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==The Races== With the exception of newcomer race, the wolf-like Gray Runners native to the Territories, all of the PHB members are here. That said, there are some setting based differences... '''[[Human]]s''' are, of course, the most common race to arrive in the territory. Unlike in most D&D settings, though their "hat" isn't being the most flexible - it's being a bunch of territorial asshats. Seriously, their entry in the races chapter outright says that most other races give their stakes a wide berth to avoid the hassle. They're also known for being particularly racist jerks as well; they don't like the Gray Runners because they fight over land over the time, they don't like dwarves because they're better miners (unless they're employing them), they don't like elves for being better shots than they are (unless they've hired them as gunslingers), and they don't like half-orcs and half-elves for being "job-thieves" (unless they're employing them because they'll work for less). About the only races they really get on with are halflings and gnomes. Humans are most likely to bear the Magi, Blackhand and Pale Rider Brands, but only the Skinwalker Brand is particularly rare amongst their numbers. '''[[Dwarf|Dwarves]]''' flocked to the Territories for one reason: money! Filthy, filthy lucre is a siren call that draws dwarves to the undead-infested Grey Mountains like iron filings to a magnet. Humans may be territorial in general, but dwarves are greedy, possessive of their claims, and mildly paranoid to boot. They get on with gnomes, in small doses, and can tolerate, but are rude to, humans, half-elves and halflings. They hate elves and gray riders, and despise half-orcs. Only the Steelheart and Padre Brands occur amongst dwarves with any frequency, and magi are almost unheard of. ::Spellslinger Dwarves make the following changes to the 3e dwarf: gain Weapon Familiarity - Dwarven Scattergun (treat as Large Firearm), a +2 racial bonus on Bargain checks related to stone or metal items, a +2 racial bonus on Build/Repair checks related to stone or metal, and trade the +1 racial bonus on attack rolls vs. orcs and goblinoids for a +1 racial bonus on attack rolls vs. undead instead. '''[[Elf|Elves]]''' have flocked to the wild and untamed regions of the Territories, due to the increasingly overcrowded and industrialized nature of the old world having bred a longing for purer times. It goes without saying that they're much more misanthropic than normal elves, and tend to become scouts and hermits. That said, they have bowed to the inevitable in one field: the elven knack for archery has given way to mastering the use of rifles, and the elven longbarrel is infamous for its range and accuracy - longbarrel-toting elves have won every major sharp-shooting competition for the past 30 years. Of all the races, they retain a strong connection to magic, with the three potent Brands (Magi, Padre, Skinwalker) being the most common of elven brands. Inversely, the technology-assisting Steelheart Brand, and the magic-defeating Blackhand Brand, are rare and all but unheard of, respectively - Blackhanded elves are shunned by their fellows, who regard them superstitiously as living destroyers of the world's magical potential. ::Spellslinger Elves make the following changes to the 3e elf: Gain the bonus feat Exotic Weapon Proficiency (Elven Longbarrel), and Listen/Search/Spot skills are consolidated into a single Senses skill. '''[[Gnome]]s''' have flocked to the Territories for intellectual freedom, so they can explore whatever avenue their fevered brains can cook up. This has given them a well-deserved reputation as mad scientists, and nobody fully trusts a gnome. Inversely, gnomes don't really dislike anyone, although they come closest to being irked by elves and gray runners, whose prattlings about nature can be tiresome. Ironically, whilst their technological focus makes them very prone to Steelhearts, they also retain a strong connection to the lingering forces of arcane magic, and there are many gnomish Magi. That said, their disinterest in spiritual matters means few bear the Brands of the Padre or the Skinwalker. ::Spellslinger Gnomes gain the racial trait Weapon Familiarity: Gnomish Contraption (treat as Small Firearm), a +2 racial bonus on Build/Repair checks, and replace their +2 Listen bonus with +2 Senses checks. '''[[Half-Elf|Half-Elves]]''', ironically, are the setting's primary rabble-rousers and trouble-makers; persecuted as unsavory, wild and irresponsible in the old world, they've come to the Territories seeking freedom... and generally live down to their reputation. Not helping is that they are most strongly Branded by the two most sinister powers; Blackhands and Pale Riders. Strangely, very few half-elves are ever Branded with the marks of the Padre or Magi. ::Spellslinger Half-Elves gain the Weapon Familiarity: Elven Longbarrel trait (treat as Large Firearm), a +1 racial bonus on Senses checks, a +2 racial bonus on Chat checks. '''[[Half-Orc]]s''' have flocked to the Territories, seeking to escape the stigma of their orcish blood. Whilst still perceived as explosively temperamental and naturally violent, in the rugged and oft-dangerous lands of the Territories, that's not necessarily a bad thing. If nothing else, their strength and stamina makes them useful as laborers, ranchers and other performers of rugged and dangerous work. The only Brands that half-orcs bear frequently are the Pale Rider and the Skinwalker; all of the others are extremely rare. ::Spellslinger Half-Orcs gain the racial trait of Weapon Familiarity - Orcish Hand Cannon, treating such weapons as Large Firearms rather than Exotic Weapons. '''[[Halflings]]''' have figured out that the Territories are a golden opportunity to get rich ''without'' having to do dangerous or demanding work. All these new frontier towns need shopkeeps, bankers, barbers and other such roles, and halflings are good at things like that. That said, this being a somewhat gritty setting, a lot of halflings get ''too'' greedy, and the race has picked up a not-underserved reputation for being thieves, cheats and con artists. Branded Halflings are rarer than some races, and predominantly Padres and Blackhands. The Pale Rider Brand is almost never seen on a halfling. ::Spellslinger Halflings gain Weapon Familiarity - Halfling Throwing Knife (treat as Brawling Weapon) and a +2 racial bonus on Athletics, Creep and Senses checks. ===Gray Runners=== These are basically expies of the "tribal" [[Lupin]]s, and it shows. They're described as 6-7ft tall humanoid wolves, similar to [[gnolls]] or hybrid-form [[werewolf|werewolves]], though sleeker and more graceful than either race. Their culture is basically a mix of Amerindian and lupine stereotypes. For one, they're a quiet people who believe strongly in an animistic view of the world, where one must always show nature respect and be careful what one takes, lest the angry spirits punish you for your misdeeds. For another, they're a strongly pack-orientated society; they establish clear pecking orders of prominence within the tribe, raise children communally, mate for life and prefer to hunt in groups. Obviously, as the obligatory disgruntled natives stand-in of the setting, Gray Runners don't like any of the newcomer races very much. Elves feign a semblance of respect for nature, but consider themselves it's master, free to dominate and twist plants and animals as they see fit. Humans claim ownership over the land, a concept the Gray Runners find laughable - which of course is absolute rubbish when you consider that a strongly lupine-orientated mentality should ''easily'' understand the concept of "territory". But the races they truly dislike are the dwarves, who tear the land apart and befoul everything to create their mines, and the gnomes, who tend to pollute and wreck the land around them in order to create their railroads. Still, many gray runners do enter colonized lands, either for revenge, or because they're wise enough to understand that their peoples must learn to understand each other and make peace, before the colonists destroy the natives with their superior technology. ::+2 Strength, +2 Dexterity, +2 Constitution, +4 Wisdom, -2 Intelligence ::Medium Sized ::Base Speed of 40 feet ::Scent ::Weapon Familiarity: Treat Tomahawks as Brawling weapons rather than as Exotic weapons ::Track by Scent ::Bite Attack: 1d6+Strength bonus ::+4 Racial Bonus to Knowledge (The Pack) checks ::Nature's Brotherhood: When a Gray Runner casts a spell that has the Natural descriptor, that spell ignores Spell Resistance and cannot be dispelled ::Level Adjustment: +1
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