Showing posts with label 4th Edition PC Race. Show all posts
Showing posts with label 4th Edition PC Race. Show all posts

Wednesday, January 13, 2010

Kobold as a 4th Edition Player Race

*Illustration by Christina Hans, aka avadrea on Deviantart.com.


[Below is a write up of the kobold as a player character race for 4th Edition DnD]

KOBOLD
Small and crafty soldiers,
through their veins runs the blood of dragons.

Racial Traits
Kobolds have all the racial traits listed in the back of the Monster Manual, with the following changes:

Vision: Low-light

Elusive Target: You gain a +1 racial bonus to Reflex.

The chosen children of Kurtulmak, kobolds live in in cavernous labyrinths chiseled out of the side of mountains or carved from underground. Their homes are heavily defended with good use of terrain and deadly traps.

Physical Qualities
Standing about 3' 8" on average with slim, wiry bodies, Kobolds are covered in fine scales of green, tan or red. Their red or yellow eyes have the remarkable ability to pick out details in the dimmest of light, Their face is dominated by a lizard-like snout with foward-facing nostrils and remarkable red or yellow eyes that can pick out details in the dimmest of light. Finally the skull is adorned with small vestigial horns, and ear holes...much like the dragons they claim as relatives.

Hatching from eggs, Kobolds reach adulthood at the astonishing rate of seven years. Although violence keeps most kobolds from reaching a venerable age, they are capable of living well past one hundred years.


Playing a Kobold
Kobolds are taught to do one things from the moment they are born, survive. This trait makes many see the kobold as a cowardly species, but in truth kobolds have a cautious and tactical mind that constantly weighs the pros and cons of any action in an attempt to come out on top. They also learn to take pride in their heritage as the chosen servants of dragonkind. Dragonborn may boast of their great kingdom of Arkhosia, but kobold's know that they were made by Kurtulmak himself to defend dragonkind after the dragonborn empire failed.

It is this alternating feeling of pride and powerful survival instinct that makes kobolds the people that they are. Kobolds learn to work in tandem with others of their tribe to accomplish great tasks that no single member of the tribe could, at the same time each kobold tries to do better than his peers in an effort to prove his worth to those around him. This makes kobolds one of the most industrious races. However, these bonds dissolve when danger presents itself, because each kobold is ultimately looking out for his own best interest. A mantra of "better you than me" ensures that the craftiest, most intelligent, and skilled kobolds survive to sow the seeds for the next generation.

Kobolds who go seeking adventure are usually outcasts, often filled with an inordinate amount of pride who wish to make a name for themselves apart from their tribes.

Kobold Characteristics: Agile, crafty, cunning, hard-working, industrious, organized, proud, sly, tenacious, tricky

Male Names: Albrik, Dakarnak, Deekin, Korish, Meepo, Mekrit, Mokumok, Pun-Pun, Riphahn, Sithik, Tunark, Urzican, Vavgor

Female Names: Asiph, Aupinom, Dinsa, Ixinmerik, Kiszar, Kitrak, Liriss, Minaph, Quanip, Sabahn, Sefima, Sysix, Zalicka

Kobold Adventurers

Three sample kobold adventurers are described below.
Krit the Kobold is a traveling rogue and trapsmith. By constantly pitting himself against the work of others he hopes to collect enough research to perfect his craft. Wearing a small leather jerkin and wielding daggers he collected off the corpse of a fallen adventurer Krit travels into the deepest dungeons with his companions, scouting ahead and taking notes on any hazards they encounter.
Tarkin is a kobold warlord who along with his allies travel the ruins of Arkhosia, gathering artifacts belonging to dragons. Someday he hopes to build a new empire for the dragons, this time under the vigilant protection of his people. With his mighty dragonscale shield in front, he is prepared to face any foe.
Kitrak is a mighty sorceress. She comes from a long succession of wild mages, and although she could easily take up a position ruling her tribe she has decided to travel the world in the hopes of gathering even more power. If she comes back to her people, it will be with the deep understanding of the arcane arts.

Thursday, November 12, 2009

4th Edition Dnd Races of Zelda: Rito


Rito

RACIAL TRAITS
Average Height: 5'4" - 6'0"
Average Weight: 140-200 lb.

Ability Scores: +2 Dexterity, + 2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Hylian [Common]
Skill Bonuses: +2 Acrobatics, +2 Perception
Light on your Feet: You can shift in difficult terrain
Aerial Acrobat:
You gain a + 1 bonus to your Reflex Defense
Rito Flight: You can use Rito Flight as an encounter power










Play a rito if you want...
◆ To be able to take to the sky above your foes
◆ To be a member of a close knit tribe that reveres a powerful dragon
◆ To be a member of a race that favors the bard, sorcerer, and rogue classes

Physical Qualities:
Ritos are very bird-like in appearance, and are believed to have evolved to their current state from another race. Their most prominent features are their large yellow beaks where a human's nose might be and an expansive set of wings under their arms. These wings fold and tuck neatly when not in use and are usually off-white with brown at the tips of the feathers. All Rito have red eyes and can have pale to tan skin, and white, brown or red hair, though white is the most common. They also have very small pointed feet like those of a bird, with small but still capable talons. Rito often wear lose, colorful robes which do not constrict their movement or flight. They wear few other adornments other than a belt and a bag to carry things while in flight. White, reds, golds and browns are popular colors in their garb and homes.

Playing a Rito:
The Rito live outside of the cities in mountainous terrain and can convert caves or low cliffs into suitable dwellings. Young Rito are called fledglings before they have gained the ability to fly. When they are ready, a fledgling will undertake the journey to the lair of the Rito patron exarc, the sky spirit Valoo. Once there Valoo bestows upon the fledgling one of his scales, which enables them to grow wings and fly. This is the Rito's most time-honored tradition and to refuse to go to Valoo, either from fear or inability, brings great shame to a Rito. Most Rito can only fly a short distance before becoming fatigued, but some more experienced and older Rito can fly over long distances and even carry other small humanoids for a short time. The Rito follow a tribal leader who is generally appointed by bloodline but they do not follow many strict laws other than cultural traditions. Rito are very competitive and will devise games to challenge themselves mentally and physically and compare their relative strengths.

Rito histories speak of a time when the race was flightless and had to use ropes and other tools to navigate the dangerous mountain terrain. Then the Rito found the sky spirit Valoo, who appeared as a gigantic and fearsome red dragon. Valoo granted the Rito his magical scales so that they may take to the skies like himself. Thus, the Rito are extremely grateful and reverent towards Valoo and would never think to disrespect him. The tribe will appoint a young female to serve as Valoo's attendant, to ensure that all sacred rites are performed perfectly. Traditionally the attendant will spend most of her time near Valoo and play the harp to calm his easily tripped temper.

While they do not live with other races, Rito enjoy traveling and have a penchant for becoming messengers due to their ability to cover vast distances quickly and without many provisions. Rito may seem aloof at first, but they quickly warm up to others who are friendly towards them and will welcome them into their homes. Many Rito are trained in combat from a young age, as they find it is best to always be prepared for any kind of attack. A good portion of the tribe will serve as guards to protect the Chieftan, the fledglings and the entrance to Valoo's lair. Even in small numbers the Rito are very capable at defending themselves and their homes because of their constant competition with each other to become better warriors.

*"Skett and Akoot" Original art by Hillary Esdaile, check out her website and deviantart page!

Rito Characteristics: carefree, loyal, competitive, perfectionist, traditional, outgoing, reverent

Example Rito Names:
Male: Akoot, Basht, Hoskit, Ilari, Koboli, Namali, Pashli, Skett
Female: Beroke, Dakapo, Eliji, Harmonee, Kadenz, Kapela, Oktev, Opari

Examples of Rito in the Legend of Zelda: Medli, Komali, Quill, Rito Chieftan

Background and History in the Points of Light Campaign Setting:
No one remembers what the Rito were like before the great dragon Valoo settled in their region, but what is known is that rather than rely on dragonborn or kobolds for protection and company, Valoo elevated a fledgling race into what is now the modern Rito. For the gift of flight, and his ultimate protection from the dangers of the world outside their mountainous homes, the Rito care for and faithfully serve the dragon Valoo. When other races were striving to build and maintain vast empires, the Rito sought only to exist, in peace with themselves and the land around them. Recently however, with darkness pushing in on the boundaries of their land some Rito have begun to leave their ancestral homes. Envoys for peace and travelers seeking to unite the various points of light, the path these Rito travel may just end up protecting their home and traditions, but forging a pact that will ensure the safety of various humanoids and their homes.

Rito Lands in Points of Light Campaign Setting:
Most Rito live in a mountain range dominated by an impressive volcano. They create homes in hallowed out bedrock and caves in the mountains. They use the surrounding lands around their home for harvest and consider it as much their home as the rocky croppings from which they keep their vigil. While non Rito are welcome in Rito territory they may find various portions of their lands inaccessable without the ability to fly or an impressive skill at climbing.

For more information about the Rito: http://zelda.wikia.com/wiki/Rito

The Legend of Zelda and all official images are property of Nintendo

Sunday, October 25, 2009

4th Edition Dnd Races of Zelda: Hylian

Over the following weeks I will be posting descriptions and racial traits for the most famous and best loved races in the Zelda Universe. I'll start today with the most obvious and famous: the Hylians, a race that is distinctive and apart from humans. More races will follow (including Gorons, Zora, Shiekah, Gerudo and many others!) as well as sample characters to match various campaigns in the Zelda Timeline. For now, you can simply insert these races to flavor your current 4th edition campaign and add more options for your players without buying additional supplements. Enjoy!



Hylian

RACIAL TRAITS
Average Height: 5'8" - 6'4"
Average Weight: 135-220 lb

Ability Scores: +2 Wisdom, + 2 Charisma
Size: Medium
Speed: 6 Squares
Vision: Normal

Languages: Hylian [Common]
Skill Bonuses: +2 Insight, +2 Religion
Goddesses' Protection: You have resistance radiant equal to 5 + 1/2 your level
Chosen People: You gain a +2 bonus to death saving throws
Alleviating Strike: You can use alleviating strike as an encounter power








Hylians are known as "the chosen people" of Hyrule. With their divine gifts, they excel at magic and leadership. This tends to make them very proud and many believe that humans are jealous of their favored status.

Play a Hylian if you want...
  • To have a proud heritage and strong connection with the gods
  • To have a burning ambition and strong belief in your own destiny
  • To be a member of a race that favors the cleric, paladin, invoker and avenger classes
Physical Qualities:
Hylians look very much like Humans except that they have protruding pointed ears as their main identifying feature. It is said they have longer ears so that they can hear the voices of the gods. Hylians tend to be taller and slimmer than the average human, with well defined bone structure and exceptional grace. Hylians also tend towards fair skin, blonde or red hair and blue eyes but can have any of the colors of the Human spectrum in addition to some rare members having unnatural shades such as purple or blue hair.

Hylians wear simple clothing with bright elaborate embroidery often displaying sacred and historically significant images. Regal blues, purples and pinks are common. Females wear an abundance of intricate gold jewelry with the triforce, the symbol of their godessess being most prominent.

Playing a Hylian:
Hylians tend to live in cities near the centers of power and are often in charge of local affairs or at the very least involved. They live simply and practically but that does not mean that they don't enjoy the finer things in life without being gaudy. Hylians can have a wide variety of professions but they excel at artistry and crafting. Due to their natural affinity with handling animals they also tend to raise and breed them and horses are an especially important part of their lives.

Hylians believe that they were particularly created by the three Goddesses which they worship: Din, Farore and Nayru. Each chooses one of the three Goddesses and the virtue she embodies (Power, Courage and Wisdom respectively) from a young age as a paragon to guide them. Hylians who venerate Din seek power in different forms whether it be physical, magical or political. They are very driven and will constantly try to increase their power for good or ill. Strong willed Hylians tend to choose Farore and try to live their lives without fear. They will charge into battle and refuse to yield no matter the odds and believe that with Courage they can accomplish their goals. Scholarly and intelligent Hylians honor Nayru as well as nobles, guards and leaders because she is said to have created the rule of law and reason. These individuals use their wisdom to lead, explore magical arts, heal the sick, and adventure to discover truth. Nothing will stop them in their quest for greater knowledge and they constantly seek to educate those around them.

Because of their belief in themselves as a chosen race of the Gods, Hylians tend to think lesser of the other races but that does not necessarily mean that they hate or subjugate them. Few Hylians take to outright xenophobia and most of them behave friendly and charitably to others, if perhaps too self-important. They live and work most often with Humans, being the closest to them physically, but they will adventure with most any of the traditionally benevolent races happily (Eladrin, Elves, Halflings, Dwarves, Gorons etc.) and are suspicious of the more violent and rare species (Dragonborn, Tieflings, Gerudo, Orcs, Moblins etc.)

Hylian Characteristics: proud, diplomatic, devout, valorous, charismatic, intuitive, idealist

Example Hylian Names
Hylians use simple one or two syllable names which are often passed down or significant in meaning
Male:
Auru, Fyer, Grog, Kafei, Mesa, Orca, Sakon, Shad
Female:
Agitha, Aryll, Astrid, Marin, Telma, Tetra

Examples of Hylians in the Legend of Zelda: Link, Zelda, Malon, King Daphnes Nohansen Hyrule, Anju

Background and History in the Points of Light Campaign Setting:
Around the campfires of the world and the hearths of city taverns stories are told of the magical kingdom of Hyrule. The land of Hyrule was both beautiful and bountiful, and blessed with peace. But of course, that peace would one day be shattered. A powerful villain arose and against his power the Hyrulian kingdom could not stand. Finally the Goddesses had to intervene, and buried the villain underneath a torrent of water, so much that the great kingdom of Hyrule sank beneath the waves.

Few Hylians alive truly remember what it was like to live in Hyrule, having had so many generations pass since the nation fell, but they do remember the glory of it. Filled with pride over their history, there is a saying that Hyrule will always exist in the hearts of her people.

Hylian Lands in Points of Light Campaign Setting:
Hylians have no land in the Points of Light, and are a rare sight in the vales. They often share lands with humans, although there exists the rare Hylian village or city district. These Hylian areas are filled with majestic architecture and fine craftsmanship in an attempt to pay homage to their glorious past, but they are an exception rather than the norm.

For more information about Hylians check out: http://zelda.wikia.com/wiki/Hylian
For more information about the Goddesses: http://www.zeldawiki.org/Goddesses

The Legend of Zelda and all official images are property of Nintendo

Thursday, July 9, 2009

VG Meet DnD: The Oro from Condemned

*Condemned 2 (and therefore the picture above) belong to Monolith Productions and Sega.

[Below you'll find the first of three posts about a 4th edition D&D player race inspired by the game Condemned 2 Bloodshot. They have been completely reworked to fit into the D&D game, with a new backstory, attitude and culture. I have tried however, to keep what makes the Oro Invictus so interesting, but you don't need to have ever played the Condemned games to use them. Although, if you enjoy video games, I implore you to try them out someday.]

Many years ago, a guild of mages dedicated to the perfection of the human race used mysterious texts they discovered to unlock an unknown arcane power. They subjected their children to the wild magics they uncovered. Although the process left many children dead, those who survived showed increased endurance and a strange affinity with sound. In time these children grew older and were led to believe they were the next stage of human life. Thus the Oro Invictus or “Invincible Voice” were born. Dedicated to bringing their gifts to the kingdom of Nerath they infiltrated many positions of power and used their influence to try and shift the course of human evolution.

Contacting a powerful gnoll tribal leader named the White Ruin the oro provoked a war upon the human kingdom of Nerath. They planned to use their power to end the tumultuous war, thus the people would revere them and accept their gifts regardless of the cost. But the cost of the war was far too high.

A powerful group of oro formed a splinter group. Calling themselves the Rememdium, the cure, they struck out against their brethren and snapped the hold the oro had over the kingdom of Nerath. Unfortunately their act of bravery came too late. The king and all his valiant children were slain in the final battle against the gnolls. The kingdom of Nerath was no more, and the oro's plan of ascension had failed.

Average Height: 5' 6”-6'2”
Average Weight: 150-235 lb.

Ability Scores: +2 Cha, +2 Con
Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, choice of one other
Skill Bonuses: +2 Arcana, +2 Endurance
Human Heritage: You can take feats that have human as a prerequisite (as well as those specifically for Oro), as long as you meet any other requirements.
Sonic Resistance: You have resist thunder 5 + 1/2 level.
Sound Burst: You can use sound burst as an encounter power.











Descended from a bloodline of humans who used terrible magics to alter their own children, oro have no realms of their own choosing to instead live among human cities and towns. They are descended from powerful mages who used dark magics to enhance their race. Long ago their culture dissolved and the oro left have been left to choose their own path.

Play an oro if you want...
◆To use sound itself as a weapon
◆ To be a hero striving to overcome his dark culture
◆ To be a member of a race that favors the sorcerer, warlock, and bard classes.

Physical Qualities
An oro's appearance is similar to their human heritage. They come in a wide variety of heights, weights, hair and eye colors. However, as a side effect to the arcane reconfiguration of their bloodline all skin colors of an Oro are pallid, almost corpselike in nature. The wild magics inherent in the creation of the Oro gave them a greater bone density, thus they are slightly larger and heavier than their human cousins.

In clothing oro's favor dark colors, most often black or red. They like leathers with straps, buckles and spikes. Oro arms and armor often have sleek or smooth designs, alluding to their perfectionist past. Metal plays an important role in customary oro wardrobe. Special metal devices can help to amplify an individual oro's sonic prowess. Thus many oro have a multitude of piercings or modify their clothes with chains.

Playing an Oro
After the destruction of the kingdom of Nerath both the Invincible Voice and the Rememdium went to ground. However, the similarities end there. Those oro who chose to follow the Invincible Voice quickly set about establishing fresh contacts in the human world. The Rememdium however chose to coexist rather than coerce their brethren and for the most part disbanded, seeking a normal life among what remained of the human lands.
Although their are oro who know nothing of their past, most are instructed in the history of their race from a young age. The message contained in these lessons can vary greatly depending on the background of the parent. Many oro learn early on of their distinct advantages over humans, and have a deeply ingrained superiority complex. Others believe that oro are no better than man, merely different.
Years of hiding their true nature means that the oro have a hard time opening up to others, often keeping secrets even from their closest friends and families. They feel the lies are necessary for their safety and are very slow to trust even the kindest of people. A cultural history of manipulation and a hunger for power and dominance instills many oro with a powerful pride that can easily slip into outright arrogance. This can most easily be felt in their dealings with humans, who they often see as lesser cousins incapable of making the jump to true greatness.
Unsurprisingly oro are not a numerous people, and those oro outside the Invincible Voice do not often seek out their own kind. Instead they live life as humans do, for they are of course still human themselves. They can have children with humans, but the baby is always another oro.

Oro Characteristics: Arrogant, cunning, intellectual, perfectionist, proud, suspicious, withdrawn.

Male Names: Acario, Adalrico, Delmar, Durant, Ezio, Hadrian, Korvin, Levin, Magnus, Marius, Peril, Valerian, Zanobi

Female Names: Avis, Candra, Dabria, Elata, Galena, Isola, Levana, Perdita, Quintessa, Renata, Reva, Severina, Valora


Racial Feats:

Heroic Tier Feats:
These feats are available to any oro who meets the prerequisites.

Enhanced Sound Burst [Oro]
Prerequisite: Oro, sound burst racial power.
Benefit: When using your sound burst racial power, you may choose to push any targets hit 1 square.

Oro Resilience [Oro]
Prerequisite: Oro
Benefit: Gain a +1 bonus to your Fortitude defense and a +2 bonus on Endurance checks made to resist diseases.

Reactive Outburst [Oro]
Prerequisite: Oro, sound burst racial power
Benefit: When an enemy moves adjacent to you, you may use your sound burst power as an immediate interrupt.

Paragon Tier Feats:
These feats are available to any oro of 11th level or higher who meets the prerequisites.

Sonic Emission [Oro]
Prerequisite: Oro, sound burst racial power
Benefit: When using your sound burst racial power you may choose to instead target a single creature within 10 squares. If you do, deal the damage and resolve effects as normal, in addition the target is dazed until the end of your next turn.


Epic Tier Feats:
These feats are available to any oro of 21st level or higher who meets the prerequisites.

Unearthly Reserves [Oro]
Prerequisite: Oro
Benefit: Once per encounter when you become bloodied you regain the use of your sound burst power.