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Races
Nov 24, 2014 12:36:03 GMT -8
Post by Joseph Barros on Nov 24, 2014 12:36:03 GMT -8
Here is where you will find information about new races, and any significant RP differences between core races and their Dark Sun counterparts.
DWARVES ELVES HALF-ELVES HALF-GIANTS -- (Munchkins be warned. The drawbacks will NOT just be the occasional nuisance.) HALFLINGS MULS
THRI-KREEN -- (Nevermind. No freakin' clue how to homebrew this one without it being significantly stronger than any other race while still remaining true to the source material. If you are passionate about playing one, do it yourself and send me a proposal no less than two weeks in advance. After that there is zero chance of anybody playing one.) HUMANS
These are the only available races. You may not choose any other race from the player's handbook, since those races were wiped off in one genocide or another in the long history of Athas. This is not sarcasm. Sarcasm was also wiped out in one genocide or another in the long history of Athas. As I review my Dark Sun material, some subraces may also be removed as options.
Bolded descriptions are mechanics related. Everything else describes the Athasian version of the race to aid role-play in Dark Sun.
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Races
Dec 18, 2014 16:26:36 GMT -8
Post by Joseph Barros on Dec 18, 2014 16:26:36 GMT -8
DWARVES
While performing tasks that are directly related to his focus, a dwarf receives a +1 bonus to all his saving throws and a +2 bonus to all his proficiency rolls (or +10 to any percentile roll).
A dwarfs chief love is toil. A dwarf is never happier than when there is a cause to work or fight for, something he can approach with stoic singlemindedness for weeks, months, years, or even decades at a time. Once a dwarfs mind is committed to a certain task, hell only set it aside after a great deal of grumbling and coercion. The fulfillment he achieves upon completion of a lengthy, difficult task is what he strives for.
The task to which a dwarf is presently committed is referred to as his focus. A dwarfs focus must be a feat requiring at least one week to complete. Shorter term goals cannot be considered a focus. Actually, a dwarfs commitment to his focus is based in his physiology-those who complete their lives before they complete their foci live out their afterlives as banshees in the wastes, haunting their unfinished works!
By nature, dwarves are nonmagical and never use magical spells. This restriction does not apply to cleric or templar spells. An Athasian dwarf takes notice of other beings based upon his focus. If the other being is also actively committed to the dwarfs focus, the dwarf will consider him a sensible and dependable companion. If, however, the other being is vehemently opposed to the dwarfs focus, the two will be irrevocably at odds until one or the other is dead. There is very little room for compromise in the mind of a dwarf.
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Races
Dec 18, 2014 16:33:09 GMT -8
Post by Joseph Barros on Dec 18, 2014 16:33:09 GMT -8
ELVES
You may only choose High Elf
Elves gain advantage on initiative rolls when in the wilderness or wastes of Athas. If the entire party is elves, non-elven enemies also suffer disadvantage on initiative rolls.
Also, An elf is conditioned to run quickly over sandy and rocky terrain, sometimes for days at a time -an elf warrior can cross better than 50 miles per day.
Elves are all brethren within their own tribe, but regard all outsiders as potential enemies. There is no racial unity among the elves-an elf from outside the tribe is just as much a foe as a human, halfling, or thri-kreen. Acceptance of an outsider by an individual elf can be achieved, but trust will only develop over time. Acceptance of an outsider by an entire tribe is also possible, but rare. It is usually only awarded after some great sacrifice has been made on behalf of the tribe-many outsiders have been accepted posthumously into elven desert tribes.
Individually, tribal elves are swift, sure, and self-reliant in the extreme. An elven war party on the move is a deadly force of endurance and maneuverability. Elves use no beasts of burden for personal transportation, though they do sometimes engage kanks and similar creatures for baggage or raw materials transport. It is dishonorable among elves to ride on an animal unless wounded and near death-even pregnant women and old elves are expected to keep up with the tribe or be left behind.
A player character elf can be from a wild, tribal background or from a city state upbringing-there are many elves that have settled in the cities as bazaar vendors, and still many more that have been dragged there in chains.
Elves have no great love of creatures outside their tribe. Even when found in the company of others, an elf will keep to himself, often camping near but not directly with his companions. When encountering outsiders, an elf will often fabricate tests of trust and friendship. For instance, an elf might leave a valuable object in the open to see if his new companions attempt to steal it. After a series of such tests, the elf will gradually learn to trust or distrust the outsiders. The severity of these tests of loyalty may take an alarmingly dangerous turn, even revolving around life-threatening situations, before an elf accepts an outsider as an equal. Elves never ride on beasts of burden. They prefer to run everywhere they travel, even when running might prove slower or others in the elfs party will be taking animal or magical transportation.
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Races
Dec 18, 2014 16:42:21 GMT -8
Post by Joseph Barros on Dec 18, 2014 16:42:21 GMT -8
HALF ELF
Half-elf characters begin with proficiency in survival for one specific type of terrain. Available choices are stony barrens, sandy wastes, rocky badlands, mountains, scrub plains, forest, salt flats, or boulder fields.
Half-elves have advantage on nature checks related to animal handling.
Half-elves pride themselves on their self-reliance. A player with a half-elf character should keep this in mind and apply it whenever possible.For example, when a half-elf is part of a largerparty of characters, he will rarely eat of the meal prepared by the others, nor will he use the fire set for the camp. He will instead hunt for his own food, cook and eat it by himself, away from the others. A half-elf character will discuss strategy with his companions when he has them, and will cooperate as necessary, but will always seem semi-detached and aloof.
Despite their self-reliance, when faced with elves or humans, half-elves often find themselves looking for acceptance. For instance, when among elves, a half-elf will go out of his way to prove just how elven he is, by running great distances with them and observing other social and cultural rituals with the elves. These efforts, however, are mostly lost on the elves and therefore serve no purpose. The half-elfs behavior is seen by some as slightly irrational, but only by those who are comfortably wrapped in the blankets of racial acceptance; having none leaves half-elves out in the bitterest cold.
A half-elfs a life is typically hardened by the intolerance of others. Neither fully human nor fully elven, half-elves rarely find acceptance with either race. Elves are especially intolerant, at times driving mothers of half-elven infants from their camps into the desert. Humans are more apt to accept half-elves as allies or partners, but seldom accept them into their homes, clans, or families. Rarely do half-elves congregate in great enough numbers to form communities of their own, so they remain outsiders, forever wandering from situation to situation without a people, land, or village to call home.
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Races
Dec 18, 2014 16:59:46 GMT -8
Post by Joseph Barros on Dec 18, 2014 16:59:46 GMT -8
HALF GIANT
Create a Half Giant exactly as you would a Half-Orc except you gain an additional +1 to strength.
In addition, once per long rest, may change one of either your flaws, ideals, or bonds. This change must reflect some encounter or relationship from the day. This change occurs upon waking up.
Half-Giants gain double hit points per level gained.
All personal items such as clothes, armor, weapons, food, etc. cost double. Other considerations, such as transportation or lodging, are also considerably more expensive when they are available at all. In areas not dominated by half-giants, things such as buildings, furniture, wagons, boats, etc. aren't made to support their weight. Even in cities, they tend to camp outside to avoid destroying things.
Half Giants require twice the normal daily requirements of food and water.
Though no one knows for certain, half-giants seem to be a fairly young race, perhaps only a few tens of centuries old. There is no half-giant culture common to all of their kind. On the contrary, having insufficient history and overall intelligence to have their own culture, half-giants tend to readily adopt the cultures of other creatures they admire or associate with. Half-giants are very imitative creatures, eager to fit into new situations as they present themselves.
Half-giants sometimes collect into communities of their own, though they most often adopt the culture and customs of those creatures that are nearby. When near an elven nation, for instance, halfgiants will form their own hunting and raiding parties, adopting the ways of the elven marauders. They wont mix with the elves, neither will they fight with them. In most instances, imitative half-giant communities will compete directly with the race whom they are likening themselves to. It is their great size and combat prowess that keeps their competitors at a safe distance.
Half-giants can switch their attitudes very quickly, taking on new values to fit new situations. A halfgiant whose peaceful farming life is disrupted by marauders may soon adopt the morals of the very renegades who sacked his village.
Half-giants are friendly and eager to please those they meet. Others who accept them find that half-giants quickly adopt their lifestyles and skills, even their values. A half-giant character who is presented with a new situation should examine the roles of the people there, determine where he might best fit in, and then start performing the tasks necessary.
For example, a half-giant character who happens upon a dwarven stone quarry may watch the dwarves, then start quarrying stone himself. He wont work with the dwarves, necessarily but, if he can make a living at it, he will continue to quarry stone just like his neighbor dwarves do.
This is not to say, however, that half-giants are strictly bound to perform as those they see around them, nor are they restricted from moving on. On the contrary, if the situation is not beneficial or if the half-giant would not perform well (living in the trees like the halflings, for instance), he wont imitate it. Also, half-giants are not bound to a piece of work or a lifestyle the way other races are. They seldom have regrets or reminiscences about what has gone before. They simply aren't as emotionally attached to their lives or works.
Persons playing a half-giant character should be prepared to switch goals and lifestyles easily, usually based on the charismatic individuals their character meets. Remember, though, that due to size alone, half-giants make excellent fighters. Always remember their great size and roleplay accordingly. Dungeon Masters should not mindlessly allow the character to fit easily through human-sized doorways or ride in a tiny wagon. Similarly, they must not forget that he can see in many second story windows, reach things humans cannot, and lift things humans would never consider lifting.
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Races
Dec 18, 2014 17:06:53 GMT -8
Post by Joseph Barros on Dec 18, 2014 17:06:53 GMT -8
HALFLINGS -- No mechanical differences from core rule book. RP there are many differences
Halflings possess a great deal of racial unity. Though divided politically into separate villages and communities, halflings have great respect for their race as a whole. Political differences between them are settled wherever possible peaceably, through ritual and custom, most often under the direction of their clerical leaders, the shaman witch doctors.
On a personal level, halflings relate very well to one another, well enough to have built a considerable culture rich in art, song, and other expressive communication. However, they tend to rely heavily on their culture for communication, a culture that both parties in a conversation are assumed to understand. It is difficult or a halfling to compensate in conversation for a listener who isnt intimately familiar with halfling culture, and as such they easily become frustrated with outsiders. Depending upon how official a meeting is, outsiders often have to take great pains to learn local customs merely to communicate with the halflings in question. Of course, halflings who have travelled widely outside their traditional jungle home have a much greater tolerance of those with a lack of halfling culture; so much so that they can communicate easily and without frustration.
Halfling culture is fabulously diverse, but difficult for other races to comprehend. A complete history of their culture, if such a thing existed, would speak volume upon volume of complex social change, inspirational clerical leaders, and in-depth personal studies of the halfling and his duty to his jungle home. Conspicuous in their absence would be references to great wars of conquest or tremendous monetary wealth-the yardsticks by which other races measure cultural success. Halfling culture cares for the individuals inward being, his identity and spiritual unity with his race and environment. Their culture does not provide for more traditional values, and vices such as greed and avarice are particularly discouraged.
Halflings are very comfortable when in their own groups. While not afraid to adventure on their own among other races, they tend to have a difficult time adjusting to other customs and points of view. However, being generally open-minded, rather than becoming abrasive or combative, halflings tend to be curious and, at times, utterly confused by the behavior of others.
To quell their own confusion, their curiosity demands that they attempt to learn many of the customs of those they confront on the outside world. This is not to say that a halfling character will adopt these customs. On the contrary, they will almost certainly not, but a wide variety of experience is encouraged by the clerical teachings of halfling witch doctorsthey see the customs of others as no threat to their own and as a welcome chance to learn through a different point of view.
The accomplishments that are normally held in high esteem by other races are completely alien to halflings. For example, tremendous booty from an adventure might tantalize other races, but a halfling would, instead, be concerned with how his part in the adventure will help advance halfling culture, his own knowledge or inner well-beingthe treasure would not be a consideration for the halfling.
Also, whereas many other races will think less of halflings because of their small size, they quite honestly see great bulk as a drawback in others. They are usually prepared to respond to short comments with their own philosophical views on the virtue of stealth, speed, etc.
When among others of his kind, a halfling will never cross or lie to his brethren. They will help each other in times of need, regardless of danger.
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Races
Dec 18, 2014 17:07:55 GMT -8
Post by Joseph Barros on Dec 18, 2014 17:07:55 GMT -8
HUMANS -- No changes.
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Races
Dec 18, 2014 17:16:25 GMT -8
Post by Joseph Barros on Dec 18, 2014 17:16:25 GMT -8
MUL
Create a Mul exactly as you would a mountain dwarf
Muls don't suffer exhaustion as fast as other races. See below: Heavy Labor (stone construction, running, quarry work) = 24 + con bonus hours Medium Labor (light construction, mining, jogging) = 36 + con bonus hours Light Labor (combat training, walking encumbered) = 48 + con bonus hours Normal Activity (walking, conversation) = Con bonus days
A mul (pronounced: mül) is an incredibly tough crossbreed of a human and dwarf. They retain the height and cunning of their human parent, plus the durability and raw strength of their dwarven heritage. Muls are usually the products of the slave pits-owners recognize the muls assets as gladiators and laborers, and so order the births of as many muls as can be managed within the ranks of their slaves. Muls are born sterile they cannot perpetuate their kind.
A full-grown mul stands 6 to 6½ feet tall and weighs 240-300 pounds. They are fair skinned, sometimes tending toward a copperish coloration. Their dwarven ancestry gives them a well-muscled frame and an incredible constitutionmul laborers can perform heavy work for days at a time without stopping. Muls have stern facial features. They are unmistakably human in appearance, though their ears are swept back and lightly pointed. Most muls, whether male or female, have no hair or beard. Born as they are to lives of slave labor, with the taskmasters whip taking the place of parents and family, muls are given to a gruff personality and violent reactions. Understandably, many never seek friends or companionship but live out their lives in servitude, driven by hatred and spite. Most, however, learn who to trust in the slave pits and who not to, gaining favor and reputation among the other slaves.
Many slave muls have either escaped or otherwise won their freedom and now live independent lives all over Athas. Of these, a large percentage have bartered their combat prowess, making their way as soldiers or guards. A few others, given to more cerebral pursuits, have turned to priestly devotions or the mental disciplines of psionics.
Muls are slaves, true, but when they are doing well in the arena, they are the most pampered slaves. It is expensive to generate and maintain a stable of muls, and their owners protect their large investments with special treatment and considerations. Its rare that a mul who does his work well receives particularly harsh treatment as a slave. Thus, they often dont see their slavery as all that bad a deal. Of course, when their arena or work performance is lacking, discipline is cruelly reinstated.
Like their dwarven parent, a mul who sets his mind on freedom or disruption among the other slaves is rarely kept on hand. They most often are sold or traded from owner to dissatisfied owner until they are eventually relegated to harsh labor in a remote area or sent to the gladiator pits.
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