New
Bloods
(Copyright 1997, 1998 by
Greg
Jensen and Greg
Jensen [aka Belarius] -- yes,
there are two!)
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 *
*
Khaasta
* Ratatosk *
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.
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.
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
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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).
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.
- Abiorach rilmari are short and lithe, with a slick, smooth
skin that seems to shift very subtly with a broad spectrum of
pastel colors. Their hair is perpetually damp, clinging to the
head and exhibiting the same color shifts the skin exhibits.
- Argenach rilmari are tall and lithe, with silvery skin and
hair and commonly (in males) large mustaches.
- Cuprilach rilmari are only slightly taller than abiorach
rilmari but just as lithe, and have a tanned, almost coppery tone
to their skin, and are invariably red-headed. Their irises are red
or pink, though their whites and pupils are normal.
- Ferrumach rilmari are tall and broad, with square shoulders,
ungraceful bodies, and sooty gray skin and hair.
- Plumach rilmari are as tall as cuprilach rilmari, but are
squatter, with a more solid and less agile build.
SPECIAL
ABILITIES:
All rilmari have the following special abilities:
- 60' infravision
- Half damage from electrical attacks
- Hnow alignment 1/day
Depending upon their heritage, rilmari have the foillowing
powers:
- Abiorach powers: invisibility s/week, mirror
image 1/day, elemental ability* 3/week
- Argenach powers: detect magic 3/day,
invisibility 2/week, healing touch** 1/day
- Cuprilach powers: charm person 1/day,
invisibility 2/week, ESP 1/day
- Ferrumach powers: blur 1/day, wall of fog
1/day, healing touch** 1/day
- Plumach powers: chill touch 1/day, wall of
fog 1/day, light/darkness 2/day
* Elemental
Abilitiy: When the character is created, the player
must choose two of the following abilities. Every five levels
therafter, they get access to another of the powers, until all are
available at 10th level. Note that, even though a rilmari may have
two or more powers, the three uses are to divided among them both,
not three times each per week. The powers are: dig,
flaming sphere, gust of wind, and lower water.
** Healing Touch:
The character, once per day, can heal a number of hit points of
damage to one person, the number being equal to his number of Hit
Dice (not levels). Thus, even a 12th level fighter can only cure 9
hp, because, at tenth level, that fighter does not recieve another
Hit Die, but instead gets a hit point bonus.
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 DMs 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.]
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
|
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
|
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.)

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)

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)

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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