their homes to explore the world of men, and even fewer found it to their liking. Aquatic Elves are by nature very protective of their secrets, and would that no civilization would know of their existence. The hopes for this were shattered a few short centuries after the race was created with the sinking of Lapis Karina, an Elven city near the Tarmanine Empire. The Princes of War, Marlak and of Hate, Killrath, servants of Ramdure, created the Sahuagin and the Locathah to destroy the Lapis Karinar. They failed, but it has caused the Aquatic Elves to mistrust any they meet, much like their only ally in the sea, the Merfolk. Aquatic Elves are separated from other Elves to the extent that Aquatic Elves have their own language used for more comfortable communication under water. Skylari (Sky Elf) ECL: +0 Racial Benefits: • As Elves in Players Handbook with the following Exceptions: • -4 Constitution • Racial Proficiency with shortbow, composite shortbow, halfspear, longspear, javelin, and Longsword • Flight speed: 40 • Favored Class: Rogue Male Height base: 5’6” height modifier 3d6 Male Weight Base: 60 weight modifier: x (1d4) Female Height base: 5’ height modifier 3d6 Female Height Base: 50 weight modifier: x (1d4) Skylari are the most disconnected sub-race of elf. They stand between six and seven feet tall and typically have darkly tanned skin. Their hair is often silver or gold in hue, and they typically have violet or yellow eyes. Sky elf society is a proud one, and they are forbidden to interfere with the affairs of the ground-dwellers. The reason behind this is based on the widely accepted idea that it was because of their interference in earthly affairs instigated the attack of Thordbain’s army on their City of Glass (the Sky Elf capital). Good dragons also have a long history of trust between them and the Skylari, so the floating glass-citadels of the Skylari are able to call upon them in times of dire need. Sky Elf Characters Sky elf player-characters are those that have forsaken their brothers in the sky to experience life with the land-dwellers. They have no place in Sky-Elf society, and are treated with disdain or hostility if they try to return to the Skylari floating citadels. Turkaru (tortoise humanoid) ECL +0 Racial Benefits • +2 Constitution • +2 Strength • Shell: +5 Armor Bonus (does NOT stack with armor) – Turkaru shells are treated as medium armor with no armor check penalty or spell failure chance. Class abilities are unaffected by this protection. • -2 Intelligence • -2 Wisdom • -2 Charisma • Swim Speed: 30 • Natural Weapon Proficiency: Bite (1d4, x2 critical, slashing damage) • Racial Bonus of +4 on Swim checks. • Increased Lung Capacity – Turkaru may remain under-water for ten minutes per point of Constitution (see suffocation rules, Dungeon Master’s Guide) • Favored Class: Barbarian The Turkaru are an obscure race of tortoise-like humanoids that are native to Jeziwa (The continent south of Shillendrah). They have a very heavy bone-structure, green skin, and a turtle-shell that encompasses their torso (often with natural coloration, or applied paint in tribal patterns). They are rarely seen outside of their own climate (sub-tropical jungles and marshes), though there have been Turkaru adventurers known among the people of Shillendrah as well as among the colonies on Jeziwa. The Turkaru were thought to be extinct after the War of Conquest waged by Thordbain. The Turkaru managed to survive, hidden in the massive swamps of Jeziwa, as they have always relied greatly on their incredible constitution to survive. Turkaru warriors are some of the toughest fighters, though their race on the whole is not very advanced. They tend to use stone or bronze weapons (-1 to hit/damage for stone, -1 damage for bronze, ¼ cost for stone, ½ cost for bronze) and favor melee over ranged combat. They rely largely on their hard shells for protection, but it is not unheard of to see or hear of a Turkaru wearing bronze plate armor. The Turkaru society is tribal, with a village chieftain and his counselors, as well as a shaman or witch-doctor to administer to the tribal religion. Turkaru usually worship the swamps and jungles in which they live, which is one reason why very few ever leave their domain to venture into the world of men. The Turkaru are a very brave people, and cowardice in combat is seen as a disgrace. A Turkaru would rather die fighting against unfavorable odds than run (though they certainly know when they are clearly out-matched and thusly flee honorably). Turkaru Characters Turkaru characters have left their tribal societies to explore the world and learn of outsiders. They are enchanted by the ways of the modern world, and are usually eager to learn their ways. Other Turkaru are out in the world on holy quests for their tribe, as assigned by the village religious leader. Turkaru characters typically see their race as backwards and uncivilized, though some may long to return home. Immortal ECL: 0 Racial Benefits: • Outsider: This race is considered an outsider for game purposes. • Darkvision – Being an outsider, Immortals have darkvision of 60 feet. • Barred Classes: Divine – Immortals are barred from learning any divine magic; they are abandoned by the Gods and have no place among them. They may still be healed by divine magic, however, by other players or by potions. Immortals are affected normally by 3rd party divine spells and effects. • Death Slumber: When an Immortal is reduced to -10 hp, he appears dead, but returns to consciousness when magically healed to 0 hp or better. Immortals automatically stop bleeding at -10 hp, and will never heal from -10 hp naturally. • Resurrection Resistant – To raise an immortal that has been slain, a wish spell must be cast in conjunction with a resurrection spell. The wish is used to allow the resurrection spell to take effect, as normally the Deity granting the spell would deny such a miracle. • Immortal: This race gains a +1 to Wisdom and Intelligence every 50 years of life. • Racial Trait: Banishable – Because their souls are not welcome in Delunha (the Lands of the Dead – the Outer Planes), If an immortal is banished via the spell Banishment, he is slain. Immortals can still be slain by regular death-magic as well. • Human Appearance: Immortals nearly always resemble humans, and often integrate into human society. Immortals’ offspring are nearly always mortal, though the ‘gene’ for being immortal is passed down and can manifest as many as 10 generations from the original immortal. • Starting Age: 50 +3d10 (+1 Wisdom and Intelligence) Immortals are beings whose ancestry defied the Gods, and was cursed with life eternal, but in an imperfect world. They cannot die of old age, nor do they suffer the detrimental affects of aging. They are cursed to live their lives from the beginning to the end of time or to suffer the slumber of death for all time, not moving on to eternal rest or damnation. The history behind the origins of this race are obscure, some say they are the creation of some wizard in a time before history. Others contend that they are the result of very powerful planar creatures committing some horrible sin against Deity, thus being thrust down to the world, adapted to life among mortals. Immortals cannot die, at least by merely hitting them over the head. They can be slain by powerful magic, or by destroying their body after becoming incapacitated. Immortal starting ages vary, and greatly affect the ECL of the race. Every 50 years of life increases the ECL of an Immortal by one (This applies to character creation only, aging through the normal course of a campaign causes no such ECL increase/cost to the character). Thus a 300 year old immortal may have a +6 bonus to his original Intelligence and Wisdom, but he is now an ECL 6 (a 6th level character when he is only a 1st level mage, albeit with a possible Intelligence of 24 or higher). The mortal races also categorically react poorly to immortals once they discover them. They are seen as aberrations that should be destroyed for their crimes against the Gods. For this reason, immortals very rarely reveal themselves to mortals as what they truly are, and they tend not to remain in the same location for more than ten years at a time. Many disguise themselves to appear older than they really are, either by magic or other means, and others even feign their own deaths and inherit their wealth as the “young heir”. Immortal Characters Immortal characters are ageless, and as such able to participate in campaigns that are far longer reaching than even the elves (who have been recorded to live up to 750 years before dying of old age). An Immortal player character is one that has taken an interest in affecting the world of mortals, and while they tend to hide the fact that they are immortal, they trust a few very close friends with that fact. |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |