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==Races of the Scarred Lands== As part of the charm of this chaotic imprint, instead of the common races appearing in either the "Campaign Setting: [[Ghelspad]]" or "Scarred Lands Gazetteer: Ghelspad" sourcebooks like you'd expect, they only showed up in the ''DM's Companion'', the last place any player would think to look! Luckily, 1d4chan is the internet's #1 source of obscure D&D racial crunch, so you can get the basics here and go looking for the pdfs of lore and other goodies on /tg/. It bears mentioning that, of these races, the Forsaken Elves and the Charduni Dwarves were apparently the most popular with the fanbase, even getting their own dedicated sourcebook ("The Faithful And The Forsaken"). This may have something to do with their unique takes on the iconic "dying elf" and "dwarven" archetypes... or the Charduni Dwarves being represented by a curvaceous dusky-skinned female in a dress she's almost falling out of, fishnet stockings and high-heels. '''Mountain Dwarves''' are native to the mountainous areas of Ghelspad, especially the Kelders, and so are sometimes named after that. They are pretty much your typical [[dwarf]], save for one key difference: as part of their superior craftsmanship, mountain dwarves possess strong natural traditions of wizardry, and readily embrace magic as one of their strengths. They are particularly known for the art of runic magic, which they invented during the Divine War. Also, they care a lot less about their beards than most standard dwarves do. They have the following racial traits: ::+2 Constitution, -2 Charisma ::Medium ::Base speed 20 feet ::Darkvision 60 feet ::Stonecunning: +2 racial bonus on checks to notice unusual stonework, including things disguised as stone, always considered to be actively searching for unusual stonework that is within 10 feet, can use Search to find stonework-based traps as if they were a [[Rogue]], can always intuit depth underground. ::Runic Heritage: Can cast Detect Magic and Arcane Mark 2/day each, both as if cast by a sorcerer of caster level equal to the dwarf's character level. ::+2 racial bonus on saving throws against poison, disease, spells and spell-like effects. ::+2 dodge bonus to AC against Huge or larger foes. ::+2 racial bonus to melee attack rolls if another allied dwarf is within 5 feet. ::+2 racial bonus on Appraise and Craft checks relating to stone and metal. ::+2 racial bonus on Handle Animal checks with dwarf hounds and related creatures. ::+r4 racial bonus to Will saves against the deafening bark of the dwarf hound. ::[[Favored Class]]: [[Fighter]] and [[Wizard]]. '''[[Charduni]] Dwarves''' are natives of Termana who invaded southwestern Ghelspad before the Divine War, where they inadvertently became unlikely saviors by fighting the [[asaatthi]] empire to mutual destruction during that time period. As their name suggests, the Charduni worship Chardun, God of Domination and Conquest - in fact, it's implied he made them as mockeries of the original Mountain Dwarves to be his perfect slave soldiers, then abandoned them when he realized that this made them struggle to recover from social upset; independent thought isn't their strongest point. They are effectively a dwarven analogue to [[drow]], complete with being born a sickly gray and darkening to increasingly deep blacks as they age. ::-2 Dexterity, +2 Constitution, +2 Wisdom, -2 Charisma ::Medium ::Base speed 20 feet ::Darkvision 90 feet ::Stonecunning: +2 racial bonus on checks to notice unusual stonework, including things disguised as stone, always considered to be actively searching for unusual stonework that is within 10 feet, can use Search to find stonework-based traps as if they were a [[Rogue]], can always intuit depth underground. ::+2 racial bonus on saving throws against poison & disease. ::+1 racial bonus on saving throws against spells and spell-like effects. ::+2 dodge bonus to AC against Huge or bigger opponents. ::+2 racial bonus to Profession (Mining) checks. ::+2 racial bonus on Appraise & Craft checks relating to stone or metal. ::Skin of Rock: +1 natural armor bonus at 40 years old, with a further +1 every 40 years, maxing out at +6 at 240 years old. A natural armor bonus of +4 or high gives a charduni a [[Level Adjustment]] of +1. ::[[Favored Class]]: [[Cleric]] and [[Fighter]] '''Forsaken Dwarves''' are an offshoot of the mountain dwarves whose homes in the World's End mountains were destroyed during the opening volleys of the Divine War. Refusing to get along and traumatized, these dwarves fled to the shelter of Krakadom, tallest and most treacherous mountain in all of Ghelspad, where they have pursued a strict doctrine of isolation and slowly begun to degenerate, losing ever more of their traditional crafting skills and slipping into madness. ::+2 Constitution, -2 Charisma ::Medium ::Base speed 20 feet ::Darkvision 120 feet ::Stonecunning: +2 racial bonus on checks to notice unusual stonework, including things disguised as stone, always considered to be actively searching for unusual stonework that is within 10 feet, can use Search to find stonework-based traps as if they were a [[Rogue]], can always intuit depth underground. ::+2 racial bonus on saving throws against poison or disease. ::+1 racial bonus on saving throws against spells and spell-like effects. ::+2 dodge bonus to AC against Huge or larger foes. ::+2 racial bonus to melee attack rolls if another allied dwarf is within 5 feet. ::+2 racial bonus to Intimidate checks. ::+1 racial bonus on Appraise & Craft checks relating to stone and metal. ::Trap-Mastery: +2 racial bonus to Craft (Trap-making), which stacks with the bonus for Craft checks relating to stone & metal, and can make Disable Device skills even when untrained. ::[[Favored Class]]: [[Fighter]] and [[Rogue]] '''Dark Elves''' are a mysterious race of malicious, cruel, black-skinned elves from below the peaks of the Kelder mountain range, who routinely war on their dwarven neighbors and any other surfacers. Unlike standard [[drow]], they don't worship [[Lolth]], nor revere spiders, nor are they a matriarchy. They do wear luminescent tattoos though. ::+2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma ::Medium size ::Base speed 30 feet ::Darkvision 120 feet ::Immune to Sleep spells and magical effects that induce Sleep. ::+2 racial bonus to saving throws against enchantment spells and effects. ::+2 racial bonus on Listen, Search and Spot checks, is always considered to be actively searching for secret & concealed doors within 5 feet. ::+2 racial bonus on Will saves against spells and spell-like abilities. ::Spell-Like Abilities: Blur and Mirror Image, both 1/day, with caster level as per a sorcerer of the dark elf's character level. ::[[Favored Class]]: [[Rogue]] and [[Sorcerer (Dungeons & Dragons)|Sorcerer]] '''Forsaken Elves''' are the cursed remnants of the High Elves; afflicted with a Titanic malady that renders impossible to produce children with other elves, ''any'' elves. Sure: Titanic curses were flying right-and-left in the War; but most races enjoyed Divine intervention, so could laugh most of it off. In the High Elves' case their patron deity was Jandaveos, slain in the battle against Chern. With most of their youngsters slain in that same battle, the Forsaken Elves are a dying race. With little else left, they cling to what they have left, mostly pride, giving them a reputation as arrogant, cynical, fatalistic bastards (and as enthusiastic spawners of half-elf bastards - read on). So stubborn are they that they refuse to abandon their dead god for a live one, which new patron might save them. ::-2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence ::Medium size ::Base speed 30 feet ::Low-Light Vision ::Immune to Sleep spells and magical effects that induce Sleep. ::+2 racial bonus to saving throws against enchantment spells and effects. ::Proficient with 1 of longspear, shortspear or rapier, proficient with all of shortbow, longbow, composite shortbow and composite longbow. ::+2 racial bonus on Listen, Search and Spot checks, is always considered to be actively searching for secret & concealed doors within 5 feet. ::Chern's Curse: Cannot produce living, viable, Forsaken Elf offspring. Should start play as at least a middle aged character. ::Curse of the Forsaken: Forsaken Elf clerics of Jandaveos can never advance in spellcasting ability higher than 2nd level, regardless of character level. Those who forsake Jandaveos for another patron god lose this trait, but are outcast from their society. ::Wealthy: Begin play with +50% gold and one masterwork weapon or suit of armor. ::[[Favored Class]]: [[Cleric]] and [[Wizard]] '''Wood Elves''' are pretty much your standard elves, with little to differentiate them from their standard portrayal. Except maybe their love of tattooing themselves as a racial art form. ::+2 Dexterity, -2 Constitution ::Medium size ::Base speed 30 feet ::Low-Light Vision ::Immune to Sleep spells and magical effects that induce Sleep. ::+2 racial bonus to saving throws against enchantment spells and effects. ::Proficient with longspear, shortspear, quarterstaff, shortbow, longbow, composite shortbow and composite longbow. Wood Elf [[Druid]]s can use these weapons without violating their druidic oaths. ::+2 racial bonus on Listen, Search and Spot checks, is always considered to be actively searching for secret & concealed doors within 5 feet. ::+2 racial bonus on Craft (Tattoo) checks. ::[[Favored Class]]: [[Druid]] and [[Ranger]] '''Half-Elves''' in Scarn have a really awful sense of luck; whilst the comparative minority born of wood elven blood is welcomed and accepted, the vast majority are born of forsaken elf parents. The forsaken have taken to [[grimdark|buying human slaves as breeding stock (or kidnapping children for this purpose)]]. To the extent they're bypassing the Curse, that much works; Forsaken half-elves are healthy, strong and full of life. [[Derp|So the Forsaken Elves treat their halfbreed progeny like absolute shit for being half-human, and are then surprised when they tend to run away in huge numbers to Ghelspad, where they are treated decently]]. "Decently" being relative and dependent upon where they wash up, as everywhere. ::No ability modifiers ::Medium ::Base speed 30 feet ::Low-Light Vision ::Immune to Sleep spells and magical effects that induce Sleep. ::+2 racial bonus to saving throws against enchantment spells and effects. ::+1 racial bonus to Listen, Search and Spot checks. ::Elven Blood: Treat as an Elf for all special abilities and effects that key off of race. ::+1 skill point at each level from level 2 onwards. ::[[Favored Class]]: Any '''Half-Orcs''' are typically either bred for slave labor or the victims of orcish raids upon settlements outside of the orcish homeland of the Plains of Lede. This builds a certain amount of sympathy, although just enough that they are allowed to make their own way in the world on their own merits rather than being harassed just for being part-orcish. ::+2 Strength, -2 Intelligence, -2 Charisma ::Medium ::Base speed 30 feet ::Darkvision 60 feet ::+2 racial bonus to Bluff, Intimidate and Sense Motive checks. ::Orc Blood: Treat as an Orc for all special abilities and effects that key off of race. ::[[Favored Class]]: [[Barbarian]] and [[Rogue]] '''Halflings''' are basically your standard peaceful, agrarian little people. It's just that, in a grimbright setting like this, they've basically been kicked around for generations and are mostly a race of slave-laborers. ::+2 Dexterity, -2 Strength ::Small ::Base speed 20 feet ::+2 racial bonus on Climb, Jump, Listen and Move Silently checks. ::+1 racial bonus on all saving throws. ::+2 morale bonus on saving throws against fear. ::+2 racial bonus on attack rolls with thrown weapons. ::+2 racial bonus on Bluff checks. ::Impoverished: Start the game with -25% of the normal starting gold. ::[[Favored Class]]: [[Rogue]] '''Humans''' are everywhere in Ghelspad and Termana alike, with dozens of unique cultures, because of course that's what any setting does with them. ::No ability modifiers - or use the "Humans By Region" variant and gain ability score modifiers based on region of origin. * Calastia & The Sweltering Plains: -2 Wisdom, +2 Charisma * Gascar Cities & Dunahnae: -2 Strength, +2 Intelligence ''or'' +2 Wisdom * Karria, Darakeene & Albdia: +2 Strength ''or'' +2 Constitution, -2 Intelligence ''or'' -2 Wisdom * The Plains of Lede: +2 Dexterity, -2 Charisma * Vesh, Cordrada & The Repose Peninsula: -2 Intelligence, +2 Wisdom * Durrover & the Kelders: +2 Constitution, -2 Charisma * Crilos & The Gray Isle: +2 Strength, -2 Intelligence * Kingdoms of the West: -2 Wisdom, +2 Charisma * Tehlasos: +2 Constitution, -2 Charisma * Tepuje Cities & Gamulganjus: +2 Dexterity, -2 Wisdom ::Medium ::Base speed 30 feet ::+1 extra feat at first level ::+4 extra skill points at first level ::+1 skill point at each level from 2nd onwards. ::[[Favored Class]]: Any '''Gnomes''' are indigenous to the jungles of southern Termana, living a semi-nomadic lifestyle. Intensely xenophobic, their innate mystical connection to the animals of the jungle means that whilst many gnomes are vegetarians by default, a good number of them may also consider the meat of sapient races to be an acceptable source of protein. May possibly be dark skinned, but this is never mentioned. ::+2 Constitution, -2 Strength ::Small ::Base speed 20 feet ::Low-light Vision ::+2 racial bonus on saving throws against Illusions. ::+4 dodge bonus to AC against giants. ::+2 racial bonus on Listen checks. ::Animal Tongue: Cast a variant of Speak With Animals as a 1st level Sorcerer 1/day, which lasts 1 minute and allows for communication with any jungle bird or tiny-sized mammal. ::Spirit Weaving: A jungle gnome with Int 10+ can cast Dancing Lights, Ghost Sound and Prestidigitation 1/day each, all as a 1st level caster. ::[[Favored Class]]: [[Druid]] and Illusionist '''Gnolls''' are pretty much the standard savage nomadic raiders of every setting, although there are multiple tribes who have settled down to a more peaceful existence and adventuring gnolls are surprisingly common. ::+4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma ::Medium ::Base speed 30 feet ::Darkvision 60 feet ::Tough Hide: +1 natural armor class bonus ::+3 racial bonus on Listen and Spot checks ::Start play with 2d8 Hit Dice (apply Con modifier to both rolls), +1 BAB, +3 Fort, and Power Attack as a bonus feat. ::[[Level Adjustment]]: +2 ::[[Favored Class]]: [[Barbarian]] and [[Ranger]] '''Terali''' are a race of [[catfolk]] native to the southern jungles who resemble humanoid leopards. Deeply spiritual, they have an extremely complex culture revolving around ritual cleansing and taboos. The rare (1 in 20) melanistic "marked ones" of their kind have an innate affinity for sorcery. ::+2 Dexterity, -2 Wisdom ::Medium ::Base speed 40 feet ::Low Light Vision ::Natural Weapons: 2 claw attacks (1d3 damage each) per round, or 1 bite attack (1d4 damage) per round; a terali cannot use these when armed with a weapon or carrying a shield, and still provokes attacks of opportunity when using them unless it has the Improved Unarmed Strike feat. ::+2 racial bonus to Listen, Search and Spot checks. ::+2 racial bonus to Wilderness Lore checks in jungle and forest terrain. ::[[Favored Class]]: [[Druid]] and [[Ranger]] for normal terali, [[Sorcerer (Dungeons & Dragons)|Sorcerer]] for marked one terali.
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