Aspect
From D&D Wiki
[edit] The Aspects
Aspects are a a strange, usually friendly race of humanoid beings whose looks reflect their environment. They prefer to use naturally made weapons and have a taste for good stories and the flesh of wildfowl. All Aspects have brown or black eyes and follow the following rules unless otherwise noted in their description:
Aspect Stats:
Type: Humanoid
Size: Medium
Standard Speed: 30 ft. (6 squares(
+2 Dexterity and +2 Strength because they are swift and strong, but -1 Charisma and -1 Wisdom because other races don't understand them and they tend to act rashly.
Low-Light Vision
+2 racial bonus to Tumble and Balance checks because of their agility and love to show off.
+2 racial bonus on to hit checks against flying creatures because of Aspect socity's love for wildfowl hunting.
+2 racial bonus on bluff checks because of the Aspect propensity for storytelling.
Automatic Languages: Aspect, Common
Bonus Languages: Slvan, Draconic, Elven, Gnoll, Elemental Court Language
Favored Class: Ranger
Usually CG or CN.
[edit] Aspect Types
Forest Aspect
Forest Aspects are the most common kind of aspect, and are commonly called 'friendly orcs' because of their gruff appearance. They usually stand about 5 to 6 feet tall, but the females are much larger than the males and may grow up to 7 or even 8 feet, given a good year of growing. The average lifespan of a forest aspect is about the same as a human's. Forest aspects have skin ranging in color from light brown to dark green, and some turn orange and yellow in the fall. They grow thick, black hair and often have dandruff problems. They prefer to live in the trees and fight with clubs and wooden arrows.
Plains Aspect
The shortest aspects (usually standing about 5 feet tall), plains aspects are a usually a tannish yellow in skin color and completely bald. The men may grow facial hair, but it is thin and lightly colored. Plains aspects are known for their skill in training riding mounts of all types, and their great abilities in cooking. They prefer to use rock and stone weapons, sharpening flint throwing axes with which to hunt the great giant plains quail.
Oceanic Aspect
Oceanic Aspects live on lost, long forgotten islands and are the most festive-and most agressive- of all the Aspects. Their skin ranges in color from seafoam grey to sea blue to light green, and their eyes are usually blue or a sandy color. They tend to grow wavy blue, black, or purple hair, but like to cut it short. Their lower canines sometimes extend slightly above their lip (though they don't have an underbite) and they like to paint their face with island fruit juices. They exchange the +2 bonus on attacks versus flying creeatures for a +2 bonus on attacks vs. swimming enemies, for they hold great shark hunts and often encounter Kraken. They like to war with other islanders, especially the more savage ones, and eat their fallen enemies, but quickly befriend the survivors of shipwrecks. They prefer weapons made of seashell coated in conch poison.
Conch Poison: Fortitude save DC 17; Primary damage 1D3 Dexterity after 2 rounds and every 2 rounds thereafter. An enemy with 0 Dexterity is paralyzed until cured. The cure is simple, just take some seawater, urine, and something very absorbent and press it tight against the wound as a full round action. If the victim is already paralyzed, a DC 15 Healing Check is required.
