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 Module: Races

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Kiri-Jolith
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PostSubject: Module: Races   Tue Apr 07, 2009 10:59 pm

v0.02



Several centuries ago, the most evil of the Theiwar departed the depths to delve new kingdoms closer to the surface. Now well-established in many parts of Krynn, these powerful dwarves have established a merciless culture where one can only ascend by slaying all opposition. They worship the idea of might, and believe whoever holds power has the authority to steal from, torment, or kill anyone they wish. They look like stockier versions of mountain dwarves, with the same smooth cheeks and light-brown skin tones, but their eyes tend toward deep brown or violet.

Ability Adjustments: +2 Con, -4 Cha.
Favored Class (Rogue)

Special Abilities:

- Stonecunning: +2 racial bonus on Search checks made in subterranean areas.
- Darkvision: Dwarves are able to see in the dark.
- Hardiness vs. Poisons: +2 racial bonus on saving throws against poisons.
- Hardiness vs. Spells: +2 racial bonus on saving throws against spells.
- Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs.
- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears).
- Defensive Training vs. Giants: +4 dodge bonus to AC against giants.
- Skill Affinity (Lore): +2 racial bonus to Lore checks.
- +2 Racial Bonus to Hide, Listen, and Move Silently.
- Light Sensitivity: -2 Penalty on Attacks, Saves, and Checks in daylight or within range of a Daylight spell.

ECL: 2 + Class Levels





The Hylar claim to be the oldest dwarven "race". Their name means "highest" and Hylar dwarves are to be found in leadership roles - thanes, religious leaders, war leaders and so on. The Hylar have the best equipped and trained army too.

Hylar receive the same bonuses as other dwarves.

+2 Diplomacy, Persuade, & Discipline





The Klar form the lowest caste of "true" dwarves, performing the menial tasks of farming, mining and general construction. Klar also form the bulk of foot-soldiers in a dwarven army.

The Klar receive the same bonuses as other dwarves.

+2 Discipline, +2 Craft
Starts with all level 1 & level 2 crafting recipes.





The Neidar ("nearest") were dwarves that chose to live outside the mountain kingdom, closer to humans and elves. They were mainly Klar farmers but were joined by Daewar merchants and a few Hylar. Over the years the Neidar came to be considered a new caste, unrelated to the other three (although ties were strongest to the Klar, with a certain cultural emphasis in hard work and simple living). Neidar are often termed "hill dwarves" by humans but it is not an expression they use themselves.

The Neidar receive the same bonuses as other dwarves.

+2 Craft, +2 Survival
Starts wtih all level 1 & level 2 crafting recipes.



DAEWAR
+2 Appraise, +2 Bluff, +2 Persuade





In the early days of dwarven society, the Magi of High Sorcery taught magic to the dwarves but it quickly became apparent that the magical powers had an unpleasant effect on them. Magic-using dwarves became twisted in mind and body, and were referred to by the other dwarves as "derro" - degenerate. These derro formed their own caste within dwarven society, the Theiwar, or "thankless" since they felt that they had been betrayed by their own kind through no fault of their own. The Towers of High Sorcery stopped teaching the dwarves, but the Theiwar already knew much of their magical theory and it was passed down throughout the ages. Theiwar practice their magic without the controls placed on High Sorcerers, and there are rumours of dealings with demonic forces.

Theiwar share the same racial abilities as other dwarves except as follows:

+2 Constitution, -4 Charisma

+3 to Will saves versus Spells & Spell Like Abilities

Light Sensitivity: -2 Penalty on Attacks, Saves, and Checks in daylight or within range of a Daylight spell.

+1 Knowledge - Arcana

Favored Class: Wizard
ECL: 1 + Class Levels.





The most obscure and isolated of the dwarven races, the Zhakar suffer under a terrible mold plague that has nearly decimated them and left them disfigured. They dwell alone in the lost dwarven kingdom of Thoradin, away from the other dwarf races. Many say these dwarves are in fact a crossbreed of dwarves and humans, but no Zhakar has ever dignified this assertion with a response. Their leaders are savants, powerful sorcerers like those among the Theiwar. They are known for their patience and diligence, which exceed even that of other dwarves, and are so used to suffering that it seldom deters their determination.

Zhakar share the same racial abilites as other dwarves except as follows:

-2 Strength, +4 Dextertiy, +2 to Constitution, and -4 to Charisma

Spell Resistance: 18

Light Sensitivity: -2 Penalty on Attacks, Saves, and Checks in daylight or within range of a Daylight spell.

ECL: 2 + Class Levels





One dwarven sub-group that is considered both caste and race are the Aghar ("anguished"), known coloquially as "gully dwarves". These pathetic creatures are thought to be a cross-breed between dwarf and gnome, but they have inherited nothing but bad genes. Aghar are considered beneath even derro, and not true dwarves, but the Council of Thanes recognises them as a separate caste out of some dwarven filial loyalty.

Aghar dwarves gain the normal racial bonuses of dwarves, except as follows:

+2 Dexterity, +2 Constitution, -4 Intelligence, -4 Charisma

+4 Bonus to Hide chcks.

Survival Instincts: +2 bonus to Hide, Move Silently, and Survival checks.

Hardy: +2 bonus on all Fortitude saves to resist poison and disease.

Pitiable: +4 bonus to Diplomacy checks to not be considered a threat.

Cowardly: -4 to checks made against Intimidation and Fear checks.

Automatic Languages: Gully Talk and Common

Favored Class: Rogue

ECL: 1 + Class Level





Kagonesti are about the same size as Qualinesti and Silvanesti, but they are much more muscular. Their dark brown skin is traced with designs in clay, paint, and tattoo. Most have dark hair, ranging from black to light brown; elders have silvery white hair. All have hazel eyes. Kagonesti wear fringed leather clothes decorated with feathers, and adorn themselves with necklaces and bracelets of silver and turquoise.

Gain the same racial bonuses as other elves except as follows:

+2 Strength, -2 Intelligence, -2 Charisma

Bonus Feat: Martial Weapons

+1 to Knowledge(Nature) and Survival Checks.

Automatic Languages: Elven and Sylvan

Favored Class: Ranger





The Qualinesti Nation was founded by the Silvanesti Prince Kith-Kanan, who led a group comprised primarily of elves from the Silvanesti House Protector to found their own kingdom in the southern lands of the Abanasinian subcontinent.

Less insular and intolerant than their cousins in the East, the Qualinesti nonetheless distrust humans somewhat, due to their belief that human arrogance caused the Cataclysm. Kender are seen as childlike cousins, and half-elves-- many born of rape during the dark years after the Cataclysm-- are viewed as unfortunates to whom the community owes guidance.

Qualinest elves gain the same racial abilities of other elves except as noted below:

+1 Racial bonus on Diplomacy and Sense Motive checks.

Automatic Languages: Elven and Common





The Silvanesti consider themselves the noblest and highest of the elven races, with the purest lineage and the proudest history. Named for their legendary founder Silvanos, the Silvanesti inhabit a large, insular nation in the forests of Southeastern Ansalon.

Silvanesti recieve the same racial abilities as other elves except as noted below:

+2 Dexterity, +2 Intelligence, -2 Constitution and -2 Charisma

+1 bonus on Knowledge(Arcana) and Spellcraft Checks

Automatic Languages: Elven





Baaz were the basis of the dragonarmy and were (and still are) the most numerous of the draconians created. Made from the un-hatched eggs of brass dragons, they are tough individuals who try not to get in the way of anymore more important.

Baaz gain the following racial abilities:

+2 Constitution, -2 Intelligence, -2 Wisdom

Draconian Traits: Immunity to Sleep, Disease and Paralysis.

Low Metabolism: Receives a 10% bonus from eating and drinking.

+1 Natural Armor

Bite: 1d4 Damage + 1/2 Strength Modifier

Death Throes: When a Baaz reaches -10 hit points, it's body turns to stone. The creature striking the blow uses a peircing or slashing weapon, the must make a Reflex save, DC 12 + the Baaz Constitution modifier, or have the weapon be trapped in the baaz corpse for 1d4 minutes.

Automatic Languages: Draconic and Common.

ECL: 2 + Class Levels

Favored Class: Fighter

Baaz also gain the following feats as they level up:

Level 6: Bonus Feat: Run, +2 Natural Armor
Level 9: Glide(Suffers no damage from Falling), Spell Resistance: 5 + Class Levels


Last edited by Kiri-Jolith on Sat Aug 15, 2009 10:50 pm; edited 3 times in total
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PostSubject: Re: Module: Races   Tue Apr 07, 2009 11:00 pm


The sivak is the largest type of draconian created. Made from the un-hatched eggs of silver dragons, they are natural fighters and the only draconian that can actually fly, if poorly.

Sivaks have their own Monster Class.





Lightning Draconains are derived from blue dragon eggs. They ferociously fight for the cause of good, and are highly social creatures with those who accept them.

Lightning Draconians have their own Monster Class.

Automatic Language: Common and Draconic.
Favored Class: Lightning Draconian Monster Class.



Frost draconians are hatched from corrupted white dragon eggs. They inherit the breeds limited intellect and short, but they still instinctively follow the path of good.

Frost Draconians gain the following racial abilities:

+2 Constitution, -2 Intelligence, -2 Wisdom, +2 Strength

Draconian Traits: Immunity to Sleep, Disease and Paralysis.

Low Metabolism: Receives a 10% bonus from eating and drinking.

+1 Natural Armor

Bite: 1d4 Damage + 1/2 Strength Modifier

Cold Subtype: 100% immunity to Cold damage, 50% vulnerability to Fire damage.

Death Throes: When a frost draconian dies, its body freezes into a solid piece of ice, and then immediately explodes into small icy shards, dealing 1d6 points of damage to all creatures in a 10ft. radius. A Reflex save made versus DC 14 + 1/2 Consitution modifier can be made for half damage.

Automatic Languages: Draconic and Common.

ECL: 2 + Class Levels

Favored Class: Fighter

Frost Draconians also gain the following feats as they level up:

Level 6: Bonus Feat: Run, +2 Natural Armor
Level 9: Spell Resistance: 8 + Class Levels





Goblins are small humanoid that many consider little more than a nuisance. However, if they are left unchecked, their great numbers, rapid repoduction, and evil disposition enable them to overrun and despoil civilized areas.

Goblins gain the following racial abilities:

-2 Strength, +2 Dexterity, -2 Charisma

Small Size: +1 bonus to AC, Attack Rolls, +4 Bonus to Hide Checks, -4 to Grapple and Strength checks.

+4 on Move Silently and Ride Checks.

Automatic Languages: Common and Goblin

Favored Class: Rogue





At home both on land and at sea, minotaurs live in an honor-based society where strength determines power in both the gladiatorial arenas and daily life.

Minotaur gain the following racial abilities:

+4 Strength, -2 Dexterity, -2 Intelligence, -2 Charisma

+2 Natural Armor Bonus

Gore Attack: A short range attack that uses the minotaurs horns. 1d6 + Strength modifier.

Charge Attack: A long range attack that uses the minotaurs horns and size. This does 2d6 damage + Strength modifier. A Reflex save can be made to negate damage.

+2 Bonus to Intimidate, Swim, and Use Rope checks.

Bonus Feat: Blind Fighting

Automatic Language: Common and Kothian

Favored Class: Fighter

ECL: 1 + Class Levels





To the other races, kender are the child-race of Krynn. The diminutive kender have short attention spans, an intense curiosity, and a fearlessness that serves them well in battle, but often lands them, and those traveling with them, in danger.

Kender receive the following racial abilities:

+2 Dexterity, -2 Strength, -2 Wisdom

Small Size

+1 Bonus on All saving throws.

+2 Bons to Spot, Open Locks, and Pick Pocket checks.

Lack of Focus - Kender recieve a -4 penalty on Concentration chcks.

+4 Bonus to Tuant and Bluff checks.

Fearlessness: Kender are immune to all forms of fear.

Automatic Languages: Kenderspeak and Common.

Favored Class: Rogue





Half-ogres are usually born out of violence and slavery. They are considered weak and soft by ogre standards, and bestial and ugly by human standards. Driven by the social needs of both races, half-ogres try hard to win acceptance to avoid becoming lonely and despondent.

Half-Ogres recieve the following racial abilities:

+4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma

+1 Natural Armor Bonus

Low-Light Vision

Automatic Languages: Common and Ogre

Favored Class: Fighter

ECL: 1 + Class Levels





Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies. They usually consum plants or animals, but are not averse to eating intelligent beings.

Kobolds receive the following racial abilities:

-4 Strength, +2 Dexterity, -2 Constitution

Small Size

Darkvision

+2 bonus on Craft Traps, Survey, and Search checks.

+1 Natural Armor Bonus

Light Sensitivity

Automatic Languages: Draconic

Favored Class: Sorceror





The irda retain the grace and amazing beauty originally bestowed upon the ogres as one of the first races of creation. Reclusive and solitary by nature, they wear magical disguises when forced to walk among the other races.

Irda gain the following racial abilities:

+2 Intelligence, +2 Charisma, -2 Constitution

Low-Light Vision

Change Shape: May choose from various forms, or add a +10 to disguise checks.

Spell Like Abilities:
Dancing Lights 1xDay
Detect Magic 1xDay
Flare 1xDay
Light 1xDay
Mage Hand 1xDay
DC: 10 + Charisma Modifier

Automatic Languages: Common and Kolshet

Favored Class: Wizard

ECL: 2 + Class Levels.





Gnolls are hyena-headed, evil humanoids that wander in loose tribes. They are nocturnal carnivores, who prefere to eat intelligent creatures because they scream more. They tend to think with their stomachs, and alliance they make often falls apart when they are hungry.

Gnolls receive the following racial abilties:

+4 Strength, +2 Constitution, -2 Charisma, -2 Intelligence

Darkvision

+1 Natural Armor Bonus

Automatic Languages: Gnoll

Favored Class: Ranger

ECL: 1 + Class Levels
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