New Bloods (Copyright 1997, 1998 by Greg Jensen and Greg Jensen [aka Belarius] -- yes, there are two!)


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Being a Generous Handful of Optional Races
for any Planescape Campaign


* Bladeling * Chaos Children * Fensir * Formian * Genasi * Genasi, Dust *
*
Genasi, Ice * Genasi, Magma * Genasi, Ooze * Genasi, Radiant *
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New!Khaasta * Ratatosk * New!Reave * Rilmari * Ruvkova * Ability Requirements *

To say that the planes are a big place is the biggest understatement a berk could make. The planes are infinite. They are bigger than a cutter could imagine, and contain more than can ever possibly be recorded. It's therefore no surprise that a Planescape campaign has more racial options than any other campaign. First of all, it has humans, elves, dwarves, and all of the other races of the Prime. Then there are the races native to the planes, such as bariaur, githzerai, and rogue modrons. And there are the "plane-touched" characters, part prime and part "something else," like tieflings, aasimar, and genasi.

The Planewalker's Handbook expanded on the races available to player characters in a Planescape campaign. Members of all of these races have passed through Sigil at one time or another, and many individuals have become adventurers. This article presents several new optional races for use in Planescape: deadly bladelings, enigmatic formians, mischievous ratatosk, and the para-elemental and quasi-elemental versions of genasi, amongst others.

Before a player picks one of these races, it's always a good idea to check with the DM first to make sure these races aren't inappropriate to the specific campaign. These new races should give an idea about the great variety of creatures in the planes.

It's impossible to describe an entire race fully. Each consists of individuals, and they often vary as much as (or more than) humans do. For every rule you give for a race, at least one exception exists somewhere.

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Bladeling

Bladelings are mysterious humanoids found mainly in Ocanthus, the fourth and final layer of Acheron. They are roughly the same height and build as a human being, but that's where the resemblance ends. Bladelings, as their name suggests, are covered with bladelike spikes from the creature's own skin and bone. Their skin itself looks similar to iron. Their eyes are cold, translucent purple orbs. Their blood is the colour and consistency of oil (don't try to light it, though -- it's still blood, no matter what it looks like.)

Bladelings' dispositions are often as prickly as their appearance. They are famous for being exceptionally xenophobic. A bladeling that ever showed anything even resembling tolerance or mercy for an outsider would definitely be an outcast (and therefore probably an adventurer). Even then, they still tend to view themselves as doubtlessly superior to their associates, and gravitate towards positions of authority. Bladelings are believed not to be actual natives of Acheron, but immigrants who have thrived in this hostile plane. Many greybeards claim the bladelings started out as tieflings who established themselves as a distinct race all their own.

Bladeling PCs are outcasts from their home on Acheron. As a result of their exile from Acheron and the magical energies of their home plane, PC bladelings have lost many of the special abilities and defences of their Acheronian brethren.


"This is going to hurt me more than it will hurt you."

- Last words heard by a sod killed in a razor storm.


ABILITY ADJUSTMENTS: Bladelings add a +2 bonus to Constitution and a -2 penalty to Charisma.

SPECIAL ABILITIES: The blade-encrusted fists of bladelings do 1d6 damage each with a successful hit. Due to their blade-covered body, bladelings may not wear any form of armour. However, as their base Armour Class is 5, few bladelings seem to mind. They suffer only 1/2 damage from cold- and fire-based attacks. The most feared ability of the bladelings is the attack known as a razor storm. Once per week, a bladeling can cause a piece of her outer skin to explode, sending bladelike spikes up to 15 feet forward. Anyone caught in this area who fails a save vs. breath weapon takes 3d12 points of damage (those who successfully save take half this amount). This deadly attack also weakens the bladeling.

Until the bladeling regenerates these spikes, which takes 1d4 days, her armour class is reduced from 5 to 8 (or 9 for bladeling wizards), and they suffer a -2 on all attack and damage rolls (minimum is still 1). Furthermore, all damage taken by the bladeling is doubled (fire and cold attacks do normal damage) until the blades regenerate.

SPECIAL HINDRANCES: Any spells affecting metal are also effective against bladelings (for instance, the heat metal spell does twice normal damage, although normal heat-based spells are only half-effective). Bladelings are vulnerable to attacks from rust monsters and rust dragons, and any other attack that corrodes metal. Good-aligned bladelings exist, but they are rare. Bladeling PCs may be any non-chaotic alignment. All bladelings require an extra 10% experience points to advance levels due to their powerful abilities, in the interest of game balance.

CLASS OPTIONS: Bladelings may be fighters, conjurer specialist wizards, clerics, or thieves. Bladeling thieves are more accurately assassins and/or spies. If the Complete Ninja's Handbook is available, they may be ninja/spies as well. Male bladelings may be multi-classed fighter/conjurers, and females may be fighter/clerics.

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Chaos Children: the Rogue Slaadi

The mystery of a Chaos Child's birth is rooted in its host. When red or blue slaadi infect a trained Anarch with a wisdom of 17 or higher (a rare occurance, given the githzeri's Wisdom penalty), the new birth appears to be a green slaad at first. As it matures, it exhibits odd, non-chaotic tendancies (for a slaad), and seems scrawny. When is first exhibits its first real givaway, its color-changing power, the other slaadi kill it, eat it, or banish it. Those who are banished grow up to be Chaos Children.

A Chaos Child is a mix of three things: an anarch's hereditary chaos-shaping talent, a very powerful will, and a slaad. Because of its chaotic roots, its alignment may only be removed one step from Chaotic Neutral at most (which is to say, Chaotic Neutral, Chaotic Good, Chaotic Evil, or True Neutral). It is difficult to identify a Chaos Child by appearance, as this becomes more and more mutable as the slaadi learns to manipulate its form. It also becomes skilled at shaping the chaos of Limbo, and, at very high levels, learns to shape "law matter" in a limited way. Law matter is, of course, the normal stuff the rest of the planes are made of. It has been proposed that Crolaak was once a Chaos Child, who underwent the lawful equivalent of a green slaad's wilderness isolation, and returned as an ultra-lawful matter-shaper.

Unlike Crolaak, the majority of Chaos Children are highly chaotic. Even those who achieve a neutral alignment still must fight to keep their minds from wandering. They lack mental focus, leaving them with less rational ability and mental fortitude. On the flip side, they excell in their physical aspects, inherriting the strength and fortitude of their slaadi origins. This, and the fact that most have a nearly a normal slaad's ability to harm those who offend it, this makes Chaos Children relatively unpopular in civilised areas of the planes.

ABILITIES BY LEVEL

1ST LEVEL

  • Claws do 1d4/1d4 damage. Mouth does 1d8 damage
  • Change to any color or vague patterns (polka dots, stripes, and other simple-patterns, but not chameleon skin. Thief bonus to Hide in Shadows related to being able to darken skin)
  • Immune to Limbo's chaos matter as if it were native (no need for stable ground)
  • 4+1d6% at any given time (roll once for each spell or effect). The Chaos Child may increase or decrease the resistance by 1% per two levels.
  • Movement rate of 6. This rate increases by one point for every two levels.

4TH LEVEL

  • Chaos shaping for objects only: may shape a piece of chaos matter into an object which fits within the parameters of the create object psionic power.
  • Claws may grow at will, doing 1d6/1d6 damage.

7TH LEVEL

  • May grow a blue slaad's bone swords at will, substituting claws and doing 1d8/1d8 damage. Mouth may grow to do 1d10 damage.
  • May use change self at will, for the purpose of clothing only.
  • Immune to Limbo's chaos matter as if it were native

10TH LEVEL

  • Shape Limbo's chaos matter as a trained anarch with a -3 to wisdom.
  • Bone swords may grow at will, doing 1d10/1d10 damage.

13TH LEVEL

  • Can shape normal matter in a limited way.
  • Once per two level gained subsequently, one of the following abilities may be learned: gust of wind, stone shape, pyrotechnics, or lower water. All spells are cast as the Chaos Child's level, up to once per day, and require 1 round to cast, and, for gust of wind and pyrotechnics, last only as long as the Chaos Child concentrates.
  • Bone swords may grow at will, doing 1d10/1d10 damage.
  • Mouth may grow to do 1d12 damage
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Fensir

Fensir, also called Ysgardian trolls, frequent the first and third layers of Ysgard. Despite their name, they are nothing like prime material trolls. Fensir wear only simple clothing. While some are hideously ugly, many fensir have a basic human appearance. They have larger ears and noses than humans, and have grey-brown, earth-coloured skin. Their skin is tough and leathery. Fensir average between 6 and 8 feet in height, although female rakka regularly exceed that norm (see below).

Fensir generally mind their own business, and keep to themselves. Bariaur often consider the fensir to be wise healers. Lillendi have some animosity toward the fensir, who sometimes kidnap the lillendi. This is probably because of the rumour that the blood of a lillend is necessary for the restorative potion to turn a sun-touched fensir to flesh.

Like the bariaur, another Ysgardian PC race, fensir males and females have different roles and abilities. However, unlike the bariaur, it is the male fensir who are the spiritual and intellectual leaders, while females are the strong protectors. When a female fensir has her first litter of young, she becomes a rakka or devourer. She eats continuously, and continues to grow, often up to a height of 20 to 25 feet. All rakka die a few years after this growth. If a fensir PC ever becomes a rakka (an unlikely event), she becomes an NPC controlled by the DM.

ABILITY ADJUSTMENTS: Female fensir have a +1 bonus to Strength and Constitution, and a -1 to Intelligence and Charisma. Male fensir, on the other hand, gain a +1 bonus to Dexterity and Wisdom, and have a -1 to their Constitution and Charisma scores.

SPECIAL ABILITIES: All fensir have infravision to 60 feet. Their thick hide gives them a base AC of 8, and their stony fists do 1d4 damage per hit. Female fensir may spend a weapon proficiency in stone throwing. This allows them to hurl boulders up to 200 yards for 2d6 damage per hit. Male fensir often fancy themselves as great hunters, but their skills are fair at best, and the females actually provide the vast majority of food for the fensir family. Fensir males can cast transmute rock to mud and transmute earth to stones (which creates perfect throwing boulders for the females) up to 3 times a day total. Male fensir may purchase the herbalism proficiency at half the regular proficiency slot cost.

SPECIAL HINDRANCES: If a fensir is ever exposed to direct sunlight for more than a single round, he turns to stone. Usually, this is a permanent situation for the unfortunate fensir. PC fensir can be considered one of a lucky few for whom this is not the case. When the fensir is again out of the sunlight, whether he is moved or if it becomes night, he may make a system shock roll. Success means he returns to flesh. Failure means he is stuck in this form, and stone to flesh spells are ineffective. The only known cure is a complicated extract of mandrake root brewed under a new moon by a male fensir. Fortunately, all male fensir (and possibly many females as well) know how to brew this potion. A sunray spell allows a fensir to make a saving throw to avoid transformation. If a fensir survives contact with sunlight or a sunray spell, she must save vs. paralysation at -4 or flee in terror for d6 rounds.

Fensir may be any non-lawful alignment (most are chaotic neutral or chaotic good).

CLASS OPTIONS: Female fensir may be fighters, thieves, or fighter/thieves. Male fensir can be fighters, rangers, mages, clerics, thieves, and bards (on very rare occasions). They may also be multi-classed as fighter/wizards, ranger/wizards, cleric/wizards, or thief/wizards.

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Formian Warrior

Formians are a race of humanoids native to Arcadia. Also called 'centaur ants', formians look like upright-walking ants about 5 feet tall. They have six limbs, two of which are used as arms and can manipulate tools or weapons. Like real ants, formians have a structured hierarchy within their society.

The workers, the most common formian, have low intelligence, are the size of a large dog, and are best suited to manual labour. The warriors, the next highest in station, are the size of ponies and serve mainly in defence of the hive. Myrmarchs are the size of horses, and rank above the warriors. The largest formians, the queens are the undisputed leaders of formian society. Of these four castes, only formian warriors are suitable as PCs.

While very lawful, formians do not truly have a hive mentality. They are loyal to the commands of their superiors, but can act independently of the queen. Queens have been known to give formian warriors a great amount of freedom during times of peace--at least enough to join an adventuring party.

Formian warrior PCs are considered to be very young, and hence still developing in power. All formians are born into their station, and their station never changes. No formian seems to mind, and are content to benefit their community in any way they can. It is interesting to note that all formian warriors are female, but are incapable of reproducing (the sacred duty of the queen).


"It's just a big bug. How tough can it be?"
- Clueless sod, when seeing a formian warrior for the first time.

"Help..." *gasp* "...cleric..."
- The same sod, two minutes later.


ABILITY ADJUSTMENTS: Formian warriors have immense Strength, granting a +2 bonus (or +20% if the formian has exceptional Strength). Their forelimbs are rather clumsy, and they are not used to thinking for themselves too much. Therefore, they also have a -1 penalty to both Dexterity and Intelligence.

SPECIAL ABILITIES: Formian warriors have infravision to 60'. Their tough chitinous skin gives them a beginning natural AC of 8. As formian warriors mature, their armour grows tougher, and they become more skilled at using their natural armour to its best effects. Every other level of experience gained, formians lose one point of AC (7 at 3rd level, 6 at 5th level, 5 at 7th, etc.).

A formian warrior may spend a weapon proficiency to become proficient with attacking with her mandibles. This attack, if successful, does 1d4 damage in addition to any weapon attacks. Any time after 4th level, formian warriors may spend a weapon proficiency to become able to attack with their claw-like forelimbs, for 1d6 damage each. A formian may not use a weapon or shield when attacking in this manner. Any time after 7th level, a formian warrior may spend a weapon proficiency to be able to attack with her deadly stinger. The stinger injects poison causing 2d4 damage. Without a successful save, this poison gives the victim a -2 to attack rolls for 2d6 turns.

Formian warriors may command formian workers at will. At 9th level, a formian warrior gains followers like any other fighter, but these followers come from the formian's hive. They consist of formian workers in place of 0-level warriors, and other formian warriors instead of cutters selected from the usual random table.

SPECIAL HINDRANCES: Formians are extremely strange-looking to most sentient races, to say the least. They have a -2 penalty to reactions to all NPCs except those native to Arcadia. A formian must maintain ties to her hive regardless of her adventuring career, and is always subject to the queen's wishes. Formian myrmarchs and queens can command all formian warriors at will. A formian will never undertake any action that could be harmful to her hive. Formian warriors must be some form of lawful alignment.

CLASS OPTIONS: All formian warriors are fighters. No other class is open to them.

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Genasi, Para- and Quasi-Elemental

[NB: The para- and quasi-genasi have also been written up as PC races by "Afterburner". You can find his take on the genasi on the Roaming Genasi site. The versions presented here aren't necessarily compatible.]

Nearly all genasi have been "plane-touched" by the denizens of one of the main elemental planes: Air, Earth, Fire, or Water. However, some natives of the para-elemental and quasi-elemental planes have produced their own genasi as well. These creatures are exceedingly rare, and a player should only play a para- or quasi-genasi with special permission from the DM. The DM may wish to use these genasi as NPCs only, since they would be strange additions to a party.

Not all inner planes have genasi options presented here. Some are so rare (such as salt genasi) that they are non-existent. Others are identical to another race of genasi in abilities (mineral genasi are virtually the same as earth genasi; smoke genasi are identical to air genasi with a stronger inclination to fire magics). Some of the quasi-elemental and para-elemental planes have produced some very unique plane-touched individuals, however.


"I suppose I could use some more salt in my diet."

- Death slaad to last known salt genasi


Like all genasi, para- and quasi-genasi have a -2 to all reactions to other planar characters due to their air of superiority and alien origins. Since they do not have strong ties to the true elements, their resistances to elements either are nonexistent or work differently from the resistances of normal genasi.
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Genasi, Dust

Dust genasi are the products of a bizarre union between a human and a sandman or other dust spirit (sometimes even a mephit). Known as dust barons, these poor creatures have almost no contact with their elemental parent, and are often orphaned. A few dust barons have been abandoned at the Doomguard's Crumbling Citadel on the Quasi-elemental Plane of Dust.

Dust genasi, like other genasi, see themselves as superior to those around them. Their parents must have realised this too, hence their jealousy. Dust barons are the living embodiment of entropy. They can feel the world around them falling apart. They take personal satisfaction in watching things decay or be destroyed, and often combine this with a morbid sense of humour that wins them few friends. A few dust barons, raised by loving adoptive parents, have overcome their more destructive tendencies.

Dust genasi vary widely in appearance, but all have at least one of the following traits:

  • Brown or black pupil-less eyes
  • Gritty brown or grey skin
  • Followed constantly by a cloud of dust
  • Raspy, wheezing voice

Capricious and sometimes cruel, dust barons love conflict. They view others who don't appreciate the chaos they cause as inferior for not being able to take the heat. Although headstrong and often carefree, dust genasi are also subject to strong bouts of depression.

ABILITY ADJUSTMENTS: Dust genasi have a +1 bonus to both Strength and Dexterity. They have a -1 penalty to Constitution and Charisma.

SPECIAL ABILITIES: Dust genasi have a unique ability known as sand swimming. They may move through sand, silt, or other loose particles at a rate of 9" as though they were swimming through water. Dust barons have no need to breathe when travelling in this manner, although they have no special ability to see through the sand. They may also cast glitterdust once per day as a 5th-level wizard regardless of class or level. They call this calling down the dust.

SPECIAL HINDRANCES: Due to their love of conflict and decay, dust genasi must be of a non-lawful alignment.

CLASS OPTIONS: Dust genasi may be fighters, wizards, thieves, fighter/wizards, or fighter/thieves. If a specialist wizard, a dust baron is a necromancer.

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Genasi, Ice

Ice genasi are the descendant of a mortal and a denizen of the Para-elemental plane of Ice. Ice mephits are often thought to be the parent of an ice prince, but more commonly the parent is an ice creature of unknown origin. At any rate, ice genasi are undoubtedly touched by the frozen Plane of Ice.

No ice prince known has been raised among his elemental parent's people. All are brought up among humanity. It becomes obvious to an ice genasi at an early age that they are more than human, however. They have the arrogance characteristic of all genasi, and care little for their human acquaintances.

The demeanour of ice genasi are often as cold as their namesake. They prefer blue and white clothing, the better to match their favoured environment of ice and snow. They tend to avoid firesides and other warm places, preferring to stay where it's nice and cool. In addition, Ice princes always have one or more of the following traits:

  • Skin freezing to the touch
  • Blue or white skin, hair, and/or eyes
  • Icicle-like beard or moustache (males only)
  • Frosty breath

Ice genasi are callous and uncaring to most people. They present a very stoic front. They are very patient and meticulous, never losing their heads in the fit of passion. While ice genasi of good alignment do exist, all genasi have something inhuman in their personality.

ABILITY ADJUSTMENTS: Ice genasi have a +1 bonus to Constitution and Intelligence. They have a -1 penalty to both Dexterity and Charisma.

SPECIAL ABILITIES: Ice genasi have the impressive trait of being immune to the harmful effects of cold and freezing temperatures. This includes an immunity to cold-based spells. Being physically struck by ice, however, still hurts them as normal. Spells that cause damage due to both cold and a physical ice attack (such as ice storm) do only half damage. Ice genasi move through snow at their regular movement rate, and never need to check to keep their footing on ice. Furthermore, ice princes can cast freezing hands (identical to burning hands, but with cold instead of heat damage) as a 5th level wizard once a day regardless of actual class or level. They call this ability hailing the blizzard.

SPECIAL HINDRANCES: Cold, calculating, and devoid of strong emotions, ice genasi may be of any non-chaotic alignment.

CLASS OPTIONS: Ice genasi may be fighters, wizards, or priests. Rarely, they may also be rangers specialising in an arctic environment. Specialist wizards are most likely to be Frost Wizards (Dragon #229). If this issue is not available, Air or Water specialists can be substituted. Ice genasi specialty priests should have as their patron deity a power whose sphere includes winter or cold, but may not be druids.

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Genasi, Lightning

The Quasi-elemental plane of Lightning is home to few creatures. Occasionally, one of these creatures will leave his home plane, to a place inhabited by humans. On these occasions, a few lightning genasi have been produced before their lightning elemental parent (usually a shocker) leaves for home.

Lightning genasi are almost always raised among humans. Full of vitality and energy their human neighbours cannot match, they tend to be very successful. Their view of creatures less energetic or successful varies from pity to contempt.


"Hi, how's it going, I'll have a glass of ale, say,
is this a new rug in here, whew, what a day I've had,
let me tell you, where'd you get these coasters, have you heard..."

- Elza Alzander, a lightning genasi, "relaxing" in a tavern


Lightning lords always seem to be in motion. Even when at rest, they seem to be doing something. They seem very aloof to "lesser" beings. Lightning genasi usually have one or more of the following traits:
  • Slight glow in the dark
  • Constantly crackling with static electricity
  • Hair standing out
  • Crackling, static-filled voice
  • Hairless

In addition, lightning lords will also often have other unusual characteristics not listed. It's important to remember to make them seem inhuman. They don't understand slower creatures and how they ponder through everything. A lightning genasi prefers action to words.

ABILITY ADJUSTMENTS: Inhumanly quick, lightning genasi have a +2 bonus to their Dexterity score. They also have a -1 penalty to Wisdom due to their impulsive nature, and -1 to Charisma due to their arrogance and aloofness.

SPECIAL ABILITIES: Due to their quick reflexes, lightning genasi have a +1 bonus on surprise rolls. They also have a +4 bonus to saves vs. electrical attacks, and suffer only half damage from electricity. In addition, all lightning genasi can use a shocking grasp as a 5th level wizard once a day. This is called singing to the storm.

SPECIAL HINDRANCES: None (other than the -2 reaction penalty common to all genasi). Lightning genasi may be of any alignment.

CLASS OPTIONS: Lightning lords may be fighters, wizards, priests, or thieves. Multi-classed lightning genasi may be fighter/wizards, fighter/priests, fighter/thieves, and wizard/thieves. If a specialist wizard, the lightning genasi will be an invoker. Specialty priests should follow a power of thunder or storms, but may not be druids.

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Genasi, Magma

As their name implies, one of a magma genasi's parents was a native of the Para-elemental Plane of Magma. Their non-human parent (usually a magman or lava child) rarely has anything to do with the genasi's upbringing. Instead, they are usually raised among humans, where the lava king's strange appearance and habits makes him an outcast. Magma genasi know they are special in the very fibre of their being. They combine the strength of the earth with the burning passion of fire. Obviously physically superior to those around them, lava kings often become bullies. They truly believe that few, if any creatures can withstand the full force of their wrath.

Magma genasi combine both good and bad traits of earth and fire in their personality. They are ponderous and slow to anger most times. When they do get mad, however, they explode with rage, and rarely show mercy to whomever caused their fury.

Magma genasi tend to be rather large, and appear slow-moving. They come across as being all brawn and no brains, an unfortunate and often untrue stereotype. While not overly concerned about their appearance, lava kings prefer bright clothing. In addition, magma genasi will often have at least one of the following traits:

  • Extremely hot body temperature
  • Deep red or black, peeling skin
  • Glowing red eyes
  • Thick, oozing blood

Magma genasi also sometimes have traits listed for either fire or earth genasi.


"Please don't make me angry. You wouldn't like me when I'm angry."

- Igneatious, a magma genasi


ABILITY ADJUSTMENTS: Large and sturdy, lava kings gain a +1 bonus to both Strength and Constitution. Short on reason and charm, however, they also have a -1 penalty to Intelligence and Charisma.

SPECIAL ABILITIES: Magma genasi have a base natural AC of 8 due to their thick, sturdy skin. They gain a +2 bonus to all saves vs. fire and earth-based attacks. They may also cast heat metal once per day as a 5th level wizard due to a process they call releasing the burning ire.

SPECIAL HINDRANCES: Being such passionate individuals, magma genasi may be of any non-lawful alignment.

CLASS OPTIONS: Magma genasi may be fighters, wizards, or fighter/wizards. Magma genasi wizards may choose to specialise in either earth or fire elementalism. Magma genasi priests are extremely rare, but do exist. They all are specialty priests of powers that have something to do with volcanoes or earthquakes (two good examples are Hephastus and Nai No Kami).

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Genasi, Ooze

Perhaps the strangest, and (thankfully) rarest of all genasi are those descended from ooze mephits. Ooze genasi, or slime czars, are these poor creatures. Ooze genasi are nearly always orphaned, abandoned by their mephit parent and their rather unstable human parent. The largest number of them appear in the Hive ward in Sigil, most likely because of the large number of Ooze portals in this area. Ooze genasi tend to grow up in poverty and squalor, and are hated by nearly all around them. They tend to be the most bitter and least confident of all genasi.

Ooze genasi care little for their appearance, and often appear dirty and unkempt. Occasionally, when they do dress up, they overdo it and appear nothing short of gaudy. Slime czars have one or more of the following traits:

  • Slimy skin
  • Ochre spots on skin and hair
  • Emits a strong stench no matter how clean
  • Pupil-less brown eyes
  • Bubbling or gurgling voice

Ooze genasi are, on the average, disreputable, base, and toadying. They delight in practical jokes, ranging from the harmless to the deadly. Their sense of humour is best described as disgusting. They consider it a high honour to be able to nauseate their companions.


"I refuse to be a member of a party with a product of a mating
with an ooze mephit, I don't care if you think he'll entertain us."
- Passerine, a planewalker

"Huh, huh, she said..."
- Blurt, an ooze genasi, in response


ABILITY ADJUSTMENTS: Slime czars have a +1 bonus to Dexterity and Intelligence, but have a -2 penalty to Charisma.

SPECIAL ABILITIES: Ooze genasi have a +2 bonus on all saves against poison and acid. They are immune to diseases in the same manner of a paladin. Like a paladin, they are still susceptible to magical diseases such as mummy rot. Ooze genasi may also cast putrefy food and drink (reverse of purify food and drink) once a day as a 5th level priest. This is called embracing the decay.

Furthermore, ooze genasi can live off nearly any organic matter, such as mud, clay, rotten food, and offal. While this definitely doesn't enhance their social skills, it makes them much more practical on long journeys as they don't need to pack rations (usually).

SPECIAL HINDRANCES: Ooze genasi may be any alignment other than lawful good.

CLASS OPTIONS: Ooze genasi may be fighters, wizards, thieves, fighter/thieves, or wizard/thieves. Slime czar wizards may choose to specialise in either earth or water elementalism. Note: Ooze genasi are unusual characters that are not well-suited to a serious campaign. The DM may wish to make ooze genasi as NPCs only. However, they can provide good role-playing opportunity as comic relief.

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Genasi, Radiant

Radiant genasi are a mystery. That they had a parent from the Quasi-elemental Plane of Radiance is certain. What is uncertain is who (or what) this parent was. Some say they are descended from the Radiant Plane itself, although this is usually taken as a metaphor.

It would be near impossible to find a more proud individual than a radiant genasi, or rainbow duke. They have a noble bearing, and are easily the most pleasant of all genasi. While feeling superior to full-blooded humans, radiant genasi still feel some ties to their humanity, and view themselves as protectors of the lower people. Rainbow dukes are often confused with aasimar, and a few have even been brought up believing themselves to have celestial heritage.

Radiant genasi vary widely in appearance, having many different traits. However, there is one trait all rainbow dukes have that marks them as a child of the Plane of Radiance. All radiant genasi glow. Their skin and other tissues continually give off light, which doesn't seem to affect their vision at all. This glowing gives the genasi certain advantages and drawbacks, further discussed below.

Radiant genasi are cheerful and capricious individuals. They are full of life, and very optimistic. They get an obvious joy out of life that few other beings can appreciate.


"Don't worry, be happy!"

- A radiant genasi who won't last long in the Gray Waste


ABILITY ADJUSTMENTS: Strong-willed, radiant genasi gain a +1 bonus to Wisdom. Their frailty gives them a -1 penalty to Strength.

SPECIAL ABILITIES: As stated above, all radiant genasi glow continuously. They produce light in a 15-foot radius. This provides illumination for themselves and their companions in dark places, and negates darkness spells. In addition, radiant genasi may cast colour spray as a 5th level wizard regardless of actual class or level. This is called sharing the light by the genasi.

SPECIAL HINDRANCES: Radiant genasi may be of any alignment. Glowing constantly also presents some obvious problems. It is virtually impossible for a radiant genasi to remain inconspicuous, and even harder for them to hide (the reason there are no radiant genasi rogues). DMs should always take this into account any time a party including a radiant genasi does anything requiring stealth or subtlety.

CLASS OPTIONS: Radiant genasi may be fighters, wizards, priests, fighter/wizards, fighter/priests, or wizard/priests. Specialist wizard radiant genasi are transmuters. Specialty priests worship a power of light or the sun. A few rare radiant genasi have also followed the path of paladins. As genasi paladins are very rare, DM approval is necessary before taking one as a PC.

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Khaasta

The khaasta are a race of lizard-like creatures who trade with, steal from, and do dirty work for all manner of unsavory individuals acrss the planes. Their hides are fairly resplendant, each detailed with a resplendant series of small, durable scales, which glint a variety of colors. They have long, powerful tails and blunt lizard-like snouts, with a small crest running the length of the head and back.

A race obsessed with progression by a convoluted set of social imperatives, the khaasta are normally untrustworthy and self-serving. But, as we have often seen, so can PCs. Normal khaasta morals include the right to take from the weak, the need for ascension through the outfighting and backstabbing of your bretheren, bringing down the strong, and doing anything to assert your dominance over others. Unlike many believe, however, khaasta are not actually evil. They are simply as individualistic and power-hungry as any slaad, and will do whatever it takes to ge tot the top. Not that they get to the top, not because they enjoy it, but because they feel they must.

A khaasta PC is probably an orphan of sorts, not raised by a khaasta band, and thus exposed to more social ideas. Alternatively, they could have gone off on their own once they reached majority to seek out bigger and better things. The khaasta are a shoe-in for the Fated (because they believe in taking what you can hold), the Free League (who like to be left to their own devices), the Revolutionary League (because they strive to bring down the strong), and the Godsmen (who believe in bettering oneself, sometimes to gain power). Unusual but interesting possibilities would be the Guvners (seeking power through loopholes), the Signers (who have a very self-centered mindset), and the Converts (backstabbing your bretheren to gain power). Mainly through predjudice, there are very few (if any) Harmonium khaasta.

ABILITY ADJUSTMENTS: Khaasta are powerful warriors, getting a +1 to Strength and Constitution. However, they are fairly clumsy, getting a -1 to Dexterity. They are also not social experts, getting a -1 to Charisma.

SPECIAL ABILITIES: Khaasta scales are quite durable, giving the PC an AC of 5 unarmored. Their large, toothed maws can bite for 1d6 point of damage, though Strength modifiers to damage may not be added. A khaasta PC is assumed to be profficient in his bite, and can always bite once per round, in addition to other attacks. Further, they are trained from birth to ride giant lizards as mounts (as opposed to horses). They are considered automatically proficient inthe care and riding of such a beast (though the tricks one can do with the proficiency Land Based Riding are unknown). Plus, they get a +1 THAC0 bonus while attacking others on foot from lizardback. This, however, makes it impossible for the to use their bite attack. Khaasta recieve a +1 THAC0 bonus with all bows, regardless of how they are used, due to racial skill.

SPECIAL HINDRANCES: Khaasta, being hindered by their bulky physique and long tails, have a movement rate of 9. Further, the khaasta are notorious for their chaotic natures (on the whole). This affects their relations with others. All henchmen and NPCs recieve a -1 to Loyalty Base and Reaction Adjustment, double that if the NPC is lawful. Many khaasta who are lawful themsleves are treated poorly based on judgements made about their entire race. Finally, Outer Planar merchants who have been attacked by khaasta recieve a -3 penalty (not cumulative with the previous penalty).

CLASS OPTIONS: Khaasta can be fighters, clerics, or thieves. They lack the education and concentration, generally, to become wizards. They also lack the selfless nautres required for paladins, druids, and rangers. They are not nearly friendly enough to become bards. IT is possible that they might become specialty priests of a Power of independance or lizards, but this must be decided by the DM. Khaasta may multiclass as fighter/thieves.

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Ratatosk

Ratatosk are the humanoid race resembling giant squirrels inhabiting Yggdrasil, the plane-spanning World Ash. They appear as 4-5 foot flying squirrels with a spark of intelligence in their eyes. They have furry membranes between their arms and legs they use to glide, and a flattened tail they use to steer themselves while in the air. Their black, grey, red, or brown fur is usually the only clothing they wear aside from harnesses for gear and protective helmets. Their language resembles chatters and chirps. Ratatosk may spend a proficiency slot to learn the language of birds, as well as the common tongue and any Ysgardian or Arborean language. They are very curious and often mischievous.

The ratatosk race inhabits Yggdrasil, and views her (ratatosk see Yggdrasil as female) in a spiritual light, and actually worship the World Ash. The playful ratatosk will fight to the death to protect her. They are very wary of fire, because of the destruction it can cause their wood home. Few ratatosk would ever dream of leaving Yggdrasil, but it does happen. Some have been ostracised and outcast by their brethren. Some become lost. And some are simply overwhelmed by curiosity and wanderlust, often latching onto an adventuring party as a new source of authority.


"Sorry, no pets allowed."

- Innkeeper to a party containing a ratatosk


ABILITY ADJUSTMENTS: The agile ratatosk gain a +2 bonus to Dexterity, but suffer a -1 penalty to Strength and Intelligence.

SPECIAL ABILITIES: Ratatosk have very sharp senses, and have a +1 bonus to their surprise checks. They have a base ground movement rate of 9. However, they have a climbing movement rate of 12, and a flying (actually, gliding) rate of 15 with a D manoeuvrability rating. They may not climb or fly while wearing armour of any sort, so most rely solely on their high dexterity or magical protection. Their sharp claws, normally used for climbing, do 1d4 damage per hit. Their favourite attack is a swoop, however. They must be able to dive from a height of at least 20 feet to make this attack, causing double damage on a successful hit. However, they must also save vs. breath weapon or take the same amount of damage as their target. Ratatosk are very agile, and can twist and turn in midair to dodge missiles. If a ratatosk in flight rolls under her level on a d20, she may avoid a missile attack that would have hit. This applies to magical attacks that require a "to hit" roll as well, such as Melf's acid arrow or minute meteors, but not attacks that have no attack roll, such as magic missile.

SPECIAL HINDRANCES: In spite of the fact that it isn't true, ratatosk are seen as giant rodents by most other sentient races. This gives them a -2 penalty on reaction rolls to all characters except those with an unusually open mind towards animals (such as rangers and druids). A ratatosk's health and well-being is tied into Yggdrasil or their other forest homes. Each day a ratatosk spends away from a forest, he must save vs. spell or suffer 2 hit points of damage. Returning to a forest will prevent these hit points from being lost, but only healing them normally or returning to Yggdrasil for a day will restore them. Ratatosk may be of any non-evil, non-lawful alignment (NG, CG, CN, or TN ).

CLASS OPTIONS: Ratatosk player characters may be fighters, druids, or rogues (including bards on rare occasions). They may also be multi-classed as fighter/thieves or druid/thieves. Ratatosk druids draw their power from Yggdrasil, and any plane touched by the World Ash is considered an adjacent plane.

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Reave

Reaves are a race of mercenaries and terrorists who's history on the planes places them in Acheron, originally. Currently, their innate planewalking abilities and unwillingness to go against their word makes them the preferred crack aggressors or interplanar wars or subterfuge for those with a total lack of scruples. Reaves are often hired as bodyguards, as well.

There are a few reaves, however, who have lost their innate planewalking ability, through chance, magical accident, or curse. These select few are immediately outcast from their war-bands, as they are incapable of doing that which is most valued in reaves: fading into and out of the Astral plane. These solitary reaves often become adventurers in their own right, though just as many become notorious rogues and fences. A select few become priests for military-orientated powers, to gain a new sense of family and duty.

Reaves are strong, bulky humanoids with pebbly leather hides. They have four arms, two attached on each shoulder, with one pair in front of the other. They have only three fingers on each hand, but are quite dextrous with these digits. They have no head or body hair, but a series of convoluted ridges, unique to each individual, covers the scalp. Their faces are normal, except they have four eyes spaced evenly across the front of the head. As a race, they favour garish plate mail with a chain skirt and flaring shoulder-plates.

While the reaves have a strong code of conduct, there is nothing more sacred to a reave than its face. It is taboo for a reave to allow another, even another reave, to see its face. As such, they usually wear closed-face helmets, heavy cowls, or opaque veils. While many people see a reave's eyes, very few ever see any more.

SPECIAL ABILITIES: Reaves have a number of special properties, which aid them in their combative lifestyles. First and foremost, their leathery skin grants them a natural AC of 8. On top of that, up to two of its arms can use shields, decreasing its AC by 2 (for those who use shield proficiency rules, proficiency with a second shield increases AC only by half as much as the first, round down. Thus, a reave using two medium shields gets a mere +4, not a +6).

Also, a reave can wield multiple weapons at once. All reaves are ambidextrous and capable of wielding two weapons of equal size (with a -2 to both unless they can use two weapons), and all but a small minority purchase two-weapon style specialisation with their weapon proficiencies. Because the arms tend to get in one another's way, reaves can use a maximum of two weapons at once. Still, these can be any weapons allowable by size, including two two-handed swords or two polearms. A common tactic is to use two shields and two one-handed weapons to maximise defence and offence.

Reave eyes and arms are well positioned to defend. As such, they receive no penalty to AC against attacks from the flank and only a -1 penalty against rear attacks. Their increased range of vision gives them a +1 to all surprise checks.

An odd capability of the reaves is gorging. Purely carnivorous, reaves are capable, like some predators, of gorging themselves, then fasting comfortably for days or weeks. A reave can eat three to four times as much as they normally can digest, and it is paced over that much time (two times as much keeps them from getting hungry for twice as long). However, if more than three times the normal capacity is consumed, the reave suffers a -1 to Dexterity and THAC0 rolls (for checks, attacks, AC, and any other affected abilities) until they have only three times as much food as normal in their stomachs. This unwieldy aspect is rarely a problem, as the reaves tend to gorge before long trips, to keep supplies light. Thus, when they reach their objective, they have already digested most of their food.

SPECIAL HINDRANCES: Reaves are normally a violent and war-loving race. Because of their strong alignment, nearly all reave PCs are lawful. Though this is not a requirement, it is a suggestion. Similarly, most become warriors or warrior priests, with few non-combative rogues. A reave, regardless of alignment, will carefully listen for insults, and challenge the honour of those who offend them. Given a reave's WIS penalty, there are a large number of misunderstandings between reaves and non-reaves.

Reaves get a -2 reaction modifier due to their surly reputation, and an additional -2 from anyone who has either worked with a reave or been attacked by one. If that isn't enough, PC reaves are pariahs, hunted by their own kind (who still have their fading ability...) And remember that even the best of helmets restrict eyesight, making them vulnerable to attacks from their flanks (the reave suffers a -2 AC pentalty from side attacks).

 

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Rilmari (Half-Rilmani)

Half-Rilmari are the middle plane-touched, neutral cousin (a highly subjective term) of the tiefling and aasimar. Unlike the more common types, the rilmari exudes neither evil nor good in great quantities, instead seeming alien and remote. Rilmari are fairly eazy to identify, as the high-ridged foreheads and metalic skin tones of the rilmani are all fairly evident. Each sub-type has its own particular shapes, based on that of the rilmani ancestor.
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Ruvkova

The ruvkova, also known as the ruvoka, are a highly mysterious humanoid race that populates the various inner planes. The ruvoka live in a tribal social structure, with each tribe claiming a specific inner plane as their home. They can be found on virtually any inner plane, with the possible exceptions of the energy planes (and even that may not be entirely true). Not even the plane of Vacuum is safe from ruvoka tribal intrusions. The most widely known ruvoka tribes are: brajeti and zathosi (Earth), ethilum (Air), kaltori (Fire), ramoka (Steam), sartarin (Ash), and vandesh (Ice).

Nobody is really sure where the ruvoka came from. If the ruvoka know, they ain't telling anyone else. Rumour has it that they were originally prime druids who decided to make the inner planes their homes, and became adapted to their new environment. Ruvoka keep their own council, however, and don't really talk much about their origins to non-ruvoka or much of anything else for that matter. They are an extremely reclusive race, and actively avoid contact with others. A few rogue ruvoka have been known to associate with members of other races. However, even these bloods cannot be considered friendly. They are all introverts, and remain distant from even their closest friends.

Ruvoka are extremely tall and gaunt, but otherwise greatly resemble humans. Each tribe has its own distinguishing characteristics, depending on what element they inhabit. Tribes also have a favorite manner of dress and specific weapons of choice. The brajeti use bronze weapons almost exclusively, and zathosi warriors are well-known for their large heavy mauls. The ethilum are expert archers and spear-wielders, and have white-grey hair and beards. The kaltori have jet-black skin, and prefer obsidian-tipped weapons. The ramoka have wrinkled skin as though having been submerged in water too long, and are one of the few tribes preferring swords to other weapons. The albino-appearing sartarin weild heavy war clubs, and the hairy (some would even say furry) vandesh prefer large spears.

ABILITY ADJUSTMENTS: Ruvkova of all tribes have a +1 to both Strength and Wisdom, and a -2 to Charisma and -1 to Dexterity.

SPECIAL ABILITIES: Ruvkova have many potent abilities, being a surprisingly tough elemental planar race. All ruvkova are completely immune to the harmful effects of their native element, and can move through this element without hindrance. They can breathe their native element as effectively as air. They are still vulnerable to other forms of elemental attack, however. The player or DM may choose the ruvoka PC's native element, at the DM‚s discretion. Alternately, the following table can be used to decide the character's native element:

d100 ROLL

NATIVE ELEMENT

d100 ROLL

NATIVE ELEMENT

01-14
Earth
75-77
Lightning
15-26
Air
78-80
Mineral
27-37
Fire
81-86
Steam
38-47
Water
87-89
Dust
48-53
Ooze
90-91
Vacuum
54-58
Ice
92-93
Salt
59-67
Magma
94-99
Ash
68-72
Smoke
00
Crossbreed *
73-74
Radiance

* [Crossbreed: Character has parents from more than one tribe. Is half immune (half damage) to both elements, and can move through either element for 1 turn/level each day. (Roll again twice).]

Ruvkova begin with a base AC of 9 due to their tough, resistant skin. Every other level gained, the ruvoka loses one AC point, to a minimum natural AC of 6. Ruvoka often use armor to further decrease their armor class.

At 6th level of experience, Ruvoka gain the ability to telepathically communicate with any sentient creature. This functions as normal speech, in all manners. However, this form of communication makes no actual sound (the "speaking" appears in the minds of those in the area), and can be understood by any sentient creature (low or higher Intelligence). This ability to be a universal translator makes ruvoka diplomats much in demand.

SPECIAL HINDRANCES: Ruvoka count as large creatures for purposes of taking damage. No matter how accustomed a ruvoka is to the world outside of her tribe, she can never fully relate to members of other races. All ruvoka PCs have a -2 penalty to all reaction rolls.

Ruvoka also require their native element as sustenance in addition to food. One pound or the eqiuvalent of the element must be consumed every 24 hours, or the ruvoka acts as though he were one level more encumbered.

Ruvkova druids use the wizard experience point table for advancement (although they gain d8 hit points per level), and ruvoka fighters use the paladin/ranger experience table. All ruvoka are neutral in alignment.

CLASS OPTIONS: Ruvkova may be fighters, druids, or druid/fighters. Ruvoka druids have a few differences from the standard druid. First, they have no charisma requirement. Second, they have access to elemental spheres based on their native element as follows:

INNER PLANE

NATIVE ELEMENT

INNER PLANE

NATIVE ELEMENT

Air

Major Air*

Lightning

Major Air, Minor Fire

Earth

Major Earth*

Steam

Major Earth, Minor Fire

Fire

Major Fire*

Mineral

Major Water, Minor Fire

Water

Major Water*

Radiance

Major Fire, Minor Air

Ooze

Major Earth, Minor Water

Dust

Major Earth, Minor Air

Ice

Major Water, Minor Air

Vacuum

Major Air, Minor Earth

Magma

Major Fire, Minor Earth

Salt

Major Water, Minor Earth

Smoke

Major Air, Minor Fire

Ash

Major Fire, Minor Water

[* Spells from this sphere incur a -1 penalty to saves on attack-based spells. Finally, Ruvoka druids have no armor or weapon restrictions. Most Ruvoka are multi-classed fighter/druids.]

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ABILITY REQUIREMENTS (before ability adjustments are added or subtracted):

STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA

BLADELING

8/18
5/18
12/18
4/18
3/18
3/18

CHAOS CHILD

8/18
5/18
5/18
3/18
3/18
3/17

FENSIR, MALE

6/18
8/18
8/18
6/18
12/18
3/16

FENSIR, FEMALE

13/18
3/18
10/18
3/18
3/17
3/15

FORMIAN

13/18
3/18
8/18
4/18
3/18
3/16

GENASI, DUST

5/18
5/18
3/18
5/18
3/18
3/18

GENASI, ICE

5/18
3/18
6/18
5/18
3/18
3/18

GENASI, LIGHTNING

3/18
10/18
3/18
5/18
3/18
3/18

GENASI, MAGMA

6/18
3/18
6/18
3/18
3/18
3/18

GENASI, OOZE

3/18
5/18
6/18
5/18
3/18
3/16

GENASI, RADIANCE

3/18
5/18
3/18
5/18
5/18
8/18

KHAASTA

10/18
4/18
8/18
3/18
3/17
4/15

RATATOSK

3/18
11/18
3/18
3/18
3/18
6/18

REAVE

12/18
9/18
12/18
3/18
3/17
3/16

RILMARI, ABIORACH

8/18
8/18
4/18
8/18
4/17
6/18

RILMARI, ARGENACH

12/18
5/18
3/18
12/18
7/18
6/18

RILMARI, CUPRILACH

10/18
9/18
4/17
10/18
4/16
4/16

RILMARI, FERRUMACH

12/18
5/16
12/18
8/18
5/18
5/18

RILMARI, PLUMACH

6/18
4/17
7/17
8/18
3/18
4/17

RUVKOVA

10/18
3/18
13/18
8/18
12/18
3/18
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ABILITY ADJUSTMENTS

STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA

BLADELING

-
-
+2
-
-
-2

CHAOS CHILD

+2
+1
+1
-1
-1
-2

FENSIR, MALE

-
+1
-1
-
+1
-1

FENSIR, FEMALE

+1
-
+1
-1
-
-1

FORMIAN

+2
-1
-
-1
-
-

GENASI, DUST

+1
+1
-1
-
-
-1

GENASI, ICE

-
-1
+1
+1
-
-1

GENASI, LIGHTNING

-
+2
-
-
-1
-1

GENASI, MAGMA

+1
-
+1
-1
-
-1

GENASI, OOZE

-
+1
-
+1
-
-2

GENASI, RADIANCE

-1
-
-
-
+1
-

KHAASTA

+1
-1
+1
-
-
-1

RATATOSK

-1
+2
-
-1
-
-

REAVE

+2
-
+2
-
-2
-2

RILMARI, ABIORACH

+1
+1
-1
-
-1
-

RILMARI, ARGENACH

+1
-
-1
+1
-
-

RILMARI, CUPRILACH

+1
+1
-1
+1
-1
-1

RILMARI, FERRUMACH

+1
-2
+2
-
-
-1

RILMARI, PLUMACH

+1
-1
+1
-
-
-1

RUVKOVA

+1
-1
-
-
+1
-2
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AVERAGE HEIGHT AND WEIGHT

HEIGHT*
WEIGHT*

BASE
MODIFIER
BASE
MODIFIER

BLADELING

61/59
2d10
160/110
6d10

CHAOS CHILD

80
5d6
500
5d20

FENSIR

70/72
2d12
140/160
5d10

FORMIAN

--/55
2d6
--/250
6d20

GENASI, DUST

60/59
1d10
150/100
4d10

GENASI, ICE

60/59
1d12
155/105
5d10

GENASI, LIGHTNING

59/58
1d8
130/80
4d10

GENASI, MAGMA

61/60
2d8
160/110
6d10

GENASI, OOZE

60/59
1d10
150/100
5d10

GENASI, RADIANCE

59/58
1d10
130/80
4d10

KHAASTA

68/70
4d4
160/180
6d10

RATATOSK

45/44
2d8
52/48
5d6

REAVE

65/63
3d6
180/160
2d20

RILMARI, ABIORACH

56/55
1d10
100/80
3d10

RILMARI, ARGENACH

72/70
1d12
160/120
6d10

RILMARI, CUPRILACH

60/58
1d8
110/95
4d10

RILMARI, FERRUMACH

68/65
1d8
200/185
3d10

RILMARI, PLUMACH

60/58
1d8
150/120
4d10

RUVKOVA

84/80
4d10
250/200
6d10

(* Divided into male/female values; all formian PCs are female, chaos children are asexual.
Heights are in inches, weights are in pounds.)

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AGE

STARTING AGE
MAXIMUM AGE

BASE
MODIFIER
BASE
MODIFIER

BLADELING

17
2d4
100
1d100

CHAOS CHILD

10
2d10
100
1d100*

FENSIR

17
2d4
250
2d100

FORMIAN

2
1d6
50
2d20

GENASI

20
1d10
120
6d10

KHAASTA

10
1d6
100
2d20

RATATOSK

10
2d4
60
3d10

REAVE

20
1d10
200
2d20

RILMARI, ABIORACH

15
1d4
100
3d6

RILMARI, ARGENACH

17
1d6
125
2d20

RILMARI, CUPRILACH

16
1d6
110
4d6

RILMARI, FERRUMACH

16
1d4
115
3d10

RILMARI, PLUMACH

15
1d4
100
2d10

RUVKOVA

20
2d10
100
2d100

* NB: If a Chaos Child dies of old age, it collapses into a heap of chaos matter.

AGING EFFECTS

MIDDLE AGE*
OLD AGE**
VENERABLE***

BLADELING

50
67
100

CHAOS CHILD

50
67
100

FENSIR

125
160
250

FORMIAN

20
35
50

GENASI

60
80
120

KHAASTA

50
67
100

RATATOSK

30
45
60

REAVE

100
134
200

RILMARI, ABIORACH

50
67
100

RILMARI, ARGENACH

62
83
125

RILMARI, CUPRILACH

55
73
110

RILMARI, FERRUMACH

58
58
115

RILMARI, PLUMACH

50
50
100

RUVKOVA

60
80
100

( * -1 Str/Con; +1 Int/Wis, ** -2 Str/Dex, -1 Con; +1 Wis, *** -1 Str/Dex/Con; +1 Int/Wis)

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LEVEL LIMITS

FIGHTER
RANGER
PALADIN
WIZARD*
CLERIC
DRUID
THIEF
BARD

BLADELING

14
n/a
n/a
10
10
n/a
9
n/a

CHAOS CHILD

14
n/a
n/a
n/a
n/a
n/a
13
n/a

FENSIR, MALE

10
8
n/a
15
10
n/a
10
5

FENSIR, FEMALE

14
n/a
n/a
n/a
n/a
n/a
8
n/a

FORMIAN

15
n/a
n/a
n/a
n/a
n/a
n/a
n/a

GENASI, DUST

10
n/a
n/a
10
n/a
n/a
15
n/a

GENASI, ICE

15
12
n/a
15
9
n/a
n/a
n/a

GENASI, LIGHTNING

13
n/a
n/a
15
12
n/a
15
12

GENASI, MAGMA

15
n/a
n/a
10
10
n/a
n/a
n/a

GENASI, OOZE

10
n/a
n/a
10
n/a
n/a
15
n/a

GENASI, RADIANCE

10
n/a
12
15
15
n/a
n/a
n/a

KHAASTA

14
n/a
n/a
n/a
9
n/a
12
n/a

RATATOSK

8
n/a
n/a
n/a
n/a
14
15
5

REAVE

12
-
-
-
8
-
10
-

RILMARI

12
n/a
n/a
14
10
U
15
7

RUVKOVA

14
n/a
n/a
n/a
n/a
14
n/a
n/a

(* Or specialist if applicable)

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RACIAL ADJUSTMENTS FOR THIEVES

PP
OL
FRT
MS
HS
DN
CW
RL

BLADELING

-10%
-
-5%
-5%
-5%
-
+5%
+5%

CHAOS CHILD

-5%
-5%
-5%
+5%
+10%
+5%
-5%
-

FENSIR

-10%
-
-
+5%
+5%
+10%
-10%
-

GENASI, DUST

+5%
-
-
+5%
-
-
-
-

GENASI, LIGHTNING

+10%
-
-
+5%
-
-
-
-

GENASI, OOZE

+10%
-
-
-
-
-
-5%
-

KHAASTA

+10%
+5%
+5%
-5%
-15% *
+5%
-5%
-5%

RATATOSK

-5%
-5%
-5%
+5%
+10%
+10%
+25%
-15%

REAVE

+15%
-5%
-5%
-5%
-
-
+5%
-5%

RILMARI, ABIORACH

-5%
-
-
+5%
-5%
-5%
-
+5%

RILMARI, ARGENACH

-5%
-
-
-
-5%
-
-
+10%

RILMARI, CUPRILACH

-
+5%
-
+10%
+5%
-
+10%
-10%

RILMARI, FERRUMACH

-10%
+5%
+5%
-5%
-10%
-
-15%
-

RILMARI, PLUMACH

-5%
-
-
-
-
-
-5%
-

[* Due to shiny scales]

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