Pars Fortuna Preview #3 – More Races

Four more of the strange races in the PARS FORTUNA setting …

In the back of the pack we have a JAE. The Jae are clumps of walking vegetation that can assume a humanoid form by wrapping themselves around a skeleton of wood or metal. They use their morphic form and a little magic to make themselves appear to be members of other races – or even a person’s close friends or family. In their real form, the so-called kelpies can detach from their skeletons and move about almost like oozes – fitting into tight spaces and such. They are natural charlatans.

Jae are another spell casting race, with the added abilities of impersonating people and crawling around like an ooze when it suits them. They can communicate with plants.

Next to the Jae is a KYSSAI, also known as a ghost. The Kyssai are happy anarchists who view bodies of solid matter as prisons. Kyssai are capable of becoming ethereal for short periods, and are generally sneaky sorts. In the game setting, they are wanderers who pick up all sorts of useful information that a Referee might wish to introduce into game. They are the only race besides the Oraenca (see next preview) who can tolerate the Ilel – mostly for the spectacle.

Kyssai are another skill class, this time working as spies and scouts. They are good at sneaking about and surprising others and their power to become ethereal helps them infiltrate areas and escape with their lives. They are, alas, a bit emotionally stunted and have difficulty forming close relationships.

The bizarre creature that looks like a tentacled potato is an OLVUGAI. The Olvugai are nicknamed the visitors by the other races. They are, in fact, alien visitors to the setting, stranded on the strange world (dimension?) of PARS FORTUNA and dedicated to unraveling its mysteries.

Olvugai are a race of scholarly warriors. They are capable of attacking opponent in front and behind at the same time, and they are capable of becoming invisible for short periods of time. Olvugai have a knack for logical thinking and are skilled as sages.

In the foreground, we have a NIF, or wasp-woman. The Nif are the female counterparts to a mindless race of drones called the Nef. They dwell in hive-cities in the Cinnabar Flats, a desert of poisonous mineral springs. Each Nif belongs to a brood of sisters. The broods serve their queen mother and dote on their over-protective (and sentient) fathers until they get the call to strike out on their own. Nif have honey-colored carapaces marked with black patterns that they share with their brood-sisters.

The Nif are our third magic-using class. Their carapaces make them slightly more durable than the Caledjula and their talents run to elemental spells rather than illusions. Nif are resistant to poisons and acids, have thick carapaces and a knack for chemistry.

Our last preview of the races of PARS FORTUNA will appear next week, and include fire-loving lions, mercantile monkeys, wise antelope-centaurs and creatures with bones of steel.

Pars Fortuna Preview #2 – Races of Pars Fortuna (with ART!)

A month back I hired Jon Ascher, a gentleman known on DeviantArt as Pachycrocuta, to draw the odd, randomly generated races that populate the world of PARS FORTUNA, and boy did he knock it out of the park. I had him draw the races in groups of 4 (there are 12 total) and have now received the inked drawings and want to share them with everyone, along with some brief descriptions of the races, how they will be presented in the game and where they fit into the rules and setting.

The tall “gentleman” is a BO’AL. The bo’al are a race of hermaphrodites with bluish-green to deep green waxy skin reminiscent of the skin of a dolphin. In the setting, they dwell on a wide prairie bisected by a great river and crisscrossed with hundreds of canals, locks and irrigated fields. Nicknamed the engineers, they are taught from a young age the disciplines of mathematics, physics and architecture. Bo’al respect hard work and personal liberty – they’re happy to come together for a cause, but dislike the concept of kings. They are usually jovial sorts, and intensely curious about how things work.

In game terms, bo’al are one of the “skill” classes – and by this, I mean you tend to have three sorts of classes in class-based games – the fighting classes (good attack bonus, best hit dice, worst saving throws), the magic classes (spells, low attack bonus, low hit points, good saving throws) and the skill classes, which muddle about in the middle. The bo’al get a bonus to detect sloping passages, sliding walls, secret doors and large, room-sized traps (most folk do it on a 1 in 6, they do it on a 2 in 6), as befits their skill in engineering. They also have some skill at disabling traps, setting traps and repairing damaged items. Adding to their usefulness, they can withstand a pretty good amount of damage – they get an extra hit dice at 1st level and can regenerate some damage after each battle. So, the bo’al is a skill class with a nod towards combat.

At the center of the group is an ILEL, nicknamed the imperials. The ilel are a race of clones – copies of a former marshal of the Empire of Vex grown in vats to form a personal guard for the emperor. They have skin the color of burnished gold, hair as black as night, solid black eyes and a well developed sense of megalomania – probably why they now run the empire they were hired to protect. Ilel are accomplished swordsmen, specializing in fighting with broadsword and a wavy-bladed dagger called a kris. They are haughty and arrogant, often treating their comrades as henchmen, and if not for their ability to cut a path of red ruin through their enemies, they wouldn’t be tolerated.

The ilel is a fighting class. They are mobile fighters, so less armor but a boost in initiative. They also have some bonuses when fighting with two weapons (higher bonus to hit and the ability to trade their bonus to hit for a bonus to AC round by round). Because of their commanding attitude (and admitted skill at command) they improve the fighting-ability of their henchmen (no, not the other player characters, even if the ilel treats them like henchmen) and can have one henchman more than their charisma score would normally allow.

Next to the ilel is a CALEDJULA. The caledjula’s claim to fame is their ability to fly without the need of wings. Caledjula have tawny to reddish fur, pupil less white eyes, huge ears and six fingers on each hand. Caledjula are natural tricksters, having an inborn ability to generate illusions. In the game setting, they dwell in the tall mountains that surround Fortuna’s Spire (the literal “tent-pole” dungeon of the setting) in cliff dwellings. They are nicknamed the aeolians.

Caledjula are one of the magic race/classes in the setting, filling the role of a trickster class. All of the spell casters in PARS FORTUNA use the same spell list (126 spells, level 1 to 9), but each magical race gets a small list of spells open only to them – illusions in the case of the caledjula. The caledjula can also work on people’s emotions with their deep, melodic voices (i.e. a bonus to reaction checks) and they have a bat-like radar sense that lets them operate in complete darkness.

Finally, the little scaly bugger is a CAKROL. The cakrol resemble humanoid pangolins. Nicknamed zealots, cakrol are devoutly religious folk who live in little villages on a lush peninsula covered by rain forest. They make their way harvesting tropical crops, carving wooden idols, trading in beautifully crafted sailing barques and doing their best to protect themselves from the evil spirits that infest their homeland. They are a clannish people, and possessed of a fearful anger when they feel their adopted clan / guild / adventuring band is being threatened.

Cakrol are primarily a fighting class – they have the good attack bonuses, the hit points and the ability to use any weapon. They come with their own armor, which can be supplemented. Adding to this, they have some ability to detect and repel evil spirits (not unlike a cleric’s turn undead ability) and the ability to go berserk in combat.

All of the races in PARS FORTUNA will be presented as races separate from classes, and as racial classes (the default for the setting). My hope is that even people not interested in playing a “PARS FORTUNA” are able to find something useful in the book for their own game.

Next Preview – A ghostly adventuress, a walking heap of kelp, something from beyond the stars and a waspy woman …

On the Beastmen of Nabu – Part Three

Two more beastmen round out the blog series. Click to read Part I and Part II. The final article that will appear in NOD #3 will include cattle people, horse people, monkey people, raven people and swine people.

Aigosy (Goat People)
The aigosy are an eccentric race of mystics who dwell in irregularly shaped, or stepped, towers made of sun-dried bricks. Aigosy men always cultivate beards, sometimes small and neat, often curly and tangled, and all aigosy have thick, tangled hair that is usually black. Aigosy are tan to dusky in complexion and have long, flat noses. They traditionally wear felt skullcaps with small felt horns on them, rough tunics, cloaks and leggings and thick leather sandals. Aigosy have little use for jewelry, but do appreciate colored beads, especially glass beads, and often wear strings of them as necklaces and bracelets. Aigosy warriors wear ring mail under their robes and carry shields covered with leather and such weapons as flails, maces and slings. Most aigosy carry a set of pan-pipes.

An aigosy village consists of a dozen or so “towers”, each housing anywhere from three to seven aigosy. Aigosy men and women do not marry, and often do not even live together. Children are raised by the community, with the men cuffing any child that gets out of hand and women, after nursing, doing their best to mother any child within reach. The towers are decorated simply, with the most noticeable articles of furniture being the tall stools and chairs that they prefer. Each aigosy community has a large oven in which they bake their daily bread; flat loaves decorated with seeds in mystic patterns.

The aigosy live by herding goats and sheep and growing a few crops. Rugged and tough, the aigosy have an amazing ability to grow crops in very difficult environments. For this reason, they are considered lucky by many farmers, and should a family of aigosy wish to establish themselves on the fringes of a human settlement, they are usually welcomed (though not too warmly, for they are known to be a bit odd and disruptive).

The aigosy are unflappable, ignoring danger and keeping their cool in just about every situation except being near attractive members of the opposite sex. The truth is, the aigosy are a bit lecherous. They are also eccentric in their speech and manners. They have a cackling laughter that is more unnerving than contagious, and their eyes never seem quite right. They enjoy pondering things over, smoking a clay pipe and, if male, pulling on their beards. When they finally come to a decision, they become a flurry of excited activity.

Racial Characteristics: Aigosy are natural climbers, climbing very difficult surfaces on the roll of 1-2 on 1d6, and rarely failing to climb a surface that provides even small hand and foot holds. They enjoy a +1 bonus on saving throws against spells and effects that affect the mind (i.e. fear, charm, etc). An aigosy’s iron stomach allows them to digest just about anything and makes them more resistant (+2 bonus on saving throws) to poison and disease from ingested articles.

Aigosy Racial Class
The aigosy are often considered to be wild-eyed mystics and, frankly, weirdos. They come by their odd mannerisms honestly, though, for most aigosy are born with what one might call “fairy-sight”. Many aigosy can see spirits and can glimpse the future and past. Besides the racial characteristics mentioned above, a member of th aigosy racial class also gains some spell casting ability and the ability to see spirits.

Prime Requisite: Wisdom (13+ gets +5% bonus to earned experience).
Hit Dice: 1d6 (+2 hit points per level after 9th).
Weapons Permitted: Club, dart, mace, sling, staff.
Armor Permitted: Leather and shields.

Spells: Aigosy can cast divination spells in the same manner that clerics cast spells (i.e. they do not need spellbooks).

Level 1: Comprehend Languages*, Deathwatch*, Detect Evil, Detect Magic, Detect Secret Doors*, Detect Snares & Pits*, Detect Poison*, Detect Undead*, Hide from Undead*, Identify*, True Strike*

Level 2: Augury*, Detect Invisibility, ESP, Find Traps, Locate Object, Speak with Animals, Status*

Level 3: Clairaudience, Clairvoyance, Darkvision, Speak with Dead, Tongues*

Level 4: Detect Scrying*, Discern Lies*, Divination*, Locate Creature*, Speak with Plants, Scrying*, Wizard Eye

Level 5: Commune, Contact Other Plane, Prying Eyes*, Speak with Monsters

Level 6: Analyze Dweomer*, Find the Path, Legend Lore, True Seeing*

* – New spell – see end of article

Spirit Sight: Aigosy are capable of peering into the ethereal plane, and thus have a 1 in 6 chance (increasing by 1 every three levels) of spotting creatures either on the ethereal plane or creatures that are invisible.

Esou (Sheep People)
The esou live in tight-knit communities of 100 to 300 men and women led by a lord and his retainers. Esou communities are herding communities, keeping cattle, sheep and sometimes goats and swine. The esou are skilled at controlling their animals with horns, thus relieving them of the necessity of keeping dogs, which make them nervous. They build their communities on hills, usually constructing a large shell keep. Animals are, as much as possible, kept within the walls of the keep or very near, for the esou tend toward paranoia and are always certain that rustlers are just over the hill waiting to pounce.

Esou have dusky skin and curly blond hair. They wear woolen clothes, including long tunics, leather aprons and sandals. Most esou wear steel skullcaps with a curled ram-horn motif worked into the sides. Warrior equip themselves with ring armor or chainmail, shields and maces that are often tipped with steel heads shaped like a ram’s head. The esou are close-minded and suspicious. It is difficult to work oneself into their confidence, and easy to lose that confidence. Many esou expect visitors seeking hospitality to prove themselves with painful, physical ordeals.

Racial Characteristics: Esou are trained in defensive combat, giving them a base armor class of 8 [11]. They are only surprised on a roll of 1 on 1d8 and sense dangerous traps on a roll of 1 on 1d6.

Esou Racial Class
Esou warriors are experts at defensive combat, and thus very valuable to armies and parties of adventurers. Once an esou adopts a band of adventurers or soldiers, he becomes very protective of them. Esou are always on the lookout for danger, and often drive their comrades crazy with their constant fretting.

Prime Requisite: Constitution (13+ gets +5% bonus to earned experience).
Hit Dice: 1d6+2 (+3 hit points per level after 9th).
Weapons Permitted: Any.
Armor Permitted: Any.

Defensive Stance: When adopting a defensive posture, an esou gains a +1 bonus to hit and damage, a +2 bonus on all saving throws and a +2 bonus to Armor Class. In exchange, he cannot move during combat. A defensive stance lasts for 4 rounds, after which he suffers a -1 penalty to hit and damage for the remainder of the encounter. An esou can adopt his defensive stance a number of times per day equal to his level divided by two, rounding up.

Ignore Damage: At level 6, an esou can ignore 1 point of damage from melee, missile and spell attacks.

Trap Sense: Besides his 1 in 6 chance of noticing traps, an esou who takes levels in this racial class also gains a +1 bonus on saving throws to avoid traps.

NEW SPELLS –

ANALYZE DWEOMER
Level: Magic-User 6
Range: 30 ft.
Duration: 1 round per level

You learn all of the magical functions, effects and triggers on any magic item or any person under the effect of a spell that you look at. The person being analyzed or holding an object being analyzed may make a saving throw to foil your analysis. Casting this spell requires a tiny lens of ruby or sapphire set in a small golden loop, costing approximately 1,500 gp.

AUGURY
Level: Cleric 2
Range: Personal
Duration: Instantaneous

An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. The base chance for receiving a meaningful reply is 70% + 1% per level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results: Weal (if the action will probably bring good results), Woe (for bad results), Weal and woe (for both) or Nothing (for actions that don’t have especially good or bad results). If the spell fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury. The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.

COMPREHEND LANGUAGES
Level: Cleric, Magic-User 1
Range: Personal
Duration: 10 minutes per level

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The spell enables you to understand or read an unknown language, not speak or write it.

DEATHWATCH
Level: Cleric 1
Range: 30 ft.
Duration: 10 minutes per level

You can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, alive and wounded with 3 or fewer hit points left, alive with 4 or more hit points, undead, or neither alive nor dead (such as a construct).

DETECT POISON
Level: Cleric, Magic-User 1
Range: 30 ft.
Duration: Instantaneous

You determine whether a creature, object, or area has been poisoned or is poisonous.

DETECT SCRYING
Level: Magic-User 4
Range: 40 ft.
Duration: 24 hours

You immediately become aware of any attempt to observe you by means of a scrying spell or effect. The spell’s area radiates from you and moves as you move. You know the location of every magical sensor within the spell’s area. If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier’s result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you.

DETECT SECRET DOORS
Level: Magic-User 1
Range: 60 ft.
Duration: 1 minute per level

You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell.

DETECT SNARES & PITS
Level: Druid 1
Range: 60 ft.
Duration: 10 minutes per level

You can detect simple pits, dead falls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps. The spell detects certain natural hazards, including quicksand, a sinkhole, or unsafe walls of natural rock.

DETECT UNDEAD
Level: Cleric, Magic-User 1
Range: 60 ft.
Duration: 1 minute per level

You can detect the number of undead creatures within range of the spell and their relative strength (i.e. hit dice or challenge level).

DISCERN LIES
Level: Cleric 4
Range: 30 ft.
Duration: 1 round per level

You know if the subject of your scrutiny deliberately and knowingly speaks a lie. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

DIVINATION
Level: Cleric 4
Range: Personal
Duration: Instantaneous

Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%.

HIDE FROM UNDEAD
Level: Cleric 1
Range: Touch
Duration: 10 minutes per level

Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities cannot detect or locate warded creatures. Non-intelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single saving throw.

IDENTIFY
Level: Magic-User 1
Range: Touch
Duration: Instantaneous

The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).

LOCATE CREATURE
Level: Magic-User 4
Duration: 10 minutes per level

This spell functions like locate object, except this spell locates a known or familiar creature.
You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.

PRYING EYES
Level: Magic-User 5
Range: One mile
Duration: 1 hour per level

You create a number of semi-tangible, visible magical orbs (called “eyes”) equal to 1d4 + your level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions. Each eye has 1 hit point and an AC of 18. You give each eye some basic instructions of where to go, and it returns and replays in your mind what it has seen.

SCRYING
Level: Cleric 5, Druid 4, Magic-User 4
Range: See text
Duration: 1 minute per level

You can see and hear some creature, which may be at any distance. If the subject succeeds on a saving throw, the scrying attempt fails. If you have no knowledge of the creature, it gets a +10 bonus to its saving throw. If you have only secondhand knowledge of the creature, it gets a +5 bonus to its saving throw. If you have a picture or likeness of the creature, it suffers a -2 penalty to its saving throw. If you have a possession or garment of the creature, it suffers a -4 penalty to its saving throw. If you have a piece of the creature (body part, fingernail clippings, lock of hair), it suffers a -10 penalty to its saving throw. If the subject is on another plane, it gets a +5 bonus on its saving throw.

If the save fails, you can see and hear the subject and the subject’s immediate surroundings.

STATUS
Level: Cleric 2
Range: Touch
Duration: 1 hour per level

When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.

TONGUES
Level: Cleric 4, Magic-User 3
Range: Touch
Duration: 20 minutes per level

This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect.

TRUE SEEING
Level: Cleric 5, Druid 7, Magic-User 6
Range: Touch
Duration: 1 minute per level

You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet. True seeing does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means.

TRUE STRIKE
Level: Magic-User 1
Range: Personal
Duration: See text

Your next attack roll (if it is made before the end of the next round) gains a +10 bonus to hit.

On the Beastmen of Nabu – Part Two

Two more beastmen for your enjoyment. Part One, detailing the cat and lion people, is here.

Kawa (Fox People)
The kawa are mostly known as highwaymen and thieves. They wander the River of Death in bands that are like extended families of 10 to 20 individuals, usually under the command (such as it is, for they are a deeply chaotic folk) of the eldest member. The arrival of a band of kawa in a settlement is met with mixed emotions, for while they are known to be thieves, they also bring news and the crafts of their wise women and cunning men to isolated villages.

The kawa are short (4 feet tall, on average) and wiry. They have ruddy skin and platinum blond hair, and eyes they gleam with cunning. They dress in beaded tunics, jaunty leather caps and leather sandals. Belt pouches hold charms and bundles of useful herbs. Kawa warriors carry short, thin swords and long knives, as well as short bows or slings. The kawa are friendly folk, but dishonest and always on the lookout for a sharp deal. They have soprano voices and demoniacal laughs that are deeply unnerving. Kawa often get drunk at night and play tricks, often very cruel ones, on whoever is close at hand.

Racial Characteristics: Kawa are sneaky and cunning. They surprise foes on the roll of 1-2 on 1d6, and because of their acute hearing are only surprised on a roll of 1 on 1d8. Most kawa have a working understanding of herbs and their supernatural and medicinal uses, enough so that their ministrations afford creatures a +1 bonus to save vs. poison and disease. A kawa’s fluid fighting style gives it a +1 bonus to Armor Class.

Ka’wa Racial Class
A ka’wa, despite his reputation, is a useful person to have around on an adventure. Quiet and clever, they make excellent scouts and can help a party of adventurers survive in a hostile wilderness. Moreover, their wandering ways exposes them to useful bits of lore and gossip, including a handful of minor charms. Besides their normal racial abilities, dedicated ka’wa scouts have some minor spellcasting ability and the ability to sneak about and survive in the wilderness.

Prime Requisite: Intelligence (13+ gets +5% bonus to earned experience).
Hit Dice: 1d6+1 (+2 hit points per level after 9th).
Weapons Permitted: Club, dagger, hand axe, javelin, light crossbow, flail, mace, short bow, short sword, sling.
Armor Permitted: Leather and shields.

Herblore: Kawa can spend time each day they spend in the wilderness looking for herbs. There is a 1 in 6 chance each day that they discover a combination of herbs that, with their store of herbal knowledge, can be used to brew a tea that acts as a potion. Roll the type of potion randomly, using the minor potions chart in the core rulebook.

Move Silently: When concentrating and not carrying particularly noisy objects, ka’wa can move about without making any sound. A kawa moving silently and scouting ahead of a party can avoid an encounter entirely if his opponents are surprised.

Perception: A kawa successfully listens at doors and finds secret doors and hidden traps as well as elves (2 in 6 and 4 in 6 chance respectively), and can find pits and traps as well as a dwarf (1 in 6 chance of just noticing, 3 in 6 chance if searching).

Spells: At level 1, 3, 6, 9 and 12, a kawa learns to cast a level 1 magic-user spell. They can cast each spell they know once per day. The kawa’s player can choose to learn a spell known by a magic-using comrade or roll randomly for the spell he learns.

Qamouli (Camel People)
The qamouli are tall, lanky folk often standing over 7 feet in height. They have long arms and a stride that, while loping and ungainly, makes them quite fast. Qamouli have tan skin and curly, golden or reddish hair. They decorate their faces with jewelry, but otherwise dress in simple saffron robes. They cover their misshapen heads, which give them no end of embarrassment, with brightly colored turbans and scarves. Warriors wear ring mail over their robes and carry long spears, sickle-shaped swords (treat as battle axes) and slings. They are obsessive about collecting holy symbols of all kinds of gods and goddesses – major, minor or forgotten, good, evil or otherwise. A qamouli never speaks ill of a divinity, no matter how ancient, unknown or foul.

The qamouli are desert traders. They have thick pads on their feet that protect them scorpion stings and the heat of the desert sands, and so never wear shoes. They roam in bands of 15 to 30 individuals, their long strides and amazing endurance carrying them swiftly across the sands from one village to another.

Racial Characteristics: Qamouli are generally not bothered by heat and cold, though they do suffer normal damage from fire and cold attacks. They need only half as much food and water as normal humans, and are usually (75%) capable of finding food and water in any environment. A qamouli can carry 1.5 times as much weight as a normal human. They have a base movement of 15, but their clumsiness gives them a -1 penalty to Armor Class.

Qamouli Racial Class
Qamouli are natural explorers and adventurers. They like to stay on the move, and always have an eye open for items of value. Besides their racial characteristics, qamouli also know how to protect themselves from wild animals and wicked spirits.

Prime Requisite: Constitution (13+ gets +5% bonus to earned experience).
Hit Dice: 1d6+2 (+3 hit points per level after 9th).
Weapons Permitted: Any.
Armor Permitted: Leather, ring and chainmail and shields.

Desert Songs: The qamouli are especially superstitious, and learn from a young age the secrets of warding away bad luck (+2 bonus to save vs. curses). They also learn ancient songs that keep away dangerous animals and wicked spirits. These songs are sung in a nasally baritone and, in fact, are fairly useful for keeping anything with hearing at bay. In play, these songs act as a cleric’s “turn undead” check, but can be used against normal animals and the undead.

Languages: Qamouli characters are allowed to know 2 bonus languages above and beyond what is allowed by their intelligence score.

On the Beastmen of Nabu – Part One

In 1671 AD, a fellow by the name of Charles Le Brun produced a series of illustrations for his treatise on physiognomy – or a study of facial features. Included among these were fanciful illustrations of people with animal characteristics. Approximately 350 years later, a gaming geek is using these illustration to produce this …

The Beastmen of Nabu

Nabu was once a lush savanna cut by a river, the banks of which supported a highly advanced civilization. At the center of this civilization was the city-state of Nabu and its attendant empire that stretched from the jungles of Cush to the rocky hills of the Wyvern Coast. This empire was ruled by successive dynasties of scientist-kings, men and women who, it is said, were as above other humans as humans are above beasts. These kings and queen and their attendants produced wonders for their empire. And then, they apparently went too far. The cataclysm has been attributed to many possible occurrences, though most scholars would place the blame squarely on Nabu’s competition with its rival, Irem, over the verdant hills and forests of Venatia. The two powers, they believe, finally destroyed one another in a final clash of sorcery and science. In the wake of the cataclysm, both lands were turned to waste – wind-swept deserts and buried ruins replacing farmland and city, beastmen and corpses replacing men and women.

The beastmen of Nabu are, for the most part, human beings. Their habits and their faces, however, carry the mark of beasts and keep them separate from other humans, incapable of interbreeding with normal humans and often unwilling to manage their passions sufficiently to fit into to human society. There is no doubt that the beastmen were created by the energies unleashed during the cataclysm, but the process by which this transformation was accomplished is lost to modern theoretic wizardry.

Bubasti (Cat People)

The bubasti are a race of cat-like demi-humans who dwell on the margins of the River of Death. Bubasti appear as short (average 3 feet tall), slight humanoids with dusky skin and glossy, blue-black hair. They have furtive, piercing eyes and are prone to staring. The bubasti are chaotic down to their little souls, and often cruel and malicious. They dress in simple tunics and enjoy decorating themselves (when not on the hunt) with silver trinkets. In fact, bubasti place such a high value on silver that silver coins can be considered to be double in value when trading with the cat people.

The bubasti live in small communities of 10 to 30 individuals. They dwell in the tall reeds that clog the banks of the river. The bubasti construct tiny huts from the reeds. Each little den is separated by several yards from the others, and they are so cunningly camouflaged that it is possible to walk through a bubasti village without ever knowing. Villages are mostly made up of females and young, with a few older males living on the outskirts of the village and claiming it and its inhabitants as their territory. The females put up with this so long as the males keep mostly to themselves and make no attempt to assert political control over the village. Most males belong to no village, instead living the life of wanderers and adventurers.

The cat people mostly make their living as fishermen, but they are also skilled at hunting small birds with weighted nets. Bubasti give most of their religious devotion to the mythic Cat Lord, who the Nabu know as Bast but the cat people call Pasha. In turn, they enjoy Pasha’s special attention and protection, with people hurting a bubasti running a slight (5%) chance of attracting a curse (per the spell).

Racial Characteristics: Bubasti characters enjoy a +1 bonus to make saving throws against breath weapons and triggered traps. They only trip pit traps on a roll of 1 on 1d8, and take only half damage from falling. Bubasti can see in the dark as well as elves and dwarves. Bubasti speak their own language, a dialect of the common tongue of humankind, and the language of felines.

The Bubasti Racial Class

While you can use the bubasti as a race, like elf or halfling, capable of taking levels in the basic classes, you might also want to treat the bubasti as a class of their own. In addition to the racial abilities listed above, members of the bubasti class gain the ability to cast a limited number of spells and the chance to escape certain death.

Prime Requisite: Dexterity (13+ gets +5% bonus to earned experience).

Hit Dice: 1d6+1 (+1 hit points per level after 9th).

Weapons Permitted: Club, dagger, javelin, light crossbow, short bow, short sword, sling.

Armor Permitted: Leather, ring, shields.

Magic Spells (1st): The bubasti are granted access to a small number of spells by their divine patron. The bubasti spell list is described below. Bubasti cast spells as clerics.

Level One: Detect Evil, Detect Magic, Expeditious Retreat#, Feather Fall#, Jump#

Level Two: Detect Invisibility, Dexterity*, Find Traps, Invisibility, Speak with Animals

Level Three: Bestow Curse**, Dimension Door#, Locate Object, Summon Cats***

* As the magic-user spell Strength, but applies instead to dexterity. Bubasti gain 2d4 points of dexterity from this spell.

** The reverse of remove curse.

*** As Monster Summoning I, except the spell summons 2d6 normal cats from the aether. Cats have the following statistics: HD 1d2; AC 5 [14]; Atk 2 claws (1 damage), 1 bite (1 damage); Move 12; Save 17; CL/XP A/5; Special: None.

# New spell – see below.

Evasion (1st): The bubasti can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when a bubasti would be reduced to 0 or fewer hit points by damage from a weapon or other blow, she can attempt a saving throw. If successful, she takes only half damage from the attack.

Keen Hearing (1st): A bubasti’s hearing is so acute that they are only surprised on a roll of 1 on 1d8.

Light Footed (1st): Bubasti are so quiet when they move that they are capable, when surrounded by equally quiet creatures or alone, of surprising their foes on the roll of 1-2 on 1d6.

Spells

Level

XP

HD

Attack

Save

1

2

3

1

0

1

+0

14

1

2

1,900

2

+0

13

1

3

3,800

3

+1

12

2

4

7,600

4

+1

11

2

5

15,200

5

+2

10

2

1

6

30,000

6

+2

9

2

1

7

60,000

7

+3

8

3

2

8

120,000

8

+3

7

3

2

9

240,000

9

+4

6

3

2

1

10

360,000

+1 hp

+5

5

3

2

1

11

480,000

+2 hp

+5

4

3

3

2

12

600,000

+3 hp

+6

4

3

3

2

New Spells –

Dimension Door

Level: 3 (bubasti), 4 (magic-user)

Range: 300 feet

Duration: Instantaneous

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired, whether by simply visualizing the area or by stating direction. You may bring one additional willing man-sized or smaller creature per three caster levels.

Expeditious Retreat

Level: 1

Range: Personal

Duration: 1 minute per level

This spell increases your land speed by +12.

Feather Fall

Level: 1

Range: 30 feet

Duration: Until landing, or 1 round per level

The affected creatures or objects fall so slowly that they take no damage upon landing.

Jump

Level: 1

Range: Touch

Duration: 1 minute per level

The subject of this spell can easily leap 10 feet horizontally or 6 feet vertically.

Belcwn (Lion People)

Unlike their small, furtive kin the bubasti, the lion people, or belcwn, are tall and broad of shoulder. The lion people have tanned, muscular bodies, golden eyes and curly blonde or red hair that is always worn long and loose. Belcwns dress in leather tunics. Warriors wear leather or ring armor and carry heavy flails, hooked swords or pole arms and sometimes shields. They are expert at using their weapons to knock their enemies prone, opening them to a vicious pounce. The male leader of a pride wears a heavy, animal skin cloak and receives visitors sitting on a beautifully carved wooden stool.

The belcwn live in prides, pitching their animal skin tents on grassy meadows near groves of acacia trees. Each pride consists of 6 to 12 female warriors and either a single male or a pair of brothers who rule as titular kings and defenders. While the women work as hunters and gatherers, the kings tutor their children in fighting and in the legends and lore of their people. The males also fill their time working on crafts necessary to the tribe’s survival – mostly weapon making, but also basket weaving and leather working. Males without a pride live as mercenaries and adventurers. Their foul tempers and penchant for violence make them useful to nobles, but poorly regarded by common folk.

The belcwn worship Pasha, the ruler of all felines, as well as deities of war and solar divinities. Males act as priests for their prides, and thus often have the magical abilities of low-level adepts. Many belcwn kings are attended by bubasti viziers.

Racial Characteristics: Belcwns are usually tall and muscular, but are generally not known for their intellects. New belcwn characters receive a +2 bonus to their strength attribute, but a -2 penalty to their intelligence. These modifications cannot take an ability score higher than 18 or lower than 3. Belcwns can see in the dark.

Belcwn Racial Class

Belcwns are roudy, eager warriors who enjoy coming to blows with their enemies. Their ear-shattering battle cries cause enemies to quake in their boots, and their powerful charges often send them scattering. In addition, belcwns possess an innate ability to command normal beasts.

Prime Requisite: Strength (13+ gets +5% bonus to earned experience).

Hit Dice: 1d6+2 (+3 hit points per level after 9th).

Weapons Permitted: Any.

Armor Permitted: Leather, ring, chainmail and shields.

Battle Yell: The belcwn usually enter battle with a terrible, throaty yell, not unlike a lion’s roar. Creatures with fewer hit dice than the belcwn (and no more than 5 hit dice in any event) must pass a saving throw or be struck with fear, suffering a -1 penalty to hit and damage during combat.

Charge: When belcwns charge into a fight, they enjoy a +1 bonus to hit and damage for one round, but suffer a -2 penalty to Armor Class and always lose initiative to troops who have set their spears against a charge. Foes that are damaged by a belcwn’s charge must make a saving throw or be knocked prone.

Command Animals: Belcwns possess a natural aura of command over natural, normal animals (i.e. not mythic animals like unicorns or giant versions of normal animals). Against these creatures, a belcwn can make a “turn undead” roll as a cleric of the belcwn’s level. If successful, the animals fall under the belcwn’s command as the undead fall under the command of an evil cleric, though the duration is only 1 hour.

Level

XP

HD

Attack

Save

1

0

1

+0

16

2

2,000

2

+0

15

3

4,000

3

+1

14

4

8,000

4

+2

13

5

16,000

5

+2

12

6

30,000

6

+3

11

7

60,000

7

+4

10

8

120,000

8

+5

9

9

240,000

9

+6

8

10

360,000

+3 hp

+7

7

11

480,000

+6 hp

+7

6

12

600,000

+9 hp

+8

5

 

Pars Fortuna Preview #1 – The Caledjula

As I’ve mentioned before, I’m working on creating a set of rules based on Swords & Wizardry called PARS FORTUNATM. The gimmick is that the races, monsters and magic items are all based on things generated using a variety of online random generators. I’m also including a host of alternate rules – a different magic system, loads of spells adapted from non-traditional sources, etc. The idea is that the game will be playable as is, or could serve as a toolkit for those wishing to spice up their existing old school games. In the end, it may come to nothing, but its a fun experiment for me.

Here then is the first preview, a race/class called the Caledjula. This race has shown up on the LAND OF NOD blog before, but here has been turned into a class and refined somewhat. Of course, the most obvious take away from this preview is that I need to hire an actual artist to illustrate the game.

Caledjula (The Sky People)
Caledjula are tall, statuesque humanoids with angular bodies, reddish-orange skin and black hair. Their heads are shaped like sidewise crescents, the peaks being their over-sized ears. Their eyes are large and brightly colored. Their long arms end in hands with seven thin fingers.

Caledjula have a radar-like sense reminiscent of bats. They are capable of imitating all sorts of speech, and their pleasant, deep voices and calm demeanor make them excellent diplomats. Caledjula are natural illusionists, with an inborn talent for creating minor figments and phantasms. Most importantly, the caledjula can fly thanks to a strange and little understood gland in their brains.

The caledjula dwell in the mountains. They hire themselves out as heralds, orators and cryers, and often serve in the retinues of merchants and nobles. They indulge in multi-colored garments, always close-fitting and flamboyant.

Prime Attribute: Intelligence, 13+ (5% experience.)

Hit Dice: 1d6-1/level (Gains 1 hp/level after 9th.)

Armor/Shield Permitted: Shields.

Weapons Permitted: Club, dagger, dart.

Healing: The caledjula excel at the healing arts. Any creature given over to their long-term care heals an additional hit point each day and enjoys a +1 bonus to saving throws made to fight off disease. In addition, a caledjula with a healer’s kit has a 2 in 6 chance of neutralizing poisons and a 2 in 6 chance of restoring 1d4 hit points after a battle by applying first aid.

Magic: Caledjula can cast magic spells. See the section on Magic for more information about this powerful ability. In addition to the spells a caledjula can learn as a magician, all caledjula begin the game knowing one illusion that they can cast once per day. This spell is chosen from the following:

• Dazzling Lights: This spell creates a pattern of lights that dazzles all creatures of 1 HD or less within 10 feet, causing them to suffer a -1 penalty to hit in combat. Each creature is allowed a saving throw to avoid this.

• Ghost Sound: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.

• Prestidigitation: Once cast, this spell enables you to perform simple magical effects for 1 hour. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil small items. It can chill, warm, or flavor 1 pound of nonliving matter. It can create small, crude, fragile objects that cannot be used as tools, weapons, or spell components.

• Smoke Image: This spell shapes existing smoke into any shape, creature or object the spellcaster can visualize. The image is composed entirely of smoke and if disturbed dissipates back into smoke.

• Ventriloquism: You can make your voice seem to issue from someplace else. Anyone who hears the sound and rolls a successful save recognizes it as illusory.

Radar: A caledjula’s radar sense allows them to fight without penalty in complete darkness. They cannot see in the dark, but they can navigate through pitch black halls and caverns without running into things.

Voices: Caledjula are natural mimics, and have a 3 in 6 chance of successfully imitating voices and sounds. The gregarious personalities and sonorous tenors of the caledjula make them natural public speakers. Caledjula enjoy a +1 reaction check bonus when parlaying with monsters and other folk.

Replaces the artwork – maybe a slight improvement?

Six from the Sanctum

I was playing with Seventh Sanctum’s alien and fantasy race generators today, and decided to stat up some of the results. If any enterprising artist wants to draw one of these oddballs, I’d love to see the result. The following is open game content.

Caledjula
Caledjula are tall, statuesque creatures with angular bodies and reddish-orange skin. Their heads are pointed and their jaws and foreheads jut out about three inches beyond their flat faces. Their eyes are large and brightly colored, and surrounded by long lashes. Their arms (wings, actually) and legs end in hands with seven long fingers. Caledjula have a radar-like sense reminiscent of bats. Caledjula are capable of imitating all sorts of speech, and their pleasant, deep voices and calm demeanor makes them successful negotiators. Caledjula are advanced in the areas of illusions and healing, and have more than their fair share of illusionists and clerics. The caledjula come from a barren world. They live beneath the surface in cave systems dug into the permafrost. They adorn themselves with leather armor, sometimes studded, in battle and carry long, thin blades and bolas.

Caledjula characters are capable of finding their way even in complete darkness. They can also fly. Caledjula enjoy a +2 bonus to save vs. illusions and every caledjula begins play knowing one minor illusion that they can cast once per day.

  • Caledjula: HD 1; AC 9 [10]; Atk 1 weapon; Move 12 (Fly 9); Save 16 (14 vs. illusion); Special:Radar sense, know one illusion spell.

Ifnut
Ifnuts have bulky, spherical bodies with thick, rubbery skin the color of damask. They have three heads that resemble elephant trunks tipped with black, beady eyes and three stubby limbs that end in three long finger/toes. These limbs are used for both movement and manipulation. Although omnivorous, ifnuts prefer to browse on vegetation. Ifnuts tend to be narcissists, and find it difficult to work with others on a permanent basis. Other races find them to be corrupt and untrustworthy. Ifnut armorers can fashion all manner of armor for ifnuts, with their suits of plate mail making them look like pot-bellied stoves. They can wield short weapons (short swords, daggers, light maces) and their heads are capable of casting stones as if they were slings.

Ifnut characters are only surprised on the roll of 1 on 1d8. Their thick skin improves their armor class by one. They can make one ranged attack each round for 1d4 points of damage, provided they have ammunition in the form of sling stones or bullets. Their limb placement does not allow for the use of other ranged weapons with the exception of light crossbows, with which they suffer a -2 penalty to hit.

  • Ifnut: HD 1; AC 8 [11]; Atk 1 weapon (1d6) or 1 thrown stone (1d4); Move 9; Save 16; Special: None.

Nif’nef
The nif’nef look like elves with honey-colored skin and wasp-shaped bodies (i.e. extremely thin waists). They have ashen hair, beady, black eyes, and thin mouths and noses. The nif’nef have a shamanistic belief system (i.e. druids in place of clerics) and they worship creatures of elemental earth. A group of five nif’nef can, with 3 rounds of ritual chanting, conjure an earth elemental from the ground. Nif’nef practice ritual cannibalism of deceased friends and family, preserving the flayed skins in alabaster boxes marked with angular runes. They dwell on a rich island chain that is the site of a lost civilization.

Nif’nef characters are light and graceful, gaining a +1 bonus to dexterity rolls at character creation, but suffering a -1 penalty to strength rolls. These modifications cannot send an ability score over 18 or below 3. Their quiet natures give them a +1 bonus to surprise (or sneak). Nif’nef have slow metabolisms that allow them to eat half as much as humans.

  • Nif’nef: HD 1d6; AC 8 [11]; Atk 1 weapon (1d6); Move 15; Save 17; Special: Surprise on 1-2 on 1d6.

Olvu’gai
The olvu’gai resemble nothing so much as giant potatoes covered in velvety, yellow fur. Sprouting from their “middles” are from eight to twelve thin tentacles, each about 10 feet in length. The tentacles are used to move, almost in the manner of a spider, and to manipulate objects. There are numerous patches of what appear to be long, black hairs sprouting from the bodies of the olvu’gai. These hairs are used to collect sensory data (smell, sight, sound). The creatures communicate by vibrating their tentacles, creating sounds reminiscent of the glass armonica. The creatures can also use these vibrations to render themselves invisible (as the spell). Olvu’gai are natural bureaucrats, with a love for classification and “everything in its place” thinking. They spend much of their time in endless debates about the minutiae of an idea, and only rarely move ahead with anything. Their home world is barren and craggy, which most of the life living in the soil. The world has no moon and suffers frequent catastrophes. The wildlife is as bizarre to an “earthling” as the olvu’gai themselves.

Olvu’gai characters retain their ability to become invisible, but may only use it once per day. Their very ordered thinking helps them find secret doors and traps on a roll of 1-2 on 1d6, but it takes them twice as long to search for them. Olvu’gai can learn to understand humanoid languages but not speak them. Likewise, their language can be learned by humanoids but cannot be spoken by them.

  • Olvu’gai: HD 1; AC 9 [10]; Atk 3 tentacles (1d6); Move 12; Save 16; Special: Invisibility.

Vindlu
Vindlu resemble long, thin lions covered in silvery scales tipped with aquamarine and they have long “whiskers” like those of a carp. These whiskers are extremely sensitive, making vindlu difficult to surprise and allowing them some insights into the emotions of others. Their four legs end in clawed hands. Outside their home city, they live in tight-knit family bands, hiring themselves out as assassins. They are very skilled at poison making.

The vindlu originate in a huge, prosperous city state located in the “Crawling Canyon”, a canyon that seemingly moves about their native highlands. The city-state is composed of circular brick “shell-keeps” centered around fire pits fueled by coal and always kept burning. The vindlu sleep on shelves overlooking the pit, with the interior of their buildings given over to storage rooms, kitchens, libraries and armories. Most of the city-state’s revenue comes from intricately died cotton textiles, the cotton harvest being a highlight of their year. Although not particularly religious, the vendlu give a nod to a hermaphroditic divinity they call Magfa. Magfa is aloof and mysterious, and works its wonders through earth-bound messengers and servants.

Vindlu characters enjoy a +1 bonus to save vs. poison, and are capable of using poison on their weapons safely and effectively. They also have a +1 bonus to save vs. fire damage. Their whiskers make them susceptible to surprise only on a roll of 1 on 1d8, and give them the ability to detect lies.

  • Vindlu: HD 1; AC 8 [11]; Atk 1 bite (1d4) or 1 weapon (1d8 + poison); Move 15; Save 16 (15 vs. poison and fire); Special:Surprised on roll of 1 on 1d8, detect lies / read emotions.

Zwunker
Zwunkers are an offshoot of dwarfs. They are black-skinned and have long manes of gold hair. Their eyes are faceted and resemble yellow diamonds. Zwunkers live in caves overlooking the sea. They are skilled sailors and love nothing more than to feel the wind whipping through their manes. Once per day, a zwunker can control the winds, either calming them or whipping them into a frenzy. Zwunkers are highly resistant to magic, and their presence actually absorbs magical energy. Essentially, their “magic resistance” applies to all magical effects within 30 feet of them. Zwunkers make elaborate leather armor (always black) and carry steel rods for weapons.

Zwunker characters enjoy the same benefits as normal zwunkers. They have a +2 bonus to save vs. magic. Their hair can be shaved and melted down into the equivalent of 5 gold pieces, though no zwunker would willingly do this save to avert his own death or that of a loved one. Zwunkers cannot work magic, and thus are barred from becoming clerics and magic-users, though they can become psychics.

  • Zwunker: HD 1; AC 6 [13]; Atk 1 weapon (1d6); Move 9; Save 16 (14 vs. magic); Special:Control wind, magic resistance 10%.

Beastmen, Centaurs and Mechanical Men

Denis Beauvais Bridge of Sorrows

These are the three “new races” I worked up for my Land of Nod campaign. The centaur owes its creation to Denis Beauvais‘ excellent painting Bridge of Sorrows (he could do the covers for my fantasy rules any day). Looking at that centaur knight, how can you not want to play one? The beastman was a replacement for the half-orc, and was intended as a simple way to introduce all sorts of bestial humanoids into the game as playable races. The mechanical man is a nod to pulp sci-fi and stories of Hephaestus’ automatons in Greek myth, as well as the venerable tin woodsman of Oz fame. The following content is declared open game content.

BEASTMAN
Beastman is not a race per se’, but rather a category of bestial humanoids. This category can include such humanoids as gnolls, orcs and hobgoblins or crossbreeds between such humanoids and humans. The most common “beastmen” in Nod are the half-orcs.

Half-orc characters are usually crossbred from human stock, and can almost pass for human. As they are often the product of rape, half-orcs frequently have a rough childhood. Their orc blood puts them at a disadvantage with most people, as orcs are known for their violent and criminal tendencies.

Half-orcs average from six to seven feet in height, and they are usually built like gorillas. Their skin often has a pink, grey or green cast to it. Half-orcs often have one of the following facial features: turned up nose, pointed ears, thick eyebrows, a heavy forehead, vestigal tusks and/or pointed teeth. Half-orc hair is coarse and unruly, and usually black, dark brown or dark red. Half-orc eyes are almost always brown, brownish green or greyish green.

Half-orcs usually speak the common tongue of men and often (60%) the language of orcs. It is not uncommon for them to learn the language of dwarves, goblins, ogres and giants. Players of half-orcs may wish to affect a deep, gutteral, grunting accent to their speech when communicating as their character.

  • Beastmen enjoy a +1 bonus to strength and constitution at character creation, but suffer a -2 penalty to charisma. These modifications cannot take an ability score above 18 or below 3.
  • Beastmen can see up to 60 feet in the dark. Their sense of smell is as refined as a wolf’s.
  • A beastman’s thick skin or fur coat improves its Armor Class by 1.
  • Beastmen enjoy a +2 bonus to save vs. disease.

CENTAUR
A centaur has the head, arms and torso of a human or elf and the lower body of a pony or ass. Centaurs dwell in meadows and glades surrounded by thick woodlands. They are known for their lack of temper and their fondness for women, war and song.

Centaurs are usually eight to nine feet tall from hoof to head. Even though their equine bodies are smaller than normal horses, they are still quite heavy and find it difficult to scale sheer surfaces without help from others. A centaur’s equine body may have any pattern common to normal horses, and the hair on their heads often follows suit. Centaurs usually have nut brown skin.

Centaurs speak their own language and often (50%) the language of elves. They occaisionally speak the common tongue of men. Many centaurs learn the languages of gnomes, goblins, halflings, kobolds and orcs. Because of their size, centaurs have booming voices. Players of centaurs may want to use a Greek accent when speaking as their characters.

  • Centaurs enjoy a +1 bonus to strength and constitution at character creation, but suffer a -2 penalty to wisdom. These modifications cannot take an ability score above 18 or below 3.
  • Centaurs can carry 150% more than most characters. In addition, their movement is adjusted by +6.
  • Because they are quadripeds, a centaur’s AC vs. grapple and overbearing attacks is increased by +2.
  • In combat, centaurs can choose to attack with their weapon or make two hoof attacks that deal 1d6 damage.
  • A centaurs body shape makes them unsuitable for playing monks. Centaur rangers, thieves and assassins do not gain those class’s ability to climb walls. Centaurs favor the barbarian and bard classes and have a +5% bonus to earned XP in those classes.
  • Centaur armor costs twice as much as normal humanoid armor.

MECHANICAL MAN
Mechanical men are intelligent, artificial lifeforms created by ancient peoples (elves, fish men, ophidians), wizards and Vulcanus, god of the forge. They are as sentient as any living creature, and can “procreate” by building children and endowing them with a portion of their own souls.

Mechanical men are humanoid creatures composed of tin, wood, bronze, porcelain, ivory, steel or other such materials. The actual form of a mechanical man is highly variable. Mechanical fighting-men often have suits of armor attached to their bodies, while thieves may streamline their bodies to make fitting into small places easier.

Mechanical men usually speak the common tongue of men and the language of their creators.

  • Mechanical men are immune to poison and disease. They do not need to eat or breath, although they can benefit from imbibing a magical potion. Spells that heal damage to living bodies are only half as effective on mechanical men.
  • Mechanical men have 50% resistance to lightning damage.
  • A mechanical man has a natural Armor Class of 7 [12]. His unarmed strikes do 1d3 damage.