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* ''' ''':
 
* ''' ''':
 
* '''Non-Dextrous''': Antelopians can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Antelopians also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Non-Dextrous''': Antelopians can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Antelopians also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Languages''': Antelopians begin play speaking Zebrican or Camelu. Antelopians with a high Int score can choose from the following list of bonus languages: Antelopian Glyphs, Camelu, Cervidan, Equine, Herd Tounge, Zebrican
+
* '''Languages''': Antelopians begin play speaking Zebrican or Camelu. Antelopians with a high Int score can choose from the following list of bonus languages:  
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
  
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* ''' ''':
 
* ''' ''':
 
* '''Non-Dextrous''': Gazelles can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Gazelles also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Non-Dextrous''': Gazelles can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Gazelles also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Languages''': Gazelles begin play speaking Zebrican or Camelu. Gazelles with a high Int score can choose from the following list of bonus languages: Antelopian Glyphs, Camelu, Cervidan, Equine, Herd Tounge, Zebrican
+
* '''Languages''': Gazelles begin play speaking Zebrican or Camelu. Gazelles with a high Int score can choose from the following list of bonus languages:  
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
  
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* ''' ''':
 
* ''' ''':
 
* '''Non-Dextrous''': Giraffes can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Giraffes also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Non-Dextrous''': Giraffes can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Giraffes also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Languages''': Giraffes begin play speaking Zebrican or Camelu. Giraffes with a high Int score can choose from the following list of bonus languages: Antelopian Glyphs, Camelu, Cervidan, Equine, Herd Tounge, Zebrican
+
* '''Languages''': Giraffes begin play speaking Zebrican or Camelu. Giraffes with a high Int score can choose from the following list of bonus languages:  
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
  
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====Boardorian Racial Traits====
 
====Boardorian Racial Traits====
  
* +2 Strength, +4 Constitution, -2 Dexterity, -4 Charisma
+
* Stat Adjustments:
 
* '''Medium''': Boardorians are medium creatures and gain no special bonuses or penalties due to their size.
 
* '''Medium''': Boardorians are medium creatures and gain no special bonuses or penalties due to their size.
 
* '''Humanoid''': For the purposes of D&D rules, a Boardorian is considered to be a humanoid.
 
* '''Humanoid''': For the purposes of D&D rules, a Boardorian is considered to be a humanoid.
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* '''Iron Stomach''': Boardorians can stomach just about any organic material and use it as food. Quality is unimportant to a board’s survival – only quantity.
 
* '''Iron Stomach''': Boardorians can stomach just about any organic material and use it as food. Quality is unimportant to a board’s survival – only quantity.
 
* '''Non-Dextrous''': Boardorians can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Boardorians also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Non-Dextrous''': Boardorians can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Boardorians also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Languages''': Boardorians begin play speaking Boardic. Boardorians with a high Int score can choose from the following list of bonus languages: Canidan, Equine, Vaporian, Ursic, Tapiron
+
* '''Languages''': Boardorians begin play speaking Boardic. Boardorians with a high Int score can choose from the following list of bonus languages:  
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
  
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* '''Stability''': A Buffalo gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
 
* '''Stability''': A Buffalo gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
 
* '''Resilient''': Buffaloes gain a +4 bonus on the following checks and saves: Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, Fortitude saves made to resist damage from suffocation, and Fortitude saves against poisons that do not inflict stat damage.
 
* '''Resilient''': Buffaloes gain a +4 bonus on the following checks and saves: Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, Fortitude saves made to resist damage from suffocation, and Fortitude saves against poisons that do not inflict stat damage.
* '''Natural Armor''': The thick hides of the Buffaloes give them a +1 natural Fortitude Save bonus.
+
* '''Natural Armor''': The thick hides of the Buffaloes give them a +1 natural AC bonus.
 
* '''Non-Dextrous''': Buffaloes can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Buffaloes also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Non-Dextrous''': Buffaloes can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Buffaloes also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Skills''': Buffaloes always gain  Endurance as an automatic Class Skill
+
* '''Languages''': Buffaloes begin play speaking Herd Tounge. Buffaloes with a high Int score can choose from the following list of bonus languages: Equine, Voice of Thunder
* '''Languages''': Buffaloes begin play speaking Herd Tounge. Buffaloes with a high Int score can choose from the following list of bonus languages: Canidan, Equine, Griffin, Ursic, Vaporian, Voice of Thunder
 
 
* '''Talent Trees''': Buffaloes have access to the special racial talent tree "Overrun".
 
* '''Talent Trees''': Buffaloes have access to the special racial talent tree "Overrun".
 
* '''Level Adjustment''': +2 (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': +2 (Optional; most useful if combined with humanoid characters from other settings.)
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* ''' ''':
 
* ''' ''':
 
* '''Non-Dextrous''': Donkeys can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Donkeys also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Non-Dextrous''': Donkeys can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Donkeys also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Languages''': Donkeys begin play speaking Equine. Donkeys with a high Int score can choose from the following list of bonus languages: Camelu, Germane, Griffin, Cervidan, Herd Tounge, Ursic, Zebrican
+
* '''Languages''': Donkeys begin play speaking Equine. Donkeys with a high Int score can choose from the following list of bonus languages:  
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
  
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* ''' ''':
 
* ''' ''':
 
* '''Non-Dextrous''': Mules can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Mules also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Non-Dextrous''': Mules can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Mules also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Languages''': Mules begin play speaking Equine. Mules with a high Int score can choose from the following list of bonus languages: Camelu, Germane, Griffin, Cervidan, Herd Tounge, Ursic, Zebrican
+
* '''Languages''': Mules begin play speaking Equine. Mules with a high Int score can choose from the following list of bonus languages:  
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
  
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* ''' ''':
 
* ''' ''':
 
* '''Non-Dextrous''': Goats can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Goats also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Non-Dextrous''': Goats can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Goats also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Languages''': Goats begin play speaking Equine. Goats with a high Int score can choose from the following list of bonus languages: Camelu, Germane, Griffin, Cervidan, Herd Tounge, Ursic, Zebrican
+
* '''Languages''': Goats begin play speaking Equine. Goats with a high Int score can choose from the following list of bonus languages:  
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
  
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* ''' ''':
 
* ''' ''':
 
* '''Non-Dextrous''': Sheep can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Sheep also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Non-Dextrous''': Sheep can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Sheep also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Languages''': Sheep begin play speaking Equine. Sheep with a high Int score can choose from the following list of bonus languages: Camelu, Germane, Griffin, Cervidan, Herd Tounge, Ursic, Zebrican
+
* '''Languages''': Sheep begin play speaking Equine. Sheep with a high Int score can choose from the following list of bonus languages:  
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
  
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* ''' ''':
 
* ''' ''':
 
* '''Non-Dextrous''': Camelids can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Camelids also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Non-Dextrous''': Camelids can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Camelids also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Languages''': Camelids begin play speaking Camelu. Camelids with a high Int score can choose from the following list of bonus languages: Antelopian Glyphs, Cervidan, Equine, Herd Tounge, Tapiron, Zebrican
+
* '''Languages''': Camelids begin play speaking Camelu. Camelids with a high Int score can choose from the following list of bonus languages:  
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
  
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* ''' ''':
 
* ''' ''':
 
* '''Non-Dextrous''': Dromedans can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Dromedans also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Non-Dextrous''': Dromedans can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Dromedans also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Languages''': Dromedans begin play speaking Camelu. Dromedans with a high Int score can choose from the following list of bonus languages: Antelopian Glyphs, Cervidan, Equine, Herd Tounge, Tapiron, Zebrican
+
* '''Languages''': Dromedans begin play speaking Camelu. Dromedans with a high Int score can choose from the following list of bonus languages:  
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
  
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* ''' ''':
 
* ''' ''':
 
* '''Non-Dextrous''': Canidan Dogs can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Canidan Dogs also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Non-Dextrous''': Canidan Dogs can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Canidan Dogs also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Languages''': Canidan Dogs begin play speaking Canidan. Canidan Dogs with a high Int score can choose from the following list of bonus languages: Boardorian, Equine, Griffin, Herd Tounge, Tapiron, Ursic.
+
* '''Languages''': Canidan Dogs begin play speaking Canidan. Canidan Dogs with a high Int score can choose from the following list of bonus languages:  
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
  
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* ''' ''':
 
* ''' ''':
 
* '''Non-Dextrous''': Canidan Foxes can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Canidan Foxes also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Non-Dextrous''': Canidan Foxes can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Canidan Foxes also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Languages''': Canidan Fox begin play speaking Canidan. Canidan Foxes with a high Int score can choose from the following list of bonus languages: Boardorian, Equine, Griffin, Herd Tounge, Tapiron, Ursic.
+
* '''Languages''': Canidan Fox begin play speaking Canidan. Canidan Foxes with a high Int score can choose from the following list of bonus languages:  
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
  
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* ''' ''':
 
* ''' ''':
 
* '''Non-Dextrous''': Canidan Wolves can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Canidan Wolves also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Non-Dextrous''': Canidan Wolves can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Canidan Wolves also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Languages''': Canidan Wolves begin play speaking Canidan. Canidan Wolves with a high Int score can choose from the following list of bonus languages: Boardorian, Equine, Griffin, Herd Tounge, Tapiron, Ursic.
+
* '''Languages''': Canidan Wolves begin play speaking Canidan. Canidan Wolves with a high Int score can choose from the following list of bonus languages:  
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
  
 
-----
 
-----
  
===Cervidian Deer===
+
===Cervidan Deer===
  
 
====Description====
 
====Description====
  
* '''Physical Description''': On average, Deer are only a head taller than most ponies, and slimmer. They can have manes as elaborate as the Equines that usually take after autumn or earthly tones.
+
* '''Physical Desription''':
Males can have small to large antlers, and are distinguished from elk by the difference in height, patterns on their bodies, and a more delicate physical frame.
 
  
* '''Society''': Compared to the Elk, the deer are more curious, free-spirited, less hierarchical, and more competitive. Deer (like the Elk) are elemental magi, able to learn one (or more) of the elemental schools. They aren't as capable as most elk, but can easily best the average unicorn.
+
* '''Society''':
  
* '''Relations''': Often seen as the Elk's little brothers, they have managed to make allies with ponykind. Springy and fast, they are potent allies and life-long friends. Deer tend to come from forested lands, often filled with danger, and over the generations they have adapted to living in hostile areas.
+
* '''Relations''':
  
 
* '''Alignment and Religion''':
 
* '''Alignment and Religion''':
  
* '''Adventurers''': The deer are regal and proud race, said to have descended from the God King himself. Unlike the elk, the deer are not averse to travel and can usually be found anywhere– mainly (but not exclusively) in temperate climates.
+
* '''Adventurers''':
  
 
* '''Male Names''':
 
* '''Male Names''':
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* '''Female Names''':
 
* '''Female Names''':
  
====Cervidian Deer Racial Traits====
+
====Cervidan Deer Racial Traits====
  
* Stat Adjustments: +2 Dexterity, +2 Charisma, -2 Constitution
+
* Stat Adjustments:  
* '''Medium''': Cervidian Deer are medium creatures and gain no special bonuses or penalties due to their size.
+
* '''Medium''': Cervidan Deer are medium creatures and gain no special bonuses or penalties due to their size.
* '''Humanoid''': For the purposes of D&D rules, a Cervidian Deer is considered to be a humanoid.
+
* '''Humanoid''': For the purposes of D&D rules, a Cervidan Deer is considered to be a humanoid.
 
* '''Speed''': 40 feet (land)
 
* '''Speed''': 40 feet (land)
* '''Quadraped''': A Cervidian Deer may be considered to be mounted for the purpose of mounted feats.
+
* '''Quadraped''': A Cervidan Deer may be considered to be mounted for the purpose of mounted feats.
* '''Magical Antlers''': Most Cerviadians have an innate ability for magic. Cervidian Deer with an Intelligence Score of 11 or higher may use Mage Hand and Prestidigitation as at-will spell-like abilities with a caster level equal to their character level. Cervidans receive a +2 racial bonus on Use Magic checks to overcome spell resistance.
+
* ''' ''':
* '''Antlers''': All Cervidians may make a natural attack with their horns. The Antler deals 1d6 piercing damage
+
* ''' ''':
* '''Non-Dextrous''': Cervidian Deer can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Cervidan Deer also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
+
* '''Non-Dextrous''': Cervidan Deer can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Cervidan Deer also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Skills''': Cervidian Deer always gain Use Magic as an automatic Class Skill
+
* '''Languages''': Cervidan Deer begin play speaking Cervidan. Cervidan Deer with a high Int score can choose from the following list of bonus languages:  
* '''Talents''': Cervidian Deer have access to special racial Talent Trees (Low Magic, Acrobatics; see Racial Talents). Whenever they gain a talent from a class or otherwise, they may choose a racial talent instead.
 
* '''Languages''': Cervidian Deer begin play speaking Cervidan. Cervidian Deer with a high Int score can choose from the following list of bonus languages: Camelu, Equine, Griffin, Herd Tounge, Ursic, Zebrican
 
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
  
===Cervidian Elk===
+
===Cervidan Elk===
  
 
====Description====
 
====Description====
  
* '''Physical Description''': An elk's physique is comparable to Princess Celestia and is typically slimmer than Equines. They usually take after earthly tones, lighter than the Deer, but darker than the moose with the most visible feature being their mane (if they choose to grow it out) and majestic antlers. It is considered traditional to Elk to keep their manes short.
+
* '''Physical Desription''':
  
* '''Society''': Elk are very traditional. Their culture revolves around their broad understanding of magic, its nature and history, and the World Tree their home city, Concordia is built on. Its elementally enchanted seeds have many applications and make for a profitable export.
+
* '''Society''':
The Elk are elemental magi, able to learn any one of the elemental schools. They are some of the most powerful magi in the known world, and the best among the Cervids. Their magic can compare in power to some of the most powerful unicorns.
 
All elk, at birth, are named after a star. Only recently have some adopted a new custom of "earning" a new name once they've claimed their first elemental power. Conservative Cervids may choose to keep their star name in respect to their heritage.
 
Elk fawn often undergo a coming-of-age test, where they are tasked to demonstrate their magic. The test differs from location to location, but they usually made to seem dangerous, when in truth they are completely harmless. In Concordia, most fawn are sent into the Eternal Forest, beneath the World Tree, and told to find a specific root to mark their name onto it.
 
  
 
* '''Relations''':
 
* '''Relations''':
Elk kind are powerful and are seen with respect and awe. Lesser races have cowered and asked for there assistance for generations. There wills and whimsies have shaped nations around Concordia. Unfortunately, the Elk know this. To put it bluntly, history is all they have.
 
  
 
* '''Alignment and Religion''':
 
* '''Alignment and Religion''':
  
* '''Adventurers''': The elk are among the oldest races, and are experts on the nature of magic and ancient lore. Stubborn and proud traditionalists – they take great pride in their heritage and magical prowess, often looking down on those that can't use magic and believing themselves to be the world's true guardians. Despite that, they tend to remain in their homelands and are not usually the adventurous sort.
+
* '''Adventurers''':
  
 
* '''Male Names''':
 
* '''Male Names''':
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* '''Female Names''':
 
* '''Female Names''':
  
====Cervidian Elk Racial Traits====
+
====Cervidan Elk Racial Traits====
  
* Stat Adjustments: +2 Strength, +2 Constitution, -2 Dexterity
+
* Stat Adjustments:  
* '''Medium''': Cervidian Elk are medium creatures and gain no special bonuses or penalties due to their size.
+
* '''Medium''': Cervidan Elk are medium creatures and gain no special bonuses or penalties due to their size.
* '''Humanoid''': For the purposes of D&D rules, a Cervidian Elk is considered to be a humanoid.
+
* '''Humanoid''': For the purposes of D&D rules, a Cervidan Elk is considered to be a humanoid.
 
* '''Speed''': 40 feet (land)
 
* '''Speed''': 40 feet (land)
* '''Quadraped''': A Cervidian Elk may be considered to be mounted for the purpose of mounted feats.
+
* '''Quadraped''': A Cervidan Elk may be considered to be mounted for the purpose of mounted feats.
* '''Magical Antlers''': Most Cerviadians have an innate ability for magic. Cervidian Elk with an Intelligence Score of 11 or higher may use Mage Hand and Prestidigitation as at-will spell-like abilities with a caster level equal to their character level. Cervidans receive a +2 racial bonus on Use Magic checks to overcome spell resistance.
+
* ''' ''':
* '''Antlers''': All Cervidians may make a natural attack with their horns. The Antler deals 1d6 piercing damage
+
* ''' ''':
* '''Non-Dextrous''': Cervidian Elk can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Cervidan Elk also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
+
* '''Non-Dextrous''': Cervidan Elk can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Cervidan Elk also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Skills''': Cervidian Elk always gain Use Magic as an automatic Class Skill
+
* '''Languages''': Cervidan Elk begin play speaking Cervidan. Cervidan Elk with a high Int score can choose from the following list of bonus languages:  
* '''Talents''': Cervidian Elk have access to special racial Talent Trees (Low Magic, High Magic; see Racial Talents). Whenever they gain a talent from a class or otherwise, they may choose a racial talent instead.
 
* '''Languages''': Cervidian Elk begin play speaking Cervidan. Cervidian Elk with a high Int score can choose from the following list of bonus languages: Camelu, Equine, Griffin, Herd Tounge, Ursic, Zebrican
 
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
  
===Cervidian Moose===
+
===Cervidan Moose===
  
 
====Description====
 
====Description====
  
* '''Physical Description''': The bulkest of the cervids, the Moose are hulking creatures with massive antlers, easily larger than most elk. They have longer muzzles and their antlers' shape is distinct to their race.
+
* '''Physical Desription''':
  
* '''Society''': The moose consider their ships and sea ports their homes. They spend most of their lives out at sea, usually on vessels they built themselves.
+
* '''Society''':
They make for the best shipwrights and navigators, if you can convince one to join your crew. They are seldom motivated by wealth and revenge – preferring adventure.
 
The moose are the only Cervids that can't use magic. However, they have the uncanny ability to detect the flow of ley in the sea, which allows them to navigate even the most perilous of seas. Some say this sense even extends to a very simple kind of precognition when on the sea.
 
  
* '''Relations''': The quiet big guy in the family that makes up Cervidia. They are often said to be master's of water, and can shape it like pegusi do clouds. This is wrong. However, more often than not, the moose you are looking at right now was probably born in a boat, or at least in a port city you probably could not even find on a map.
+
* '''Relations''':
  
 
* '''Alignment and Religion''':
 
* '''Alignment and Religion''':
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* '''Female Names''':
 
* '''Female Names''':
  
====Cervidian Moose Racial Traits====
+
====Cervidan Moose Racial Traits====
  
* Stat Adjustments: +2 Strength +2 Constitution, -2 Wisdom
+
* Stat Adjustments:  
* '''Medium''': Cervidian Moose are medium creatures and gain no special bonuses or penalties due to their size.
+
* '''Medium''': Cervidan Moose are medium creatures and gain no special bonuses or penalties due to their size.
* '''Humanoid''': For the purposes of D&D rules, a Cervidian Moose is considered to be a humanoid.
+
* '''Humanoid''': For the purposes of D&D rules, a Cervidan Moose is considered to be a humanoid.
 
* '''Speed''': 40 feet (land)
 
* '''Speed''': 40 feet (land)
* '''Quadraped''': A Cervidian Moose may be considered to be mounted for the purpose of mounted feats.
+
* '''Quadraped''': A Cervidan Moose may be considered to be mounted for the purpose of mounted feats.
 +
* ''' ''':
 
* ''' ''':
 
* ''' ''':
* '''Antler''': All Cervidians may make a natural attack with their horns. The Antler deals 1d6 piercing damage
+
* '''Non-Dextrous''': Cervidan Moose can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Cervidan Moose also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid characters from other settings.)
* '''Non-Dextrous''': Cervidian Moose can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Cervidian Moose also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid characters from other settings.)
+
* '''Languages''': Cervidan Moose begin play speaking Cervidan. Cervidan Moose with a high Int score can choose from the following list of bonus languages:  
* '''Skills''': Cervidian Moose always gain Swim as an automatic Class Skill
 
* '''Talents''': Cervidian Moose have access to special racial Talent Trees (Fisherman, Wave Working; see Racial Talents). Whenever they gain a talent from a class or otherwise, they may choose a racial talent instead.
 
* '''Languages''': Cervidian Moose begin play speaking Cervidan. Cervidian Moose with a high Int score can choose from the following list of bonus languages: Camelu, Equine, Griffin, Herd Tounge, Ursic, Zebrican
 
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
===Cervidian Reindeer===
 
 
====Description====
 
 
* '''Physical Description''': Reindeer have the lightest frames among the Cervids, with a thinner muzzle and forward reaching antlers. When using magic, their antlers glow the color of their eyes.
 
 
* '''Society''': Reindeer are a strange lot. Tending to live up north, they are known to be able to fly without wings. Having a sort of kindred to the frost and snow, they are known to be experts in the fields they choose to learn about. Some have said that there minds are "up in the clouds" because of there strange ideas, some saying that there magic effects there minds. Most reindeer have a capacity for magic which far exceeds their mind's capacity, allowing them to wield an unimaginable amount of power, but at the cost of their sanity. They slowly lose control of emotions and cognitive ability, becoming savage, and in some fringe cases, disintegrating the host.
 
 
* '''Relations''': The reindeer take to secluded mountain-tops and forests anywhere in the Known World (except for the Old World), though they don't usually want to be found.
 
 
* '''Alignment and Religion''':
 
 
* '''Adventurers''': Due to their incredible potential for magic, the reindeer are reclusive and try to avoid confrontation and attention. They often become bodyguards or couriers.
 
 
* '''Male Names''':
 
 
* '''Female Names''':
 
 
====Cervidian Reindeer Racial Traits====
 
 
* Stat Adjustments: +2 Dexterity, +2 Intelligence, -2 Constitution
 
* '''Medium''': Cervidian Reindeer are medium creatures and gain no special bonuses or penalties due to their size.
 
* '''Humanoid''': For the purposes of D&D rules, a Cervidian Reindeer is considered to be a humanoid.
 
* '''Speed''': 40 feet (land)
 
* '''Quadraped''': A Cervidian Reindeer may be considered to be mounted for the purpose of mounted feats.
 
* '''Magical Flight''': Reindeer have the ability to fly as Pegasi, but without wings. However, they take -5 to any check while flying, due to the magical nature of there flight requiring constant attention and vigilance.
 
* '''Magical Antlers''': Most Cerviadians have an innate ability for magic. Cervidian Reindeer with an Intelligence Score of 11 or higher may use Mage Hand and Prestidigitation as at-will spell-like abilities with a caster level equal to their character level. Cervidans receive a +2 racial bonus on Use Magic checks to overcome spell resistance.
 
* '''Antlers''': All Cervidians may make a natural attack with their horns. The Antler deals 1d6 piercing damage
 
* '''Rein's Folly''': This curse is referred to as Rein's Folly, and comes from a fawntale in Cervid mythology where two thieves (one a reindeer, one a moose) stole magic from the elk. The magic was too great for the reindeer to contain, destroying him and cursing all reindeer for his folly. Whenever a Reindeer succeeds on a Use Magic roll, roll another d20 and consult the following table.
 
Table: Rein's Folly
 
<table width=90% border=1 cellpadding=0 cellspacing=2>
 
<tr bgcolor=#999999><td><b>Roll Result</b></td><td><b>Effect</b></td></tr>
 
<tr><td>1</td><td>character permanently looses 1 Wisdom</td></tr>
 
<tr><td>2-3</td><td>spell deals 1d4 mental levels to character</td></tr>
 
<tr><td>4-5</td><td>spell drains additional fatigue from all allied characters in range</td></tr>
 
<tr><td>6-7</td><td>spell deals 1d3 Wisdom damage to character</td></tr>
 
<tr><td>8-9</td><td>spell drains additional fatigue from random allied character</td></tr>
 
<tr><td>10–11</td><td>spell deals one mental level to character</td></tr>
 
<tr><td>12-13</td><td>spell drains double fatigue from character</td></tr>
 
<tr><td>14–19</td><td>spell works normal</td></tr>
 
<tr><td>20</td><td>spell doubles range, duration or effect</td></tr>
 
</table>
 
* '''Non-Dextrous''': Cervidian Reindeer can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Cervidian Reindeer also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Skills''': Cervidian Reindeer always gain Use Magic and Fly as automatic Class Skills
 
* '''Talents''': Cervidian Reindeer have access to special racial Talent Trees (Flying, Low-Magic; see Racial Talents). Whenever they gain a talent from a class or otherwise, they may choose a racial talent instead.
 
* '''Languages''': Cervidian Reindeer begin play speaking Cervidan. Cervidian Reindeer with a high Int score can choose from the following list of bonus languages: Camelu, Equine, Griffin, Herd Tounge, Ursic, Zebrican
 
* '''Level Adjustment''': +1 (Optional; most useful if combined with humanoid characters from other settings.)
 
  
 
-----
 
-----
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* '''Semi-Dextrous''': Griffon can grasp one item (with their beak) while walking on the ground and up to two more (with their talons) while gliding, or in flight. They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Griffon also suffer -5 to all checks needing fingers, due to the low dexterity of their talons. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Semi-Dextrous''': Griffon can grasp one item (with their beak) while walking on the ground and up to two more (with their talons) while gliding, or in flight. They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Griffon also suffer -5 to all checks needing fingers, due to the low dexterity of their talons. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Skills''': Griffon always gain Fly as an automatic Class Skill
 
* '''Skills''': Griffon always gain Fly as an automatic Class Skill
* '''Languages''': Griffon begin play speaking Equine or Vaporian and reading as well as writing Griffin. Griffon with a high Int score can choose from the following list of bonus languages: Cervidan, Equine, Germane, Ibese, Ursic, Vaporian
+
* '''Languages''': Griffon begin play speaking Equine and Griffin. Griffon with a high Int score can choose from the following list of bonus languages:  
 
* '''Level Adjustment''': +1 (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': +1 (Optional; most useful if combined with humanoid characters from other settings.)
  
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* ''' ''':
 
* ''' ''':
 
* '''Non-Dextrous''': Ibex can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Ibex also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Non-Dextrous''': Ibex can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Ibex also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Languages''': Ibex begin play speaking Ibese. Ibex with a high Int score can choose from the following list of bonus languages: Cervidan, Equine, Germane, Griffin, Vaporian
+
* '''Languages''': Ibex begin play speaking Ibese. Ibex with a high Int score can choose from the following list of bonus languages:  
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
  
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* ''' ''':
 
* ''' ''':
 
* '''Non-Dextrous''': Llamas can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Llamas also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Non-Dextrous''': Llamas can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Llamas also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Languages''': Llamas begin play speaking Llamanol. Llamas with a high Int score can choose from the following list of bonus languages: Boardorian, Canidan, Equine, Herd Tounge, Ursic, Vaporian.
+
* '''Languages''': Llamas begin play speaking Tapiron. Llamas with a high Int score can choose from the following list of bonus languages:  
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
  
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* '''Down to Earth''': Zebras automatically have an arcane spell failure chance of 15%. This percentage is counted, as if the Zebra was wearing light armor, and may be modified as such.
 
* '''Down to Earth''': Zebras automatically have an arcane spell failure chance of 15%. This percentage is counted, as if the Zebra was wearing light armor, and may be modified as such.
 
* '''Non-Dextrous''': Zebras can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Zebras also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Non-Dextrous''': Zebras can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Zebras also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Languages''': Zebras begin play speaking Zebrican. Earth Zebras with a high Int score can choose from the following list of bonus languages: Antelopian Glyphs, Camelu, Cervidan, Equine, Herd Tounge, Tapiron
+
* '''Languages''': Zebras begin play speaking Zebrican. Earth Zebras with a high Int score can choose from the following list of bonus languages: Antelopian, Camelu, Cervidan, Equine, Herd Tounge, Tapiron
 
* '''Cutie Mark''': Like a pony, Zebras have the option to take a cutie mark at Level 3; see [[MLP Cutie Marks]] for details.
 
* '''Cutie Mark''': Like a pony, Zebras have the option to take a cutie mark at Level 3; see [[MLP Cutie Marks]] for details.
 
* '''Level Adjustment''': +1 (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': +1 (Optional; most useful if combined with humanoid characters from other settings.)
Line 804: Line 742:
 
* ''' ''':
 
* ''' ''':
 
* '''Non-Dextrous''': Pegasus Zebras can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Pegasus Zebras also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Non-Dextrous''': Pegasus Zebras can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Pegasus Zebras also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Languages''': Pegasus Zebra begin play speaking Zebrican. Pegasus Zebras with a high Int score can choose from the following list of bonus languages: Camelu, Cervidan, Equine, Herd Tounge, Tapiron, Vaporian
+
* '''Languages''': Pegasus Zebra begin play speaking Zebrican. Pegasus Zebras with a high Int score can choose from the following list of bonus languages:  
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
  
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* ''' ''':
 
* ''' ''':
 
* '''Non-Dextrous''': Unicorn Zebras can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Unicorn Zebras also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
 
* '''Non-Dextrous''': Unicorn Zebras can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Unicorn Zebras also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
* '''Languages''': Unicorn Zebra begin play speaking Zebrican. Unicorn Zebras with a high Int score can choose from the following list of bonus languages: Antelopian Glyphs, Camelu, Cervidan, Equine, Herd Tounge, Tapiron
+
* '''Languages''': Unicorn Zebra begin play speaking Zebrican. Unicorn Zebras with a high Int score can choose from the following list of bonus languages:  
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
 
* '''Level Adjustment''': + (Optional; most useful if combined with humanoid characters from other settings.)
  
 
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