Monsters/Racial Templates: Unapproachable East Races
Star Elf [Unapproachable East, page 9]
Attribute Modifiers: HT-1 [-10].
Secondary Characteristic Modifiers: Per +1 [5].
Advantages: Blessed (Ghost Weapon; Accessibility, Only at night, -20%; Magical instead of Divine, -0%) [12]; Extended Lifespan 3 [6]; Handsome/Beautiful [12]; Night Vision 5 [5].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Typical Stats – Star
Elf Warrior
ST: |
10 |
HP: |
10 |
Speed: |
5 |
DX: |
10 |
Will: |
10 |
Move: |
5 |
IQ: |
10 |
Per: |
11 |
|
|
HT: |
9 |
FP: |
9 |
SM: |
+0 |
Dodge: |
8 |
Parry: |
9F |
DR: |
2* (light layered leather; torso) |
Elven Reverie: Elves do not sleep, as members of the other common races do. Instead, an elf meditates in a deep trance for 4 hours a day. An elf resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, an elf “dreams,” though these dreams are actually mental exercises that have become reflexive through years of practice. The elf is still conscious and aware of his surroundings, but immobile. The human word for an elf’s meditation is “trance,” as in “four hours of trance,” but the elves themselves call this “reverie.” When an elf is suffering from a disease, poison, or is below 2/3 of his HP, he cannot enter this meditative state and has to sleep normally.
Traits: Blessed (Ghost Weapon; Accessibility, Only at night; Magical instead of divine); Careful; Early Maturation 3; Extended Lifespan 2.5; Handsome; Night Vision 5.
Skills: Diplomacy-14; Knife-12; Rapier-13.
Creature Type: Humanoid (Elf).
Taer [Unapproachable East, page 72]
Secondary Characteristics Modifiers: Will+2 [10]; Per+2 [10].
Advantages: DR 2 (Flexible, -20%; Partial, Does not protect face, -10%) [7]; Fangs [2]; Infravision [10]; Nictitating Membrane 1 [1]; Super Climbing 1 [3]; Temperature Tolerance 3 (Cold) [3].
Cold Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [13].
Disadvantages: Bad Smell [-10]; Berserk (12) [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10]; Vulnerability (Fire, x2) [-30].
Perks: Fur [1].
Creature Type: Giant (Cold).
Typical Stats
ST: |
13 |
HP: |
13 |
Speed: |
5.5 |
DX: |
10 |
Will: |
10 |
Move: |
5 |
IQ: |
8 |
Per: |
10 |
|
|
HT: |
12 |
FP: |
12 |
SM: |
+0 |
Dodge: |
8 |
Parry: |
9U |
DR: |
2* (not face) |
Mace (12): swing 3d-1 crushing, Reach 1.
Traits: Bad Smell; Berserk (12); Fur; Infravision; Nictitating Membrane 1; Odious Racial Habit (Eats sapient beings); Social Stigma (Savage); Super Climbing 1; Temperature Tolerance 3 (Cold); Vulnerability (Fire, x2).
Skills: Brawling-12; Two-Handed Axe/Mace-12.
Creature Type: Giant (Cold).
The final race of the Unapproachable East is the volodni. The volodnis are a humanlike race of treefolk. In the ancient times, they used to be demon-worshipping humans, but they renounced their ways and were transformed by elder treants into their current form.
The volodnis aren’t particularly bright, but are tough – let’s give them IQ-1 and HT+1. They are not made of flesh, but are made of wood. Let’s give them Injury Tolerance (Homogenous), Limited Camouflage (Forest), Temperature Tolerance 2 (Cold), and Vulnerability (Fire, x2). They still have sap-like blood, so I won’t give them Injury Tolerance (No Blood).
The volodni metabolism is weird. They do not need to breathe, so let’s give them Doesn’t Breathe [20]. They are immune to poisons and other similar things – so that means Immunity to Metabolic Hazards [30]. They still need to sleep, but they do have Less Sleep 2 [4]. Finally, they require water and food, but they need much less of it if they have access to sunlight. So, let’s give them Reduced Consumption 3 with Accessibility, Only with daily sunlight, ‑10%.
As for their mentality, I think the only disadvantage I have to give them is Callous [-5].
Volodni [Unapproachable East, page 80]
Advantages: Doesn’t Breathe [20]; Extended Lifespan 1 [2]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous) [40]; Less Sleep 2 [4]; Night Vision 5 [5]; Reduced Consumption 3 (Accessibility, Only with daily sunlight, -10%) [6]; Temperature Tolerance 2 (Cold) [2].
Disadvantages: Callous [-5]; Vulnerability (Fire, x2) [-30].
Perks: Limited Camouflage (Forest) [1].
Creature Type: Plant.
Typical Stats
ST: |
13 |
HP: |
13 |
Speed: |
5.25 |
DX: |
10 |
Will: |
10 |
Move: |
5 |
IQ: |
9 |
Per: |
10 |
|
|
HT: |
11 |
FP: |
11 |
SM |
+0 |
Dodge: |
8 |
Parry: |
9U |
DR: |
- |
Traits: Callous; Doesn’t Breathe; Extended Lifespan 1; Immunity to Metabolic Hazards; Injury Tolerance (Homogeouns); Less Sleep 2; Limited Camouflage (Forest); Night Vision 5; Reduced Consumption 3 (Accessibility, Only with daily sunlight); Temperature Tolerance 2 (Cold); Vulnerability (Fire, x2).
Skills: Two-Handed Flail-12.
Creature Type: Plant.
The next race is the spirit folk. The spirit folk are descendants of humans and spirits of nature. Basically, they are something of a planetouched race. They are uncommon on Faerun, but more widespread in Kara-Tur. Despite all that, they are not tied to the setting, you can use them in your games easily. Unapproachable East describes two subraces of spirit folk – mountain spirit folk and river spirit folk. However, there are also two other subraces in Oriental Adventures – bamboo spirit folk and sea spirit folk.
The spirit folk have some common qualities – they live longer than humans – I will give them Extended Lifespan 2 [4]. Nothing is said about their rate of maturation, but I will also give them Early Maturation 2. They also see in the dark better than humans – I will give them Night Vision 5 [5]. The spirit folk are considered to be good looking – I will give them the racial Attractive [4] appearance. The description also says that the spirit folk are considered to be “wise ones” by the human populace, so let’s give them Social Regard 1 (Respected) [5].
You know what, I want to give them another advantage that I basically never really use – Spirit Empathy limited with Specialized, Nature Spirits, -50%. That will give them something unique and flavorful.
The rest of the abilities will depend on the subrace in question. Let’s start with the mountain spirit folk. They possess an excellent sense of balance and are adept climbers. I would like to represent balance not by giving them Perfect Balance or Excellent Balance, but by giving them Terrain Adaptation (Uneven) [5] instead. The climbing ability will be just a level of Super Climbing. Mountain spirit folk can also talk to birds – that’s the Speak With Animals advantage limited with Magical, -10% and Specialized, Birds, -50%. Finally, I want to give them a perk – Pressure-Tolerant Lungs (Thin) [1]. This will make them even better adapted to living in the mountains.
Mountain Spirit
Folk [Unapproachable East, page 71]
Typical Stats –
Mountain Spirit Folk Warrior
ST: |
10 |
HP: |
10 |
Speed: |
5 |
DX: |
10 |
Will: |
10 |
Move: |
5 |
IQ: |
10 |
Per: |
10 |
|
|
HT: |
10 |
FP: |
10 |
SM: |
+0 |
Dodge: |
8 |
Parry: |
9 |
DR: |
- |
Traits: Attractive; Early Maturation 2; Extended Lifespan 2; Night Vision 5; Pressure-Tolerant Lungs (Thin); Social Regard 1 (Respected); Speak With Animals (Magical; Specialized, Birds); Spirit Empathy (Specialized, Nature Spirits); Super Climbing 1; Terrain Adaptation (Uneven).
Skills: Shortsword-12.
River Spirit Folk [Unapproachable East, page 71]
Advantages: Amphibious [10]; Attractive [4]; Doesn’t Breathe (Gills, -50%) [10]; Extended Lifespan 2 [4]; Night Vision 5 [5]; Resistant to Noxious Water Effects (+3) [3]; Social Regard 1 (Respected) [5]; Speak Underwater [5]; Speak With Animals (Magical, -10%; Specialized, Fish, -50%) [10]; Spirit Empathy (Specialized, Nature Spirits, -50%) [5].
Typical Stats – River Spirit
Folk Warrior
ST: |
10 |
HP: |
10 |
Speed: |
5 |
DX: |
10 |
Will: |
10 |
Move: |
5 ground, 5 water |
IQ: |
10 |
Per: |
10 |
|
|
HT: |
10 |
FP: |
10 |
SM: |
+0 |
Dodge: |
8 |
Parry: |
9 |
DR: |
- |
Traits: Amphibious; Attractive; Doesn’t Breathe (Gills); Early Maturation 2; Extended Lifespan 2; Night Vision 5; Resistant to Noxious Water Effects (+3); Social Regard 1 (Respected); Speak Underwater; Speak With Animals (Magical; Specialized, Fish); Spirit Empathy (Specialized, Nature Spirits); Weakness (Immersion in saline water, 1d per 30 minutes).
Skills: Shortsword-12.
Creature Type: Humanoid (Spirit).
Bamboo Spirit Folk
[Oriental Adventures, page 192]
Advantages: Attractive [4]; Extended Lifespan 2 [4]; Night Vision 5 [5]; Outdoorsman 1 [10]; Resistant to Noxious Earth Effects (+3) [3]; Social Regard 1 (Respected) [5]; Speak With Animals (Magical, -10%) [23]; Spirit Empathy (Specialized, Nature Spirits, -50%) [5]; Terrain Adaptation (Undergrowth) [5].
Perks: Limited Camouflage (Forest) [1].
Creature Type: Humanoid (Spirit).
Typical Stats – Bamboo
Spirit Folk Warrior
ST: |
10 |
HP: |
10 |
Speed: |
5 |
DX: |
10 |
Will: |
10 |
Move: |
5 |
IQ: |
10 |
Per: |
10 |
|
|
HT: |
10 |
FP: |
10 |
SM: |
+0 |
Dodge: |
8 |
Parry: |
9 |
DR: |
- |
Traits: Attractive; Early Maturation 2; Extended Lifespan 2; Night Vision 5; Outdoorsman 1; Resistant to Noxious Earth Effects (+3); Social Regard 1 (Respected); Speak With Animals (Magical); Spirit Empathy (Specialized, Nature Spirits); Terrain Adaptation (Undergrowth).
Skills: Shortsword-12; Survival (Woodlands)-12.
Creature Type: Humanoid (Spirit).
Sea Spirit Folk [Oriental Adventures, page 192]
Advantages: Amphibious [10]; Attractive [4]; Doesn’t Breathe (Gills, -50%) [10]; Extended Lifespan 2 [4]; Night Vision 5 [5]; Pressure Support 1 [5]; Resistant to Noxious Fire Effects (+3) [3]; Social Regard 1 (Respected) [5]; Speak Underwater [5]; Spirit Empathy (Specialized, Nature Spirits, -50%) [5].
Typical Stats – Sea Spirit
Folk Warrior
ST: |
10 |
HP: |
10 |
Speed: |
5 |
DX: |
10 |
Will: |
10 |
Move: |
5 ground, 5 water |
IQ: |
10 |
Per: |
10 |
|
|
HT: |
10 |
FP: |
10 |
SM: |
+0 |
Dodge: |
8 |
Parry: |
9 |
DR: |
- |
Traits: Amphibious; Attractive; Early Maturation 2; Doesn’t Breathe (Gills); Extended Lifespan 2; Night Vision 5; Pressure Support 1; Resistant to Noxious Water Effects (+3); Social Regard 1 (Respected); Speak Underwater; Spirit Empathy (Specialized, Nature Spirits); Weakness (Immersion in fresh water, 1d per 30 minutes).
Skills: Shortsword-12; Weather Sense-10.
Creature Type: Humanoid (Spirit).
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