Lore of Arda (3.5e Campaign Setting)
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Lore of Arda is a campaign setting my wife and I created for our own games. It takes a lot of things directly from the 3.5 edition books but it also has a bit of fashion and flare from its creators, including several highly developed NPCs.
[edit] Notes from the Creator
This is a young (relatively) and still developing world and will certainly undergo many changes in the coming months. I respectfully ask that no one edit this Campaign Setting. I am always willing to accept input and advice, but please direct it toward my talk page. I will read (and hopefully) respond to each and every piece of advice/input I receive.
Thank you,
--Tommy19
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[edit] Allowed Sources
Since Arda is a new and untested world I intend to limit the sources and then slowly add to them as the Campaign World evolves. Here is the current list of allowed sources:
- Player's Handbook I & II
- Dungeon Master's Guide I & II
- Monster Manual I, II, III & IV
- Complete Series: Adventurer, Arcane, Champion, Divine, Mage, Psionic, Scoundrel & Warrior
- Races Series: Of Destiny, of Ebberon, of Stone, of the Dragon & of the Wild
- Expanded Psionics Handbook
- Unearthed Arcana
- Arms & Equipment Guide
- Magic Item Compendium
- Dragon Magic
- Drow of the Underdark
- Spell Compendium
- Tome of Feats
- Savage Species
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[edit] World Information
[edit] The Creation of the World
The world of Arda owes its existence and its name to the mother of the gods; Arda (for more information on Arda see the Gods & Goddesses section below).
The time frame of Arda can best be described as a mixture of the medieval and pre-industrial revolution eras of earth. Magic and superstition are still a prominent driving force of the world, but great advances in science and industry have been achieved including the invention of gun powder (known as Dragon's Dust), single shot firearms and crude steam engines.
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[edit] Ardainian Geography
Continent of Gensanchi (North-West Continent)
- Bamboo Glade [City; Population: COMING SOON]
- Baycliff [City; Population: COMING SOON]
- City of Dragons [City; Population: COMING SOON]
- Dellham [City; Population: COMING SOON]
- Emerald City [City; Population: COMING SOON]
- Falconshore [City; Population: COMING SOON]
- Isle Templus [City; Population: COMING SOON]
- Northdale [City; Population: COMING SOON]
- Seasong Cove [City; Population: COMING SOON]
- Zhei Jong [City; Population: COMING SOON]
Delmah Thac'zil (North-East Continent)
- Alur'Olath [City; Population: COMING SOON]
- Blackmoor [City; Population: COMING SOON]
- Coldmere [City; Population: COMING SOON]
- Dorgate [City; Population: COMING SOON]
- Harborton [City; Population: COMING SOON]
- Miton's Tower [Tower/Castle]
- Skraag [City; Population: COMING SOON]
- Southburrow Castle [Tower/Castle]
- Surlara [City; Population: COMING SOON]
- Westervale [City; Population: COMING SOON]
Continent of Shaeria (Southern Continent)
- Anahul Maakh [Site of Interest]
- Bloodbreath's Horde [Site of Interest]
- Bridgeport [City; Population: COMING SOON]
- Duvik's Pass [Small City; Population: 1540]
- Eastedge [City; Population: COMING SOON]
- Edel Lumbar [City; Population: COMING SOON]
- Feylake [City; Population: COMING SOON]
- Havenkeep [Tower/Castle]
- Hollowdell [City; Population: COMING SOON]
- Iron Hall [City; Population: COMING SOON]
- Ishind Vail [City; Population: COMING SOON]
- Misthaven [City; Population: COMING SOON]
- Mythril Mines [City; Population: COMING SOON]
- Niadia [City; Population: COMING SOON]
- North Ward [City; Population: COMING SOON]
- Ravennna [City; Population: COMING SOON]
- Redriver [City; Population: COMING SOON]
- Riverton [City; Population: COMING SOON]
- Ruins of Nethale [Site of Interest]
- Shallow's Loch [City; Population: COMING SOON]
- Silver Forest [City; Population: COMING SOON]
- Skullport [City; Population: COMING SOON]
- Snowfalcon Castle [Tower/Castle]
- Stonehold Keep [Tower/Castle]
- Wellburm [City; Population: COMING SOON]
- Willowbrook [City; Population: COMING SOON]
- Witchhaven [City; Population: COMING SOON]
- Zirmandia [City; Population: COMING SOON]
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[edit] Underdark Geography
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[edit] Ardainian Astronomy and Astrology
[edit] Moons, Stars and Astrological bodies
Arda possesses two moons.
The first, named for the goddess Kuldara, orbits just barely outside Arda's own atmosphere, giving it a constant red glow and earning it the title of The Fire Moon.
The second, named for the goddess Miyarn, orbits far outside of Arda's atmosphere. It is believed that Miyarn was actually a smaller planet that was somehow caught in Arda's wake. This theory is supported by the ice that covers the surface of Miyarn and has earned it the title of The Ice Moon.
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[edit] Astrological Symbols
Each month of the Arda calender is watched over by an astrological sign. These signs seem to affect people born under them in strange and supernatural ways that no one has really been able to explain.
| Centipede
Cat
Salamander
Snake
Rabbit
Fox
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Dog
Shark
Manta
Horse
Butterfly
Hawk
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[edit] Arda Calender
[edit] The Ardainian Calender
A year in Arda is 360 full days, this is the time it takes the world of Arda to orbit the sun and cycle through the seasons. The year is divided evenly into 12 months. Arda doesn't actually have days of the week, specific dates are referred to as the day of a particular month. On the calender the month is divided into three sections of ten days simply to save space and not for anything representing smaller sections of time.
Example
Jan 15: 15th day of the Frozen Moons
Oct 1: 1st day of the Frost Moons
April 30: 30th day of the Pink Moons
It is currently the 1057th year of the 1st Era.
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[edit] Ardanian Society
[edit] Arda Caste System
Arda's countries adhere to a rather rigid caste system. You're born into your station and though it's not impossible to gain a higher position of wealth and favor it isn't easy.
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[edit] Transportation
[edit] Land Travel
[COMING SOON]
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[edit] Sea Travel
[COMING SOON]
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[edit] Air Travel
[edit] Skyships
Skyships have been the primary mode of air travel on Arda for the past century. Originally these massive, sky going vessels were created, driven and held aloft by pure magic. However, in the last two decades great strides have been made, reducing the amount of magic needed to create and operate these massive machines. Skyships are constructed like any seagoing vessel with the exception of the materials used. The hull and supports are created using Ghostwood and a traditional ships ballast stones are replaced with airstones.
With the advent of the steam engine, bound air elementals are no longer required to propel these mammoths of the air; meaning that pilots of skyships are no longer required to be wizards. This has opened up the skies to a great number of would-be pilots seeking to prove themselves worthy.
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Skyship: Colossal vehicle; Airworthiness +6; Shiphandling -4; Speed Fly 100 ft (poor), Overall AC -3; Hull sections 1,000 (crash 250 sections); Section hp 60 (hardness 5); Section AC 3; Ram 12d6; SQ hover; Space 90 ft. by 300 ft.; height 50 ft.; Watch 20; Complement 150; Cargo 50 tons; Cost 92,000gp.
Hover: Despite its maneuverability rating, a Skyship can hover and has no minimum speed required to maintain air travel. It cannot turn in place however.
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[edit] Magical Travel
[COMING SOON]
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[edit] Arda Timeline
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[edit] Character Creation
[edit] Creation Guidelines
Stats
To determine stats players roll four six-sided dice seven times.
--Additional Stat: Attractiveness (ATR): is a measure of your character's physical attractivness.
Hitpoints
Hitpoints are maxed at each level. DON’T FORGET TO ADD CON MODIFIER.
Feats
All characters get an additional feat at first level. (ie, Human characters get 3 feats, all others get 2)
Wealth
All players start the game with 5,000 gold pieces to use to buy their weapons and any magical items they can afford. No single item may exceed half your total wealth.
Alignment
All characters should be of Good and/or Neutral alignment. (Must have a VERY good reason for being evil)
Reputation
All characters start the game with a +1 reputation.
Action Points
Each character receives 7 action points that they can choose to use at any time throughout the game.
Starting Equipment
All characters start the game with the following equipment:
x1 Backpack
x1 Bedroll
x1 Winter Blanket
x5 Trail Rations
x1 Waterskin
Each character may also choose one magical ring worth 4,000 gp or less.
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[edit] House Rules
Races
-- Half-Orcs
Half-Orcs receive an extra feat at first level and a +2 racial bonus on Survival checks.
They inherit some of the talent of their human ancestry, and as they are often outcasts in both societies they have learn to rely on their own wits.
Reason: There seems to be a consensus that half-orcs are the weakest race in the PHB (in spite of their +2 Str). The bonus feat actually makes them a good choice for many classes, on par with the human (who still has a better attribute average and bonus skill points).
--Half-Elves
Half-Elves receive +4 extra skill points at first level and +1 extra skill points at each level after that. This reflects their inherited talent from the human side.
Classes
--Ranger animal companion
The ranger’s effective druid level is his ranger level -3.
Normal: The ranger’s effective druid level is one-half his ranger level.
Reason: Make sure the critter still survives higher level play.
--Fighters
Starting from 11th level, fighters gain a bonus feat every level. Reason: Silence the whining about the fighter.
--Clerics
Gain Sense Motive as a class skill.
Reason: Clerics should be able to pinpoint liars and sinners.
--Sorcerers
All Sorcerers will use the Battle Sorcerer Rule Variant (Unearthed Arcana: pg 56). If you do not have access to Unearthed Arcana and wish to play a Sorcerer let me know and I'll PM you the information.
--Familiars
The familiar's hit point total is either their own or half their master's hp.
Reason: It makes Improved Familiars die less often.
--No XP-penalty for Multiclassing
There are no XP penalties for multiclassing. The whole chapter on page 60 of the PHB is ignored. Reason: The XP penalties were introduced way back in the first playtesting, to keep the spirit of AD&D multiclassing: Either advance in a single class or keep up two classes evenly. Now, in 2007, nobody really cares about AD&D multiclassing anymore. What's worse, Prestige classes changed the whole system, and now the multiclassing penalty is more or less a "No-Prestige-class-penalty". It is clunky and useless.
Combat
--Unarmed Damage Decrease
Unarmed attacks now deal damage equal to strength modifier.
Equipment
--Wepaon Modification
A character wielding a sai gains a +1 shield bonus to AC to offset the weak damage (1d3). This applies for each sai wielded (one in each hand = +2 AC bonus).
Spells and Spellcasting
--Cantrips
0 level spells can be spontaneously cast. No memorization or preparation required.
--Cure Minor Wounds
Normal: Cures 1hp. New version; Cures 1d4hp.
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[edit] Races
[edit] Major Races
This is a list and detailed descriptions of the major races of the World of Arda. These races can usually be found in abundance in any of the major cities of the world.
[edit] Humans
Humans are unarguably the most abundant race in all the world. Their cities and villages can be found everywhere, ranging from the nomadic tribes of the scorching deserts to small hamlets nestled in the sides of the arctic mountain peaks.
- Personality Humans are by far the most adaptable people in all the world. Because of their relatively short lives humans are generally seen as being rash, impatient and having no respect for history. Human personality can take on all shades of good, evil, law and chaos.
- Physical Description Humans typically stand between 5 and just over 6 feet in height and weigh somewhere between 125 to 250 pounds with the women being noticeably smaller than men. Physically humans are the most diverse race, even amongst themselves, thanks to their affinity for migration. Hair color can range from black to blond (gray or white in the elderly years) and be straight, kinky or curly. Their skin can range from almost black to pale white and their facial hair (men only) from sparse to thick. Due to their migratory nature and their willingness to socialize with other races many humans have a bit of non-human blood, causing them to display elf, orc or other qualities. Humans have short life spans, reaching adulthood at about 15 and rarely even living a full century; because of this they lean toward radical hair and clothing styles, tattoos and body piercings.
- Relations Humans mingle with other races just as readily as they interact with one another. Often the serve as ambassadors and emissaries.
- Alignment Humans can be of any alignment or none at all.
- Lands Human towns, cities and villages can be found all over the world and in some of the most diverse climates. Being short lived creatures humans lands are always changing, introducing new ideas and leaders at the drop of a hat. It is very seldom that a human settlement will go even a single decade without a significant change. Humans readily welcome non-humans onto their cities and happily accept them as neighbors.
- Religion Unlike most of the other common races of Arda humans do not worship a particular deity. Arda, Mother of the Gods and Goddess of creation is the most commonly worshiped deity in human lands. Humans can be the most adamant, fanatical believers of religion or the most blasphemous there are, all depending on the individual.
- Language All humans learn to speak Common and that is their native language. Almost all humans who travel know at least one other language (many know several) and they are fond of using words from other languages mixed in with their own. Orc curses, elven musical expressions and dwarven military tactics just to name a few.
- Names Human names vary from family to family and can either be rare or common. Generally when a name becomes common it becomes wide spread and over used, typically you'll find more people born around the same time having the same names.
- Adventurers Humans adventure for a multitude of reasons. Wealth, Glory, Fame, Righteousness, Wisdom; all of these are accepted reasons for you and older humans alike to strike out into the world.
Human Racial Traits
- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
- Human base land speed is 30 feet.
- 1 extra feat at 1st level.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
- Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill (PHB pg 82).
- Favored Class: Any.
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[edit] Drow
Drow are dark-skinned cousins of traditional elves. Drow were forced underground centuries ago for unknown reasons. Most drow have adapted themselves well to life deep underground, however in the past century many drow have begun to return to the surface world and mix among the other common races of the world.
- Personality Life underground in the 'Deep Depths' have hardened the drow. Most other species find the drow to be deceiving and merciless in their battle tactics, but life in the harsh, light less realms of the depths leaves little room for error and most drow have adopted the mentality that only the strong and cunning survive. Surface drow find these same beliefs at the core of their mentality, but life above ground may soften their edges after several years.
- Physical Description Drow, like their light-skinned cousins, are generally as tall as humans, but noticeably lighter with females normally being smaller than males. Drow have dark, ebony skin and pale hair, most commonly of white and silver, but pale blond is becoming more and more common among surface drow. Drow eye colors include Red, Violet, Navy, and Pale Yellow. Drow are a very sensual people, their styles of hair and clothing tend to reflect this, especially in the case of females who prefer to show as much of their smooth ebony flesh as is deemed barely appropriate. Drow typically reach adulthood at the age of 110 and can live for more than 700 years.
- Relations Because of their seclusion and mistrusting nature Drow are very hard to befriend, however once you have proven yourself to not be an enemy in disguise a Drow is likely to be the best friend you could ever have. Drow typically consort will with other races, but they tent to find Orcs to be rather slow witted and boring.
- Alignment Drow can be of any alignment, however most drow lean toward neutrality.
- Lands Drow can be found in all parts of the world, be it above ground or below. Whether below or above ground over 75% of all drow call the multi-tiered city of Alur'Olathm, situated north of the Star Peak Mountains, home.
- Religion Female, and to a smaller degree male, drow are the primary worshipers of Vrisis, Goddess of youth and beauty and Elossa, Goddess of Strength and battle. To the drow, all things beautiful and strong are testimony to their faith.
- Language Drow speak a variation of Elven commonly referred to simply as Drow as their primary language. They have also found it prudent to learn common. One of their most renowned accomplishments is known as Drow Sign Language, a complex language of hand movements and body language that often allows the Drow to communicate quite clearly even in complete silence and utter darkness (Thanks to their ability to detect body heat).
- Names [COMING SOON]
- Adventurers Drow adventurers typically strike out on their own to strengthen themselves or seek out beauty unknown. Some do it because their prowess in battle, magic or beauty calls them from their home.
Drow Racial Traits
- +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma.
- Medium: As Medium creatures, Drow have no special bonuses or penalties due to their size.
- Drow base land speed is 30 feet.
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
- Dark Vision: A drow can see 120 feet. Dark Vision detects body heat, appearing in gradations of red, orange, yellow and gray.
- Spell Resistance equal to 11 + Class levels.
- +2 Racial bonus on Will saves against spell and spell-like abilities.
Spell-Like Abilities: Drow can use the following Spell-Like abilities once per day: Dancing Lights, Darkness, and Faerie Fire. Caster level equals the drow's class levels.
- Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword.
- +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
- Automatic Languages: Common, Elven (Drow) and Drow Sign Language. Bonus Languages: Abyssal, Aquan, Draconic, Gnome, Goblin, Kuo-toan and Undercommon.
- Favored Class: Female, Cleric; Male Fighter, Ranger or Wizard.
- Level Adjustment: +2
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[edit] Dwarves
Dwarves are divided into two sub-races, Hill and Shield. Hill dwarves are the most common. Though many of their communities are below ground, it isn't uncommon to find hill dwarf villages on the surface. Shield dwarves on the other hand are harder to come by as they tend to live deeper within the ground and focus almost exclusively on mining and crafting, relying heavily on their surface dwelling cousins to be vendors of their goods.
[edit] Hill Dwarves
[COMING SOON]
- Personality:
- Physical Description:
- Relations:
- Alignment:
- Lands:
- Religion:
- Language:
- Names:
- Adventurers:
Hill Dwarf Racial Traits
- +2 Constitution, -2 Charisma.
- Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
- Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
- Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
- Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
- Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
- Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +1 racial bonus on attack rolls against orcs and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
- +2 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.
- Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
- Favored Class: Fighter.
[edit] Shield Dwarves
[COMING SOON]
- Personality:
- Physical Description:
- Relations:
- Alignment:
- Lands:
- Religion:
- Language:
- Names:
- Adventurers:
Shield Dwarf Racial Traits
- +2 Constitution, -2 Charisma.
- Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
- Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
- Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
- Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
- Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
- Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +1 racial bonus on attack rolls against orcs and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
- +2 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.
- Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
- Favored Class: Fighter.
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[edit] Elves
Elves are divided into two sub-races, High and Wild. High Elves are the most common and far reaching, they have lost a bit of the old ways and are more often found in urban areas excelling at the magical arts. Wild Elves adhere strictly to the old ways of the elves and are rarely found outside of their forest homes, living off of and protecting the forest from both natural and unnatural predators. A Wild Elf in an urban city is all but unheard of.
[edit] High Elves
[COMING SOON]
- Personality:
- Physical Description:
- Relations:
- Alignment:
- Lands:
- Religion:
- Language:
- Names:
- Adventurers:
High Elf Racial Traits
- +2 Dexterity, -2 Constitution.
- Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
- Elf base land speed is 30 feet.
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
- Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
- +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
- +2 racial bonus on Concentration and Spellcraft Checks.
- Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Favored Class: Wizard.
[edit] Wild Elves
[COMING SOON]
- Personality:
- Physical Description:
- Relations:
- Alignment:
- Lands:
- Religion:
- Language:
- Names:
- Adventurers:
Wild Elf Racial Traits
- +2 Dexterity, -2 Constitution.
- Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
- Elf base land speed is 30 feet.
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
- Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
- +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
- +2 racial bonus on Move Silently and Survival Checks.
- Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Favored Class: Wizard.
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[edit] Gnomes
[COMING SOON]
- Personality
- Physical Description
- Relations
- Alignment
- Lands
- Religion
- Language
- Names
- Adventurers
Gnome Racial Traits
- +2 Constitution, -2 Strength.
- Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
- Gnome base land speed is 20 feet.
- Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
- +2 racial bonus on saving throws against illusions.
- Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
- +1 racial bonus on attack rolls against kobolds and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
- +2 racial bonus on Listen checks.
- +2 racial bonus on Craft (alchemy) checks.
- Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
- Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
- Favored Class: Bard.
* * * * * *
[edit] Half-Drow
[COMING SOON]
- Personality
- Physical Description
- Relations
- Alignment
- Lands
- Religion
- Language
- Names
- Adventurers
Half-Drow Racial Traits
- Medium: As Medium creatures, half-drow have no special bonuses or penalties due to their size.
- Half-drow base land speed is 30 feet.
- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
- Dark Vision: A half-drow can see 60 feet. Dark Vision detects body heat, appearing in gradations of red, orange, yellow and gray.
- Weapon Proficiency: A half-drow is automatically proficient with the hand crossbow, the rapier, and the short sword.
- +1 racial bonus on Listen, Search, and Spot checks.
- +2 racial bonus on Diplomacy and Gather Information checks.
- Drow Blood: For all effects related to race, a half-drow is considered a drow.
- Automatic Languages: Common, Elven (Drow) and Drow Sign Language. Bonus Languages: Any (other than secret languages, such as Druidic).
- Favored Class: Any.
* * * * * *
[edit] Half-Elves
[COMING SOON]
- Personality
- Physical Description
- Relations
- Alignment
- Lands
- Religion
- Language
- Names
- Adventurers
Half-Elf Racial Traits
- Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
- Half-elf base land speed is 30 feet.
- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
- Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- +1 racial bonus on Listen, Search, and Spot checks.
- +2 racial bonus on Diplomacy and Gather Information checks.
- Elven Blood: For all effects related to race, a half-elf is considered an elf.
- Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
- Favored Class: Any.
* * * * * *
[edit] Half-Orcs
[COMING SOON]
- Personality
- Physical Description
- Relations
- Alignment
- Lands
- Religion
- Language
- Names
- Adventurers
Half-Orc Racial Traits
- +2 Strength, -2 Intelligence, -2 Charisma. A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
- Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
- Half-orc base land speed is 30 feet.
- Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
- Orc Blood: For all effects related to race, a half-orc is considered an orc.
- Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
- Favored Class: Barbarian.
* * * * * *
[edit] Halflings
[COMING SOON]
- Personality
- Physical Description
- Relations
- Alignment
- Lands
- Religion
- Language
- Names
- Adventurers
Halfling Racial Traits
- +2 Dexterity, -2 Strength.
- Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
- Halfling base land speed is 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: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
- +1 racial bonus on attack rolls with thrown weapons and slings.
- Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
- Favored Class: Rogue.
* * * * * *
[edit] Orcs
[COMING SOON]
- Personality
- Physical Description
- Relations
- Alignment
- Lands
- Religion
- Language
- Names
- Adventurers
Orc Racial Traits
- +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma. An orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
- Medium: As Medium creatures, orcs have no special bonuses or penalties due to their size.
- Orc base land speed is 30 feet.
- Darkvision: Orcs (and half-orcs) can see in the dark up to 60 feet. Dark Vision detects body heat, appearing in gradations of red, orange, yellow and gray.
- Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
- Favored Class: Barbarian.
* * * * * *
[edit] Warforged
[COMING SOON]
- Personality
- Physical Description
- Relations
- Alignment
- Lands
- Religion
- Language
- Names
- Adventurers
Warforged Racial Traits
- Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.
- Features As a living construct, a warforged has the following features.
- A warforged derives it's Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
- Features As a living construct, a warforged has the following features.
- Traits A warforged possesses the following traits.
- Unlike other constructs, a warforged has a constitution score.
- Unlike other constructs, a warforged does not have low-light vision or dark vision.
- Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
- Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
- Warforged cannot heal damage naturally
- Unlike other constructs, warforged are subject to critical hits, non-lethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
- As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
- The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal armor. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex Half: save DC 14 + caster's ability mod). A warforged takes the same amount of damage from a rust monster's touch (Reflex DC 17 half). Spells such as stone to flesh and stone shape affect objects only, and thus cannot be used on the stone parts of a warforged.
- A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and grater than -10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
- As a living construct, a warforged can be raised or resurrected.
- A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
- although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.
- Traits A warforged possesses the following traits.
- +2 Constitution, -2 Wisdom, -2 Charisma
- Medium: As Medium creatures, warforged have no special bonuses or penalties due to their size.
- Warforged base land speed is 30 feet.
- Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enhanced just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
- Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
- A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
- Automatic Languages: Common. Bonus Language: None
- Favored Class: Fighter
* * * * * *
[edit] Minor Races
This is a list and detailed descriptions of the minor races of the World of Arda. These races are usually found strewn throughout the world in small tribes and villages. A few members of these races may be found in the larger cities but generally make up less than 1% of the cities populace.
[edit] Aasimar
Aasimar are not conceived in the traditional way. All Assimar, like their teifling cousins, are conceived through immaculate conception; a holy union between mortals and the gods.
- Personality
- Physical Description
- Relations
- Alignment
- Lands
- Religion
- Language
- Names
- Adventurers
Aasimar Racial Traits
- +2 Wisdom, +2 Charisma
- Medium Size
- An assimar's base land speed is 30 feet.
- Dark Vision: Assimar can see in the dark up to 60 feet.
- +2 racial bonus on Spot and Listen checks.
- Spell-Like Abilities: 1/day—daylight (caster level = character level)
- Resistance to acid 5, cold 5 and electricity 5
- Automatic Languages: Common and Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan
- Favored Class: Paladin
- Level Adjustment: +1
Aging Effects
| Adulthood | Middleage | Old | Venerable | Maximum Age |
|---|---|---|---|---|
| 15 years | 35 years | 53 years | 70 years | +2d20 years |
Random Height and Weight
| Gender | Base Hgt | Hgt Modifier | Base Wgt | Wgt Modifier |
|---|---|---|---|---|
| Male | 4' 10" | +2d10 | 120 lb. | x (2d4) lb. |
| Female | 4' 5" | +2d10 | 85 lb | x (2d4) lb. |
* * * * * *
[edit] Bugbears
[COMING SOON]
- Personality
- Physical Description
- Relations
- Alignment
- Lands
- Religion
- Language
- Names
- Adventurers
Bugbear Racial Traits
- +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma
- Medium Size
- A bugbear's base land speed is 30 feet.
- Dark Vision: Bugbears can see in the dark up to 60 feet.
- Racial Hit Dice: A bugbear begins with three levels of humanoid, which provides 3d8 hit dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3 and Will +1.
- Racial Skills: A bugbear's humanoid levels give it skill points equal to 6 x (2 + Int Modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search and Spot.
- Racial Feats: A bugbear's humanoid levels give it two feats.
- +3 natural armor bonus.
- +4 racial bonus on Move Silently checks.
- Automatic Languages: Common and Goblin. Bonus Languages: Draconic, Elven, Gnome, Giant, Gnoll, Orc.
- Favored Class: Rogue
- Level Adjustment: +1
* * * * * *
[edit] Centaurs
[COMING SOON]
- Personality
- Physical Description
- Relations
- Alignment
- Lands
- Religion
- Language
- Names
- Adventurers
Centaur Racial Traits
- +8 Strength, +4 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom
- Large Size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of medium characters.
- Space/Reach: 10 feet/5 feet
- A centaur's base land speed is 50 feet.
- Dark Vision: Centaurs can see in the dark up to 60 feet.
- Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provides 4d8 hit dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4 and Will +4.
- Racial Skills: A centaur's monstrous humanoid levels give it skill points equal to 7 x (2 + Int Modifier). Its class skills are Listen, Move Silently, Spot and Survival.
- Racial Feats: A centaur's monstrous humanoid levels give it two feats.
- +3 natural armor bonus.
- Automatic Languages: Sylvan and Elvan. Bonus Languages: Common, Gnome, Halfling.
- Favored Class: Ranger
- Level Adjustment: +2
Aging Effects
| Adulthood | Middleage | Old | Venerable | Maximum Age |
|---|---|---|---|---|
| 30 years | 75 years | 112 years | 150 years | +3d% years |
Random Height and Weight
| Gender | Base Hgt | Hgt Modifier | Base Wgt | Wgt Modifier |
|---|---|---|---|---|
| Male | 6' 5" | +2d6 | 2050 lb. | x (2d4) lb |
| Female | 6' 2" | +2d6 | 1900 lb | x (2d4) lb |
* * * * * *
[edit] Gargoyles
[COMING SOON]
- Personality
- Physical Description
- Relations
- Alignment
- Lands
- Religion
- Language
- Names
- Adventurers
Gargoyle Racial Traits
- +4 Strength, +4 Dexterity, +8 Constitution, -4 Charisma
- Medium Size.
- A gargoyle's base land speed is 40 feet. It also has a fly speed of 60 feet (average).
- Dark Vision: Gargoyles can see in the dark up to 60 feet.
- Racial Hit Dice: A gargoyle begins with four levels of monstrous humanoid, which provides 4d8 hit dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4 and Will +4.
- Racial Skills: A gargoyle's monstrous humanoid levels give it skill points equal to 7 x (2 + Int Modifier). Its class skills are Hide, Listen and Spot.
- +2 racial bonus on Hide, Listen and Spot checks.
- +8 Circumstance bonus on Hide checks when against a background of stone.
- Racial Feats: A gargoyle's monstrous humanoid levels give it two feats.
- +4 natural armor bonus.
- Damage Reduction 10/magic, freeze
- Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.
- Favored Class: Fighter
- Level Adjustment: +5
* * * * * *
[edit] Goblins
[COMING SOON]
- Personality
- Physical Description
- Relations
- Alignment
- Lands
- Religion
- Language
- Names
- Adventurers
Goblin Racial Traits
- -2 Strength, +2 Dexterity, -2 Charisma
- Small Size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide Checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of medium characters.
- A goblin's base land speed is 30 feet.
- Dark Vision: Goblin's can see in the dark up to 60 feet.
- +4 racial bonus on Move Silently and Ride checks.
- Automatic Languages: Common and Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
- Favored Class: Rogue
* * * * * *
[edit] Kaleer [Custom Race]
[COMING SOON]
- Personality
- Physical Description
- Relations
- Alignment
- Lands
- Religion
- Language
- Names
- Adventurers
Kaleer Folk Racial Traits
- +2 Dexterity, -2 Intelligence
- Medium Size
- Kaleer base land speed is 40 feet.
- +2 racial bonus on Balance and Listen checks
- Low-Light Vision: A Kaleer can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish colors under these conditions.
- Run: Kaleer gain Run as a free racial feet.
- Favored Class: Scout.
Aging Effects
| Adulthood | Middleage | Old | Venerable | Maximum Age |
|---|---|---|---|---|
| 12 years | 26 years | 38 years | 50 years | +2d8 years |
Random Height and Weight
| Gender | Base Hgt | Hgt Modifier | Base Wgt | Wgt Modifier |
|---|---|---|---|---|
| Male | 3' 10" | +2d6 | 35 lb. | x 1 lb |
| Female | 3' 8" | +2d6 | 30 lb | x 1 lb |
* * * * * *
[edit] Lizard Folk
[COMING SOON]
- Personality
- Physical Description
- Relations
- Alignment
- Lands
- Religion
- Language
- Names
- Adventurers
Lizard Folk Racial Traits
- +2 Strength, +2 Constitution, -2 Intelligence
- Medium Size
- A lizardfolk's base land speed is 30 feet.
- Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provides 2d8 hit dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3 and Will +0.
- Racial Skills: A lizardfolk's humanoid levels give it skill points equal to 5 x (2 + Int Modifier). It's class skills are Balance, Jump, and Swim
- +4 racial bonus on Balance, Jump and Swim checks.
- Racial Feats: A lizardfolk's humanoid levels give it one feat.
- Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields
- +5 natural armor bonus.
- Natural Weapons: 2 claws (1d4) and bite (1d4)
- Special Qualities: Hold Breath-- A lizardfolk can hold its breath for a number of rounds equal to four times it's Constitution score before it risks drowning.
- Automatic Languages: Common and Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
- Favored Class: Druid
- Level Adjustment: +1
* * * * * *
[edit] Minotaur
[COMING SOON]
- Personality
- Physical Description
- Relations
- Alignment
- Lands
- Religion
- Language
- Names
- Adventurers
Minotaur Racial Traits
- +8 Strength, +4 Constitution, -4 Intelligence, -2 Charisma. A Minotaur’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
- Large Size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of medium characters.
- Space/Reach: 10 feet/10 feet
- A Minotaur's base land speed is 30 feet.
- Dark Vision: Minotaurs can see in the dark up to 60 feet.
- Racial Hit Dice: A Minotaur begins with six levels of monstrous humanoid, which provides 6d8 hit dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5 and Will +5.
- Racial Skills: A Minotaur's monstrous humanoid levels give it skill points equal to 9 x (2 + Int Modifier). Its class skills are Intimidate, Jump, Listen, Search, Search and Spot.
- +4 racial bonus on Search, Spot and Listen checks.
- Racial Feats: A Minotaur's monstrous humanoid levels give it three feats.
- Weapon Proficiency: Minotaurs are proficient with the greataxe and all simple weapons.
- +5 natural armor bonus.
- Natural Weapons: Gore (1d8)
- Special Attacks: Powerful Charge (Ex)-- A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.
- Special Qualities: Scent, Natural Cunning (Ex)-- Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
- Automatic Languages: Common and Giant. Bonus Languages: Orc, Goblin, Terran
- Favored Class: Barbarian
- Level Adjustment: +2
* * * * * *
[edit] Orncath [Custom Race]
[COMING SOON]
- Personality
- Physical Description
- Relations
- Alignment
- Lands
- Religion
- Language
- Names
- Adventurers
Orncath Racial Traits
- -2 Strength, +2 Dexterity, -2 Intelligence
- Small: As a small creature, an Orncath gains a +1 size bonus to Armor Class, a +1 size bonus on attack roles, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three quarters of those of a Medium character.
- Orncath base land speed is 30 feet.
- +4 racial bonus on Balance and Climb checks
- +2 racial bonus on Listen checks
- Low-Light Vision: An Orncath can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish colors under these conditions.
- Agile Athlete: Orncath gain Agile Athlete as a free racial feat, allowing them to add their dexterity bonus, instead of their strength bonus, for Climb and Jump checks.
- Natural Claw Attacks: Orncath are able to use their retractable claws as natural weapons. As a standard action they can attack once with each hand, at their highest attack bonus, each dealing 1d3 points of piercing and slashing damage. They do not gain extra attacks with their claws, as their base attack bonus improves.
- Favored Class: Rogue.
Aging Effects
| Adulthood | Middleage | Old | Venerable | Maximum Age |
|---|---|---|---|---|
| 8 years | 20 years | 30 years | 40 years | +2d6 years |
Random Height and Weight
| Gender | Base Hgt | Hgt Modifier | Base Wgt | Wgt Modifier |
|---|---|---|---|---|
| Male | 2' 10" | +2d4 | 25 lb. | x 1 lb |
| Female | 2' 8" | +2d4 | 20 lb | x 1 lb |
* * * * * *
[edit] Satyrs
[COMING SOON]
- Personality
- Physical Description
- Relations
- Alignment
- Lands
- Religion
- Language
- Names
- Adventurers
Satyr Racial Traits
- +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma
- Medium Size
- A satyr's base land speed is 40 feet.
- Low-Light Vision
- Racial Hit Dice: A satyr begins with five levels of fey, which provides 5d8 hit dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +4 and Will +4.
- Racial Skills: A satyr's fey levels give it skill points equal to 8 x (2 + Int Modifier). Its class skills are Bluff, Hide, Knowledge (Nature), Listen, Move Silently, Perform, and Spot.
- +4 racial bonus on Hide, Listen, Move Silently, Perform and Spot checks.
- Racial Feats: A satyr's fey levels give it two feats. A satyr receives Alertness as a bonus feat.
- +4 natural armor bonus.
- Natural Weapons: Head Butt (1d6)
- Special Attacks: Pipes (Su)-- Satyrs can play a variety of magical runes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) musd succeed on a DC 13 Will save or be affected by charm person, sleep or fear (caster level 10th; the satyr chooses the rune and its effect). In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe's effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.
- Special Qualities: Damage Reduction 5/cold iron
- Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Gnome.
- Favored Class: Bard
- Level Adjustment: +2
* * * * * *
[edit] Tieflings
Tieflings are not conceived in the traditional way. All Tieflings, like their aasimar cousins, are conceived through immaculate conception; an unholy union between mortals and demons.
- Personality
- Physical Description
- Relations
- Alignment
- Lands
- Religion
- Language
- Names
- Adventurers
Tiefling Racial Traits
- +2 Dexterity, +2 Intelligence, -2 Charisma
- Medium Size
- A tiefling's base land speed is 30 feet.
- Dark Vision: tieflings can see in the dark up to 60 feet.
- +2 racial bonus on Bluff and Hide checks.
- Spell-Like Abilities: 1/day—darkness (caster level = character level)
- Resistance to cold 5, electricity 5 and fire 5.
- Automatic Languages: Common and Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc
- Favored Class: Rogue
- Level Adjustment: +1
* * * * * *
[edit] Vampires
[COMING SOON]
- Personality
- Physical Description
- Relations
- Alignment
- Lands
- Religion
- Language
- Names
- Adventurers
Vampire Racial Traits
- +4 Strength, +2 Dexterity, +2 Intelligence, +2 Wisdom, +4 Charisma.
- Medium Size
- A vampire's base land speed is 40 feet.
- Dark Vision: vampires can see in the dark up to 60 feet.
- Racial Hit Dice: A vampire begins with four levels of monstrous humanoid, which provides 4d8 hit dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4 and Will +4.
- Racial Skills: A vampire's monstrous humanoid levels give it skill points equal to 7 x (2 + Int Modifier). It's class skills are Hide, Listen and Spot.
- +2 racial bonus on Hide, Listen and Spot checks.
- Racial Feats: A vampire's monstrous humanoid levels give it two feats.
- Natural Weapons: 2 claws (1d4)
- Special Attacks: Blood Drain (Ex)-- A vampire can suck blood from a living victim that is susceptible to critcal hits with a grapple check that results in a successful pin. If it pins its foe, it drains blood, dealing 2d4 point of damage each round the pin is maintained. Drained hit points are applied to the vampire as permanent hit points, though hit points gained in this manner never allow the vampire to exceed its normal hit point maximum.
- Create Spawn (Su)-- If a vampire reduces a humanoid or monstrous humanoid to -10 hit points with its blood drain attack, the victim arises 1d4 days later as a vampire spawn. If that vampire instead gives a Blood Gift to restore the victim to 0 hitpoints, it rises 1d4+1 days later as a vampire. In either case, the draining vampire has no special control over spawn it creates.
- Special Qualities: Blood Gift (Ex): A vampire can feed its own blood to another vampire or vampire spawn to heal it. It costs 1 hp to start the process, and the vampire can transfer up to 1 hp per round per level up to a maximum of 10 hp/round.
- The Thirst (Ex): A vampire takes 1d8 + 1/HD points of damage every day at noon, as a bit of its essence is "cooked off" by positive energy. This damage can be healed only by drinking blood.
- Turn Resistance (Ex): A vampire gains +4 turn resistance.
- Weaknesses and Vulnerabilities:
- Garlic: A single garland of garlic prevents a vampire from approaching closer than 5 feet, a small sack of crushed cloves is unbearable to every vampire within 10 feet and a spilled vial of fresh juice keeps them at a comfortable range of 20 feet.
- Rest Outside His Coffin or Grave: Each day that a vampire spends sleeping outside his his coffin he takes 3d8+1/HD points of damage from The Thirst instead of the usual 1d8.
- Exposure to Sunlight: Each round that a vampire is exposed to direct sunlight, the effects of a sunbeam or sunburst spell he must make a DC 15 Will Save. If the vampire fails the save he takes 1d10 points of damage. If the vampire succeeds he takes only half damage. When a vampire's hp is reduced to -10 in this manner he is instantly destroyed.
- A Stake Through the Heart: The only way to completely kill a vampire is sunlight (see above) or to reduce its hp to -10 with a magic weapon. Wooden stakes (see Equipment below) is the traditional method to slay them but any magical weapon will suffice.
- Automatic Languages: Common. Bonus Languages: Any
- Favored Class: Rogue
- Level Adjustment: +4
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[edit] Vital Statistics
Aging Effects
| Race | Adulthood | Middleage | Old | Venerable | Maximum Age |
|---|---|---|---|---|---|
| Human | 15 years | 35 years | 53 years | 70 years | +2d20 years |
| Drow | --- | --- | --- | --- | --- |
| Dwarf | --- | --- | --- | --- | --- |
| Elf | --- | --- | --- | --- | --- |
| Gnome | --- | --- | --- | --- | --- |
| Half-Drow | --- | --- | --- | --- | --- |
| Half-Elf | --- | --- | --- | --- | --- |
| Half-Orc | --- | --- | --- | --- | --- |
| Halfling | --- | --- | --- | --- | --- |
| Orc | --- | --- | --- | --- | --- |
| Warforged | --- | --- | --- | --- | --- |
| Aasimar | --- | --- | --- | --- | --- |
| Bugbear | --- | --- | --- | --- | --- |
| Gargoyle | --- | --- | --- | --- | --- |
| Goblin | --- | --- | --- | --- | --- |
| Kaleer | --- | --- | --- | --- | --- |
| Lizard Folk | --- | --- | --- | --- | --- |
| Minotaur | --- | --- | --- | --- | --- |
| Orncath | --- | --- | --- | --- | --- |
| Satyr | --- | --- | --- | --- | --- |
| Tiefling | --- | --- | --- | --- | --- |
| Vampire | --- | --- | --- | --- | --- |
[edit] Classes & Prestige Classes
[edit] Base Classes in Arda
- Barbarian: Barbarians can be found almost everywhere in Arda, living on the planes and migrating with herds of animals. Day to day life in a barbarian tribe is far from easy and there is the near constant threat of attack from other tribes as well as large predators. The largest of these threats are carnivorous dinosaurs such as the Tyrannosaurus, who roam the plains farthest from the cities. Barbarians automatically use the Totem Barbarian Variant from the Unearthed Arcana supplement.
- Barbarian Variant; Totem Barbarian: The various tribes of Arda are: Ape, Bear, Boar, Dragon, Eagle, Horse, Jaguar, Lion, Serpent and Wolf.
- Bard: Bards are the primary form of entertainment and information in the lands of Arda. Most times it is both faster and more accurate to get information from a traveling bard than any official channels. Some bards, those of questionable morality prefer to supplement their unstable performance income by selling information they've gathered on the road.
- Bard Variant; Bardic Sage: Bardic Sages are some of the most renowned scholars in all the world. They generally spend long hours pouring over tomes and scrolls learning all they can. In their later years Bardic sages often take leave of their places of learning and travel around the world to spread the information they have spent years learning.
- Bard Variant; Divine Bard: Divine Bards follow a different path than their Arcanist brothers. They derive their inspiration and power from divine sources. Divine Bards often replace clerics in more primitive cultures.
- Bard Variant; Savage Bard: Savage Bards are found only in Barbarian tribes and though they hardly ever rule the tribe, they are often held in close regard by the chief. Savage Bards are the story-tellers and history keepers of their tribes and their use of magic scares their enemies on the battlefield.
- Cleric: Clerics are the mortal representation of their gods and in most cases, a senior cleric is above most all kinds of scrutiny. Lesser clerics however most follow the laws of not only their gods, but the laws of the land as well. Some clerics are happy to hermit themselves away in their temples while others travel the world to spread the word of their diety.
- Cleric Variant; Cloistered Cleric: Cloistered Clerics are the group that chooses to lock themselves away and study more than anything. Often cloistered clerics rival bardic sages in measures of knowledge and ancient lore.
- Druid: [COMING SOON]
- Druid Variant; Druidic Avenger: [COMING SOON]
- Fighter: [COMING SOON]
- Fighter Variant; Thug: [COMING SOON]
- Monk: [COMING SOON]
- Monk Variant; Fighting Styles: [COMING SOON]
- Paladin: [COMING SOON]
- Paladin Variant; Freedom: [COMING SOON]
- Paladin Variant; Slaughter: [COMING SOON]
- Paladin Variant; Tyranny: [COMING SOON]
- Ranger: [COMING SOON]
- Ranger Variant; Planar Ranger: [COMING SOON]
- Ranger Variant; Urban Ranger: [COMING SOON]
- Rogue: [COMING SOON]
- Rogue Variant; Wilderness Rogue: [COMING SOON]
- Sorcerer: [COMING SOON]
- Sorcerer Variant; Battle Sorcerer: [COMING SOON]
- Wizard: [COMING SOON]
- Wizard Variant; Domain Wizard: [COMING SOON]
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[edit] Prestige Classes in Arda
- Animal Lord: [COMING SOON]
- Arcane Archer: [COMING SOON]
- Arcane Trickster: [COMING SOON]
- Archmage: [COMING SOON]
- Assassin: [COMING SOON]
- Beastmaster: [COMING SOON]
- Blackguard: [COMING SOON]
- Bloodhound: [COMING SOON]
- Daggerspell Mage: [COMING SOON]
- Daggerspell Shaper: [COMING SOON]
- Dragon Disciple: [COMING SOON]
- Dread Pirate: [COMING SOON]
- Duelist: [COMING SOON]
- Dungeon Delver: [COMING SOON]
- Dwarven Defender: [COMING SOON]
- Eldritch Knight: [COMING SOON]
- Exemplar: [COMING SOON]
- Fochlucan Lyrist: [COMING SOON]
- Ghost-faced Killer: [COMING SOON]
- Hierophant: [COMING SOON]
- Highland Stalker: [COMING SOON]
- Horizon Walker: [COMING SOON]
- Loremaster: [COMING SOON]
- Maester: [COMING SOON]
- Master of Many Forms: [COMING SOON]
- Mystic Theurge: [COMING SOON]
- Nightsong Enforcer: [COMING SOON]
- Nightsong Infiltrator: [COMING SOON]
- Ollam: [COMING SOON]
- Red Wizard: [COMING SOON]
- Shadowbane Inquistor: [COMING SOON]
- Shadowbane Stalker: [COMING SOON]
- Shadowdancer: [COMING SOON]
- Shadowmind: [COMING SOON]
- Spymaster: [COMING SOON]
- Streetfighter: [COMING SOON]
- Tempest: [COMING SOON]
- Thaumaturgist: [COMING SOON]
- Thief-Acrobat: [COMING SOON]
- Vigilante: [COMING SOON]
- Virtuoso: [COMING SOON]
- Wild Plains Outrider: [COMING SOON]
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[edit] Feats
The feats in Arda will be a mixture of my own home brew and those of others (given credit).
[edit] General
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[edit] Character Creation
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[edit] Item Creation
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[edit] Metamagic
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[edit] Magic and Psionics
[COMING SOON]
[edit] Equipment
[edit] Items
| Item | Cost | Weight |
|---|---|---|
| Travel Papers | 5 gp | --- |
| Travel Papers/w picture | 10 gp | --- |
Travel Papers: Travel papers are required for all citizens traveling through Arda; they identify the owner with a physical description, birth date, home town, guild affiliation and other pertinent information. Some wealthy and veteran travellers go ahead and spend the extra gold to have their papers created with a magically augmented portrait that changes along with their age and physical appearance. Making fake copies of travel papers under false names takes a week's worth of work and a successful DC 15 forgery check for the regular kind and a DC 25 forgery check for the pictured kind. Fakes sell for three times the market value.
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[edit] Weapons
| Simple Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight | Type | Special |
|---|---|---|---|---|---|---|---|---|
| Light Melee Weapons | ||||||||
| Wooden Stake | 5 sp | 1d3 | 1d4 | 19-20/x2 | --- | 1 lb. | Piercing | --- |
| Throwing Knife (5) | 1 gp | 1d3 | 1d4 | 19-20/x2 | 25 ft | 1 lb. | Piercing | --- |
| Bracer Blade | 50 gp | 1d4 | 1d6 | x3 | --- | 1 lb. | Piercing | See Description |
Wooden Stake: These weapons are highly favored by Slayers for their power to slay vampires. Anyone with a dagger and an hour's worth of work can create a rudimentary version of this weapon, but the best are sold by merchants and usually crafted by the handful of ex-Slayers that survived until the age of retirement. When used to stake a vampire this weapon is treated as a +1 Magical weapon.
Throwing Knife: Throwing Knives are made exactly like a regular dagger, only without the wooden handle. They are designed and built for ranged combat.
Bracer Blade: The Bracer blade is a device devised long ago by a gnome assassin. The device appears to be a plain leather bracer and glove. It is designed so precisely that the specific flexing on the wrist causes a blade to extend from the wrist area. Since the blade is completely hidden until it is ejected by the user it gives a +2 attack bonus to all Sneak Attacks (the effects do not stack if you wear more than one bracer blade).
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[edit] Armor
[COMING SOON]
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[edit] Adventuring Equipment
[COMING SOON]
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[edit] Materials
| Material | Hardness | Hit Points | Cost |
|---|---|---|---|
| Ghostwood | 5 | 10/inch | 25gp/sq. ft. |
| Airstone | 10 | 20/inch | 15gp/sq. ft. |
Ghost Wood: [COMING SOON]
Airstone: [COMING SOON]
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[edit] Misc. Items
[COMING SOON]
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[edit] Gods & Goddesses
[edit] The Planes
- Prime Material Plane -- [COMING SOON]
- Ethreal Plane -- [COMING SOON]
- Elemental plane of Light -- [COMING SOON]
- Elemental plane of Fire -- [COMING SOON]
- Elemental plane of Earth -- [COMING SOON]
- Elemental plane of Shadow -- [COMING SOON]
- Elemental plane of Water -- [COMING SOON]
- Elemental plane of Air -- [COMING SOON]
- Wayplane of Aruzla -- [COMING SOON]
- Wayplane of Balarra -- [COMING SOON]
- Wayplane of Cosmolus -- [COMING SOON]
- Wayplane of Dezlus -- [COMING SOON]
- The World Serpent Inn -- [COMING SOON]
- The Planar Hub -- [COMING SOON]
- The Outer Plane of Heaven -- [COMING SOON]
- The Outer Plane of Hell -- [COMING SOON]
[edit] Guilds, Organizations & Societies
Guilds and other organizations are very important in Arda. Guilds exist for virtually every profession in the world (be they legal or otherwise) and your guild affiliation is marked on the traveling papers each individual is required by law to carry(obviously illegal guild affiliations aren't going to be marked on your travel papers. :]).
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[edit] The Waywanderer's Guild
The Waywanderers are a guild of like minded adventurers. Their Guildhalls are hubs of information and jobs. The guild halls also serve as training and boarding houses. The guild's main guild hall is located in the southern capital of Ishind Vail but the Waywanderer's, true to their name, operate smaller guild houses in every city in the world so that it's guild members are never too far from a helping hand. All members of the guild are required to pay a yearly due of 5gp to retain their guild membership.
Becoming a Member: Becoming a member of the Waywanderer's Guild is as easy as finding a guildhall, filling out an application and paying a 10gp fee of joining. After which you are given your guild membership papers and a voucher to have your travelling papers updated with the information of your new guild.
Perks of Belonging to the Guild
- Local and Foreign Job Postings
- Training/Sparring Halls
- Travel Animal Boarding (owner must provide feed)
- 50% off staterooms
- 1 free round a night at the bar
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[edit] The Order of the Shadowed Flame
The Order of the Shadowed Flame, often referred to simply as The Order, is a 'secret' organization of like minded individuals who seek the preservation of order and law throughout the lands of Arda.
Though stories of The Order run rampant through out the lands of Arda, few people believe them to be anything more than a myth; something that the Order both encourages and supplements with outlandish tales spread among the bards of the land.
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[edit] Creatures
[COMING SOON]
[edit] NPCs
[COMING SOON]
[edit] Campaigns
Lore of Arda: The Burning Plague
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