Thursday, January 10, 2013
Mythic Races III - The Vedans
While the vedans share many traits, the most important is the unique way they multi-class. All vedans are capable of advancing in three classes simultaneously. Unlike most races, though, they only operate under the rules of a single class at a time. A fighter/magic-user/thief, for example, can choose to be a fighter one day, a magic-user the next, and a thief on another day. The choice must be made that night before the vedan sleeps, and it is the vedans heroic dreams that night that align their thinking that they may be born the next morning in their chosen class. Because they act in only one class at a time, they advance using the XP chart of their most expensive class.
YAMARA | THEY WHO WALK WITH DEATH
Yamarans are green-skinned humanoids associated by other vedans with death. While they have their morbid sides, most cultivate an image of decadent lethargy, lounging about, taking it all in and only acting when it is most advantageous to do so. Yamarans have grim senses of humor, and some hide rather potent tempers beneath their disinterested facades. Yamarans are never Lawful (Good), but they need not be Chaotic (Evil).
Yamarans stand about as tall as human beings. Other than their green skin (and sometimes oversized canine teeth), they generally look like human beings save that their arms fork at the elbow into two separate forearms – they have four hands, but only two arms emerging from their shoulders. Because of this anatomical oddity, armor costs are 10% greater for yamarans than for other humanoids. Because of their multiple hands, they can wield two bucklers in addition to wielding one or two weapons. Generally, their multiple hands are two closely spaced to allow them to wield more than two weapons at a time effectively.
Yamarans may multi-class as assassin/barbarian/cleric, using the rules mentioned above, or as assassin/clerics, assassin/magic-users or assassin/fighters using the normal multi-classing rules. A yamaran that awakens as an assassin finds that his skin has turned a deep blue color, giving him a +2 bonus to hide in shadows. A yamaran that awakens as a barbarian, he finds his skin as become blood red, and his lower canines have grown into tusks, giving him a bite attack that deals 1d3 points of damage. A yamaran who awakens as a cleric retains his green skin, and gains the ability to cast deathwatch once per day as a bonus spell.
Yamarans speak Common and Vedan. They might also speak Goblin, Ogre, Ogre Mage, Sylvan or Fiendish.
RUDRANA | THE STORM CHASERS
Rudrana are vedans of the mountains, storm chasers who thrill to the crack of thunder and flash of lightning. They are outdoorsmen with fiery tempers and an enormous hunger for life and experience. The rudrana become bored easily, and they delight in all the new fads and fashions.
Rudrana stand slightly taller than human beings. They have ruddy skin, three heads and four arms, all based on the human pattern. Because of their strange anatomies, armor costs are 50% greater for rudrana than for other humanoids. Due to their four arms, they can wield up to four weapons (with the normal rules applied for wielding multiple weapons), or replace additional weapons with bucklers.
Rudrana enjoy a +2 bonus to save vs. electricity damage, so in tune are they with lightning. Once per day, they can use the spell shout. Because of their multiple heads, rudrana are only surprised on a roll of 1 on 1d8. Unfortunately, three minds are often distracting, and rudrana suffer a -1 penalty to initiative rolls.
Rudrana may multi-class as druid/ranger/magic-users, using the rules mentioned above, or as ranger/druids or ranger/magic-users using the normal multi-classing rules.
Rudrana speak Common and Vedan. They might also speak Dwarf, Hobgoblin, Storm Giant or Sylvan.
VISHNARU | THE PRESERVERS
Vishnaru are the holy vedans, wise and philosophical preservers of cosmic order. They are intellectual and tend to be very beautiful. Vishnaru are often Lawful (Good), but are never Chaotic (Evil).
Vishnaru stand slightly taller than human beings. They have light blue skin and four arms. Because of their strange anatomies, armor costs are 50% greater for vishnaru than for other humanoids. Due to their four arms, they can wield up to four weapons (with the normal rules applied for wielding multiple weapons), or replace additional weapons with bucklers.
All Vishnaru are surrounded by a halo of light as bright as a torch. They can willingly suppress this halo.
Vishnaru may multi-class as cleric/magic-user/fighters, using the rules mentioned above, or as cleric/magic-users or cleric/fighters using the normal multi-classing rules. Vishnaru that multi-class using the special rules gain the following benefits: In the cleric form, a vishnaru’s halo acts as a paladin’s protection from evil aura. In the fighter form, the vishnaru’s halo grants him extra-sensory powers, denying his opponent’s any bonuses from outnumbering him or attacking from behind. In the magic-user form, the vishnaru’s halo grants him a +2 bonus to Will saving throws vs. spells and spell-like effects.
Vishnaru speak Common and Vedan. They might also speak Elf, Gnome, Celestial, Dragon or Sylvan.
AGNIRI | THE FIRE-BORN
Agniri are born of flame, and enjoy deep passions and a preternatural ability to communicate with others. They are bright and engaging folk, rarely materialistic, who enjoy visiting and experiencing strange cultures. Despite their propensity for travel, agniri always seem to be at home, and they have a knack for making others feel at home.
Agniri stand as tall as human beings. They have bright red skin, two heads and four arms. Because of their strange anatomies, armor costs are 50% greater for agniri than for other humanoids. Due to their four arms, they can wield up to four weapons (with the normal rules applied for wielding multiple weapons), or replace additional weapons with bucklers.
Agniri enjoy resistance to fire and a +2 bonus to save vs. non-damaging fire effects. They have a knack for communicating (treat this as a task roll modified by charisma, allowing them to communicate in very simple terms in languages they do not already know).
Agniri may multi-class as bard/magic-user/fighters, using the rules mentioned above, or as bard/clerics, bard/magic-users or bard/fighters using the normal multi-classing rules.
Agniri speak Common and Vedan. They might also speak any other language they wish, though most learn Dragon, Fire Giant and/or Fire Elemental.
Posted by John Matthew Stater at 1:40 PM
Labels: blood and treasure, Legacy DnD, races, RPG, RPG Hub
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This is completely badass.ReplyDelete
This is my favorite entry in this series so far. Well done.ReplyDelete
I see a massive NOD article coming on.ReplyDelete